<?xml version="1.0" encoding="utf-8"?>

<toolbox>

   <actionspanel>

      <folder id="Top Level" name="顶级" sort="true" tiptext="顶级中包含核心 ActionScript 类和全局函数。">

         <folder asAncestors="Error,Object" helpurl="globalClassifier:ArgumentError" id="ArgumentError" index="true" name="ArgumentError" sort="true" 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。">

            <folder helpurl="globalClassifier:ArgumentError" id="Methods" name="方法" tiptext="ArgumentError 类的方法">

               <string constructor="true" helpurl="ArgumentError:ArgumentError" name="ArgumentError" object="ArgumentError" playername="" text="new ArgumentError(%消息:String%)" tiptext="创建一个 ArgumentError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:arguments" id="arguments" index="true" name="arguments" sort="true" tiptext="参数对象用于存储和访问函数的参数。">

            <folder helpurl="globalClassifier:arguments" id="Properties" name="属性" tiptext="类参数的属性">

               <string helpurl="arguments:callee" name="callee" object="arguments" playername="" text=".callee" tiptext="对当前正在执行的函数的引用。" version=""/>

               <string helpurl="arguments:length" name="length" object="arguments" playername="" text=".length" tiptext="传递给函数的参数数目。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Array" id="Array" index="true" name="Array" sort="true" tiptext="使用 Array 类可以访问和操作数组。">

            <folder helpurl="globalClassifier:Array" id="Methods" name="方法" tiptext="Array 类的方法">

               <string constructor="true" helpurl="Array:Array" name="Array" object="Array" playername="" text="new Array(%值:可变长度参数%)" tiptext="允许创建包含指定元素的数组。" version="4"/>

               <string constructor="true" helpurl="Array:Array" name="Array" object="Array" playername="" text="new Array(%[元素数:int=0]%)" tiptext="允许创建指定元素数量的数组。" version="4"/>

               <string helpurl="Array:AS3:concat" name="concat" object="Array" playername="" text=".concat(%参数:可变长度参数%):Array" tiptext="连接参数中指定的元素。" version="4"/>

               <string helpurl="Array:AS3:every" name="every" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:filter" name="filter" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:forEach" name="forEach" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:indexOf" name="indexOf" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:join" name="join" object="Array" playername="" text=".join(%[分隔符:*=unknown]%):String" tiptext="将数组中的元素转换为字符串。" version="4"/>

               <string helpurl="Array:AS3:lastIndexOf" name="lastIndexOf" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:map" name="map" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:pop" name="pop" object="Array" playername="" text=".pop(%%)" tiptext="删除数组中最后一个元素，并返回该元素的值。" version="4"/>

               <string helpurl="Array:AS3:push" name="push" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:reverse" name="reverse" object="Array" playername="" text=".reverse(%%):Array" tiptext="就地倒转数组。" version="4"/>

               <string helpurl="Array:AS3:shift" name="shift" object="Array" playername="" text=".shift(%%)" tiptext="删除数组中第一个元素，并返回该元素。" version="4"/>

               <string helpurl="Array:AS3:slice" name="slice" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:some" name="some" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:sortOn" name="sortOn" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:sort" name="sort" object="Array" playername="" 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"/>

               <string helpurl="Array:AS3:splice" name="splice" object="Array" playername="" 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"/>

               <string helpurl="Array:toLocaleString" name="toLocaleString" object="Array" playername="" text=".toLocaleString(%%):String" tiptext="返回一个字符串，它表示指定数组中的元素。" version="4"/>

               <string helpurl="Array:toString" name="toString" object="Array" playername="" text=".toString(%%):String" tiptext="返回一个字符串，它表示指定数组中的元素。" version="4"/>

               <string helpurl="Array:AS3:unshift" name="unshift" object="Array" playername="" 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"/>

            </folder>

            <folder helpurl="globalClassifier:Array" id="Properties" name="属性" tiptext="Array 类的属性">

               <string constant="true" helpurl="Array:CASEINSENSITIVE" name="CASEINSENSITIVE" object="Array" playername="" text="Array.CASEINSENSITIVE" tiptext="指定 Array 类排序方法为不区分大小写的排序。" version=""/>

               <string constant="true" helpurl="Array:DESCENDING" name="DESCENDING" object="Array" playername="" text="Array.DESCENDING" tiptext="指定 Array 类排序方法为降序排序。" version=""/>

               <string constant="true" helpurl="Array:NUMERIC" name="NUMERIC" object="Array" playername="" text="Array.NUMERIC" tiptext="指定 Array 类排序方法为数值(而不是字符串)排序。" version=""/>

               <string constant="true" helpurl="Array:RETURNINDEXEDARRAY" name="RETURNINDEXEDARRAY" object="Array" playername="" text="Array.RETURNINDEXEDARRAY" tiptext="指定排序返回的数组包含数组索引。" version=""/>

               <string constant="true" helpurl="Array:UNIQUESORT" name="UNIQUESORT" object="Array" playername="" text="Array.UNIQUESORT" tiptext="指定 Array 类排序方法的唯一排序要求。" version=""/>

               <string helpurl="Array:length:get" name="length" object="Array" playername="" text=".length" tiptext="指定数组中元素数量的非负整数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Boolean" id="Boolean" index="true" name="Boolean" sort="true" 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)。">

            <folder helpurl="globalClassifier:Boolean" id="Methods" name="方法" tiptext="Boolean 类的方法">

               <string constructor="true" helpurl="Boolean:Boolean" name="Boolean" object="Boolean" playername="" text="new Boolean(%[表达式:Object=false]%)" tiptext="创建一个具有指定值的 Boolean 对象。" version="4"/>

               <string helpurl="Boolean:AS3:toString" name="toString" object="Boolean" playername="" 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"/>

               <string helpurl="Boolean:AS3:valueOf" name="valueOf" object="Boolean" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Date" id="Date" index="true" name="Date" sort="true" tiptext="Date 类表示日期和时间信息。">

            <folder helpurl="globalClassifier:Date" id="Methods" name="方法" tiptext="Date 类的方法">

               <string constructor="true" helpurl="Date:Date" name="Date" object="Date" playername="" 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]%)" 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"/>

               <string helpurl="Date:UTC" name="UTC" object="Date" playername="" static="true" 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" 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"/>

               <string helpurl="Date:AS3:getDate" name="getDate" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getDay" name="getDay" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getFullYear" name="getFullYear" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getHours" name="getHours" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getMilliseconds" name="getMilliseconds" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getMinutes" name="getMinutes" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getMonth" name="getMonth" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getSeconds" name="getSeconds" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getTime" name="getTime" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getTimezoneOffset" name="getTimezoneOffset" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCDate" name="getUTCDate" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCDay" name="getUTCDay" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCFullYear" name="getUTCFullYear" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCHours" name="getUTCHours" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCMilliseconds" name="getUTCMilliseconds" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCMinutes" name="getUTCMinutes" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCMonth" name="getUTCMonth" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:getUTCSeconds" name="getUTCSeconds" object="Date" playername="" 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"/>

               <string helpurl="Date:parse" name="parse" object="Date" playername="" static="true" text="Date.parse(%日期:String%):Number" 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"/>

               <string helpurl="Date:AS3:setDate" name="setDate" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setFullYear" name="setFullYear" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setHours" name="setHours" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setMilliseconds" name="setMilliseconds" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setMinutes" name="setMinutes" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setMonth" name="setMonth" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setSeconds" name="setSeconds" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setTime" name="setTime" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setUTCDate" name="setUTCDate" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setUTCFullYear" name="setUTCFullYear" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setUTCHours" name="setUTCHours" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setUTCMilliseconds" name="setUTCMilliseconds" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setUTCMinutes" name="setUTCMinutes" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setUTCMonth" name="setUTCMonth" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:setUTCSeconds" name="setUTCSeconds" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:toDateString" name="toDateString" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:toLocaleDateString" name="toLocaleDateString" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:toLocaleString" name="toLocaleString" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:toLocaleTimeString" name="toLocaleTimeString" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:toString" name="toString" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:toTimeString" name="toTimeString" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:toUTCString" name="toUTCString" object="Date" playername="" 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"/>

               <string helpurl="Date:AS3:valueOf" name="valueOf" object="Date" playername="" 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"/>

            </folder>

            <folder helpurl="globalClassifier:Date" id="Properties" name="属性" tiptext="Date 类的属性">

               <string helpurl="Date:AS3:dateUTC:get" name="dateUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:date:get" name="date" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:dayUTC:get" name="dayUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:day:get" name="day" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:fullYearUTC:get" name="fullYearUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:fullYear:get" name="fullYear" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:hoursUTC:get" name="hoursUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:hours:get" name="hours" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:millisecondsUTC:get" name="millisecondsUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:milliseconds:get" name="milliseconds" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:minutesUTC:get" name="minutesUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:minutes:get" name="minutes" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:monthUTC:get" name="monthUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:month:get" name="month" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:secondsUTC:get" name="secondsUTC" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:seconds:get" name="seconds" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:time:get" name="time" object="Date" playername="" 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=""/>

               <string helpurl="Date:AS3:timezoneOffset:get" name="timezoneOffset" object="Date" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:DefinitionError" id="DefinitionError" index="true" name="DefinitionError" sort="true" 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。">

            <folder helpurl="globalClassifier:DefinitionError" id="Methods" name="方法" tiptext="DefinitionError 类的方法">

               <string constructor="true" helpurl="DefinitionError:DefinitionError" name="DefinitionError" object="DefinitionError" playername="" text="new DefinitionError(%消息:String%)" tiptext="创建一个新的 DefinitionError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Error" id="Error" index="true" name="Error" sort="true" tiptext="Error 类包含有关脚本中出现的错误的信息。">

            <folder helpurl="globalClassifier:Error" id="Methods" name="方法" tiptext="Error 类的方法">

               <string constructor="true" helpurl="Error:Error" name="Error" object="Error" playername="" text="new Error(%消息:String[,id:int=0]%)" tiptext="创建具有指定错误消息的新 Error 实例。" version="4"/>

               <string helpurl="Error:getStackTrace" name="getStackTrace" object="Error" playername="" text=".getStackTrace(%%):String" tiptext="以可读形式返回错误的调用堆栈。" version="4"/>

               <string helpurl="Error:toString" name="toString" object="Error" playername="" 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"/>

            </folder>

            <folder helpurl="globalClassifier:Error" id="Properties" name="属性" tiptext="Error 类的属性">

               <string helpurl="Error:message" name="message" object="Error" playername="" text=".message" tiptext="包含与 Error 对象关联的消息。" version=""/>

               <string helpurl="Error:name" name="name" object="Error" playername="" text=".name" tiptext="包含 Error 对象的名称。" version=""/>

               <string helpurl="Error:errorID:get" name="errorID" object="Error" playername="" text=".errorID" tiptext="包含与特定错误消息相关联的引用编号。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:EvalError" id="EvalError" index="true" name="EvalError" sort="true" 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。">

            <folder helpurl="globalClassifier:EvalError" id="Methods" name="方法" tiptext="EvalError 类的方法">

               <string constructor="true" helpurl="EvalError:EvalError" name="EvalError" object="EvalError" playername="" text="new EvalError(%消息:String%)" tiptext="创建一个新的 EvalError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Function" id="Function" index="true" name="Function" sort="true" tiptext="函数是可在 ActionScript 中调用的基本代码单位。">

            <folder helpurl="globalClassifier:Function" id="Methods" name="方法" tiptext="Function 类的方法">

               <string helpurl="Function:AS3:apply" name="apply" object="Function" playername="" 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"/>

               <string helpurl="Function:AS3:call" name="call" object="Function" playername="" text=".call(%[this参数:*=unknown,参数:restParam]%)" tiptext="调用该函数。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:int" id="int" index="true" name="int" sort="true" tiptext="通过 int 类可使用表示为 32 位带符号整数的数据类型。">

            <folder helpurl="globalClassifier:int" id="Methods" name="方法" tiptext="int 类的方法">

               <string constructor="true" helpurl="int:int" name="int" object="int" playername="" text="new int(%数字:Object%)" tiptext="构造函数；创建新的 int 对象。" version="4"/>

               <string helpurl="int:AS3:toExponential" name="toExponential" object="int" playername="" 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"/>

               <string helpurl="int:AS3:toFixed" name="toFixed" object="int" playername="" 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"/>

               <string helpurl="int:AS3:toPrecision" name="toPrecision" object="int" playername="" 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"/>

               <string helpurl="int:AS3:toString" name="toString" object="int" playername="" text=".toString(%基数:uint%):String" tiptext="返回 int 对象的字符串表示形式。" version="4"/>

               <string helpurl="int:AS3:valueOf" name="valueOf" object="int" playername="" text=".valueOf(%%):int" tiptext="返回指定 int 对象的原始值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:int" id="Properties" name="属性" tiptext="int 类的属性">

               <string constant="true" helpurl="int:MAX_VALUE" name="MAX_VALUE" object="int" playername="" text="int.MAX_VALUE" tiptext="可表示的最大 32 位带符号整数为 2,147,483,647。" version=""/>

               <string constant="true" helpurl="int:MIN_VALUE" name="MIN_VALUE" object="int" playername="" text="int.MIN_VALUE" tiptext="可表示的最小 32 位带符号整数为 -2,147,483,648。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Math" id="Math" index="true" name="Math" sort="true" tiptext="Math 类包含表示常用数学函数和值的方法和常数。">

            <folder helpurl="globalClassifier:Math" id="Methods" name="方法" tiptext="Math 类的方法">

               <string helpurl="Math:abs" name="abs" object="Math" playername="" static="true" text="Math.abs(%值:Number%):Number" tiptext="返回指定 Number 的绝对值。" version="4"/>

               <string helpurl="Math:acos" name="acos" object="Math" playername="" static="true" text="Math.acos(%值:Number%):Number" tiptext="以弧度为单位返回指定 Number 的反余弦值。" version="4"/>

               <string helpurl="Math:asin" name="asin" object="Math" playername="" static="true" text="Math.asin(%值:Number%):Number" tiptext="以弧度为单位返回指定的 Number 参数的反正弦值。" version="4"/>

               <string helpurl="Math:atan2" name="atan2" object="Math" playername="" static="true" text="Math.atan2(%y:Number,x:Number%):Number" 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"/>

               <string helpurl="Math:atan" name="atan" object="Math" playername="" static="true" text="Math.atan(%值:Number%):Number" 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"/>

               <string helpurl="Math:ceil" name="ceil" object="Math" playername="" static="true" text="Math.ceil(%值:Number%):Number" tiptext="返回指定数字或表达式的上限值。" version="4"/>

               <string helpurl="Math:cos" name="cos" object="Math" playername="" static="true" text="Math.cos(%弧度角:Number%):Number" tiptext="返回指定角度的余弦值。" version="4"/>

               <string helpurl="Math:exp" name="exp" object="Math" playername="" static="true" text="Math.exp(%值:Number%):Number" 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"/>

               <string helpurl="Math:floor" name="floor" object="Math" playername="" static="true" text="Math.floor(%值:Number%):Number" tiptext="返回由参数值指定的数字或表达式的下限值。" version="4"/>

               <string helpurl="Math:log" name="log" object="Math" playername="" static="true" text="Math.log(%值:Number%):Number" tiptext="返回参数值的自然对数。" version="4"/>

               <string helpurl="Math:max" name="max" object="Math" playername="" static="true" text="Math.max(%值 1:Number,值 2:Number,其余参数:可变长度参数%):Number" tiptext="计算参数 值1 和 值2 并返回较大值。" version="4"/>

               <string helpurl="Math:min" name="min" object="Math" playername="" static="true" text="Math.min(%值1:Number,值2:Number,其余参数:可变长度参数%):Number" tiptext="计算参数 值1 和 值2 并返回较小值。" version="4"/>

               <string helpurl="Math:pow" name="pow" object="Math" playername="" static="true" text="Math.pow(%底数:Number,指数:Number%):Number" tiptext="返回 值1 的 值2 次幂。" version="4"/>

               <string helpurl="Math:random" name="random" object="Math" playername="" static="true" text="Math.random(%%):Number" tiptext="返回一个伪随机数 n，其中 0 &amp;lt;= n &amp;lt; 1。" version="4"/>

               <string helpurl="Math:round" name="round" object="Math" playername="" static="true" text="Math.round(%值:Number%):Number" 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"/>

               <string helpurl="Math:sin" name="sin" object="Math" playername="" static="true" text="Math.sin(%弧度角:Number%):Number" tiptext="返回指定角度的正弦值。" version="4"/>

               <string helpurl="Math:sqrt" name="sqrt" object="Math" playername="" static="true" text="Math.sqrt(%值:Number%):Number" tiptext="返回指定数字的平方根。" version="4"/>

               <string helpurl="Math:tan" name="tan" object="Math" playername="" static="true" text="Math.tan(%弧度角:Number%):Number" tiptext="返回指定角度的正切值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:Math" id="Properties" name="属性" tiptext="Math 类的属性">

               <string constant="true" helpurl="Math:E" name="E" object="Math" playername="" text="Math.E" tiptext="自然对数的底的数学常数，表示为 e。" version=""/>

               <string constant="true" helpurl="Math:LN10" name="LN10" object="Math" playername="" text="Math.LN10" tiptext="10 的自然对数的数学常数，表示为 loge10，其近似值为 2.302585092994046。" version=""/>

               <string constant="true" helpurl="Math:LN2" name="LN2" object="Math" playername="" text="Math.LN2" tiptext="2 的自然对数的数学常数，表示为 loge2，其近似值为 0.6931471805599453。" version=""/>

               <string constant="true" helpurl="Math:LOG10E" name="LOG10E" object="Math" playername="" text="Math.LOG10E" 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=""/>

               <string constant="true" helpurl="Math:LOG2E" name="LOG2E" object="Math" playername="" text="Math.LOG2E" 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=""/>

               <string constant="true" helpurl="Math:PI" name="PI" object="Math" playername="" text="Math.PI" 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=""/>

               <string constant="true" helpurl="Math:SQRT1_2" name="SQRT1_2" object="Math" playername="" text="Math.SQRT1_2" tiptext="代表 1/2 的平方根的数学常数，其近似值为 0.7071067811865476。" version=""/>

               <string constant="true" helpurl="Math:SQRT2" name="SQRT2" object="Math" playername="" text="Math.SQRT2" tiptext="代表 2 的平方根的数学常数，其近似值为 1.4142135623730951。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Namespace" id="Namespace" index="true" name="Namespace" sort="true" tiptext="Namespace 类包含用于定义和使用命名空间的方法和属性。">

            <folder helpurl="globalClassifier:Namespace" id="Methods" name="方法" tiptext="Namespace 类的方法">

               <string constructor="true" helpurl="Namespace:Namespace" name="Namespace" object="Namespace" playername="" text="new Namespace(%前缀值:*,URI值:*%)" tiptext="使用给定的前缀值和 URI值 创建一个 Namespace 对象。" version="9"/>

               <string constructor="true" helpurl="Namespace:Namespace" name="Namespace" object="Namespace" playername="" text="new Namespace(%URI值:*%)" tiptext="使用给定的 uriValue 创建一个 Namespace 对象。" version="9"/>

               <string helpurl="Namespace:AS3:toString" name="toString" object="Namespace" playername="" text=".toString(%%):String" tiptext="等效于 Namespace.uri 属性。" version="9"/>

               <string helpurl="Namespace:AS3:valueOf" name="valueOf" object="Namespace" playername="" text=".valueOf(%%):String" tiptext="等效于 Namespace.uri 属性。" version="9"/>

            </folder>

            <folder helpurl="globalClassifier:Namespace" id="Properties" name="属性" tiptext="Namespace 类的属性">

               <string helpurl="Namespace:prefix:get" name="prefix" object="Namespace" playername="" text=".prefix" tiptext="命名空间的前缀。" version=""/>

               <string helpurl="Namespace:uri:get" name="uri" object="Namespace" playername="" text=".uri" tiptext="命名空间的统一资源标识符 (URI)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Number" id="Number" index="true" name="Number" sort="true" tiptext="表示 IEEE-754 双精度浮点数的数据类型。">

            <folder helpurl="globalClassifier:Number" id="Methods" name="方法" tiptext="Number 类的方法">

               <string constructor="true" helpurl="Number:Number" name="Number" object="Number" playername="" text="new Number(%数字:Object%)" tiptext="用指定的值创建一个 Number。" version="4"/>

               <string helpurl="Number:AS3:toExponential" name="toExponential" object="Number" playername="" 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"/>

               <string helpurl="Number:AS3:toFixed" name="toFixed" object="Number" playername="" 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"/>

               <string helpurl="Number:AS3:toPrecision" name="toPrecision" object="Number" playername="" 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"/>

               <string helpurl="Number:AS3:toString" name="toString" object="Number" playername="" 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"/>

               <string helpurl="Number:AS3:valueOf" name="valueOf" object="Number" playername="" text=".valueOf(%%):Number" tiptext="返回指定的 Number 对象的基元值类型。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:Number" id="Properties" name="属性" tiptext="Number 类的属性">

               <string constant="true" helpurl="Number:MAX_VALUE" name="MAX_VALUE" object="Number" playername="" text="Number.MAX_VALUE" tiptext="最大可表示数(双精度 IEEE-754)。" version=""/>

               <string constant="true" helpurl="Number:MIN_VALUE" name="MIN_VALUE" object="Number" playername="" text="Number.MIN_VALUE" tiptext="可表示的最小非负非零数(双精度 IEEE-754)。" version=""/>

               <string constant="true" helpurl="Number:NEGATIVE_INFINITY" name="NEGATIVE_INFINITY" object="Number" playername="" text="Number.NEGATIVE_INFINITY" tiptext="指定表示负无穷大的 IEEE-754 值。" version=""/>

               <string constant="true" helpurl="Number:NaN" name="NaN" object="Number" playername="" text="Number.NaN" tiptext="表示&quot;非数字&quot;(NaN) 的 IEEE-754 值。" version=""/>

               <string constant="true" helpurl="Number:POSITIVE_INFINITY" name="POSITIVE_INFINITY" object="Number" playername="" text="Number.POSITIVE_INFINITY" tiptext="指定表示正无穷大的 IEEE-754 值。" version=""/>

            </folder>

         </folder>

         <folder helpurl="globalClassifier:Object" id="Object" index="true" name="Object" sort="true" tiptext="Object 类位于 ActionScript 运行时类层次结构的根位置处。">

            <folder helpurl="globalClassifier:Object" id="Methods" name="方法" tiptext="Object 类的方法">

               <string constructor="true" helpurl="Object:Object" name="Object" object="Object" playername="" text="new Object(%%)" 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"/>

               <string helpurl="Object:AS3:hasOwnProperty" name="hasOwnProperty" object="Object" playername="" 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"/>

               <string helpurl="Object:AS3:isPrototypeOf" name="isPrototypeOf" object="Object" playername="" 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"/>

               <string helpurl="Object:AS3:propertyIsEnumerable" name="propertyIsEnumerable" object="Object" playername="" 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"/>

               <string helpurl="Object:setPropertyIsEnumerable" name="setPropertyIsEnumerable" object="Object" playername="" 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"/>

               <string helpurl="Object:toLocaleString" name="toLocaleString" object="Object" playername="" 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"/>

               <string helpurl="Object:toString" name="toString" object="Object" playername="" text=".toString(%%):String" tiptext="返回指定对象的字符串表示形式。" version="4"/>

               <string helpurl="Object:valueOf" name="valueOf" object="Object" playername="" text=".valueOf(%%):Object" tiptext="返回指定对象的原始值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:Object" id="Properties" name="属性" tiptext="Object 类的属性">

               <string helpurl="Object:constructor" name="constructor" object="Object" playername="" text=".constructor" tiptext="对类对象或给定对象实例的构造函数的引用。" version=""/>

               <string helpurl="Object:prototype" name="prototype" object="Object" playername="" text=".prototype" tiptext="对类或函数对象的原型对象的引用。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:QName" id="QName" index="true" name="QName" sort="true" tiptext="QName 对象表示 XML 元素和属性的限定名。">

            <folder helpurl="globalClassifier:QName" id="Methods" name="方法" tiptext="QName 类的方法">

               <string constructor="true" helpurl="QName:QName" name="QName" object="QName" playername="" text="new QName(%Q名称:QName%)" tiptext="创建一个 QName 对象，该对象是另一个 QName 对象的副本。" version="9"/>

               <string constructor="true" helpurl="QName:QName" name="QName" object="QName" playername="" text="new QName(%URI:Namespace,本地名称:QName%)" 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"/>

               <string helpurl="QName:AS3:toString" name="toString" object="QName" playername="" 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"/>

               <string helpurl="QName:AS3:valueOf" name="valueOf" object="QName" playername="" text=".valueOf(%%):QName" tiptext="返回 QName 对象。" version="9"/>

            </folder>

            <folder helpurl="globalClassifier:QName" id="Properties" name="属性" tiptext="QName 类的属性">

               <string helpurl="QName:localName:get" name="localName" object="QName" playername="" text=".localName" tiptext="QName 对象的局部名称。" version=""/>

               <string helpurl="QName:uri:get" name="uri" object="QName" playername="" text=".uri" tiptext="QName 对象的统一资源标识符(URI)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:RangeError" id="RangeError" index="true" name="RangeError" sort="true" tiptext="如果数值不在可接受的范围内，则会引发 RangeError 异常。">

            <folder helpurl="globalClassifier:RangeError" id="Methods" name="方法" tiptext="RangeError 类的方法">

               <string constructor="true" helpurl="RangeError:RangeError" name="RangeError" object="RangeError" playername="" text="new RangeError(%消息:String%)" tiptext="创建一个新的 RangeError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:ReferenceError" id="ReferenceError" index="true" name="ReferenceError" sort="true" 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。">

            <folder helpurl="globalClassifier:ReferenceError" id="Methods" name="方法" tiptext="ReferenceError 类的方法">

               <string constructor="true" helpurl="ReferenceError:ReferenceError" name="ReferenceError" object="ReferenceError" playername="" text="new ReferenceError(%消息:String%)" tiptext="创建一个新的 ReferenceError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:RegExp" id="RegExp" index="true" name="RegExp" sort="true" 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)。">

            <folder helpurl="globalClassifier:RegExp" id="Methods" name="方法" tiptext="RegExp 类的方法">

               <string constructor="true" helpurl="RegExp:RegExp" name="RegExp" object="RegExp" playername="" text="new RegExp(%正则表达式:String,标志:String%)" tiptext="允许使用两个字符串来构造正则表达式。" version="9"/>

               <string helpurl="RegExp:AS3:exec" name="exec" object="RegExp" playername="" 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"/>

               <string helpurl="RegExp:AS3:test" name="test" object="RegExp" playername="" 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"/>

            </folder>

            <folder helpurl="globalClassifier:RegExp" id="Properties" name="属性" tiptext="RegExp 类的属性">

               <string helpurl="RegExp:dotall:get" name="dotall" object="RegExp" playername="" 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=""/>

               <string helpurl="RegExp:extended:get" name="extended" object="RegExp" playername="" text=".extended" tiptext="指定是否为正则表达式使用扩展模式。" version=""/>

               <string helpurl="RegExp:global:get" name="global" object="RegExp" playername="" text=".global" tiptext="指定是否为正则表达式使用全局匹配。" version=""/>

               <string helpurl="RegExp:ignoreCase:get" name="ignoreCase" object="RegExp" playername="" text=".ignoreCase" tiptext="指定正则表达式是否忽略大小写。" version=""/>

               <string helpurl="RegExp:lastIndex:get" name="lastIndex" object="RegExp" playername="" text=".lastIndex" tiptext="指定字符串中开始进行下一次搜索的索引位置。" version=""/>

               <string helpurl="RegExp:multiline:get" name="multiline" object="RegExp" playername="" text=".multiline" tiptext="指定是否设置了 m (多行)标志。" version=""/>

               <string helpurl="RegExp:source:get" name="source" object="RegExp" playername="" text=".source" tiptext="指定正则表达式的模式部分。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:SecurityError" id="SecurityError" index="true" name="SecurityError" sort="true" tiptext="如果发生某种类型的安全侵犯，则会引发 SecurityError 异常。">

            <folder helpurl="globalClassifier:SecurityError" id="Methods" name="方法" tiptext="SecurityError 类的方法">

               <string constructor="true" helpurl="SecurityError:SecurityError" name="SecurityError" object="SecurityError" playername="" text="new SecurityError(%消息:String%)" tiptext="创建一个新的 SecurityError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:String" id="String" index="true" name="String" sort="true" tiptext="String 类为表示一串字符的数据类型。">

            <folder helpurl="globalClassifier:String" id="Methods" name="方法" tiptext="String 类的方法">

               <string constructor="true" helpurl="String:String" name="String" object="String" playername="" text="new String(%值:String%)" tiptext="创建已初始化为指定字符串的新 String 对象。" version="4"/>

               <string helpurl="String:AS3:charAt" name="charAt" object="String" playername="" 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"/>

               <string helpurl="String:AS3:charCodeAt" name="charCodeAt" object="String" playername="" 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"/>

               <string helpurl="String:AS3:concat" name="concat" object="String" playername="" 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"/>

               <string helpurl="String:AS3:fromCharCode" name="fromCharCode" object="String" playername="" static="true" text="String.fromCharCode(%字符代码:可变长度参数%):String" 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"/>

               <string helpurl="String:AS3:indexOf" name="indexOf" object="String" playername="" 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"/>

               <string helpurl="String:AS3:lastIndexOf" name="lastIndexOf" object="String" playername="" 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"/>

               <string helpurl="String:AS3:localeCompare" name="localeCompare" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:match" name="match" object="String" playername="" text=".match(%模式:*%):Array" tiptext="对字符串匹配指定模式。" version="4"/>

               <string helpurl="String:AS3:replace" name="replace" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:search" name="search" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:slice" name="slice" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:split" name="split" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:substr" name="substr" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:substring" name="substring" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:toLocaleLowerCase" name="toLocaleLowerCase" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:toLocaleUpperCase" name="toLocaleUpperCase" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:toLowerCase" name="toLowerCase" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:toUpperCase" name="toUpperCase" object="String" playername="" 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="4"/>

               <string helpurl="String:AS3:valueOf" name="valueOf" object="String" playername="" text=".valueOf(%%):String" tiptext="返回 String 实例的原始值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:String" id="Properties" name="属性" tiptext="String 类的属性">

               <string helpurl="String:length:get" name="length" object="String" playername="" text=".length" tiptext="一个整数，它指定在所指定的 String 对象中的字符数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:SyntaxError" id="SyntaxError" index="true" name="SyntaxError" sort="true" tiptext="由于以下原因之一，当发生分析错误时将引发 SyntaxError 异常：">

            <folder helpurl="globalClassifier:SyntaxError" id="Methods" name="方法" tiptext="SyntaxError 类的方法">

               <string constructor="true" helpurl="SyntaxError:SyntaxError" name="SyntaxError" object="SyntaxError" playername="" text="new SyntaxError(%消息:String%)" tiptext="创建一个新的 SyntaxError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:TypeError" id="TypeError" index="true" name="TypeError" sort="true" tiptext="如果操作数的实际类型与所需类型不同，将引发 TypeError 异常。">

            <folder helpurl="globalClassifier:TypeError" id="Methods" name="方法" tiptext="TypeError 类的方法">

               <string constructor="true" helpurl="TypeError:TypeError" name="TypeError" object="TypeError" playername="" text="new TypeError(%消息:String%)" tiptext="创建一个新的 TypeError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:uint" id="uint" index="true" name="uint" sort="true" tiptext="uint 类提供使用表示 32 位无符号整数的数据类型的方法。">

            <folder helpurl="globalClassifier:uint" id="Methods" name="方法" tiptext="uint 类的方法">

               <string constructor="true" helpurl="uint:uint" name="uint" object="uint" playername="" text="new uint(%数字:Object%)" tiptext="创建新的 uint 对象。" version="4"/>

               <string helpurl="uint:AS3:toExponential" name="toExponential" object="uint" playername="" 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"/>

               <string helpurl="uint:AS3:toFixed" name="toFixed" object="uint" playername="" 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"/>

               <string helpurl="uint:AS3:toPrecision" name="toPrecision" object="uint" playername="" 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"/>

               <string helpurl="uint:AS3:toString" name="toString" object="uint" playername="" text=".toString(%基数:uint%):String" tiptext="返回 uint 对象的字符串表示形式。" version="4"/>

               <string helpurl="uint:AS3:valueOf" name="valueOf" object="uint" playername="" text=".valueOf(%%):uint" tiptext="返回指定 uint 对象的原始 uint 类型值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:uint" id="Properties" name="属性" tiptext="uint 类的属性">

               <string constant="true" helpurl="uint:MAX_VALUE" name="MAX_VALUE" object="uint" playername="" text="uint.MAX_VALUE" tiptext="可表示的最大 32 位无符号整数为 4,294,967,295。" version=""/>

               <string constant="true" helpurl="uint:MIN_VALUE" name="MIN_VALUE" object="uint" playername="" text="uint.MIN_VALUE" tiptext="可表示的最小无符号整数为 0。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:URIError" id="URIError" index="true" name="URIError" sort="true" 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。">

            <folder helpurl="globalClassifier:URIError" id="Methods" name="方法" tiptext="URIError 类的方法">

               <string constructor="true" helpurl="URIError:URIError" name="URIError" object="URIError" playername="" text="new URIError(%消息:String%)" tiptext="创建一个新的 URIError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Vector" id="Vector" index="true" name="Vector" sort="true" 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。">

            <folder helpurl="globalClassifier:Vector" id="Methods" name="方法" tiptext="Vector 类的方法">

               <string constructor="true" helpurl="Vector:Vector" name="Vector" object="Vector" playername="" text="new Vector(%[长度:uint=0,固定:Boolean=false]%)" tiptext="使用指定的基本类型创建矢量。" version="4"/>

               <string helpurl="Vector:AS3:concat" name="concat" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:every" name="every" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:filter" name="filter" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:forEach" name="forEach" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:indexOf" name="indexOf" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:join" name="join" object="Vector" playername="" text=".join(%[分隔符:String=,]%):String" tiptext="将矢量中的元素转换为字符串。" version="4"/>

               <string helpurl="Vector:AS3:lastIndexOf" name="lastIndexOf" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:map" name="map" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:pop" name="pop" object="Vector" playername="" text=".pop(%%):T" tiptext="删除矢量中的最后一个元素，并返回该元素。" version="4"/>

               <string helpurl="Vector:AS3:push" name="push" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:reverse" name="reverse" object="Vector" playername="" text=".reverse(%%):Vector$T" tiptext="颠倒矢量中元素的顺序。" version="4"/>

               <string helpurl="Vector:AS3:shift" name="shift" object="Vector" playername="" text=".shift(%%):T" tiptext="删除矢量中的第一个元素，并返回该元素。" version="4"/>

               <string helpurl="Vector:AS3:slice" name="slice" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:some" name="some" object="Vector" playername="" 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"/>

               <string helpurl="Vector:AS3:sort" name="sort" object="Vector" playername="" text=".sort(%比较函数:Function%):Vector$T" tiptext="对矢量中的元素进行排序。" version="4"/>

               <string helpurl="Vector:AS3:splice" name="splice" object="Vector" playername="" 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"/>

               <string helpurl="Vector:toLocaleString" name="toLocaleString" object="Vector" playername="" text=".toLocaleString(%%):String" tiptext="返回一个字符串，它表示指定矢量中的元素。" version="4"/>

               <string helpurl="Vector:toString" name="toString" object="Vector" playername="" text=".toString(%%):String" tiptext="返回一个字符串，它表示矢量中的元素。" version="4"/>

               <string helpurl="Vector:AS3:unshift" name="unshift" object="Vector" playername="" 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"/>

            </folder>

            <folder helpurl="globalClassifier:Vector" id="Properties" name="属性" tiptext="Vector 类的属性">

               <string helpurl="Vector:fixed:get" name="fixed" object="Vector" playername="" text=".fixed" tiptext="指示能否更改矢量的 length 属性。" version=""/>

               <string helpurl="Vector:length:get" name="length" object="Vector" playername="" text=".length" tiptext="矢量中可用的有效索引的范围。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:VerifyError" id="VerifyError" index="true" name="VerifyError" sort="true" 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。">

            <folder helpurl="globalClassifier:VerifyError" id="Methods" name="方法" tiptext="VerifyError 类的方法">

               <string constructor="true" helpurl="VerifyError:VerifyError" name="VerifyError" object="VerifyError" playername="" text="new VerifyError(%消息:String%)" tiptext="创建一个新的 VerifyError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:XML" id="XML" index="true" name="XML" sort="true" tiptext="XML 类包含用于处理 XML 对象的方法和属性。">

            <folder helpurl="globalClassifier:XML" id="Methods" name="方法" tiptext="XML 类的方法">

               <string constructor="true" helpurl="XML:XML" name="XML" object="XML" playername="" text="new XML(%值:Object%)" tiptext="创建一个新的 XML 对象。" version="9"/>

               <string helpurl="XML:AS3:addNamespace" name="addNamespace" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:appendChild" name="appendChild" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:attribute" name="attribute" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:attributes" name="attributes" object="XML" playername="" text=".attributes(%%):XMLList" tiptext="返回给定 XML 对象的属性值列表。" version="9"/>

               <string helpurl="XML:AS3:childIndex" name="childIndex" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:child" name="child" object="XML" playername="" text=".child(%属性名称:Object%):XMLList" tiptext="列出 XML 对象的子级。" version="9"/>

               <string helpurl="XML:AS3:children" name="children" object="XML" playername="" text=".children(%%):XMLList" tiptext="按 XML 对象的显示顺序列出其子级。" version="9"/>

               <string helpurl="XML:AS3:comments" name="comments" object="XML" playername="" text=".comments(%%):XMLList" tiptext="列出包含 XML 注释的 XML 对象的属性。" version="9"/>

               <string helpurl="XML:AS3:contains" name="contains" object="XML" playername="" text=".contains(%值:XML%):Boolean" tiptext="对比该 XML 对象与给定值参数。" version="9"/>

               <string helpurl="XML:AS3:copy" name="copy" object="XML" playername="" text=".copy(%%):XML" tiptext="返回给定 XML 对象的副本。" version="9"/>

               <string helpurl="XML:AS3:defaultSettings" name="defaultSettings" object="XML" playername="" static="true" text="XML.defaultSettings(%%):Object" 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"/>

               <string helpurl="XML:AS3:descendants" name="descendants" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:elements" name="elements" object="XML" playername="" text=".elements(%[名称:Object=*]%):XMLList" tiptext="列出某 XML 对象的元素。" version="9"/>

               <string helpurl="XML:AS3:hasComplexContent" name="hasComplexContent" object="XML" playername="" text=".hasComplexContent(%%):Boolean" tiptext="检查该 XML 对象是否包含复杂内容。" version="9"/>

               <string helpurl="XML:AS3:hasOwnProperty" name="hasOwnProperty" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:hasSimpleContent" name="hasSimpleContent" object="XML" playername="" text=".hasSimpleContent(%%):Boolean" tiptext="检查该 XML 对象是否包含简单内容。" version="9"/>

               <string helpurl="XML:AS3:inScopeNamespaces" name="inScopeNamespaces" object="XML" playername="" text=".inScopeNamespaces(%%):Array" tiptext="根据该 XML 对象的父级列出其命名空间。" version="9"/>

               <string helpurl="XML:AS3:insertChildAfter" name="insertChildAfter" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:insertChildBefore" name="insertChildBefore" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:length" name="length" object="XML" playername="" text=".length(%%):int" tiptext="对于 XML 对象，该方法始终返回整数 1。" version="9"/>

               <string helpurl="XML:AS3:localName" name="localName" object="XML" playername="" text=".localName(%%):Object" tiptext="提供该 XML 对象限定名的本地名称部分。" version="9"/>

               <string helpurl="XML:AS3:name" name="name" object="XML" playername="" text=".name(%%):Object" tiptext="提供该 XML 对象的限定名。" version="9"/>

               <string helpurl="XML:AS3:namespaceDeclarations" name="namespaceDeclarations" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:namespace" name="namespace" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:nodeKind" name="nodeKind" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:normalize" name="normalize" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:parent" name="parent" object="XML" playername="" text=".parent(%%)" tiptext="返回该 XML 对象的父级。" version="9"/>

               <string helpurl="XML:AS3:prependChild" name="prependChild" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:processingInstructions" name="processingInstructions" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:propertyIsEnumerable" name="propertyIsEnumerable" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:removeNamespace" name="removeNamespace" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:replace" name="replace" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:setChildren" name="setChildren" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:setLocalName" name="setLocalName" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:setName" name="setName" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:setNamespace" name="setNamespace" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:setSettings" name="setSettings" object="XML" playername="" static="true" text="XML.setSettings(%其余参数:可变长度参数%):void" tiptext="设置下列 XML 属性的值: ignoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9"/>

               <string helpurl="XML:AS3:settings" name="settings" object="XML" playername="" static="true" text="XML.settings(%%):Object" tiptext="检索下列属性: ignoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9"/>

               <string helpurl="XML:AS3:text" name="text" object="XML" playername="" 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"/>

               <string helpurl="XML:AS3:toString" name="toString" object="XML" playername="" text=".toString(%%):String" tiptext="返回 XML 对象的字符串表示形式。" version="9"/>

               <string helpurl="XML:AS3:toXMLString" name="toXMLString" object="XML" playername="" text=".toXMLString(%%):String" tiptext="返回 XML 对象的字符串表示形式。" version="9"/>

               <string helpurl="XML:AS3:valueOf" name="valueOf" object="XML" playername="" text=".valueOf(%%):XML" tiptext="返回该 XML 对象。" version="9"/>

            </folder>

            <folder helpurl="globalClassifier:XML" id="Properties" name="属性" tiptext="XML 类的属性">

               <string helpurl="XML:ignoreComments:get" name="ignoreComments" object="XML" playername="" text=".ignoreComments" tiptext="确定当 XML 对象分析源 XML 数据时，是否忽略 XML 注释。" version=""/>

               <string helpurl="XML:ignoreProcessingInstructions:get" name="ignoreProcessingInstructions" object="XML" playername="" 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=""/>

               <string helpurl="XML:ignoreWhitespace:get" name="ignoreWhitespace" object="XML" playername="" 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=""/>

               <string helpurl="XML:prettyIndent:get" name="prettyIndent" object="XML" playername="" 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=""/>

               <string helpurl="XML:prettyPrinting:get" name="prettyPrinting" object="XML" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:XMLList" id="XMLList" index="true" name="XMLList" sort="true" tiptext="XMLList 类中包含用于处理一个或多个 XML 元素的方法。">

            <folder helpurl="globalClassifier:XMLList" id="Methods" name="方法" tiptext="XMLList 类的方法">

               <string constructor="true" helpurl="XMLList:XMLList" name="XMLList" object="XMLList" playername="" text="new XMLList(%值:Object%)" tiptext="创建一个新的 XMLList 对象。" version="9"/>

               <string helpurl="XMLList:AS3:attribute" name="attribute" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:attributes" name="attributes" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:child" name="child" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:children" name="children" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:comments" name="comments" object="XMLList" playername="" text=".comments(%%):XMLList" tiptext="调用每个 XML 对象的 comments() 方法并返回注释的 XMLList。" version="9"/>

               <string helpurl="XMLList:AS3:contains" name="contains" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:copy" name="copy" object="XMLList" playername="" text=".copy(%%):XMLList" tiptext="返回给定的 XMLList 对象的副本。" version="9"/>

               <string helpurl="XMLList:AS3:descendants" name="descendants" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:elements" name="elements" object="XMLList" playername="" text=".elements(%[名称:Object=*]%):XMLList" tiptext="调用每个 XML 对象的 elements() 方法。" version="9"/>

               <string helpurl="XMLList:AS3:hasComplexContent" name="hasComplexContent" object="XMLList" playername="" text=".hasComplexContent(%%):Boolean" tiptext="检查 XMLList 对象是否包含复杂内容。" version="9"/>

               <string helpurl="XMLList:AS3:hasOwnProperty" name="hasOwnProperty" object="XMLList" playername="" text=".hasOwnProperty(%p:String%):Boolean" tiptext="检查由 p 指定的属性。" version="9"/>

               <string helpurl="XMLList:AS3:hasSimpleContent" name="hasSimpleContent" object="XMLList" playername="" text=".hasSimpleContent(%%):Boolean" tiptext="检查 XMLList 对象是否包含简单内容。" version="9"/>

               <string helpurl="XMLList:AS3:length" name="length" object="XMLList" playername="" text=".length(%%):int" tiptext="返回 XMLList 对象中的属性数。" version="9"/>

               <string helpurl="XMLList:AS3:normalize" name="normalize" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:parent" name="parent" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:processingInstructions" name="processingInstructions" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:propertyIsEnumerable" name="propertyIsEnumerable" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:text" name="text" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:toString" name="toString" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:toXMLString" name="toXMLString" object="XMLList" playername="" 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"/>

               <string helpurl="XMLList:AS3:valueOf" name="valueOf" object="XMLList" playername="" text=".valueOf(%%):XMLList" tiptext="返回 XMLList 对象。" version="9"/>

            </folder>

         </folder>

      </folder>

      <folder id="Language Elements" index="true" name="语言元素" sort="true" tiptext="在运行时执行或指定动作的语言元素">

         <folder helpurl="globalClassifier:methodSummary" id="Global Functions" name="全局函数" tiptext="每个脚本中可用的方法">

            <string helpurl="globalClassifier:Array" name="Array" playername="" text="Array(%参数:可变长度参数%):Array" tiptext="创建一个新数组。" version="4"/>

            <string helpurl="globalClassifier:Boolean" name="Boolean" playername="" 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"/>

            <string helpurl="globalClassifier:Number" name="Number" playername="" text="Number(%表达式:Object%):Number" tiptext="将给定值转换成数字值。" version="4"/>

            <string helpurl="globalClassifier:Object" name="Object" playername="" 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"/>

            <string helpurl="globalClassifier:String" name="String" playername="" text="String(%表达式:Object%):String" tiptext="返回指定参数的字符串表示形式。" version="4"/>

            <string helpurl="globalClassifier:Vector" name="Vector" playername="" 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"/>

            <string helpurl="globalClassifier:XMLList" name="XMLList" playername="" text="XMLList(%表达式:Object%):XMLList" tiptext="将某对象转换成 XMLList 对象。" version="4"/>

            <string helpurl="globalClassifier:XML" name="XML" playername="" text="XML(%表达式:Object%):XML" tiptext="将对象转换成 XML 对象。" version="4"/>

            <string helpurl="globalClassifier:decodeURIComponent" name="decodeURIComponent" playername="" text="decodeURIComponent(%uri:String%):String" tiptext="将已编码的 URI 组件解码为字符串。" version="4"/>

            <string helpurl="globalClassifier:decodeURI" name="decodeURI" playername="" text="decodeURI(%uri:String%):String" tiptext="将已编码的 URI 解码为字符串。" version="4"/>

            <string helpurl="globalClassifier:encodeURIComponent" name="encodeURIComponent" playername="" text="encodeURIComponent(%uri:String%):String" tiptext="将字符串编码为有效的 URI 组件。" version="4"/>

            <string helpurl="globalClassifier:encodeURI" name="encodeURI" playername="" 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"/>

            <string helpurl="globalClassifier:escape" name="escape" playername="" 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"/>

            <string helpurl="globalClassifier:int" name="int" playername="" text="int(%值:Number%):int" tiptext="将给定数字值转换成整数值。" version="4"/>

            <string helpurl="globalClassifier:isFinite" name="isFinite" playername="" 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"/>

            <string helpurl="globalClassifier:isNaN" name="isNaN" playername="" text="isNaN(%数字:Number%):Boolean" tiptext="如果该值为 NaN(非数字)，则返回 true。" version="4"/>

            <string helpurl="globalClassifier:isXMLName" name="isXMLName" playername="" 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"/>

            <string helpurl="globalClassifier:parseFloat" name="parseFloat" playername="" text="parseFloat(%字符串:String%):Number" tiptext="将字符串转换为浮点数。" version="4"/>

            <string helpurl="globalClassifier:parseInt" name="parseInt" playername="" text="parseInt(%字符串:String[,基数:uint=0]%):Number" tiptext="将字符串转换为整数。" version="4"/>

            <string helpurl="globalClassifier:trace" name="trace" playername="" 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"/>

            <string helpurl="globalClassifier:uint" name="uint" playername="" text="uint(%值:Number%):uint" tiptext="将给定数字值转换成无符号整数值。" version="4"/>

            <string helpurl="globalClassifier:unescape" name="unescape" playername="" 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"/>

         </folder>

         <folder helpurl="globalClassifier:constantSummary" id="Global Constants" name="全局常量" tiptext="每个脚本中可用的常量">

            <string constant="true" helpurl="globalValue:-Infinity" name="-Infinity" playername="" text="-Infinity" tiptext="表示负无穷大的特殊值。" version=""/>

            <string constant="true" helpurl="globalValue:Infinity" name="Infinity" playername="" text="Infinity" tiptext="表示正无穷大的特殊值。" version=""/>

            <string constant="true" helpurl="globalValue:NaN" name="NaN" playername="" text="NaN" 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=""/>

            <string constant="true" helpurl="globalValue:undefined" name="undefined" playername="" text="undefined" 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=""/>

         </folder>

      </folder>

      <folder helpurl="fl.accessibility" id="fl.accessibility" name="fl.accessibility" sort="true" tiptext="fl.accessibility 包的类">

         <folder asAncestors="flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:AccImpl" id="[fl.accessibility.AccImpl]" index="true" name="AccImpl" sort="true" 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。">

            <folder helpurl="fl.accessibility:AccImpl" id="Methods" name="方法" tiptext="AccImpl 类的方法">

               <string helpurl="fl.accessibility:AccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.AccImpl]" playername="" static="true" text="AccImpl.enableAccessibility(%%):void" tiptext="启用组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:ButtonAccImpl" id="[fl.accessibility.ButtonAccImpl]" index="true" name="ButtonAccImpl" sort="true" 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。">

            <folder helpurl="fl.accessibility:ButtonAccImpl" id="Methods" name="方法" tiptext="ButtonAccImpl 类的方法">

               <string helpurl="fl.accessibility:ButtonAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.ButtonAccImpl]" playername="" static="true" text="ButtonAccImpl.enableAccessibility(%%):void" tiptext="启用 Button 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:CheckBoxAccImpl" id="[fl.accessibility.CheckBoxAccImpl]" index="true" name="CheckBoxAccImpl" sort="true" tiptext="CheckBoxAccImpl 类(也称为 CheckBox Accessibility Implementation 类)用于使 CheckBox 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:CheckBoxAccImpl" id="Methods" name="方法" tiptext="CheckBoxAccImpl 类的方法">

               <string helpurl="fl.accessibility:CheckBoxAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.CheckBoxAccImpl]" playername="" static="true" text="CheckBoxAccImpl.enableAccessibility(%%):void" tiptext="启用 CheckBox 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:ComboBoxAccImpl" id="[fl.accessibility.ComboBoxAccImpl]" index="true" name="ComboBoxAccImpl" sort="true" tiptext="ComboBoxAccImpl 类(也称为 ComboBox Accessibility Implementation 类)用于使 ComboBox 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:ComboBoxAccImpl" id="Methods" name="方法" tiptext="ComboBoxAccImpl 类的方法">

               <string helpurl="fl.accessibility:ComboBoxAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.ComboBoxAccImpl]" playername="" static="true" text="ComboBoxAccImpl.enableAccessibility(%%):void" tiptext="启用 ComboBox 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:DataGridAccImpl" id="[fl.accessibility.DataGridAccImpl]" index="true" name="DataGridAccImpl" sort="true" tiptext="DataGridAccImpl 类(也称为 DataGrid Accessibility Implementation 类)用于使 DataGrid 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:DataGridAccImpl" id="Methods" name="方法" tiptext="DataGridAccImpl 类的方法">

               <string helpurl="fl.accessibility:DataGridAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.DataGridAccImpl]" playername="" static="true" text="DataGridAccImpl.enableAccessibility(%%):void" tiptext="启用 DataGrid 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:LabelButtonAccImpl" id="[fl.accessibility.LabelButtonAccImpl]" index="true" name="LabelButtonAccImpl" sort="true" tiptext="LabelButtonAccImpl 类(也称为 LabelButton Accessibility Implementation 类)用于使 LabelButton 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:LabelButtonAccImpl" id="Methods" name="方法" tiptext="LabelButtonAccImpl 类的方法">

               <string helpurl="fl.accessibility:LabelButtonAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.LabelButtonAccImpl]" playername="" static="true" text="LabelButtonAccImpl.enableAccessibility(%%):void" tiptext="启用 LabelButton 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:ListAccImpl" id="[fl.accessibility.ListAccImpl]" index="true" name="ListAccImpl" sort="true" tiptext="ListAccImpl 类(也称为 List Accessiblity Implementation 类)用于使 List 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:ListAccImpl" id="Methods" name="方法" tiptext="ListAccImpl 类的方法">

               <string helpurl="fl.accessibility:ListAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.ListAccImpl]" playername="" static="true" text="ListAccImpl.enableAccessibility(%%):void" tiptext="启用 List 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:CheckBoxAccImpl,fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:RadioButtonAccImpl" id="[fl.accessibility.RadioButtonAccImpl]" index="true" name="RadioButtonAccImpl" sort="true" tiptext="RadioButtonAccImpl 类(也称为 RadioButton Accessibility Implementation 类)用于使 RadioButton 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:RadioButtonAccImpl" id="Methods" name="方法" tiptext="RadioButtonAccImpl 类的方法">

               <string helpurl="fl.accessibility:RadioButtonAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.RadioButtonAccImpl]" playername="" static="true" text="RadioButtonAccImpl.enableAccessibility(%%):void" tiptext="启用 RadioButton 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:SelectableListAccImpl" id="[fl.accessibility.SelectableListAccImpl]" index="true" name="SelectableListAccImpl" sort="true" tiptext="SelectableListAccImpl 类(也称为 SelectableList Accessibility Implementation 类)用于使 SelectableList 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:SelectableListAccImpl" id="Methods" name="方法" tiptext="SelectableListAccImpl 类的方法">

               <string helpurl="fl.accessibility:SelectableListAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.SelectableListAccImpl]" playername="" static="true" text="SelectableListAccImpl.enableAccessibility(%%):void" tiptext="启用 SelectableList 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" helpurl="fl.accessibility:TileListAccImpl" id="[fl.accessibility.TileListAccImpl]" index="true" name="TileListAccImpl" sort="true" tiptext="TileListAccImpl 类(也称为 Tile List Accessibility Implementation 类)用于使 TileList 组件具备辅助功能。">

            <folder helpurl="fl.accessibility:TileListAccImpl" id="Methods" name="方法" tiptext="TileListAccImpl 类的方法">

               <string helpurl="fl.accessibility:TileListAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.TileListAccImpl]" playername="" static="true" text="TileListAccImpl.enableAccessibility(%%):void" tiptext="启用 TileList 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="flash.accessibility:AccessibilityProperties,Object" helpurl="fl.accessibility:UIComponentAccImpl" id="[fl.accessibility.UIComponentAccImpl]" index="true" name="UIComponentAccImpl" sort="true" tiptext="UIComponentAccImpl 类(也称为 UIComponent Accessibility Implementation 类)用于使 UIComponent 具备辅助功能。">

            <folder helpurl="fl.accessibility:UIComponentAccImpl" id="Methods" name="方法" tiptext="UIComponentAccImpl 类的方法">

               <string helpurl="fl.accessibility:UIComponentAccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.UIComponentAccImpl]" playername="" static="true" text="UIComponentAccImpl.enableAccessibility(%%):void" tiptext="启用 UIComponent 组件的辅助功能。" version="1.0"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.containers" id="fl.containers" name="fl.containers" sort="true" tiptext="fl.containers 包的类">

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.containers:BaseScrollPane" id="[fl.containers.BaseScrollPane]" index="true" name="BaseScrollPane" sort="true" 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。">

            <folder helpurl="fl.containers:BaseScrollPane" id="Methods" name="方法" tiptext="BaseScrollPane 类的方法">

               <string constructor="true" helpurl="fl.containers:BaseScrollPane:BaseScrollPane" name="BaseScrollPane" object="[fl.containers.BaseScrollPane]" playername="" text="new BaseScrollPane(%%)" tiptext="创建新的 BaseScrollPane 组件实例。" version="1.0"/>

               <string helpurl="fl.containers:BaseScrollPane:getStyleDefinition" name="getStyleDefinition" object="[fl.containers.BaseScrollPane]" playername="" static="true" text="BaseScrollPane.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.containers:BaseScrollPane" id="Properties" name="属性" tiptext="BaseScrollPane 类的属性">

               <string helpurl="fl.containers:BaseScrollPane:horizontalLineScrollSize:get" name="horizontalLineScrollSize" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:horizontalPageScrollSize:get" name="horizontalPageScrollSize" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:horizontalScrollBar:get" name="horizontalScrollBar" object="[fl.containers.BaseScrollPane]" playername="" text=".horizontalScrollBar" tiptext="获取对水平滚动条的引用。" version=""/>

               <string helpurl="fl.containers:BaseScrollPane:horizontalScrollPolicy:get" name="horizontalScrollPolicy" object="[fl.containers.BaseScrollPane]" playername="" text=".horizontalScrollPolicy" tiptext="获取或设置一个值，该值指示水平滚动条的状态。" version=""/>

               <string helpurl="fl.containers:BaseScrollPane:horizontalScrollPosition:get" name="horizontalScrollPosition" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:maxHorizontalScrollPosition:get" name="maxHorizontalScrollPosition" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:maxVerticalScrollPosition:get" name="maxVerticalScrollPosition" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:useBitmapScrolling:get" name="useBitmapScrolling" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:verticalLineScrollSize:get" name="verticalLineScrollSize" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:verticalPageScrollSize:get" name="verticalPageScrollSize" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:BaseScrollPane:verticalScrollBar:get" name="verticalScrollBar" object="[fl.containers.BaseScrollPane]" playername="" text=".verticalScrollBar" tiptext="获取对垂直滚动条的引用。" version=""/>

               <string helpurl="fl.containers:BaseScrollPane:verticalScrollPolicy:get" name="verticalScrollPolicy" object="[fl.containers.BaseScrollPane]" playername="" text=".verticalScrollPolicy" tiptext="获取或设置一个值，该值指示垂直滚动条的状态。" version=""/>

               <string helpurl="fl.containers:BaseScrollPane:verticalScrollPosition:get" name="verticalScrollPosition" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.containers:BaseScrollPane" id="Events" name="事件" tiptext="BaseScrollPane 类的事件">

               <string helpurl="fl.containers:BaseScrollPane_fl.events.ScrollEvent.SCROLL_scroll" name="scroll" object="[fl.containers.BaseScrollPane]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.containers:ScrollPane" id="[fl.containers.ScrollPane]" index="true" name="ScrollPane" sort="true" 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。">

            <folder helpurl="fl.containers:ScrollPane" id="Methods" name="方法" tiptext="ScrollPane 类的方法">

               <string constructor="true" helpurl="fl.containers:ScrollPane:ScrollPane" name="ScrollPane" object="[fl.containers.ScrollPane]" playername="" text="new ScrollPane(%%)" tiptext="创建新的 ScrollPane 组件实例。" version="1.0"/>

               <string helpurl="fl.containers:ScrollPane:getStyleDefinition" name="getStyleDefinition" object="[fl.containers.ScrollPane]" playername="" static="true" text="ScrollPane.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.containers:ScrollPane:load" name="load" object="[fl.containers.ScrollPane]" playername="" 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"/>

               <string helpurl="fl.containers:ScrollPane:refreshPane" name="refreshPane" object="[fl.containers.ScrollPane]" playername="" text=".refreshPane(%%):void" tiptext="重新加载滚动窗格中的内容。" version="1.0"/>

               <string helpurl="fl.containers:ScrollPane:update" name="update" object="[fl.containers.ScrollPane]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.containers:ScrollPane" id="Properties" name="属性" tiptext="ScrollPane 类的属性">

               <string helpurl="fl.containers:ScrollPane:bytesLoaded:get" name="bytesLoaded" object="[fl.containers.ScrollPane]" playername="" text=".bytesLoaded" tiptext="获取已加载内容的字节数。" version=""/>

               <string helpurl="fl.containers:ScrollPane:bytesTotal:get" name="bytesTotal" object="[fl.containers.ScrollPane]" playername="" text=".bytesTotal" tiptext="获取要加载的内容的字节数。" version=""/>

               <string helpurl="fl.containers:ScrollPane:content:get" name="content" object="[fl.containers.ScrollPane]" playername="" text=".content" tiptext="获取一个对已加载到滚动窗格中的内容的引用。" version=""/>

               <string helpurl="fl.containers:ScrollPane:percentLoaded:get" name="percentLoaded" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane:scrollDrag:get" name="scrollDrag" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane:source:get" name="source" object="[fl.containers.ScrollPane]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.containers:ScrollPane" id="Events" name="事件" tiptext="ScrollPane 类的事件">

               <string helpurl="fl.containers:ScrollPane_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane_flash.events.Event.OPEN_open" name="open" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane_flash.events.Event.INIT_init" name="init" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane_flash.events.Event.COMPLETE_complete" name="complete" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[fl.containers.ScrollPane]" playername="" 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=""/>

               <string helpurl="fl.containers:ScrollPane_fl.events.ScrollEvent.SCROLL_scroll" name="scroll" object="[fl.containers.ScrollPane]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.containers:UILoader" id="[fl.containers.UILoader]" index="true" name="UILoader" sort="true" 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。">

            <folder helpurl="fl.containers:UILoader" id="Methods" name="方法" tiptext="UILoader 类的方法">

               <string constructor="true" helpurl="fl.containers:UILoader:UILoader" name="UILoader" object="[fl.containers.UILoader]" playername="" text="new UILoader(%%)" tiptext="创建新的 UILoader 组件实例。" version="1.0"/>

               <string helpurl="fl.containers:UILoader:close" name="close" object="[fl.containers.UILoader]" playername="" 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"/>

               <string helpurl="fl.containers:UILoader:getStyleDefinition" name="getStyleDefinition" object="[fl.containers.UILoader]" playername="" static="true" text="UILoader.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.containers:UILoader:loadBytes" name="loadBytes" object="[fl.containers.UILoader]" playername="" 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"/>

               <string helpurl="fl.containers:UILoader:load" name="load" object="[fl.containers.UILoader]" playername="" 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"/>

               <string helpurl="fl.containers:UILoader:setSize" name="setSize" object="[fl.containers.UILoader]" playername="" 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"/>

               <string helpurl="fl.containers:UILoader:unload" name="unload" object="[fl.containers.UILoader]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.containers:UILoader" id="Properties" name="属性" tiptext="UILoader 类的属性">

               <string helpurl="fl.containers:UILoader:autoLoad:get" name="autoLoad" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader:bytesLoaded:get" name="bytesLoaded" object="[fl.containers.UILoader]" playername="" text=".bytesLoaded" tiptext="获取已加载内容的字节数。" version=""/>

               <string helpurl="fl.containers:UILoader:bytesTotal:get" name="bytesTotal" object="[fl.containers.UILoader]" playername="" text=".bytesTotal" tiptext="获取要加载的内容的字节数。" version=""/>

               <string helpurl="fl.containers:UILoader:content:get" name="content" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader:maintainAspectRatio:get" name="maintainAspectRatio" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader:percentLoaded:get" name="percentLoaded" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader:scaleContent:get" name="scaleContent" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader:source:get" name="source" object="[fl.containers.UILoader]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.containers:UILoader" id="Events" name="事件" tiptext="UILoader 类的事件">

               <string helpurl="fl.containers:UILoader_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader_fl.events.ComponentEvent.RESIZE_resize" name="resize" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader_flash.events.Event.OPEN_open" name="open" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader_flash.events.Event.INIT_init" name="init" object="[fl.containers.UILoader]" playername="" 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=""/>

               <string helpurl="fl.containers:UILoader_flash.events.Event.COMPLETE_complete" name="complete" object="[fl.containers.UILoader]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls" id="fl.controls" name="fl.controls" sort="true" tiptext="fl.controls 包的类">

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:BaseButton" id="[fl.controls.BaseButton]" index="true" name="BaseButton" sort="true" 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。">

            <folder helpurl="fl.controls:BaseButton" id="Methods" name="方法" tiptext="BaseButton 类的方法">

               <string constructor="true" helpurl="fl.controls:BaseButton:BaseButton" name="BaseButton" object="[fl.controls.BaseButton]" playername="" text="new BaseButton(%%)" tiptext="创建新的 BaseButton 实例。" version="1.0"/>

               <string helpurl="fl.controls:BaseButton:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.BaseButton]" playername="" static="true" text="BaseButton.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:BaseButton:setMouseState" name="setMouseState" object="[fl.controls.BaseButton]" playername="" text=".setMouseState(%状态:String%):void" tiptext="通过 ActionScript 设置鼠标状态。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:BaseButton" id="Properties" name="属性" tiptext="BaseButton 类的属性">

               <string helpurl="fl.controls:BaseButton:autoRepeat:get" name="autoRepeat" object="[fl.controls.BaseButton]" playername="" 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=""/>

               <string helpurl="fl.controls:BaseButton:enabled:get" name="enabled" object="[fl.controls.BaseButton]" playername="" 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=""/>

               <string helpurl="fl.controls:BaseButton:selected:get" name="selected" object="[fl.controls.BaseButton]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:BaseButton" id="Events" name="事件" tiptext="BaseButton 类的事件">

               <string helpurl="fl.controls:BaseButton_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.BaseButton]" playername="" 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=""/>

               <string helpurl="fl.controls:BaseButton_fl.events.ComponentEvent.BUTTON_DOWN_buttonDown" name="buttonDown" object="[fl.controls.BaseButton]" playername="" 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=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls:Button" id="[fl.controls.Button]" index="true" name="Button" sort="true" tiptext="Button 组件表示一种常用的矩形按钮。">

            <folder helpurl="fl.controls:Button" id="Methods" name="方法" tiptext="Button 类的方法">

               <string constructor="true" helpurl="fl.controls:Button:Button" name="Button" object="[fl.controls.Button]" playername="" text="new Button(%%)" tiptext="创建新的 Button 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:Button:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.Button]" playername="" static="true" text="Button.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:Button" id="Properties" name="属性" tiptext="Button 类的属性">

               <string helpurl="fl.controls:Button:emphasized:get" name="emphasized" object="[fl.controls.Button]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ButtonLabelPlacement" id="[fl.controls.ButtonLabelPlacement]" index="true" name="ButtonLabelPlacement" sort="true" tiptext="ButtonLabelPlacement 类为 Button、CheckBox 或 RadioButton 组件定义 labelPlacement 属性的常量值。">

            <folder helpurl="fl.controls:ButtonLabelPlacement" id="Properties" name="属性" tiptext="ButtonLabelPlacement 类的属性">

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:BOTTOM" name="BOTTOM" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.BOTTOM" tiptext="标签显示在图标的下方。" version=""/>

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:LEFT" name="LEFT" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.LEFT" tiptext="标签显示在图标的左侧。" version=""/>

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:RIGHT" name="RIGHT" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.RIGHT" tiptext="标签显示在图标的右侧。" version=""/>

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:TOP" name="TOP" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.TOP" tiptext="标签显示在图标的上方。" version=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls:CheckBox" id="[fl.controls.CheckBox]" index="true" name="CheckBox" sort="true" tiptext="CheckBox 组件显示一个可以包含复选标记的小方框。">

            <folder helpurl="fl.controls:CheckBox" id="Methods" name="方法" tiptext="CheckBox 类的方法">

               <string constructor="true" helpurl="fl.controls:CheckBox:CheckBox" name="CheckBox" object="[fl.controls.CheckBox]" playername="" text="new CheckBox(%%)" tiptext="创建新的 CheckBox 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:CheckBox:drawFocus" name="drawFocus" object="[fl.controls.CheckBox]" playername="" 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"/>

               <string helpurl="fl.controls:CheckBox:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.CheckBox]" playername="" static="true" text="CheckBox.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:CheckBox" id="Properties" name="属性" tiptext="CheckBox 类的属性">

               <string helpurl="fl.controls:CheckBox:autoRepeat:get" name="autoRepeat" object="[fl.controls.CheckBox]" playername="" 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=""/>

               <string helpurl="fl.controls:CheckBox:toggle:get" name="toggle" object="[fl.controls.CheckBox]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:ColorPicker" id="[fl.controls.ColorPicker]" index="true" name="ColorPicker" sort="true" 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。">

            <folder helpurl="fl.controls:ColorPicker" id="Methods" name="方法" tiptext="ColorPicker 类的方法">

               <string constructor="true" helpurl="fl.controls:ColorPicker:ColorPicker" name="ColorPicker" object="[fl.controls.ColorPicker]" playername="" text="new ColorPicker(%%)" tiptext="创建 ColorPicker 类的一个实例。" version="1.0"/>

               <string helpurl="fl.controls:ColorPicker:close" name="close" object="[fl.controls.ColorPicker]" playername="" text=".close(%%):void" tiptext="隐藏调色板。" version="1.0"/>

               <string helpurl="fl.controls:ColorPicker:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ColorPicker]" playername="" static="true" text="ColorPicker.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:ColorPicker:open" name="open" object="[fl.controls.ColorPicker]" playername="" text=".open(%%):void" tiptext="显示调色板。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:ColorPicker" id="Properties" name="属性" tiptext="ColorPicker 类的属性">

               <string helpurl="fl.controls:ColorPicker:textField" name="textField" object="[fl.controls.ColorPicker]" playername="" text=".textField" tiptext="对 ColorPicker 组件的内部文本字段的引用。" version=""/>

               <string helpurl="fl.controls:ColorPicker:colors:get" name="colors" object="[fl.controls.ColorPicker]" playername="" text=".colors" tiptext="获取或设置 ColorPicker 组件所提供的自定义颜色的数组。" version=""/>

               <string helpurl="fl.controls:ColorPicker:editable:get" name="editable" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker:enabled:get" name="enabled" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker:hexValue:get" name="hexValue" object="[fl.controls.ColorPicker]" playername="" text=".hexValue" tiptext="获取当前选定颜色的字符串值。" version=""/>

               <string helpurl="fl.controls:ColorPicker:imeMode:get" name="imeMode" object="[fl.controls.ColorPicker]" playername="" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version=""/>

               <string helpurl="fl.controls:ColorPicker:selectedColor:get" name="selectedColor" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker:showTextField:get" name="showTextField" object="[fl.controls.ColorPicker]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:ColorPicker" id="Events" name="事件" tiptext="ColorPicker 类的事件">

               <string helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ENTER_enter" name="enter" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ITEM_ROLL_OUT_itemRollOut" name="itemRollOut" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ITEM_ROLL_OVER_itemRollOver" name="itemRollOver" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.CHANGE_change" name="change" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker_flash.events.Event.CLOSE_close" name="close" object="[fl.controls.ColorPicker]" playername="" 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=""/>

               <string helpurl="fl.controls:ColorPicker_flash.events.Event.OPEN_open" name="open" object="[fl.controls.ColorPicker]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:ComboBox" id="[fl.controls.ComboBox]" index="true" name="ComboBox" sort="true" 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。">

            <folder helpurl="fl.controls:ComboBox" id="Methods" name="方法" tiptext="ComboBox 类的方法">

               <string constructor="true" helpurl="fl.controls:ComboBox:ComboBox" name="ComboBox" object="[fl.controls.ComboBox]" playername="" text="new ComboBox(%%)" tiptext="创建新的 ComboBox 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:addItemAt" name="addItemAt" object="[fl.controls.ComboBox]" playername="" 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"/>

               <string helpurl="fl.controls:ComboBox:addItem" name="addItem" object="[fl.controls.ComboBox]" playername="" text=".addItem(%项:Object%):void" tiptext="在项目列表的末尾追加一个项目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:close" name="close" object="[fl.controls.ComboBox]" playername="" text=".close(%%):void" tiptext="关闭下拉列表。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:getItemAt" name="getItemAt" object="[fl.controls.ComboBox]" playername="" text=".getItemAt(%索引:uint%):Object" tiptext="检索指定索引处的项目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ComboBox]" playername="" static="true" text="ComboBox.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:itemToLabel" name="itemToLabel" object="[fl.controls.ComboBox]" playername="" 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"/>

               <string helpurl="fl.controls:ComboBox:open" name="open" object="[fl.controls.ComboBox]" playername="" text=".open(%%):void" tiptext="打开下拉列表。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:removeAll" name="removeAll" object="[fl.controls.ComboBox]" playername="" text=".removeAll(%%):void" tiptext="删除列表中的所有项目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:removeItemAt" name="removeItemAt" object="[fl.controls.ComboBox]" playername="" text=".removeItemAt(%索引:uint%):void" tiptext="删除指定索引位置处的项目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:removeItem" name="removeItem" object="[fl.controls.ComboBox]" playername="" text=".removeItem(%项:Object%):Object" tiptext="从列表中删除指定项目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:replaceItemAt" name="replaceItemAt" object="[fl.controls.ComboBox]" playername="" 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"/>

               <string helpurl="fl.controls:ComboBox:sortItemsOn" name="sortItemsOn" object="[fl.controls.ComboBox]" playername="" 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"/>

               <string helpurl="fl.controls:ComboBox:sortItems" name="sortItems" object="[fl.controls.ComboBox]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:ComboBox" id="Properties" name="属性" tiptext="ComboBox 类的属性">

               <string helpurl="fl.controls:ComboBox:dataProvider:get" name="dataProvider" object="[fl.controls.ComboBox]" playername="" text=".dataProvider" tiptext="获取或设置要查看的项目列表的数据模型。" version=""/>

               <string helpurl="fl.controls:ComboBox:dropdownWidth:get" name="dropdownWidth" object="[fl.controls.ComboBox]" playername="" text=".dropdownWidth" tiptext="获取或设置下拉列表的最大宽度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:ComboBox:dropdown:get" name="dropdown" object="[fl.controls.ComboBox]" playername="" text=".dropdown" tiptext="获取对 ComboBox 组件所包含的 List 组件的引用。" version=""/>

               <string helpurl="fl.controls:ComboBox:editable:get" name="editable" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox:labelField:get" name="labelField" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox:labelFunction:get" name="labelFunction" object="[fl.controls.ComboBox]" playername="" text=".labelFunction" tiptext="获取或设置要用来获取项目标签的函数。" version=""/>

               <string helpurl="fl.controls:ComboBox:length:get" name="length" object="[fl.controls.ComboBox]" playername="" text=".length" tiptext="获取列表中的项目数。" version=""/>

               <string helpurl="fl.controls:ComboBox:prompt:get" name="prompt" object="[fl.controls.ComboBox]" playername="" text=".prompt" tiptext="获取或设置对 ComboBox 组件的提示。" version=""/>

               <string helpurl="fl.controls:ComboBox:restrict:get" name="restrict" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox:rowCount:get" name="rowCount" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox:selectedIndex:get" name="selectedIndex" object="[fl.controls.ComboBox]" playername="" text=".selectedIndex" tiptext="获取或设置单选列表中所选项目的索引。" version=""/>

               <string helpurl="fl.controls:ComboBox:selectedItem:get" name="selectedItem" object="[fl.controls.ComboBox]" playername="" text=".selectedItem" tiptext="获取或设置下拉列表中所选项目的值。" version=""/>

               <string helpurl="fl.controls:ComboBox:selectedLabel:get" name="selectedLabel" object="[fl.controls.ComboBox]" playername="" text=".selectedLabel" tiptext="获取显示在 ComboBox 组件的 TextInput 部分中的字符串。" version=""/>

               <string helpurl="fl.controls:ComboBox:textField:get" name="textField" object="[fl.controls.ComboBox]" playername="" text=".textField" tiptext="获取一个对 ComboBox 组件中所包含的 TextInput 组件的引用。" version=""/>

               <string helpurl="fl.controls:ComboBox:text:get" name="text" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox:value:get" name="value" object="[fl.controls.ComboBox]" playername="" text=".value" tiptext="获取可编辑 ComboBox 组件中的项目的标签。" version=""/>

            </folder>

            <folder helpurl="fl.controls:ComboBox" id="Events" name="事件" tiptext="ComboBox 类的事件">

               <string helpurl="fl.controls:ComboBox_fl.events.ScrollEvent.SCROLL_scroll" name="scroll" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox_flash.events.Event.OPEN_open" name="open" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox_fl.events.ComponentEvent.ENTER_enter" name="enter" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox_flash.events.Event.CLOSE_close" name="close" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox_fl.events.ListEvent.ITEM_ROLL_OUT_itemRollOut" name="itemRollOut" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox_fl.events.ListEvent.ITEM_ROLL_OVER_itemRollOver" name="itemRollOver" object="[fl.controls.ComboBox]" playername="" 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=""/>

               <string helpurl="fl.controls:ComboBox_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.ComboBox]" playername="" 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=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls:DataGrid" id="[fl.controls.DataGrid]" index="true" name="DataGrid" sort="true" 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。">

            <folder helpurl="fl.controls:DataGrid" id="Methods" name="方法" tiptext="DataGrid 类的方法">

               <string constructor="true" helpurl="fl.controls:DataGrid:DataGrid" name="DataGrid" object="[fl.controls.DataGrid]" playername="" text="new DataGrid(%%)" tiptext="创建新的 DataGrid 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:DataGrid:addColumnAt" name="addColumnAt" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:addColumn" name="addColumn" object="[fl.controls.DataGrid]" playername="" text=".addColumn(%列:*%):fl.controls.dataGridClasses:DataGridColumn" tiptext="在 column 数组的末尾添加列。" version="1.0"/>

               <string helpurl="fl.controls:DataGrid:createItemEditor" name="createItemEditor" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:destroyItemEditor" name="destroyItemEditor" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:editField" name="editField" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:getCellRendererAt" name="getCellRendererAt" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:getColumnAt" name="getColumnAt" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:getColumnCount" name="getColumnCount" object="[fl.controls.DataGrid]" playername="" text=".getColumnCount(%%):uint" tiptext="检索 DataGrid 组件中的列数。" version="1.0"/>

               <string helpurl="fl.controls:DataGrid:getColumnIndex" name="getColumnIndex" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.DataGrid]" playername="" static="true" text="DataGrid.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:DataGrid:itemToCellRenderer" name="itemToCellRenderer" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:removeAllColumns" name="removeAllColumns" object="[fl.controls.DataGrid]" playername="" text=".removeAllColumns(%%):void" tiptext="删除 DataGrid 组件中的所有列。" version="1.0"/>

               <string helpurl="fl.controls:DataGrid:removeColumnAt" name="removeColumnAt" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:scrollToIndex" name="scrollToIndex" object="[fl.controls.DataGrid]" playername="" 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"/>

               <string helpurl="fl.controls:DataGrid:spaceColumnsEqually" name="spaceColumnsEqually" object="[fl.controls.DataGrid]" playername="" text=".spaceColumnsEqually(%%):void" tiptext="将可见列重置为相同宽度。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:DataGrid" id="Properties" name="属性" tiptext="DataGrid 类的属性">

               <string helpurl="fl.controls:DataGrid:editable" name="editable" object="[fl.controls.DataGrid]" playername="" text=".editable" tiptext="指示用户是否可以编辑数据提供者中的项目。" version=""/>

               <string helpurl="fl.controls:DataGrid:itemEditorInstance" name="itemEditorInstance" object="[fl.controls.DataGrid]" playername="" text=".itemEditorInstance" tiptext="对项目编辑器的当前活动实例(如果有)的引用。" version=""/>

               <string helpurl="fl.controls:DataGrid:resizableColumns" name="resizableColumns" object="[fl.controls.DataGrid]" playername="" text=".resizableColumns" tiptext="指示用户是否可以更改列的大小。" version=""/>

               <string helpurl="fl.controls:DataGrid:sortableColumns" name="sortableColumns" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:columns:get" name="columns" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:editedItemPosition:get" name="editedItemPosition" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:editedItemRenderer:get" name="editedItemRenderer" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:headerHeight:get" name="headerHeight" object="[fl.controls.DataGrid]" playername="" text=".headerHeight" tiptext="获取或设置 DataGrid 标题的高度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:DataGrid:horizontalScrollPolicy:get" name="horizontalScrollPolicy" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:imeMode:get" name="imeMode" object="[fl.controls.DataGrid]" playername="" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version=""/>

               <string helpurl="fl.controls:DataGrid:labelFunction:get" name="labelFunction" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:minColumnWidth:get" name="minColumnWidth" object="[fl.controls.DataGrid]" playername="" text=".minColumnWidth" tiptext="获取或设置 DataGrid 列的最小宽度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:DataGrid:rowCount:get" name="rowCount" object="[fl.controls.DataGrid]" playername="" text=".rowCount" tiptext="获取或设置列表中至少部分可见的行的数目。" version=""/>

               <string helpurl="fl.controls:DataGrid:rowHeight:get" name="rowHeight" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:showHeaders:get" name="showHeaders" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid:sortDescending:get" name="sortDescending" object="[fl.controls.DataGrid]" playername="" text=".sortDescending" tiptext="获取在用户单击列标题时列的排序顺序。" version=""/>

               <string helpurl="fl.controls:DataGrid:sortIndex:get" name="sortIndex" object="[fl.controls.DataGrid]" playername="" text=".sortIndex" tiptext="获取要进行排序的列的索引。" version=""/>

            </folder>

            <folder helpurl="fl.controls:DataGrid" id="Events" name="事件" tiptext="DataGrid 类的事件">

               <string helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_FOCUS_OUT_itemFocusOut" name="itemFocusOut" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_FOCUS_IN_itemFocusIn" name="itemFocusIn" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_END_itemEditEnd" name="itemEditEnd" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_BEGIN_itemEditBegin" name="itemEditBegin" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_BEGINNING_itemEditBeginning" name="itemEditBeginning" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.COLUMN_STRETCH_columnStretch" name="columnStretch" object="[fl.controls.DataGrid]" playername="" 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=""/>

               <string helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.HEADER_RELEASE_headerRelease" name="headerRelease" object="[fl.controls.DataGrid]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:Label" id="[fl.controls.Label]" index="true" name="Label" sort="true" 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。">

            <folder helpurl="fl.controls:Label" id="Methods" name="方法" tiptext="Label 类的方法">

               <string constructor="true" helpurl="fl.controls:Label:Label" name="Label" object="[fl.controls.Label]" playername="" text="new Label(%%)" tiptext="创建新的 Label 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:Label:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.Label]" playername="" static="true" text="Label.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:Label" id="Properties" name="属性" tiptext="Label 类的属性">

               <string helpurl="fl.controls:Label:textField" name="textField" object="[fl.controls.Label]" playername="" text=".textField" tiptext="对 Label 组件的内部文本字段的引用。" version=""/>

               <string helpurl="fl.controls:Label:autoSize:get" name="autoSize" object="[fl.controls.Label]" playername="" 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=""/>

               <string helpurl="fl.controls:Label:condenseWhite:get" name="condenseWhite" object="[fl.controls.Label]" playername="" 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=""/>

               <string helpurl="fl.controls:Label:height:get" name="height" object="[fl.controls.Label]" playername="" text=".height" tiptext="获取或设置组件的高度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:Label:htmlText:get" name="htmlText" object="[fl.controls.Label]" playername="" 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=""/>

               <string helpurl="fl.controls:Label:selectable:get" name="selectable" object="[fl.controls.Label]" playername="" text=".selectable" tiptext="获取或设置一个值，该值指示文本是否可选中。" version=""/>

               <string helpurl="fl.controls:Label:text:get" name="text" object="[fl.controls.Label]" playername="" text=".text" tiptext="获取或设置要由 Label 组件显示的纯文本。" version=""/>

               <string helpurl="fl.controls:Label:width:get" name="width" object="[fl.controls.Label]" playername="" text=".width" tiptext="获取或设置组件的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:Label:wordWrap:get" name="wordWrap" object="[fl.controls.Label]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:Label" id="Events" name="事件" tiptext="Label 类的事件">

               <string helpurl="fl.controls:Label_fl.events.ComponentEvent.RESIZE_resize" name="resize" object="[fl.controls.Label]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:LabelButton" id="[fl.controls.LabelButton]" index="true" name="LabelButton" sort="true" 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。">

            <folder helpurl="fl.controls:LabelButton" id="Methods" name="方法" tiptext="LabelButton 类的方法">

               <string constructor="true" helpurl="fl.controls:LabelButton:LabelButton" name="LabelButton" object="[fl.controls.LabelButton]" playername="" text="new LabelButton(%%)" tiptext="创建新的 LabelButton 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:LabelButton:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.LabelButton]" playername="" static="true" text="LabelButton.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:LabelButton" id="Properties" name="属性" tiptext="LabelButton 类的属性">

               <string helpurl="fl.controls:LabelButton:textField" name="textField" object="[fl.controls.LabelButton]" playername="" text=".textField" tiptext="对组件的内部文本字段的引用。" version=""/>

               <string helpurl="fl.controls:LabelButton:labelPlacement:get" name="labelPlacement" object="[fl.controls.LabelButton]" playername="" text=".labelPlacement" tiptext="标签相对于指定图标的位置。" version=""/>

               <string helpurl="fl.controls:LabelButton:label:get" name="label" object="[fl.controls.LabelButton]" playername="" text=".label" tiptext="获取或设置组件的文本标签。" version=""/>

               <string helpurl="fl.controls:LabelButton:selected:get" name="selected" object="[fl.controls.LabelButton]" playername="" 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=""/>

               <string helpurl="fl.controls:LabelButton:toggle:get" name="toggle" object="[fl.controls.LabelButton]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:LabelButton" id="Events" name="事件" tiptext="LabelButton 类的事件">

               <string helpurl="fl.controls:LabelButton_fl.events.ComponentEvent.LABEL_CHANGE_labelChange" name="labelChange" object="[fl.controls.LabelButton]" playername="" 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=""/>

               <string helpurl="fl.controls:LabelButton_flash.events.MouseEvent.CLICK_click" name="click" object="[fl.controls.LabelButton]" playername="" 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=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls:List" id="[fl.controls.List]" index="true" name="List" sort="true" tiptext="List 组件显示基于列表的信息，最适合显示信息的数组。">

            <folder helpurl="fl.controls:List" id="Methods" name="方法" tiptext="List 类的方法">

               <string constructor="true" helpurl="fl.controls:List:List" name="List" object="[fl.controls.List]" playername="" text="new List(%%)" tiptext="创建新的 List 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:List:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.List]" playername="" static="true" text="List.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:List:itemToLabel" name="itemToLabel" object="[fl.controls.List]" playername="" 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"/>

               <string helpurl="fl.controls:List:scrollToIndex" name="scrollToIndex" object="[fl.controls.List]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:List" id="Properties" name="属性" tiptext="List 类的属性">

               <string helpurl="fl.controls:List:iconField:get" name="iconField" object="[fl.controls.List]" playername="" text=".iconField" tiptext="获取或设置为项目提供图标的项目字段。" version=""/>

               <string helpurl="fl.controls:List:iconFunction:get" name="iconFunction" object="[fl.controls.List]" playername="" text=".iconFunction" tiptext="获取或设置要用来获取项目图标的函数。" version=""/>

               <string helpurl="fl.controls:List:labelField:get" name="labelField" object="[fl.controls.List]" playername="" 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=""/>

               <string helpurl="fl.controls:List:labelFunction:get" name="labelFunction" object="[fl.controls.List]" playername="" text=".labelFunction" tiptext="获取或设置要用来获取项目标签的函数。" version=""/>

               <string helpurl="fl.controls:List:rowCount:get" name="rowCount" object="[fl.controls.List]" playername="" text=".rowCount" tiptext="获取或设置列表中至少部分可见的行的数目。" version=""/>

               <string helpurl="fl.controls:List:rowHeight:get" name="rowHeight" object="[fl.controls.List]" playername="" text=".rowHeight" tiptext="获取或设置列表中每一行的高度，以像素为单位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:NumericStepper" id="[fl.controls.NumericStepper]" index="true" name="NumericStepper" sort="true" 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。">

            <folder helpurl="fl.controls:NumericStepper" id="Methods" name="方法" tiptext="NumericStepper 类的方法">

               <string constructor="true" helpurl="fl.controls:NumericStepper:NumericStepper" name="NumericStepper" object="[fl.controls.NumericStepper]" playername="" text="new NumericStepper(%%)" tiptext="创建新的 NumericStepper 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:NumericStepper:drawFocus" name="drawFocus" object="[fl.controls.NumericStepper]" playername="" 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"/>

               <string helpurl="fl.controls:NumericStepper:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.NumericStepper]" playername="" static="true" text="NumericStepper.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:NumericStepper:setFocus" name="setFocus" object="[fl.controls.NumericStepper]" playername="" text=".setFocus(%%):void" tiptext="将焦点设置到组件实例中。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:NumericStepper" id="Properties" name="属性" tiptext="NumericStepper 类的属性">

               <string helpurl="fl.controls:NumericStepper:enabled:get" name="enabled" object="[fl.controls.NumericStepper]" playername="" 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=""/>

               <string helpurl="fl.controls:NumericStepper:imeMode:get" name="imeMode" object="[fl.controls.NumericStepper]" playername="" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version=""/>

               <string helpurl="fl.controls:NumericStepper:maximum:get" name="maximum" object="[fl.controls.NumericStepper]" playername="" text=".maximum" tiptext="获取或设置数值序列中的最大值。" version=""/>

               <string helpurl="fl.controls:NumericStepper:minimum:get" name="minimum" object="[fl.controls.NumericStepper]" playername="" text=".minimum" tiptext="获取或设置数值序列中的最小数字。" version=""/>

               <string helpurl="fl.controls:NumericStepper:nextValue:get" name="nextValue" object="[fl.controls.NumericStepper]" playername="" text=".nextValue" tiptext="获取值序列中的下一个值。" version=""/>

               <string helpurl="fl.controls:NumericStepper:previousValue:get" name="previousValue" object="[fl.controls.NumericStepper]" playername="" text=".previousValue" tiptext="获取值序列中的上一个值。" version=""/>

               <string helpurl="fl.controls:NumericStepper:stepSize:get" name="stepSize" object="[fl.controls.NumericStepper]" playername="" text=".stepSize" tiptext="获取或设置描述值之间的变化单位的非零数字。" version=""/>

               <string helpurl="fl.controls:NumericStepper:textField:get" name="textField" object="[fl.controls.NumericStepper]" playername="" text=".textField" tiptext="获取一个对 NumericStepper 组件中所包含的 TextInput 组件的引用。" version=""/>

               <string helpurl="fl.controls:NumericStepper:value:get" name="value" object="[fl.controls.NumericStepper]" playername="" text=".value" tiptext="获取或设置 NumericStepper 组件的当前值。" version=""/>

            </folder>

            <folder helpurl="fl.controls:NumericStepper" id="Events" name="事件" tiptext="NumericStepper 类的事件">

               <string helpurl="fl.controls:NumericStepper_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.NumericStepper]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:ProgressBar" id="[fl.controls.ProgressBar]" index="true" name="ProgressBar" sort="true" tiptext="ProgressBar 组件显示内容加载的进度。">

            <folder helpurl="fl.controls:ProgressBar" id="Methods" name="方法" tiptext="ProgressBar 类的方法">

               <string constructor="true" helpurl="fl.controls:ProgressBar:ProgressBar" name="ProgressBar" object="[fl.controls.ProgressBar]" playername="" text="new ProgressBar(%%)" tiptext="创建新的 ProgressBar 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:ProgressBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ProgressBar]" playername="" static="true" text="ProgressBar.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:ProgressBar:reset" name="reset" object="[fl.controls.ProgressBar]" playername="" text=".reset(%%):void" tiptext="为新加载操作重置进度栏。" version="1.0"/>

               <string helpurl="fl.controls:ProgressBar:setProgress" name="setProgress" object="[fl.controls.ProgressBar]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:ProgressBar" id="Properties" name="属性" tiptext="ProgressBar 类的属性">

               <string helpurl="fl.controls:ProgressBar:direction:get" name="direction" object="[fl.controls.ProgressBar]" playername="" text=".direction" tiptext="指示进度栏的填充方向。" version=""/>

               <string helpurl="fl.controls:ProgressBar:indeterminate:get" name="indeterminate" object="[fl.controls.ProgressBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ProgressBar:maximum:get" name="maximum" object="[fl.controls.ProgressBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ProgressBar:minimum:get" name="minimum" object="[fl.controls.ProgressBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ProgressBar:mode:get" name="mode" object="[fl.controls.ProgressBar]" playername="" text=".mode" tiptext="获取或设置要用来更新进度栏的方法。" version=""/>

               <string helpurl="fl.controls:ProgressBar:percentComplete:get" name="percentComplete" object="[fl.controls.ProgressBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ProgressBar:source:get" name="source" object="[fl.controls.ProgressBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ProgressBar:value:get" name="value" object="[fl.controls.ProgressBar]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:ProgressBar" id="Events" name="事件" tiptext="ProgressBar 类的事件">

               <string helpurl="fl.controls:ProgressBar_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[fl.controls.ProgressBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ProgressBar_flash.events.Event.COMPLETE_complete" name="complete" object="[fl.controls.ProgressBar]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ProgressBarDirection" id="[fl.controls.ProgressBarDirection]" index="true" name="ProgressBarDirection" sort="true" tiptext="ProgressBarDirection 类可定义 ProgressBar 类的 direction 属性值。">

            <folder helpurl="fl.controls:ProgressBarDirection" id="Properties" name="属性" tiptext="ProgressBarDirection 类的属性">

               <string constant="true" helpurl="fl.controls:ProgressBarDirection:LEFT" name="LEFT" object="[fl.controls.ProgressBarDirection]" playername="" text="ProgressBarDirection.LEFT" tiptext="从右向左填充进度栏。" version=""/>

               <string constant="true" helpurl="fl.controls:ProgressBarDirection:RIGHT" name="RIGHT" object="[fl.controls.ProgressBarDirection]" playername="" text="ProgressBarDirection.RIGHT" tiptext="从左向右填充进度栏。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ProgressBarMode" id="[fl.controls.ProgressBarMode]" index="true" name="ProgressBarMode" sort="true" tiptext="ProgressBarMode 类定义 ProgressBar 类的 mode 属性值。">

            <folder helpurl="fl.controls:ProgressBarMode" id="Properties" name="属性" tiptext="ProgressBarMode 类的属性">

               <string constant="true" helpurl="fl.controls:ProgressBarMode:EVENT" name="EVENT" object="[fl.controls.ProgressBarMode]" playername="" text="ProgressBarMode.EVENT" tiptext="由 source 属性指定的组件必须调度 progress 和 complete 事件。" version=""/>

               <string constant="true" helpurl="fl.controls:ProgressBarMode:MANUAL" name="MANUAL" object="[fl.controls.ProgressBarMode]" playername="" text="ProgressBarMode.MANUAL" tiptext="手动更新 ProgressBar 组件的状态。" version=""/>

               <string constant="true" helpurl="fl.controls:ProgressBarMode:POLLED" name="POLLED" object="[fl.controls.ProgressBarMode]" playername="" text="ProgressBarMode.POLLED" tiptext="可通过对源进行轮询来更新进度。" version=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls:RadioButton" id="[fl.controls.RadioButton]" index="true" name="RadioButton" sort="true" tiptext="使用 RadioButton 组件可以强制用户只能选择一组选项中的一项。">

            <folder helpurl="fl.controls:RadioButton" id="Methods" name="方法" tiptext="RadioButton 类的方法">

               <string constructor="true" helpurl="fl.controls:RadioButton:RadioButton" name="RadioButton" object="[fl.controls.RadioButton]" playername="" text="new RadioButton(%%)" tiptext="创建新的 RadioButton 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:RadioButton:drawFocus" name="drawFocus" object="[fl.controls.RadioButton]" playername="" 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"/>

               <string helpurl="fl.controls:RadioButton:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.RadioButton]" playername="" static="true" text="RadioButton.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:RadioButton" id="Properties" name="属性" tiptext="RadioButton 类的属性">

               <string helpurl="fl.controls:RadioButton:autoRepeat:get" name="autoRepeat" object="[fl.controls.RadioButton]" playername="" 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=""/>

               <string helpurl="fl.controls:RadioButton:groupName:get" name="groupName" object="[fl.controls.RadioButton]" playername="" text=".groupName" tiptext="单选按钮实例或组的组名。" version=""/>

               <string helpurl="fl.controls:RadioButton:group:get" name="group" object="[fl.controls.RadioButton]" playername="" text=".group" tiptext="此 RadioButton 所属的 RadioButtonGroup 对象。" version=""/>

               <string helpurl="fl.controls:RadioButton:selected:get" name="selected" object="[fl.controls.RadioButton]" playername="" text=".selected" tiptext="指示当前是选中(true)还是取消选中(false)单选按钮。" version=""/>

               <string helpurl="fl.controls:RadioButton:toggle:get" name="toggle" object="[fl.controls.RadioButton]" playername="" 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=""/>

               <string helpurl="fl.controls:RadioButton:value:get" name="value" object="[fl.controls.RadioButton]" playername="" text=".value" tiptext="与单选按钮关联的用户定义值。" version=""/>

            </folder>

            <folder helpurl="fl.controls:RadioButton" id="Events" name="事件" tiptext="RadioButton 类的事件">

               <string helpurl="fl.controls:RadioButton_flash.events.MouseEvent.CLICK_click" name="click" object="[fl.controls.RadioButton]" playername="" 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=""/>

               <string helpurl="fl.controls:RadioButton_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.RadioButton]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.controls:RadioButtonGroup" id="[fl.controls.RadioButtonGroup]" index="true" name="RadioButtonGroup" sort="true" tiptext="RadioButtonGroup 类将一组 RadioButton 组件定义为单个组件。">

            <folder helpurl="fl.controls:RadioButtonGroup" id="Methods" name="方法" tiptext="RadioButtonGroup 类的方法">

               <string constructor="true" helpurl="fl.controls:RadioButtonGroup:RadioButtonGroup" name="RadioButtonGroup" object="[fl.controls.RadioButtonGroup]" playername="" text="new RadioButtonGroup(%名称:String%)" tiptext="创建一个新的 RadioButtonGroup 实例。" version="1.0"/>

               <string helpurl="fl.controls:RadioButtonGroup:addRadioButton" name="addRadioButton" object="[fl.controls.RadioButtonGroup]" playername="" 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"/>

               <string helpurl="fl.controls:RadioButtonGroup:getGroup" name="getGroup" object="[fl.controls.RadioButtonGroup]" playername="" static="true" text="RadioButtonGroup.getGroup(%名称:String%):fl.controls:RadioButtonGroup" tiptext="检索对指定单选按钮组的引用。" version="1.0"/>

               <string helpurl="fl.controls:RadioButtonGroup:getRadioButtonAt" name="getRadioButtonAt" object="[fl.controls.RadioButtonGroup]" playername="" text=".getRadioButtonAt(%索引:int%):fl.controls:RadioButton" tiptext="检索指定索引位置的 RadioButton 组件。" version="1.0"/>

               <string helpurl="fl.controls:RadioButtonGroup:getRadioButtonIndex" name="getRadioButtonIndex" object="[fl.controls.RadioButtonGroup]" playername="" text=".getRadioButtonIndex(%单选按钮:fl.controls:RadioButton%):int" tiptext="返回指定 RadioButton 实例的索引。" version="1.0"/>

               <string helpurl="fl.controls:RadioButtonGroup:removeRadioButton" name="removeRadioButton" object="[fl.controls.RadioButtonGroup]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:RadioButtonGroup" id="Properties" name="属性" tiptext="RadioButtonGroup 类的属性">

               <string helpurl="fl.controls:RadioButtonGroup:name:get" name="name" object="[fl.controls.RadioButtonGroup]" playername="" text=".name" tiptext="获取单选按钮的实例名称。" version=""/>

               <string helpurl="fl.controls:RadioButtonGroup:numRadioButtons:get" name="numRadioButtons" object="[fl.controls.RadioButtonGroup]" playername="" text=".numRadioButtons" tiptext="获取此单选按钮组中的单选按钮数。" version=""/>

               <string helpurl="fl.controls:RadioButtonGroup:selectedData:get" name="selectedData" object="[fl.controls.RadioButtonGroup]" playername="" text=".selectedData" tiptext="获取或设置所选单选按钮的值属性。" version=""/>

               <string helpurl="fl.controls:RadioButtonGroup:selection:get" name="selection" object="[fl.controls.RadioButtonGroup]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:RadioButtonGroup" id="Events" name="事件" tiptext="RadioButtonGroup 类的事件">

               <string helpurl="fl.controls:RadioButtonGroup_flash.events.MouseEvent.CLICK_click" name="click" object="[fl.controls.RadioButtonGroup]" playername="" 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=""/>

               <string helpurl="fl.controls:RadioButtonGroup_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.RadioButtonGroup]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:ScrollBar" id="[fl.controls.ScrollBar]" index="true" name="ScrollBar" sort="true" 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。">

            <folder helpurl="fl.controls:ScrollBar" id="Methods" name="方法" tiptext="ScrollBar 类的方法">

               <string constructor="true" helpurl="fl.controls:ScrollBar:ScrollBar" name="ScrollBar" object="[fl.controls.ScrollBar]" playername="" text="new ScrollBar(%%)" tiptext="创建新的 ScrollBar 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:ScrollBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ScrollBar]" playername="" static="true" text="ScrollBar.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:ScrollBar:setScrollProperties" name="setScrollProperties" object="[fl.controls.ScrollBar]" playername="" 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"/>

               <string helpurl="fl.controls:ScrollBar:setSize" name="setSize" object="[fl.controls.ScrollBar]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:ScrollBar" id="Properties" name="属性" tiptext="ScrollBar 类的属性">

               <string helpurl="fl.controls:ScrollBar:direction:get" name="direction" object="[fl.controls.ScrollBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ScrollBar:enabled:get" name="enabled" object="[fl.controls.ScrollBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ScrollBar:height:get" name="height" object="[fl.controls.ScrollBar]" playername="" text=".height" tiptext="获取或设置组件的高度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:ScrollBar:lineScrollSize:get" name="lineScrollSize" object="[fl.controls.ScrollBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ScrollBar:maxScrollPosition:get" name="maxScrollPosition" object="[fl.controls.ScrollBar]" playername="" text=".maxScrollPosition" tiptext="获取或设置表示最高滚动位置的数字。" version=""/>

               <string helpurl="fl.controls:ScrollBar:minScrollPosition:get" name="minScrollPosition" object="[fl.controls.ScrollBar]" playername="" text=".minScrollPosition" tiptext="获取或设置表示最低滚动位置的数字。" version=""/>

               <string helpurl="fl.controls:ScrollBar:pageScrollSize:get" name="pageScrollSize" object="[fl.controls.ScrollBar]" playername="" 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=""/>

               <string helpurl="fl.controls:ScrollBar:pageSize:get" name="pageSize" object="[fl.controls.ScrollBar]" playername="" text=".pageSize" tiptext="获取或设置页中所包含的行数。" version=""/>

               <string helpurl="fl.controls:ScrollBar:scrollPosition:get" name="scrollPosition" object="[fl.controls.ScrollBar]" playername="" text=".scrollPosition" tiptext="获取或设置当前滚动位置并更新滑块的位置。" version=""/>

               <string helpurl="fl.controls:ScrollBar:width:get" name="width" object="[fl.controls.ScrollBar]" playername="" text=".width" tiptext="获取或设置组件的宽度，以像素为单位。" version=""/>

            </folder>

            <folder helpurl="fl.controls:ScrollBar" id="Events" name="事件" tiptext="ScrollBar 类的事件">

               <string helpurl="fl.controls:ScrollBar_fl.events.ScrollEvent.SCROLL_scroll" name="scroll" object="[fl.controls.ScrollBar]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ScrollBarDirection" id="[fl.controls.ScrollBarDirection]" index="true" name="ScrollBarDirection" sort="true" tiptext="定义 ScrollBar 组件的 direction 属性值。">

            <folder helpurl="fl.controls:ScrollBarDirection" id="Properties" name="属性" tiptext="ScrollBarDirection 类的属性">

               <string constant="true" helpurl="fl.controls:ScrollBarDirection:HORIZONTAL" name="HORIZONTAL" object="[fl.controls.ScrollBarDirection]" playername="" text="ScrollBarDirection.HORIZONTAL" tiptext="指示 ScrollBar 组件实例用于水平滚动。" version=""/>

               <string constant="true" helpurl="fl.controls:ScrollBarDirection:VERTICAL" name="VERTICAL" object="[fl.controls.ScrollBarDirection]" playername="" text="ScrollBarDirection.VERTICAL" tiptext="指示 ScrollBar 组件实例用于垂直滚动。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ScrollPolicy" id="[fl.controls.ScrollPolicy]" index="true" name="ScrollPolicy" sort="true" tiptext="BaseScrollPane 类的 horizontalScrollPolicy 和 verticalScrollPolicy 属性值。">

            <folder helpurl="fl.controls:ScrollPolicy" id="Properties" name="属性" tiptext="ScrollPolicy 类的属性">

               <string constant="true" helpurl="fl.controls:ScrollPolicy:AUTO" name="AUTO" object="[fl.controls.ScrollPolicy]" playername="" text="ScrollPolicy.AUTO" tiptext="如果子级超出所有者的尺寸，将显示滚动条。" version=""/>

               <string constant="true" helpurl="fl.controls:ScrollPolicy:OFF" name="OFF" object="[fl.controls.ScrollPolicy]" playername="" text="ScrollPolicy.OFF" tiptext="从不显示滚动条。" version=""/>

               <string constant="true" helpurl="fl.controls:ScrollPolicy:ON" name="ON" object="[fl.controls.ScrollPolicy]" playername="" text="ScrollPolicy.ON" tiptext="始终显示滚动条。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:SelectableList" id="[fl.controls.SelectableList]" index="true" name="SelectableList" sort="true" tiptext="SelectableList 是所有基于列表的组件(例如，List、TileList、DataGrid 和 ComboBox 组件)的基类。">

            <folder helpurl="fl.controls:SelectableList" id="Methods" name="方法" tiptext="SelectableList 类的方法">

               <string constructor="true" helpurl="fl.controls:SelectableList:SelectableList" name="SelectableList" object="[fl.controls.SelectableList]" playername="" text="new SelectableList(%%)" tiptext="创建新的 SelectableList 实例。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:addItemAt" name="addItemAt" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:addItem" name="addItem" object="[fl.controls.SelectableList]" playername="" text=".addItem(%项:Object%):void" tiptext="在项目列表的末尾追加一个项目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:clearRendererStyle" name="clearRendererStyle" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:clearSelection" name="clearSelection" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:getItemAt" name="getItemAt" object="[fl.controls.SelectableList]" playername="" text=".getItemAt(%索引:uint%):Object" tiptext="检索指定索引处的项目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:getNextIndexAtLetter" name="getNextIndexAtLetter" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:getRendererStyle" name="getRendererStyle" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.SelectableList]" playername="" static="true" text="SelectableList.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:invalidateItemAt" name="invalidateItemAt" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:invalidateItem" name="invalidateItem" object="[fl.controls.SelectableList]" playername="" text=".invalidateItem(%项:Object%):void" tiptext="使特定项目渲染器失效。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:invalidateList" name="invalidateList" object="[fl.controls.SelectableList]" playername="" text=".invalidateList(%%):void" tiptext="使整个列表失效，并强制重绘列表项目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:isItemSelected" name="isItemSelected" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:itemToCellRenderer" name="itemToCellRenderer" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:itemToLabel" name="itemToLabel" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:removeAll" name="removeAll" object="[fl.controls.SelectableList]" playername="" text=".removeAll(%%):void" tiptext="删除列表中的所有项目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:removeItemAt" name="removeItemAt" object="[fl.controls.SelectableList]" playername="" text=".removeItemAt(%索引:uint%):Object" tiptext="删除指定索引位置处的项目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:removeItem" name="removeItem" object="[fl.controls.SelectableList]" playername="" text=".removeItem(%项:Object%):Object" tiptext="从列表中删除指定项目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:replaceItemAt" name="replaceItemAt" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:scrollToIndex" name="scrollToIndex" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:scrollToSelected" name="scrollToSelected" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:setRendererStyle" name="setRendererStyle" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:sortItemsOn" name="sortItemsOn" object="[fl.controls.SelectableList]" playername="" 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"/>

               <string helpurl="fl.controls:SelectableList:sortItems" name="sortItems" object="[fl.controls.SelectableList]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:SelectableList" id="Properties" name="属性" tiptext="SelectableList 类的属性">

               <string helpurl="fl.controls:SelectableList:allowMultipleSelection:get" name="allowMultipleSelection" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList:dataProvider:get" name="dataProvider" object="[fl.controls.SelectableList]" playername="" text=".dataProvider" tiptext="获取或设置要查看的项目列表的数据模型。" version=""/>

               <string helpurl="fl.controls:SelectableList:length:get" name="length" object="[fl.controls.SelectableList]" playername="" text=".length" tiptext="获取数据提供者中的项目数。" version=""/>

               <string helpurl="fl.controls:SelectableList:maxHorizontalScrollPosition:get" name="maxHorizontalScrollPosition" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList:rowCount:get" name="rowCount" object="[fl.controls.SelectableList]" playername="" text=".rowCount" tiptext="获取列表中至少部分可见的行的数目。" version=""/>

               <string helpurl="fl.controls:SelectableList:selectable:get" name="selectable" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList:selectedIndex:get" name="selectedIndex" object="[fl.controls.SelectableList]" playername="" text=".selectedIndex" tiptext="获取或设置单选列表中所选项目的索引。" version=""/>

               <string helpurl="fl.controls:SelectableList:selectedIndices:get" name="selectedIndices" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList:selectedItem:get" name="selectedItem" object="[fl.controls.SelectableList]" playername="" text=".selectedItem" tiptext="获取或设置从单选列表中选择的项目。" version=""/>

               <string helpurl="fl.controls:SelectableList:selectedItems:get" name="selectedItems" object="[fl.controls.SelectableList]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:SelectableList" id="Events" name="事件" tiptext="SelectableList 类的事件">

               <string helpurl="fl.controls:SelectableList_fl.events.ScrollEvent.SCROLL_scroll" name="scroll" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_DOUBLE_CLICK_itemDoubleClick" name="itemDoubleClick" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_CLICK_itemClick" name="itemClick" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OUT_rollOut" name="rollOut" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OVER_rollOver" name="rollOver" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_ROLL_OVER_itemRollOver" name="itemRollOver" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_ROLL_OUT_itemRollOut" name="itemRollOut" object="[fl.controls.SelectableList]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:Slider" id="[fl.controls.Slider]" index="true" name="Slider" sort="true" 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。">

            <folder helpurl="fl.controls:Slider" id="Methods" name="方法" tiptext="Slider 类的方法">

               <string constructor="true" helpurl="fl.controls:Slider:Slider" name="Slider" object="[fl.controls.Slider]" playername="" text="new Slider(%%)" tiptext="创建新的 Slider 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:Slider:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.Slider]" playername="" static="true" text="Slider.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:Slider:setSize" name="setSize" object="[fl.controls.Slider]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:Slider" id="Properties" name="属性" tiptext="Slider 类的属性">

               <string helpurl="fl.controls:Slider:direction:get" name="direction" object="[fl.controls.Slider]" playername="" text=".direction" tiptext="设置滑块的方向。" version=""/>

               <string helpurl="fl.controls:Slider:enabled:get" name="enabled" object="[fl.controls.Slider]" playername="" 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=""/>

               <string helpurl="fl.controls:Slider:maximum:get" name="maximum" object="[fl.controls.Slider]" playername="" text=".maximum" tiptext="Slider 组件实例所允许的最大值。" version=""/>

               <string helpurl="fl.controls:Slider:minimum:get" name="minimum" object="[fl.controls.Slider]" playername="" text=".minimum" tiptext="Slider 组件实例所允许的最小值。" version=""/>

               <string helpurl="fl.controls:Slider:snapInterval:get" name="snapInterval" object="[fl.controls.Slider]" playername="" text=".snapInterval" tiptext="获取或设置用户移动滑块时值增加或减小的量。" version=""/>

               <string helpurl="fl.controls:Slider:tickInterval:get" name="tickInterval" object="[fl.controls.Slider]" playername="" text=".tickInterval" tiptext="相对于组件最大值的刻度线间距。" version=""/>

               <string helpurl="fl.controls:Slider:value:get" name="value" object="[fl.controls.Slider]" playername="" text=".value" tiptext="获取或设置 Slider 组件的当前值。" version=""/>

               <string helpurl="fl.controls:Slider:liveDragging:set" name="liveDragging" object="[fl.controls.Slider]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:Slider" id="Events" name="事件" tiptext="Slider 类的事件">

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.CHANGE_change" name="change" object="[fl.controls.Slider]" playername="" 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=""/>

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_DRAG_thumbDrag" name="thumbDrag" object="[fl.controls.Slider]" playername="" 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=""/>

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_RELEASE_thumbRelease" name="thumbRelease" object="[fl.controls.Slider]" playername="" 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=""/>

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_PRESS_thumbPress" name="thumbPress" object="[fl.controls.Slider]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:SliderDirection" id="[fl.controls.SliderDirection]" index="true" name="SliderDirection" sort="true" tiptext="Slider 组件的方向。">

            <folder helpurl="fl.controls:SliderDirection" id="Properties" name="属性" tiptext="SliderDirection 类的属性">

               <string helpurl="fl.controls:SliderDirection:HORIZONTAL" name="HORIZONTAL" object="[fl.controls.SliderDirection]" playername="" text=".HORIZONTAL" tiptext="将 Slider 组件放在水平轴上。" version=""/>

               <string helpurl="fl.controls:SliderDirection:VERTICAL" name="VERTICAL" object="[fl.controls.SliderDirection]" playername="" text=".VERTICAL" tiptext="将 Slider 组件放在垂直轴上。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:TextArea" id="[fl.controls.TextArea]" index="true" name="TextArea" sort="true" tiptext="TextArea 组件是一个带有边框和可选滚动条的多行文本字段。">

            <folder helpurl="fl.controls:TextArea" id="Methods" name="方法" tiptext="TextArea 类的方法">

               <string constructor="true" helpurl="fl.controls:TextArea:TextArea" name="TextArea" object="[fl.controls.TextArea]" playername="" text="new TextArea(%%)" tiptext="创建新的 TextArea 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:TextArea:appendText" name="appendText" object="[fl.controls.TextArea]" playername="" 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"/>

               <string helpurl="fl.controls:TextArea:drawFocus" name="drawFocus" object="[fl.controls.TextArea]" playername="" 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"/>

               <string helpurl="fl.controls:TextArea:getLineMetrics" name="getLineMetrics" object="[fl.controls.TextArea]" playername="" 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"/>

               <string helpurl="fl.controls:TextArea:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.TextArea]" playername="" static="true" text="TextArea.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:TextArea:setSelection" name="setSelection" object="[fl.controls.TextArea]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:TextArea" id="Properties" name="属性" tiptext="TextArea 类的属性">

               <string helpurl="fl.controls:TextArea:textField" name="textField" object="[fl.controls.TextArea]" playername="" text=".textField" tiptext="对 TextArea 组件的内部文本字段的引用。" version=""/>

               <string helpurl="fl.controls:TextArea:alwaysShowSelection:get" name="alwaysShowSelection" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:condenseWhite:get" name="condenseWhite" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:displayAsPassword:get" name="displayAsPassword" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:editable:get" name="editable" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:enabled:get" name="enabled" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:horizontalScrollBar:get" name="horizontalScrollBar" object="[fl.controls.TextArea]" playername="" text=".horizontalScrollBar" tiptext="获取对水平滚动条的引用。" version=""/>

               <string helpurl="fl.controls:TextArea:horizontalScrollPolicy:get" name="horizontalScrollPolicy" object="[fl.controls.TextArea]" playername="" text=".horizontalScrollPolicy" tiptext="获取或设置水平滚动条的滚动策略。" version=""/>

               <string helpurl="fl.controls:TextArea:horizontalScrollPosition:get" name="horizontalScrollPosition" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:htmlText:get" name="htmlText" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:imeMode:get" name="imeMode" object="[fl.controls.TextArea]" playername="" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version=""/>

               <string helpurl="fl.controls:TextArea:length:get" name="length" object="[fl.controls.TextArea]" playername="" text=".length" tiptext="获取 TextArea 组件所包含的字符个数。" version=""/>

               <string helpurl="fl.controls:TextArea:maxChars:get" name="maxChars" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:maxHorizontalScrollPosition:get" name="maxHorizontalScrollPosition" object="[fl.controls.TextArea]" playername="" text=".maxHorizontalScrollPosition" tiptext="获取 horizontalScrollPosition 属性的最大值。" version=""/>

               <string helpurl="fl.controls:TextArea:maxVerticalScrollPosition:get" name="maxVerticalScrollPosition" object="[fl.controls.TextArea]" playername="" text=".maxVerticalScrollPosition" tiptext="获取 verticalScrollPosition 属性的最大值。" version=""/>

               <string helpurl="fl.controls:TextArea:restrict:get" name="restrict" object="[fl.controls.TextArea]" playername="" text=".restrict" tiptext="获取或设置文本字段从用户那里接收的字符串。" version=""/>

               <string helpurl="fl.controls:TextArea:selectionBeginIndex:get" name="selectionBeginIndex" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:selectionEndIndex:get" name="selectionEndIndex" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:textHeight:get" name="textHeight" object="[fl.controls.TextArea]" playername="" text=".textHeight" tiptext="获取文本的高度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:TextArea:textWidth:get" name="textWidth" object="[fl.controls.TextArea]" playername="" text=".textWidth" tiptext="获取文本的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:TextArea:text:get" name="text" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:verticalScrollBar:get" name="verticalScrollBar" object="[fl.controls.TextArea]" playername="" text=".verticalScrollBar" tiptext="获取对垂直滚动条的引用。" version=""/>

               <string helpurl="fl.controls:TextArea:verticalScrollPolicy:get" name="verticalScrollPolicy" object="[fl.controls.TextArea]" playername="" text=".verticalScrollPolicy" tiptext="获取或设置垂直滚动条的滚动策略。" version=""/>

               <string helpurl="fl.controls:TextArea:verticalScrollPosition:get" name="verticalScrollPosition" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea:wordWrap:get" name="wordWrap" object="[fl.controls.TextArea]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:TextArea" id="Events" name="事件" tiptext="TextArea 类的事件">

               <string helpurl="fl.controls:TextArea_fl.events.ScrollEvent.SCROLL_scroll" name="scroll" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea_fl.events.ComponentEvent.ENTER_enter" name="enter" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[fl.controls.TextArea]" playername="" 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=""/>

               <string helpurl="fl.controls:TextArea_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.TextArea]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:TextInput" id="[fl.controls.TextInput]" index="true" name="TextInput" sort="true" tiptext="TextInput 组件是单行文本组件，该组件包含本机 ActionScript TextField 对象。">

            <folder helpurl="fl.controls:TextInput" id="Methods" name="方法" tiptext="TextInput 类的方法">

               <string constructor="true" helpurl="fl.controls:TextInput:TextInput" name="TextInput" object="[fl.controls.TextInput]" playername="" text="new TextInput(%%)" tiptext="创建新的 TextInput 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:TextInput:appendText" name="appendText" object="[fl.controls.TextInput]" playername="" 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"/>

               <string helpurl="fl.controls:TextInput:drawFocus" name="drawFocus" object="[fl.controls.TextInput]" playername="" 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"/>

               <string helpurl="fl.controls:TextInput:getLineMetrics" name="getLineMetrics" object="[fl.controls.TextInput]" playername="" text=".getLineMetrics(%索引:int%):flash.text:TextLineMetrics" tiptext="检索有关指定文本行的信息。" version="1.0"/>

               <string helpurl="fl.controls:TextInput:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.TextInput]" playername="" static="true" text="TextInput.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:TextInput:setSelection" name="setSelection" object="[fl.controls.TextInput]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:TextInput" id="Properties" name="属性" tiptext="TextInput 类的属性">

               <string helpurl="fl.controls:TextInput:textField" name="textField" object="[fl.controls.TextInput]" playername="" text=".textField" tiptext="对 TextInput 组件的内部文本字段的引用。" version=""/>

               <string helpurl="fl.controls:TextInput:alwaysShowSelection:get" name="alwaysShowSelection" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:condenseWhite:get" name="condenseWhite" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:displayAsPassword:get" name="displayAsPassword" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:editable:get" name="editable" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:enabled:get" name="enabled" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:horizontalScrollPosition:get" name="horizontalScrollPosition" object="[fl.controls.TextInput]" playername="" text=".horizontalScrollPosition" tiptext="获取或设置滑块在水平滚动条上的位置。" version=""/>

               <string helpurl="fl.controls:TextInput:htmlText:get" name="htmlText" object="[fl.controls.TextInput]" playername="" text=".htmlText" tiptext="包含文本字段所包含的字符串的 HTML 表示形式。" version=""/>

               <string helpurl="fl.controls:TextInput:imeMode:get" name="imeMode" object="[fl.controls.TextInput]" playername="" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version=""/>

               <string helpurl="fl.controls:TextInput:length:get" name="length" object="[fl.controls.TextInput]" playername="" text=".length" tiptext="获取 TextInput 组件中的字符数。" version=""/>

               <string helpurl="fl.controls:TextInput:maxChars:get" name="maxChars" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:maxHorizontalScrollPosition:get" name="maxHorizontalScrollPosition" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:restrict:get" name="restrict" object="[fl.controls.TextInput]" playername="" text=".restrict" tiptext="获取或设置文本字段从用户那里接收的字符串。" version=""/>

               <string helpurl="fl.controls:TextInput:selectionBeginIndex:get" name="selectionBeginIndex" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:selectionEndIndex:get" name="selectionEndIndex" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput:textHeight:get" name="textHeight" object="[fl.controls.TextInput]" playername="" text=".textHeight" tiptext="文本的高度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:TextInput:textWidth:get" name="textWidth" object="[fl.controls.TextInput]" playername="" text=".textWidth" tiptext="文本的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:TextInput:text:get" name="text" object="[fl.controls.TextInput]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:TextInput" id="Events" name="事件" tiptext="TextInput 类的事件">

               <string helpurl="fl.controls:TextInput_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput_fl.events.ComponentEvent.ENTER_enter" name="enter" object="[fl.controls.TextInput]" playername="" 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=""/>

               <string helpurl="fl.controls:TextInput_flash.events.Event.CHANGE_change" name="change" object="[fl.controls.TextInput]" playername="" 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=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls:TileList" id="[fl.controls.TileList]" index="true" name="TileList" sort="true" 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。">

            <folder helpurl="fl.controls:TileList" id="Methods" name="方法" tiptext="TileList 类的方法">

               <string constructor="true" helpurl="fl.controls:TileList:TileList" name="TileList" object="[fl.controls.TileList]" playername="" text="new TileList(%%)" tiptext="创建新的 List 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:TileList:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.TileList]" playername="" static="true" text="TileList.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:TileList:itemToLabel" name="itemToLabel" object="[fl.controls.TileList]" playername="" 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"/>

               <string helpurl="fl.controls:TileList:scrollToIndex" name="scrollToIndex" object="[fl.controls.TileList]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls:TileList" id="Properties" name="属性" tiptext="TileList 类的属性">

               <string helpurl="fl.controls:TileList:columnCount:get" name="columnCount" object="[fl.controls.TileList]" playername="" text=".columnCount" tiptext="获取或设置列表中至少部分可见的列的数目。" version=""/>

               <string helpurl="fl.controls:TileList:columnWidth:get" name="columnWidth" object="[fl.controls.TileList]" playername="" 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=""/>

               <string helpurl="fl.controls:TileList:dataProvider:get" name="dataProvider" object="[fl.controls.TileList]" playername="" text=".dataProvider" tiptext="获取或设置要查看的项目列表的数据模型。" version=""/>

               <string helpurl="fl.controls:TileList:direction:get" name="direction" object="[fl.controls.TileList]" playername="" 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=""/>

               <string helpurl="fl.controls:TileList:iconField:get" name="iconField" object="[fl.controls.TileList]" playername="" text=".iconField" tiptext="获取或设置为项目提供图标的项目字段。" version=""/>

               <string helpurl="fl.controls:TileList:iconFunction:get" name="iconFunction" object="[fl.controls.TileList]" playername="" text=".iconFunction" tiptext="获取或设置要用来获取项目图标的函数。" version=""/>

               <string helpurl="fl.controls:TileList:innerHeight:get" name="innerHeight" object="[fl.controls.TileList]" playername="" text=".innerHeight" tiptext="获取内容区域的高度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:TileList:innerWidth:get" name="innerWidth" object="[fl.controls.TileList]" playername="" text=".innerWidth" tiptext="获取内容区域的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.controls:TileList:labelField:get" name="labelField" object="[fl.controls.TileList]" playername="" 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=""/>

               <string helpurl="fl.controls:TileList:labelFunction:get" name="labelFunction" object="[fl.controls.TileList]" playername="" 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=""/>

               <string helpurl="fl.controls:TileList:maxHorizontalScrollPosition:get" name="maxHorizontalScrollPosition" object="[fl.controls.TileList]" playername="" 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=""/>

               <string helpurl="fl.controls:TileList:rowCount:get" name="rowCount" object="[fl.controls.TileList]" playername="" text=".rowCount" tiptext="获取或设置列表中至少部分可见的行的数目。" version=""/>

               <string helpurl="fl.controls:TileList:rowHeight:get" name="rowHeight" object="[fl.controls.TileList]" playername="" 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=""/>

               <string helpurl="fl.controls:TileList:scrollPolicy:get" name="scrollPolicy" object="[fl.controls.TileList]" playername="" text=".scrollPolicy" tiptext="获取或设置 TileList 组件的滚动策略。" version=""/>

               <string helpurl="fl.controls:TileList:sourceField:get" name="sourceField" object="[fl.controls.TileList]" playername="" text=".sourceField" tiptext="获取或设置提供拼贴块源路径的项目字段。" version=""/>

               <string helpurl="fl.controls:TileList:sourceFunction:get" name="sourceFunction" object="[fl.controls.TileList]" playername="" text=".sourceFunction" tiptext="获取或设置要用来获取拼贴块的源路径的函数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls:ScrollBar,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:UIScrollBar" id="[fl.controls.UIScrollBar]" index="true" name="UIScrollBar" sort="true" 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。">

            <folder helpurl="fl.controls:UIScrollBar" id="Methods" name="方法" tiptext="UIScrollBar 类的方法">

               <string constructor="true" helpurl="fl.controls:UIScrollBar:UIScrollBar" name="UIScrollBar" object="[fl.controls.UIScrollBar]" playername="" text="new UIScrollBar(%%)" tiptext="创建新的 UIScrollBar 组件实例。" version="1.0"/>

               <string helpurl="fl.controls:UIScrollBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.UIScrollBar]" playername="" static="true" text="UIScrollBar.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls:UIScrollBar:setScrollProperties" name="setScrollProperties" object="[fl.controls.UIScrollBar]" playername="" 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"/>

               <string helpurl="fl.controls:UIScrollBar:update" name="update" object="[fl.controls.UIScrollBar]" playername="" text=".update(%%):void" tiptext="强制滚动条立即更新其滚动属性。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:UIScrollBar" id="Properties" name="属性" tiptext="UIScrollBar 类的属性">

               <string helpurl="fl.controls:UIScrollBar:direction:get" name="direction" object="[fl.controls.UIScrollBar]" playername="" 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=""/>

               <string helpurl="fl.controls:UIScrollBar:scrollTarget:get" name="scrollTarget" object="[fl.controls.UIScrollBar]" playername="" text=".scrollTarget" tiptext="将 TextField 实例或 TLFTextField 实例注册到 ScrollBar 组件实例中。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls.dataGridClasses" id="fl.controls.dataGridClasses" name="fl.controls.dataGridClasses" sort="true" tiptext="fl.controls.dataGridClasses 包的类">

         <folder asAncestors="fl.controls:TextInput,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls.dataGridClasses:DataGridCellEditor" id="[fl.controls.dataGridClasses.DataGridCellEditor]" index="true" name="DataGridCellEditor" sort="true" tiptext="DataGridCellEditor 类为 DataGrid 控件定义默认项目编辑器。">

            <folder helpurl="fl.controls.dataGridClasses:DataGridCellEditor" id="Methods" name="方法" tiptext="DataGridCellEditor 类的方法">

               <string constructor="true" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:DataGridCellEditor" name="DataGridCellEditor" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" text="new DataGridCellEditor(%%):void" tiptext="创建新的 DataGridCellEditor 实例。" version="1.0"/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" static="true" text="DataGridCellEditor.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:setMouseState" name="setMouseState" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls.dataGridClasses:DataGridCellEditor" id="Properties" name="属性" tiptext="DataGridCellEditor 类的属性">

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:data:get" name="data" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" text=".data" tiptext="获取或设置一个代表与组件相关联的数据的 Object。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:listData:get" name="listData" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:selected:get" name="selected" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" text=".selected" tiptext="指示所有者选择的索引中是否包括该单元格。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls.dataGridClasses:DataGridColumn" id="[fl.controls.dataGridClasses.DataGridColumn]" index="true" name="DataGridColumn" sort="true" tiptext="DataGridColumn 类描述了 DataGrid 组件中的列。">

            <folder helpurl="fl.controls.dataGridClasses:DataGridColumn" id="Methods" name="方法" tiptext="DataGridColumn 类的方法">

               <string constructor="true" helpurl="fl.controls.dataGridClasses:DataGridColumn:DataGridColumn" name="DataGridColumn" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text="new DataGridColumn(%[列名称:String=null]%)" tiptext="创建新的 DataGridColumn 实例。" version="1.0"/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:itemToLabel" name="itemToLabel" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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"/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:toString" name="toString" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".toString(%%):String" tiptext="返回 DataGridColumn 对象的字符串表示形式。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.dataGridClasses:DataGridColumn" id="Properties" name="属性" tiptext="DataGridColumn 类的属性">

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:dataField" name="dataField" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:editable" name="editable" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".editable" tiptext="指示列中的项目是否可编辑。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:editorDataField" name="editorDataField" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:itemEditor" name="itemEditor" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:resizable" name="resizable" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".resizable" tiptext="指示是否允许用户更改列宽。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortDescending" name="sortDescending" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".sortDescending" tiptext="指示以升序还是以降序对 DataGridColumn 进行排序。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortOptions" name="sortOptions" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortable" name="sortable" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:cellRenderer:get" name="cellRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".cellRenderer" tiptext="用于呈现此列中的项目的类。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:headerRenderer:get" name="headerRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".headerRenderer" tiptext="用于呈现此列的标题的类。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:headerText:get" name="headerText" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".headerText" tiptext="要在列标题中显示的列名。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:imeMode:get" name="imeMode" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".imeMode" tiptext="输入法编辑器(IME)的模式。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:labelFunction:get" name="labelFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".labelFunction" tiptext="确定要在此列中显示的文本的函数。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:minWidth:get" name="minWidth" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".minWidth" tiptext="列的最小宽度，以像素为单位。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortCompareFunction:get" name="sortCompareFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".sortCompareFunction" tiptext="排序列中的数据时调用的回调函数。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:visible:get" name="visible" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".visible" tiptext="指示列是否可见。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:width:get" name="width" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".width" tiptext="列的宽度，以像素为单位。" version=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls.dataGridClasses:HeaderRenderer" id="[fl.controls.dataGridClasses.HeaderRenderer]" index="true" name="HeaderRenderer" sort="true" tiptext="HeaderRenderer 类显示当前 DataGrid 列的列标题。">

            <folder helpurl="fl.controls.dataGridClasses:HeaderRenderer" id="Methods" name="方法" tiptext="HeaderRenderer 类的方法">

               <string constructor="true" helpurl="fl.controls.dataGridClasses:HeaderRenderer:HeaderRenderer" name="HeaderRenderer" object="[fl.controls.dataGridClasses.HeaderRenderer]" playername="" text="new HeaderRenderer(%%):void" tiptext="创建新的 HeaderRenderer 实例。" version="1.0"/>

               <string helpurl="fl.controls.dataGridClasses:HeaderRenderer:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.dataGridClasses.HeaderRenderer]" playername="" static="true" text="HeaderRenderer.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.dataGridClasses:HeaderRenderer" id="Properties" name="属性" tiptext="HeaderRenderer 类的属性">

               <string helpurl="fl.controls.dataGridClasses:HeaderRenderer:column:get" name="column" object="[fl.controls.dataGridClasses.HeaderRenderer]" playername="" text=".column" tiptext="属于此 HeaderRenderer 实例的列的索引。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls.listClasses" id="fl.controls.listClasses" name="fl.controls.listClasses" sort="true" tiptext="fl.controls.listClasses 包的类">

         <folder 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" helpurl="fl.controls.listClasses:CellRenderer" id="[fl.controls.listClasses.CellRenderer]" index="true" name="CellRenderer" sort="true" 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。">

            <folder helpurl="fl.controls.listClasses:CellRenderer" id="Methods" name="方法" tiptext="CellRenderer 类的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:CellRenderer:CellRenderer" name="CellRenderer" object="[fl.controls.listClasses.CellRenderer]" playername="" text="new CellRenderer(%%):void" tiptext="创建新的 CellRenderer 实例。" version="1.0"/>

               <string helpurl="fl.controls.listClasses:CellRenderer:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.listClasses.CellRenderer]" playername="" static="true" text="CellRenderer.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.controls.listClasses:CellRenderer:setSize" name="setSize" object="[fl.controls.listClasses.CellRenderer]" playername="" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="指定数据应呈现的维数。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:CellRenderer" id="Properties" name="属性" tiptext="CellRenderer 类的属性">

               <string helpurl="fl.controls.listClasses:CellRenderer:data:get" name="data" object="[fl.controls.listClasses.CellRenderer]" playername="" text=".data" tiptext="获取或设置一个代表与组件相关联的数据的 Object。" version=""/>

               <string helpurl="fl.controls.listClasses:CellRenderer:listData:get" name="listData" object="[fl.controls.listClasses.CellRenderer]" playername="" 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=""/>

               <string helpurl="fl.controls.listClasses:CellRenderer:selected:get" name="selected" object="[fl.controls.listClasses.CellRenderer]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="fl.controls.listClasses:ICellRenderer" id="[fl.controls.listClasses.ICellRenderer]" index="true" name="ICellRenderer" sort="true" tiptext="ICellRenderer 接口提供单元格渲染器所需的方法和属性。">

            <folder helpurl="fl.controls.listClasses:ICellRenderer" id="Methods" name="方法" tiptext="ICellRenderer 类的方法">

               <string helpurl="fl.controls.listClasses:ICellRenderer:setMouseState" name="setMouseState" object="[fl.controls.listClasses.ICellRenderer]" playername="" 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"/>

               <string helpurl="fl.controls.listClasses:ICellRenderer:setSize" name="setSize" object="[fl.controls.listClasses.ICellRenderer]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:ICellRenderer" id="Properties" name="属性" tiptext="ICellRenderer 类的属性">

               <string helpurl="fl.controls.listClasses:ICellRenderer:data:get" name="data" object="[fl.controls.listClasses.ICellRenderer]" playername="" text=".data" tiptext="获取或设置一个代表与组件相关联的数据的 Object。" version=""/>

               <string helpurl="fl.controls.listClasses:ICellRenderer:listData:get" name="listData" object="[fl.controls.listClasses.ICellRenderer]" playername="" 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=""/>

               <string helpurl="fl.controls.listClasses:ICellRenderer:selected:get" name="selected" object="[fl.controls.listClasses.ICellRenderer]" playername="" 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=""/>

               <string helpurl="fl.controls.listClasses:ICellRenderer:x:set" name="x" object="[fl.controls.listClasses.ICellRenderer]" playername="" text=".x" tiptext="设置单元格渲染器的 x 坐标" version=""/>

               <string helpurl="fl.controls.listClasses:ICellRenderer:y:set" name="y" object="[fl.controls.listClasses.ICellRenderer]" playername="" text=".y" tiptext="设置单元格渲染器的 y 坐标" version=""/>

            </folder>

         </folder>

         <folder 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" helpurl="fl.controls.listClasses:ImageCell" id="[fl.controls.listClasses.ImageCell]" index="true" name="ImageCell" sort="true" tiptext="ImageCell 是 TileList 组件的默认单元格渲染器。">

            <folder helpurl="fl.controls.listClasses:ImageCell" id="Methods" name="方法" tiptext="ImageCell 类的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:ImageCell:ImageCell" name="ImageCell" object="[fl.controls.listClasses.ImageCell]" playername="" text="new ImageCell(%%)" tiptext="创建一个新的 ImageCell 实例。" version="1.0"/>

               <string helpurl="fl.controls.listClasses:ImageCell:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.listClasses.ImageCell]" playername="" static="true" text="ImageCell.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:ImageCell" id="Properties" name="属性" tiptext="ImageCell 类的属性">

               <string helpurl="fl.controls.listClasses:ImageCell:listData:get" name="listData" object="[fl.controls.listClasses.ImageCell]" playername="" 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=""/>

               <string helpurl="fl.controls.listClasses:ImageCell:source:get" name="source" object="[fl.controls.listClasses.ImageCell]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls.listClasses:ListData" id="[fl.controls.listClasses.ListData]" index="true" name="ListData" sort="true" 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。">

            <folder helpurl="fl.controls.listClasses:ListData" id="Methods" name="方法" tiptext="ListData 类的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:ListData:ListData" name="ListData" object="[fl.controls.listClasses.ListData]" playername="" text="new ListData(%标签:String,图标:Object,所有者:fl.core:UIComponent,索引:uint,行:uint[,列:uint=0]%)" tiptext="按照参数的指定创建 ListData 类的新实例。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:ListData" id="Properties" name="属性" tiptext="ListData 类的属性">

               <string helpurl="fl.controls.listClasses:ListData:column:get" name="column" object="[fl.controls.listClasses.ListData]" playername="" text=".column" tiptext="数据项目所在的列。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:icon:get" name="icon" object="[fl.controls.listClasses.ListData]" playername="" 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=""/>

               <string helpurl="fl.controls.listClasses:ListData:index:get" name="index" object="[fl.controls.listClasses.ListData]" playername="" text=".index" tiptext="数据提供者中项目的索引。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:label:get" name="label" object="[fl.controls.listClasses.ListData]" playername="" text=".label" tiptext="要显示在单元格中的标签。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:owner:get" name="owner" object="[fl.controls.listClasses.ListData]" playername="" text=".owner" tiptext="对拥有此项目的 List 对象的引用。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:row:get" name="row" object="[fl.controls.listClasses.ListData]" playername="" text=".row" tiptext="数据项目所在的行。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls.listClasses:ListData,Object" helpurl="fl.controls.listClasses:TileListData" id="[fl.controls.listClasses.TileListData]" index="true" name="TileListData" sort="true" 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。">

            <folder helpurl="fl.controls.listClasses:TileListData" id="Methods" name="方法" tiptext="TileListData 类的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:TileListData:TileListData" name="TileListData" object="[fl.controls.listClasses.TileListData]" playername="" 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]%)" tiptext="按照参数的指定创建 TileListData 类的新实例。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:TileListData" id="Properties" name="属性" tiptext="TileListData 类的属性">

               <string helpurl="fl.controls.listClasses:TileListData:source:get" name="source" object="[fl.controls.listClasses.TileListData]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls.progressBarClasses" id="fl.controls.progressBarClasses" name="fl.controls.progressBarClasses" sort="true" tiptext="fl.controls.progressBarClasses 包的类">

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls.progressBarClasses:IndeterminateBar" id="[fl.controls.progressBarClasses.IndeterminateBar]" index="true" name="IndeterminateBar" sort="true" 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。">

            <folder helpurl="fl.controls.progressBarClasses:IndeterminateBar" id="Methods" name="方法" tiptext="IndeterminateBar 类的方法">

               <string constructor="true" helpurl="fl.controls.progressBarClasses:IndeterminateBar:IndeterminateBar" name="IndeterminateBar" object="[fl.controls.progressBarClasses.IndeterminateBar]" playername="" text="new IndeterminateBar(%%)" tiptext="创建 IndeterminateBar 组件的一个新实例。" version="1.0"/>

               <string helpurl="fl.controls.progressBarClasses:IndeterminateBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.progressBarClasses.IndeterminateBar]" playername="" static="true" text="IndeterminateBar.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.progressBarClasses:IndeterminateBar" id="Properties" name="属性" tiptext="IndeterminateBar 类的属性">

               <string helpurl="fl.controls.progressBarClasses:IndeterminateBar:visible:get" name="visible" object="[fl.controls.progressBarClasses.IndeterminateBar]" playername="" text=".visible" tiptext="获取或设置指示不确定栏是否可见的布尔值。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.core" id="fl.core" name="fl.core" sort="true" tiptext="fl.core 包的类">

         <folder asAncestors="Object" helpurl="fl.core:InvalidationType" id="[fl.core.InvalidationType]" index="true" name="InvalidationType" sort="true" 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。">

            <folder helpurl="fl.core:InvalidationType" id="Properties" name="属性" tiptext="InvalidationType 类的属性">

               <string constant="true" helpurl="fl.core:InvalidationType:ALL" name="ALL" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.ALL" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:DATA" name="DATA" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.DATA" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:RENDERER_STYLES" name="RENDERER_STYLES" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.RENDERER_STYLES" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:SCROLL" name="SCROLL" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.SCROLL" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:SELECTED" name="SELECTED" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.SELECTED" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:SIZE" name="SIZE" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.SIZE" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:STATE" name="STATE" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.STATE" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:STYLES" name="STYLES" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.STYLES" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.core:UIComponent" id="[fl.core.UIComponent]" index="true" name="UIComponent" sort="true" tiptext="UIComponent 类是所有可视组件(交互式和非交互式)的基类。">

            <folder helpurl="fl.core:UIComponent" id="Methods" name="方法" tiptext="UIComponent 类的方法">

               <string constructor="true" helpurl="fl.core:UIComponent:UIComponent" name="UIComponent" object="[fl.core.UIComponent]" playername="" text="new UIComponent(%%)" tiptext="创建新的 UIComponent 组件实例。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:clearStyle" name="clearStyle" object="[fl.core.UIComponent]" playername="" text=".clearStyle(%样式:String%):void" tiptext="删除此组件实例中的样式属性。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:drawFocus" name="drawFocus" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:drawNow" name="drawNow" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:getFocus" name="getFocus" object="[fl.core.UIComponent]" playername="" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="检索当前具有焦点的对象。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:getStyleDefinition" name="getStyleDefinition" object="[fl.core.UIComponent]" playername="" static="true" text="UIComponent.getStyleDefinition(%%):Object" tiptext="检索当前组件的默认样式图。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:getStyleValue" name="getStyleValue" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:getStyle" name="getStyle" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:invalidate" name="invalidate" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:mergeStyles" name="mergeStyles" object="[fl.core.UIComponent]" playername="" static="true" text="UIComponent.mergeStyles(%列表:可变长度参数%):Object" tiptext="将多个类的样式合并到一个对象中。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:move" name="move" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:setFocus" name="setFocus" object="[fl.core.UIComponent]" playername="" text=".setFocus(%%):void" tiptext="设置此组件的焦点。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:setSize" name="setSize" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:setStyle" name="setStyle" object="[fl.core.UIComponent]" playername="" text=".setStyle(%样式:String,值:Object%):void" tiptext="对此组件实例设置样式属性。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:validateNow" name="validateNow" object="[fl.core.UIComponent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.core:UIComponent" id="Properties" name="属性" tiptext="UIComponent 类的属性">

               <string constant="true" helpurl="fl.core:UIComponent:version" name="version" object="[fl.core.UIComponent]" playername="" text="UIComponent.version" tiptext="组件的版本号。" version=""/>

               <string helpurl="fl.core:UIComponent:enabled:get" name="enabled" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:focusEnabled:get" name="focusEnabled" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:focusManager:get" name="focusManager" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:height:get" name="height" object="[fl.core.UIComponent]" playername="" text=".height" tiptext="获取或设置组件的高度，以像素为单位。" version=""/>

               <string helpurl="fl.core:UIComponent:mouseFocusEnabled:get" name="mouseFocusEnabled" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:scaleX:get" name="scaleX" object="[fl.core.UIComponent]" playername="" text=".scaleX" tiptext="将组件的当前宽度乘以缩放系数。" version=""/>

               <string helpurl="fl.core:UIComponent:scaleY:get" name="scaleY" object="[fl.core.UIComponent]" playername="" text=".scaleY" tiptext="将组件的当前高度乘以缩放系数。" version=""/>

               <string helpurl="fl.core:UIComponent:visible:get" name="visible" object="[fl.core.UIComponent]" playername="" text=".visible" tiptext="获取或设置指示当前组件实例是否可见的值。" version=""/>

               <string helpurl="fl.core:UIComponent:width:get" name="width" object="[fl.core.UIComponent]" playername="" text=".width" tiptext="获取或设置组件的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.core:UIComponent:x:get" name="x" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:y:get" name="y" object="[fl.core.UIComponent]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.core:UIComponent" id="Events" name="事件" tiptext="UIComponent 类的事件">

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.HIDE_hide" name="hide" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.SHOW_show" name="show" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.RESIZE_resize" name="resize" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.MOVE_move" name="move" object="[fl.core.UIComponent]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.data" id="fl.data" name="fl.data" sort="true" tiptext="fl.data 包的类">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.data:DataProvider" id="[fl.data.DataProvider]" index="true" name="DataProvider" sort="true" 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。">

            <folder helpurl="fl.data:DataProvider" id="Methods" name="方法" tiptext="DataProvider 类的方法">

               <string constructor="true" helpurl="fl.data:DataProvider:DataProvider" name="DataProvider" object="[fl.data.DataProvider]" playername="" text="new DataProvider(%[值:Object=null]%)" 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"/>

               <string helpurl="fl.data:DataProvider:addItemAt" name="addItemAt" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:addItem" name="addItem" object="[fl.data.DataProvider]" playername="" text=".addItem(%项:Object%):void" tiptext="向数据提供者的末尾追加一个项目。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:addItemsAt" name="addItemsAt" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:addItems" name="addItems" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:clone" name="clone" object="[fl.data.DataProvider]" playername="" text=".clone(%%):fl.data:DataProvider" tiptext="创建当前的 DataProvider 对象的副本。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:concat" name="concat" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:getItemAt" name="getItemAt" object="[fl.data.DataProvider]" playername="" text=".getItemAt(%索引:uint%):Object" tiptext="返回指定索引处的项目。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:getItemIndex" name="getItemIndex" object="[fl.data.DataProvider]" playername="" text=".getItemIndex(%项:Object%):int" tiptext="返回指定项目的索引。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:invalidateItemAt" name="invalidateItemAt" object="[fl.data.DataProvider]" playername="" text=".invalidateItemAt(%索引:int%):void" tiptext="使指定索引处的项目失效。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:invalidateItem" name="invalidateItem" object="[fl.data.DataProvider]" playername="" text=".invalidateItem(%项:Object%):void" tiptext="使指定的项目失效。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:invalidate" name="invalidate" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:merge" name="merge" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:removeAll" name="removeAll" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:removeItemAt" name="removeItemAt" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:removeItem" name="removeItem" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:replaceItemAt" name="replaceItemAt" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:replaceItem" name="replaceItem" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:sortOn" name="sortOn" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:sort" name="sort" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:toArray" name="toArray" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:toString" name="toString" object="[fl.data.DataProvider]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.data:DataProvider" id="Properties" name="属性" tiptext="DataProvider 类的属性">

               <string helpurl="fl.data:DataProvider:length:get" name="length" object="[fl.data.DataProvider]" playername="" text=".length" tiptext="数据提供者包含的项目数。" version=""/>

            </folder>

            <folder helpurl="fl.data:DataProvider" id="Events" name="事件" tiptext="DataProvider 类的事件">

               <string helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.DATA_CHANGE_dataChange" name="dataChange" object="[fl.data.DataProvider]" playername="" 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=""/>

               <string helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.PRE_DATA_CHANGE_preDataChange" name="preDataChange" object="[fl.data.DataProvider]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.data:SimpleCollectionItem" id="[fl.data.SimpleCollectionItem]" index="true" name="SimpleCollectionItem" sort="true" tiptext="SimpleCollectionItem 在可检查属性中定义一个表示数据提供者的项目。">

            <folder helpurl="fl.data:SimpleCollectionItem" id="Methods" name="方法" tiptext="SimpleCollectionItem 类的方法">

               <string constructor="true" helpurl="fl.data:SimpleCollectionItem:SimpleCollectionItem" name="SimpleCollectionItem" object="[fl.data.SimpleCollectionItem]" playername="" text="new SimpleCollectionItem(%%)" tiptext="创建新的 SimpleCollectionItem 对象。" version="1.0"/>

            </folder>

            <folder helpurl="fl.data:SimpleCollectionItem" id="Properties" name="属性" tiptext="SimpleCollectionItem 类的属性">

               <string helpurl="fl.data:SimpleCollectionItem:data" name="data" object="[fl.data.SimpleCollectionItem]" playername="" text=".data" tiptext="对象的 data 属性。" version=""/>

               <string helpurl="fl.data:SimpleCollectionItem:label" name="label" object="[fl.data.SimpleCollectionItem]" playername="" text=".label" tiptext="对象的 label 属性。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.data:TileListCollectionItem" id="[fl.data.TileListCollectionItem]" index="true" name="TileListCollectionItem" sort="true" tiptext="TileListCollectionItem 在可检查属性中定义一个表示数据提供者的项目。">

            <folder helpurl="fl.data:TileListCollectionItem" id="Methods" name="方法" tiptext="TileListCollectionItem 类的方法">

               <string constructor="true" helpurl="fl.data:TileListCollectionItem:TileListCollectionItem" name="TileListCollectionItem" object="[fl.data.TileListCollectionItem]" playername="" text="new TileListCollectionItem(%%)" tiptext="创建一个新的 TileListCollectionItem 对象。" version="1.0"/>

            </folder>

            <folder helpurl="fl.data:TileListCollectionItem" id="Properties" name="属性" tiptext="TileListCollectionItem 类的属性">

               <string helpurl="fl.data:TileListCollectionItem:label" name="label" object="[fl.data.TileListCollectionItem]" playername="" text=".label" tiptext="对象的 label 属性。" version=""/>

               <string helpurl="fl.data:TileListCollectionItem:source" name="source" object="[fl.data.TileListCollectionItem]" playername="" text=".source" tiptext="对象的 source 属性。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.events" id="fl.events" name="fl.events" sort="true" tiptext="fl.events 包的类">

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ColorPickerEvent" id="[fl.events.ColorPickerEvent]" index="true" name="ColorPickerEvent" sort="true" tiptext="ColorPickerEvent 类定义与 ColorPicker 组件关联的事件。">

            <folder helpurl="fl.events:ColorPickerEvent" id="Methods" name="方法" tiptext="ColorPickerEvent 类的方法">

               <string constructor="true" helpurl="fl.events:ColorPickerEvent:ColorPickerEvent" name="ColorPickerEvent" object="[fl.events.ColorPickerEvent]" playername="" text="new ColorPickerEvent(%类型:String,颜色:uint%)" tiptext="创建新的 ColorPickerEvent 对象。" version="1.0"/>

               <string helpurl="fl.events:ColorPickerEvent:clone" name="clone" object="[fl.events.ColorPickerEvent]" playername="" 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"/>

               <string helpurl="fl.events:ColorPickerEvent:toString" name="toString" object="[fl.events.ColorPickerEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.events:ColorPickerEvent" id="Properties" name="属性" tiptext="ColorPickerEvent 类的属性">

               <string constant="true" helpurl="fl.events:ColorPickerEvent:CHANGE" name="CHANGE" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.CHANGE" tiptext="定义 change 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ColorPickerEvent:ENTER" name="ENTER" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.ENTER" tiptext="定义 enter 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OUT" name="ITEM_ROLL_OUT" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.ITEM_ROLL_OUT" tiptext="定义 itemRollOut 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OVER" name="ITEM_ROLL_OVER" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.ITEM_ROLL_OVER" tiptext="定义 itemRollOver 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.events:ColorPickerEvent:color:get" name="color" object="[fl.events.ColorPickerEvent]" playername="" text=".color" tiptext="获取与事件关联的颜色值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ComponentEvent" id="[fl.events.ComponentEvent]" index="true" name="ComponentEvent" sort="true" tiptext="ComponentEvent 类定义与 UIComponent 类关联的事件。">

            <folder helpurl="fl.events:ComponentEvent" id="Methods" name="方法" tiptext="ComponentEvent 类的方法">

               <string constructor="true" helpurl="fl.events:ComponentEvent:ComponentEvent" name="ComponentEvent" object="[fl.events.ComponentEvent]" playername="" text="new ComponentEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" tiptext="创建包含有关组件事件信息的新 ComponentEvent 对象。" version="1.0"/>

               <string helpurl="fl.events:ComponentEvent:clone" name="clone" object="[fl.events.ComponentEvent]" playername="" 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"/>

               <string helpurl="fl.events:ComponentEvent:toString" name="toString" object="[fl.events.ComponentEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.events:ComponentEvent" id="Properties" name="属性" tiptext="ComponentEvent 类的属性">

               <string constant="true" helpurl="fl.events:ComponentEvent:BUTTON_DOWN" name="BUTTON_DOWN" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.BUTTON_DOWN" tiptext="定义 buttonDown 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:ENTER" name="ENTER" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.ENTER" tiptext="定义 enter 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:HIDE" name="HIDE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.HIDE" tiptext="定义 hide 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:LABEL_CHANGE" name="LABEL_CHANGE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.LABEL_CHANGE" tiptext="定义 labelChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:MOVE" name="MOVE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.MOVE" tiptext="定义 move 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:RESIZE" name="RESIZE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.RESIZE" tiptext="定义 resize 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:SHOW" name="SHOW" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.SHOW" tiptext="定义 show 事件对象的 type 属性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:DataChangeEvent" id="[fl.events.DataChangeEvent]" index="true" name="DataChangeEvent" sort="true" tiptext="DataChangeEvent 类定义当与组件关联的数据更改时调度的事件。">

            <folder helpurl="fl.events:DataChangeEvent" id="Methods" name="方法" tiptext="DataChangeEvent 类的方法">

               <string constructor="true" helpurl="fl.events:DataChangeEvent:DataChangeEvent" name="DataChangeEvent" object="[fl.events.DataChangeEvent]" playername="" 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" tiptext="使用指定的参数创建新的 DataChangeEvent 对象。" version="1.0"/>

               <string helpurl="fl.events:DataChangeEvent:clone" name="clone" object="[fl.events.DataChangeEvent]" playername="" 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"/>

               <string helpurl="fl.events:DataChangeEvent:toString" name="toString" object="[fl.events.DataChangeEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.events:DataChangeEvent" id="Properties" name="属性" tiptext="DataChangeEvent 类的属性">

               <string constant="true" helpurl="fl.events:DataChangeEvent:DATA_CHANGE" name="DATA_CHANGE" object="[fl.events.DataChangeEvent]" playername="" text="DataChangeEvent.DATA_CHANGE" tiptext="定义 dataChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeEvent:PRE_DATA_CHANGE" name="PRE_DATA_CHANGE" object="[fl.events.DataChangeEvent]" playername="" text="DataChangeEvent.PRE_DATA_CHANGE" tiptext="定义 preDataChange 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.events:DataChangeEvent:changeType:get" name="changeType" object="[fl.events.DataChangeEvent]" playername="" text=".changeType" tiptext="获取触发事件的更改的类型。" version=""/>

               <string helpurl="fl.events:DataChangeEvent:endIndex:get" name="endIndex" object="[fl.events.DataChangeEvent]" playername="" 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=""/>

               <string helpurl="fl.events:DataChangeEvent:items:get" name="items" object="[fl.events.DataChangeEvent]" playername="" text=".items" tiptext="获取包含已更改项目的数组。" version=""/>

               <string helpurl="fl.events:DataChangeEvent:startIndex:get" name="startIndex" object="[fl.events.DataChangeEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:DataChangeType" id="[fl.events.DataChangeType]" index="true" name="DataChangeType" sort="true" tiptext="DataChangeType 类定义 DataChangeEvent.changeType 事件的常量。">

            <folder helpurl="fl.events:DataChangeType" id="Properties" name="属性" tiptext="DataChangeType 类的属性">

               <string constant="true" helpurl="fl.events:DataChangeType:ADD" name="ADD" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.ADD" tiptext="向数据提供者中添加了项目。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:CHANGE" name="CHANGE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.CHANGE" tiptext="对组件数据进行了更改。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:INVALIDATE_ALL" name="INVALIDATE_ALL" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.INVALIDATE_ALL" tiptext="数据集无效。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:INVALIDATE" name="INVALIDATE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.INVALIDATE" tiptext="对项目中包含的数据进行了更改。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:REMOVE_ALL" name="REMOVE_ALL" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.REMOVE_ALL" tiptext="从数据提供者中删除了所有项目。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:REMOVE" name="REMOVE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.REMOVE" tiptext="从数据提供者中删除了项目。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:REPLACE" name="REPLACE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.REPLACE" tiptext="数据提供者中的项目已替换为新项目。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:SORT" name="SORT" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.SORT" tiptext="数据提供者已排序。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.events:ListEvent,flash.events:Event,Object" helpurl="fl.events:DataGridEvent" id="[fl.events.DataGridEvent]" index="true" name="DataGridEvent" sort="true" tiptext="DataGridEvent 类定义与 DataGrid 组件关联的事件。">

            <folder helpurl="fl.events:DataGridEvent" id="Methods" name="方法" tiptext="DataGridEvent 类的方法">

               <string constructor="true" helpurl="fl.events:DataGridEvent:DataGridEvent" name="DataGridEvent" object="[fl.events.DataGridEvent]" playername="" 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]%)" tiptext="使用指定参数创建新的 DataGridEvent 对象。" version="1.0"/>

               <string helpurl="fl.events:DataGridEvent:clone" name="clone" object="[fl.events.DataGridEvent]" playername="" 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"/>

               <string helpurl="fl.events:DataGridEvent:toString" name="toString" object="[fl.events.DataGridEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.events:DataGridEvent" id="Properties" name="属性" tiptext="DataGridEvent 类的属性">

               <string constant="true" helpurl="fl.events:DataGridEvent:COLUMN_STRETCH" name="COLUMN_STRETCH" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.COLUMN_STRETCH" tiptext="DataGridEvent.COLUMN_STRETCH 常量定义 columnStretch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:HEADER_RELEASE" name="HEADER_RELEASE" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.HEADER_RELEASE" tiptext="DataGridEvent.HEADER_RELEASE 常量定义 headerRelease 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGINNING" name="ITEM_EDIT_BEGINNING" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_EDIT_BEGINNING" tiptext="DataGridEvent.ITEM__EDIT_BEGINNING 常量定义 itemEditBeginning 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGIN" name="ITEM_EDIT_BEGIN" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_EDIT_BEGIN" tiptext="DataGridEvent.ITEM_EDIT_BEGIN 常量定义 itemEditBegin 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_EDIT_END" name="ITEM_EDIT_END" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_EDIT_END" tiptext="DataGridEvent.ITEM_EDIT_END 常量定义 itemEditEnd 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_IN" name="ITEM_FOCUS_IN" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_FOCUS_IN" tiptext="DataGridEvent.ITEM_FOCUS_IN 常量定义 itemFocusIn 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_OUT" name="ITEM_FOCUS_OUT" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_FOCUS_OUT" tiptext="DataGridEvent.ITEM_FOCUS_OUT 常量定义 itemFocusOut 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.events:DataGridEvent:dataField:get" name="dataField" object="[fl.events.DataGridEvent]" playername="" 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=""/>

               <string helpurl="fl.events:DataGridEvent:itemRenderer:get" name="itemRenderer" object="[fl.events.DataGridEvent]" playername="" 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=""/>

               <string helpurl="fl.events:DataGridEvent:reason:get" name="reason" object="[fl.events.DataGridEvent]" playername="" text=".reason" tiptext="获取调度 itemEditEnd 事件的原因。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:DataGridEventReason" id="[fl.events.DataGridEventReason]" index="true" name="DataGridEventReason" sort="true" 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。">

            <folder helpurl="fl.events:DataGridEventReason" id="Properties" name="属性" tiptext="DataGridEventReason 类的属性">

               <string constant="true" helpurl="fl.events:DataGridEventReason:CANCELLED" name="CANCELLED" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.CANCELLED" tiptext="用户已取消编辑操作，并且不想保存已编辑的数据。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEventReason:NEW_COLUMN" name="NEW_COLUMN" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.NEW_COLUMN" tiptext="用户已将焦点移到同一行中新的一列。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEventReason:NEW_ROW" name="NEW_ROW" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.NEW_ROW" tiptext="指示用户已将焦点移到新的一行。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEventReason:OTHER" name="OTHER" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.OTHER" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:InteractionInputType" id="[fl.events.InteractionInputType]" index="true" name="InteractionInputType" sort="true" tiptext="InteractionInputType 类定义用作 SliderEvent 对象的 triggerEvent 属性值的常量。">

            <folder helpurl="fl.events:InteractionInputType" id="Properties" name="属性" tiptext="InteractionInputType 类的属性">

               <string constant="true" helpurl="fl.events:InteractionInputType:KEYBOARD" name="KEYBOARD" object="[fl.events.InteractionInputType]" playername="" text="InteractionInputType.KEYBOARD" tiptext="InteractionInputType.KEYBOARD 常量定义 keyboard 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:InteractionInputType:MOUSE" name="MOUSE" object="[fl.events.InteractionInputType]" playername="" text="InteractionInputType.MOUSE" tiptext="InteractionInputType.MOUSE 常量定义 mouse 事件对象的 type 属性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ListEvent" id="[fl.events.ListEvent]" index="true" name="ListEvent" sort="true" tiptext="ListEvent 类为基于列表的组件(包括 List、DataGrid、TileList 和 ComboBox 组件)定义事件。">

            <folder helpurl="fl.events:ListEvent" id="Methods" name="方法" tiptext="ListEvent 类的方法">

               <string constructor="true" helpurl="fl.events:ListEvent:ListEvent" name="ListEvent" object="[fl.events.ListEvent]" playername="" 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]%)" tiptext="使用指定的参数创建新的 ListEvent 对象。" version="1.0"/>

               <string helpurl="fl.events:ListEvent:clone" name="clone" object="[fl.events.ListEvent]" playername="" 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"/>

               <string helpurl="fl.events:ListEvent:toString" name="toString" object="[fl.events.ListEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.events:ListEvent" id="Properties" name="属性" tiptext="ListEvent 类的属性">

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_CLICK" name="ITEM_CLICK" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_CLICK" tiptext="定义 itemClick 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_DOUBLE_CLICK" name="ITEM_DOUBLE_CLICK" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_DOUBLE_CLICK" tiptext="定义 itemDoubleClick 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_ROLL_OUT" name="ITEM_ROLL_OUT" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_ROLL_OUT" tiptext="定义 itemRollOut 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_ROLL_OVER" name="ITEM_ROLL_OVER" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_ROLL_OVER" tiptext="定义 itemRollOver 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.events:ListEvent:columnIndex:get" name="columnIndex" object="[fl.events.ListEvent]" playername="" text=".columnIndex" tiptext="获取与此事件关联的项目的列索引。" version=""/>

               <string helpurl="fl.events:ListEvent:index:get" name="index" object="[fl.events.ListEvent]" playername="" text=".index" tiptext="获取包含渲染器的单元格的从零开始的索引。" version=""/>

               <string helpurl="fl.events:ListEvent:item:get" name="item" object="[fl.events.ListEvent]" playername="" text=".item" tiptext="获取属于当前单元格渲染器的数据。" version=""/>

               <string helpurl="fl.events:ListEvent:rowIndex:get" name="rowIndex" object="[fl.events.ListEvent]" playername="" text=".rowIndex" tiptext="获取与此事件关联的项目的行索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="fl.events:RSLErrorEvent" id="[fl.events.RSLErrorEvent]" index="true" name="RSLErrorEvent" sort="true" tiptext="RSLErrorEvent 类定义由 RSLPreloader 调度的错误事件。">

            <folder helpurl="fl.events:RSLErrorEvent" id="Methods" name="方法" tiptext=" RSLErrorEvent 类的方法">

               <string constructor="true" helpurl="fl.events:RSLErrorEvent:RSLErrorEvent" name="RSLErrorEvent" object="[fl.events.RSLErrorEvent]" playername="" 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]%)" tiptext="创建一个 RSLErrorEvent 对象，其中包含有关 RSLError 事件的信息。" version="2"/>

            </folder>

            <folder helpurl="fl.events:RSLErrorEvent" id="Properties" name="属性" tiptext="RSLErrorEvent 类的属性">

               <string constant="true" helpurl="fl.events:RSLErrorEvent:RSL_LOAD_FAILED" name="RSL_LOAD_FAILED" object="[fl.events.RSLErrorEvent]" playername="" text="RSLErrorEvent.RSL_LOAD_FAILED" 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=""/>

               <string helpurl="fl.events:RSLErrorEvent:failedURLs:get" name="failedURLs" object="[fl.events.RSLErrorEvent]" playername="" text=".failedURLs" tiptext="返回下载失败的文件数组。" version=""/>

               <string helpurl="fl.events:RSLErrorEvent:rslsFailed:get" name="rslsFailed" object="[fl.events.RSLErrorEvent]" playername="" text=".rslsFailed" tiptext="返回下载失败的文件数。" version=""/>

               <string helpurl="fl.events:RSLErrorEvent:rslsLoaded:get" name="rslsLoaded" object="[fl.events.RSLErrorEvent]" playername="" text=".rslsLoaded" tiptext="返回已成功下载的文件数。" version=""/>

               <string helpurl="fl.events:RSLErrorEvent:rslsTotal:get" name="rslsTotal" object="[fl.events.RSLErrorEvent]" playername="" text=".rslsTotal" tiptext="返回已下载（无论成功与否）的总文件数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:RSLEvent" id="[fl.events.RSLEvent]" index="true" name="RSLEvent" sort="true" tiptext="RSLEvent 类定义由 RSLPreloader 调度的事件。">

            <folder helpurl="fl.events:RSLEvent" id="Methods" name="方法" tiptext="RSLEvent 类的方法">

               <string constructor="true" helpurl="fl.events:RSLEvent:RSLEvent" name="RSLEvent" object="[fl.events.RSLEvent]" playername="" 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]%)" tiptext="创建一个 Event 对象，其中包含有关 RSL 事件的特定信息。" version="2"/>

            </folder>

            <folder helpurl="fl.events:RSLEvent" id="Properties" name="属性" tiptext="RSLEvent 类的属性">

               <string constant="true" helpurl="fl.events:RSLEvent:RSL_LOAD_COMPLETE" name="RSL_LOAD_COMPLETE" object="[fl.events.RSLEvent]" playername="" text="RSLEvent.RSL_LOAD_COMPLETE" tiptext="当所有 RSL 已完成下载时由 RSLPreloader 调度的事件。" version=""/>

               <string constant="true" helpurl="fl.events:RSLEvent:RSL_PROGRESS" name="RSL_PROGRESS" object="[fl.events.RSLEvent]" playername="" text="RSLEvent.RSL_PROGRESS" tiptext="由 RSLPreloader 调度的事件，用于指示下载 RSL 文件的进度。" version=""/>

               <string helpurl="fl.events:RSLEvent:bytesLoaded:get" name="bytesLoaded" object="[fl.events.RSLEvent]" playername="" text=".bytesLoaded" tiptext="返回已成功下载的文件中已下载的总字节数。" version=""/>

               <string helpurl="fl.events:RSLEvent:bytesTotal:get" name="bytesTotal" object="[fl.events.RSLEvent]" playername="" text=".bytesTotal" tiptext="返回已下载（无论成功与否）的文件中的总字节数。" version=""/>

               <string helpurl="fl.events:RSLEvent:rslsFailed:get" name="rslsFailed" object="[fl.events.RSLEvent]" playername="" text=".rslsFailed" tiptext="返回下载失败的文件数。" version=""/>

               <string helpurl="fl.events:RSLEvent:rslsLoaded:get" name="rslsLoaded" object="[fl.events.RSLEvent]" playername="" text=".rslsLoaded" tiptext="返回已成功下载的文件数。" version=""/>

               <string helpurl="fl.events:RSLEvent:rslsTotal:get" name="rslsTotal" object="[fl.events.RSLEvent]" playername="" text=".rslsTotal" tiptext="返回已下载（无论成功与否）的总文件数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ScrollEvent" id="[fl.events.ScrollEvent]" index="true" name="ScrollEvent" sort="true" tiptext="ScrollEvent 类定义与 ScrollBar 组件关联的滚动事件。">

            <folder helpurl="fl.events:ScrollEvent" id="Methods" name="方法" tiptext="ScrollEvent 类的方法">

               <string constructor="true" helpurl="fl.events:ScrollEvent:ScrollEvent" name="ScrollEvent" object="[fl.events.ScrollEvent]" playername="" text="new ScrollEvent(%方向:String,增量:Number,位置:Number%)" tiptext="使用指定的参数创建新的 ScrollEvent 对象。" version="1.0"/>

               <string helpurl="fl.events:ScrollEvent:clone" name="clone" object="[fl.events.ScrollEvent]" playername="" 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"/>

               <string helpurl="fl.events:ScrollEvent:toString" name="toString" object="[fl.events.ScrollEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.events:ScrollEvent" id="Properties" name="属性" tiptext="ScrollEvent 类的属性">

               <string constant="true" helpurl="fl.events:ScrollEvent:SCROLL" name="SCROLL" object="[fl.events.ScrollEvent]" playername="" text="ScrollEvent.SCROLL" tiptext="定义 scroll 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.events:ScrollEvent:delta:get" name="delta" object="[fl.events.ScrollEvent]" playername="" text=".delta" tiptext="获取滚动位置的变化大小，以像素为单位。" version=""/>

               <string helpurl="fl.events:ScrollEvent:direction:get" name="direction" object="[fl.events.ScrollEvent]" playername="" text=".direction" tiptext="获取一个指示与事件关联的移动方向的常数值。" version=""/>

               <string helpurl="fl.events:ScrollEvent:position:get" name="position" object="[fl.events.ScrollEvent]" playername="" text=".position" tiptext="获取当前的滚动位置，以像素为单位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:SliderEvent" id="[fl.events.SliderEvent]" index="true" name="SliderEvent" sort="true" tiptext="SliderEvent 类定义与 Slider 组件关联的事件。">

            <folder helpurl="fl.events:SliderEvent" id="Methods" name="方法" tiptext="SliderEvent 类的方法">

               <string constructor="true" helpurl="fl.events:SliderEvent:SliderEvent" name="SliderEvent" object="[fl.events.SliderEvent]" playername="" text="new SliderEvent(%类型:String,值:Number,单击目标:String,触发事件:String[,键控代码:int=0]%)" tiptext="使用指定的参数创建新的 SliderEvent 对象。" version="1.0"/>

               <string helpurl="fl.events:SliderEvent:clone" name="clone" object="[fl.events.SliderEvent]" playername="" 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"/>

               <string helpurl="fl.events:SliderEvent:toString" name="toString" object="[fl.events.SliderEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.events:SliderEvent" id="Properties" name="属性" tiptext="SliderEvent 类的属性">

               <string constant="true" helpurl="fl.events:SliderEvent:CHANGE" name="CHANGE" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.CHANGE" tiptext="定义 change 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEvent:THUMB_DRAG" name="THUMB_DRAG" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.THUMB_DRAG" tiptext="定义 thumbDrag 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEvent:THUMB_PRESS" name="THUMB_PRESS" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.THUMB_PRESS" tiptext="定义 thumbPress 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEvent:THUMB_RELEASE" name="THUMB_RELEASE" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.THUMB_RELEASE" tiptext="定义 thumbRelease 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.events:SliderEvent:clickTarget:get" name="clickTarget" object="[fl.events.SliderEvent]" playername="" text=".clickTarget" tiptext="获取指示是否按下了滑块或滑块轨道的字符串。" version=""/>

               <string helpurl="fl.events:SliderEvent:keyCode:get" name="keyCode" object="[fl.events.SliderEvent]" playername="" text=".keyCode" tiptext="对于按下后将触发该事件的键，获取其键控代码。" version=""/>

               <string helpurl="fl.events:SliderEvent:triggerEvent:get" name="triggerEvent" object="[fl.events.SliderEvent]" playername="" text=".triggerEvent" tiptext="获取用于发送输入的设备的类型。" version=""/>

               <string helpurl="fl.events:SliderEvent:value:get" name="value" object="[fl.events.SliderEvent]" playername="" text=".value" tiptext="获取滑块的新值(基于其位置)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:SliderEventClickTarget" id="[fl.events.SliderEventClickTarget]" index="true" name="SliderEventClickTarget" sort="true" tiptext="SliderEventClickTarget 类定义用作 SliderEvent 类的 clickTarget 属性值的常量。">

            <folder helpurl="fl.events:SliderEventClickTarget" id="Properties" name="属性" tiptext="SliderEventClickTarget 类的属性">

               <string constant="true" helpurl="fl.events:SliderEventClickTarget:THUMB" name="THUMB" object="[fl.events.SliderEventClickTarget]" playername="" text="SliderEventClickTarget.THUMB" tiptext="单击了滑块。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEventClickTarget:TRACK" name="TRACK" object="[fl.events.SliderEventClickTarget]" playername="" text="SliderEventClickTarget.TRACK" tiptext="单击了滑块轨道。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.ik" id="fl.ik" name="fl.ik" sort="true" tiptext="fl.ik 包的类">

         <folder asAncestors="Object" helpurl="fl.ik:IKArmature" id="[fl.ik.IKArmature]" index="true" name="IKArmature" sort="true" tiptext="IKArmature 类说明反向运动 (IK) 骨架。">

            <folder helpurl="fl.ik:IKArmature" id="Methods" name="方法" tiptext="IKArmature 类的方法">

               <string helpurl="fl.ik:IKArmature:getBoneByName" name="getBoneByName" object="[fl.ik.IKArmature]" playername="" text=".getBoneByName(%目标名称:String%):fl.ik:IKBone" tiptext="返回指定的骨骼。" version="1.5"/>

               <string helpurl="fl.ik:IKArmature:registerElements" name="registerElements" object="[fl.ik.IKArmature]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.ik:IKArmature" id="Properties" name="属性" tiptext="IKArmature 类的属性">

               <string helpurl="fl.ik:IKArmature:container:get" name="container" object="[fl.ik.IKArmature]" playername="" text=".container" tiptext="返回传递到对 registerElements 的调用中的 DisplayObjectContainer。" version=""/>

               <string helpurl="fl.ik:IKArmature:name:get" name="name" object="[fl.ik.IKArmature]" playername="" text=".name" tiptext="骨架的名称。" version=""/>

               <string helpurl="fl.ik:IKArmature:rootJoint:get" name="rootJoint" object="[fl.ik.IKArmature]" playername="" text=".rootJoint" tiptext="骨架中的根连接。" version=""/>

               <string helpurl="fl.ik:IKArmature:springsEnabled:get" name="springsEnabled" object="[fl.ik.IKArmature]" playername="" text=".springsEnabled" tiptext="指定是否为骨架启用了弹簧功能。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.ik:IKBone" id="[fl.ik.IKBone]" index="true" name="IKBone" sort="true" 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。">

            <folder helpurl="fl.ik:IKBone" id="Properties" name="属性" tiptext="IKBone 类的属性">

               <string helpurl="fl.ik:IKBone:headJoint:get" name="headJoint" object="[fl.ik.IKBone]" playername="" text=".headJoint" tiptext="骨骼的头部连接。" version=""/>

               <string helpurl="fl.ik:IKBone:name:get" name="name" object="[fl.ik.IKBone]" playername="" text=".name" tiptext="骨骼的名称。" version=""/>

               <string helpurl="fl.ik:IKBone:tailJoint:get" name="tailJoint" object="[fl.ik.IKBone]" playername="" text=".tailJoint" tiptext="骨骼的尾部连接。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.ik:IKEvent" id="[fl.ik.IKEvent]" index="true" name="IKEvent" sort="true" tiptext="IKEvent 类定义与包含反向运动 (IK) 骨架的对象相关的事件。">

            <folder helpurl="fl.ik:IKEvent" id="Methods" name="方法" tiptext="IKEvent 类的方法">

               <string constructor="true" helpurl="fl.ik:IKEvent:IKEvent" name="IKEvent" object="[fl.ik.IKEvent]" playername="" text="new IKEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" tiptext="创建一个包含有关 IK 事件的信息的事件对象。" version="1.5"/>

            </folder>

            <folder helpurl="fl.ik:IKEvent" id="Properties" name="属性" tiptext="IKEvent 类的属性">

               <string constant="true" helpurl="fl.ik:IKEvent:DISTANCE_LIMIT" name="DISTANCE_LIMIT" object="[fl.ik.IKEvent]" playername="" text="IKEvent.DISTANCE_LIMIT" tiptext="定义 distanceLimit 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.ik:IKEvent:ITERATION_LIMIT" name="ITERATION_LIMIT" object="[fl.ik.IKEvent]" playername="" text="IKEvent.ITERATION_LIMIT" tiptext="定义 iterationLimit 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.ik:IKEvent:SINGLE_STEP" name="SINGLE_STEP" object="[fl.ik.IKEvent]" playername="" text="IKEvent.SINGLE_STEP" tiptext="定义 singleStep 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.ik:IKEvent:TIME_LIMIT" name="TIME_LIMIT" object="[fl.ik.IKEvent]" playername="" text="IKEvent.TIME_LIMIT" tiptext="定义 timeLimit 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.ik:IKEvent:distance:get" name="distance" object="[fl.ik.IKEvent]" playername="" text=".distance" tiptext="距离连接原始位置的距离（以像素为单位）。" version=""/>

               <string helpurl="fl.ik:IKEvent:iterationCount:get" name="iterationCount" object="[fl.ik.IKEvent]" playername="" text=".iterationCount" tiptext="已执行的 IK 移动迭代次数。" version=""/>

               <string helpurl="fl.ik:IKEvent:joint:get" name="joint" object="[fl.ik.IKEvent]" playername="" text=".joint" tiptext="与该事件相关的连接。" version=""/>

               <string helpurl="fl.ik:IKEvent:time:get" name="time" object="[fl.ik.IKEvent]" playername="" text=".time" tiptext="自上次调度 IKEvent 以来经过的时间（以毫秒为单位）。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.ik:IKJoint" id="[fl.ik.IKJoint]" index="true" name="IKJoint" sort="true" 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。">

            <folder helpurl="fl.ik:IKJoint" id="Methods" name="方法" tiptext="IKJoint 类的方法">

               <string helpurl="fl.ik:IKJoint:clearSpringAngle" name="clearSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".clearSpringAngle(%%):void" tiptext="清除当前弹簧角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:clearSpringPoint" name="clearSpringPoint" object="[fl.ik.IKJoint]" playername="" text=".clearSpringPoint(%%):void" tiptext="清除当前弹簧点。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getChildAt" name="getChildAt" object="[fl.ik.IKJoint]" playername="" 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"/>

               <string helpurl="fl.ik:IKJoint:getChildIndex" name="getChildIndex" object="[fl.ik.IKJoint]" playername="" text=".getChildIndex(%子级:fl.ik:IKJoint%):int" tiptext="返回指定 IKJoint 对象的索引值。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getDamping" name="getDamping" object="[fl.ik.IKJoint]" playername="" text=".getDamping(%%):Number" tiptext="" version=""/>

               <string helpurl="fl.ik:IKJoint:getJointValue" name="getJointValue" object="[fl.ik.IKJoint]" playername="" text=".getJointValue(%dof:int%):Number" tiptext="检索指定自由度类型的当前值。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getSpringAngle" name="getSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".getSpringAngle(%%):Number" tiptext="返回当前弹簧角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getSpringPt" name="getSpringPt" object="[fl.ik.IKJoint]" playername="" text=".getSpringPt(%%):flash.geom:Point" tiptext="返回当前弹簧点。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getStrength" name="getStrength" object="[fl.ik.IKJoint]" playername="" text=".getStrength(%%):Number" tiptext="" version=""/>

               <string helpurl="fl.ik:IKJoint:getTransformationPoint" name="getTransformationPoint" object="[fl.ik.IKJoint]" playername="" text=".getTransformationPoint(%%):flash.geom:Point" tiptext="" version=""/>

               <string helpurl="fl.ik:IKJoint:hasPhysics" name="hasPhysics" object="[fl.ik.IKJoint]" playername="" 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"/>

               <string helpurl="fl.ik:IKJoint:hasSpringAngle" name="hasSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".hasSpringAngle(%%):Boolean" tiptext="返回是否设置了当前弹簧角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:hasSpringPoint" name="hasSpringPoint" object="[fl.ik.IKJoint]" playername="" text=".hasSpringPoint(%%):Boolean" tiptext="返回是否设置了当前弹簧点。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:isConstrained" name="isConstrained" object="[fl.ik.IKJoint]" playername="" text=".isConstrained(%dof:int%):Boolean" tiptext="返回是否限制自由度类型。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:isEnabled" name="isEnabled" object="[fl.ik.IKJoint]" playername="" 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"/>

               <string helpurl="fl.ik:IKJoint:setConstrained" name="setConstrained" object="[fl.ik.IKJoint]" playername="" text=".setConstrained(%dof:int,限制:Boolean%):void" tiptext="设置指定自由度类型的限制。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:setEnabled" name="setEnabled" object="[fl.ik.IKJoint]" playername="" text=".setEnabled(%dof:int,启用:Boolean%)" tiptext="启用或禁用指定的自由度类型。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:setSpringAngle" name="setSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".setSpringAngle(%角度:Number%):void" tiptext="设置当前弹簧角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:setSpringPt" name="setSpringPt" object="[fl.ik.IKJoint]" playername="" text=".setSpringPt(%点:flash.geom:Point%):void" tiptext="设置当前弹簧点。" version="1.5"/>

            </folder>

            <folder helpurl="fl.ik:IKJoint" id="Properties" name="属性" tiptext="IKJoint 类的属性">

               <string helpurl="fl.ik:IKJoint:DOF_ROTATION" name="DOF_ROTATION" object="[fl.ik.IKJoint]" playername="" text=".DOF_ROTATION" tiptext="用于旋转自由度的静态常量。" version=""/>

               <string helpurl="fl.ik:IKJoint:DOF_XTRANS" name="DOF_XTRANS" object="[fl.ik.IKJoint]" playername="" text=".DOF_XTRANS" tiptext="用于 x 平移自由度的静态常量。" version=""/>

               <string helpurl="fl.ik:IKJoint:DOF_YTRANS" name="DOF_YTRANS" object="[fl.ik.IKJoint]" playername="" text=".DOF_YTRANS" tiptext="用于 y 平移自由度的静态常量。" version=""/>

               <string helpurl="fl.ik:IKJoint:bone:get" name="bone" object="[fl.ik.IKJoint]" playername="" text=".bone" tiptext="与 IKJoint 对象相关联的头部骨骼。" version=""/>

               <string helpurl="fl.ik:IKJoint:name:get" name="name" object="[fl.ik.IKJoint]" playername="" text=".name" tiptext="IKJoint 实例的名称。" version=""/>

               <string helpurl="fl.ik:IKJoint:numChildren:get" name="numChildren" object="[fl.ik.IKJoint]" playername="" text=".numChildren" tiptext="返回从指定的 IKJoint 分支出来的 IKJoint 对象的数量。" version=""/>

               <string helpurl="fl.ik:IKJoint:parent:get" name="parent" object="[fl.ik.IKJoint]" playername="" text=".parent" tiptext="父 IKJoint 对象。" version=""/>

               <string helpurl="fl.ik:IKJoint:position:get" name="position" object="[fl.ik.IKJoint]" playername="" text=".position" tiptext="IKJoint 的坐标。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationConstrained:get" name="rotationConstrained" object="[fl.ik.IKJoint]" playername="" text=".rotationConstrained" tiptext="返回是否限制旋转。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationEnabled:get" name="rotationEnabled" object="[fl.ik.IKJoint]" playername="" text=".rotationEnabled" tiptext="指定是否启用旋转。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationMax:get" name="rotationMax" object="[fl.ik.IKJoint]" playername="" text=".rotationMax" tiptext="最大旋转值。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationMin:get" name="rotationMin" object="[fl.ik.IKJoint]" playername="" text=".rotationMin" tiptext="最小旋转值。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotation:get" name="rotation" object="[fl.ik.IKJoint]" playername="" text=".rotation" tiptext="当前旋转值。" version=""/>

               <string helpurl="fl.ik:IKJoint:speed:get" name="speed" object="[fl.ik.IKJoint]" playername="" 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=""/>

               <string helpurl="fl.ik:IKJoint:springDamping:get" name="springDamping" object="[fl.ik.IKJoint]" playername="" text=".springDamping" tiptext="弹簧阻尼值。" version=""/>

               <string helpurl="fl.ik:IKJoint:springPosition:get" name="springPosition" object="[fl.ik.IKJoint]" playername="" text=".springPosition" tiptext="弹簧位置（平移联接）或角度（旋转联接）。" version=""/>

               <string helpurl="fl.ik:IKJoint:springStrength:get" name="springStrength" object="[fl.ik.IKJoint]" playername="" text=".springStrength" tiptext="弹簧强度值。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationConstrained:get" name="xTranslationConstrained" object="[fl.ik.IKJoint]" playername="" text=".xTranslationConstrained" tiptext="返回是否限制 x 平移。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationEnabled:get" name="xTranslationEnabled" object="[fl.ik.IKJoint]" playername="" text=".xTranslationEnabled" tiptext="指定是否启用 x 平移。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationMax:get" name="xTranslationMax" object="[fl.ik.IKJoint]" playername="" text=".xTranslationMax" tiptext="最大 x 平移值。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationMin:get" name="xTranslationMin" object="[fl.ik.IKJoint]" playername="" text=".xTranslationMin" tiptext="最小 x 平移值。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslation:get" name="xTranslation" object="[fl.ik.IKJoint]" playername="" text=".xTranslation" tiptext="当前 x 平移值。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationConstrained:get" name="yTranslationConstrained" object="[fl.ik.IKJoint]" playername="" text=".yTranslationConstrained" tiptext="返回是否限制 y 平移。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationEnabled:get" name="yTranslationEnabled" object="[fl.ik.IKJoint]" playername="" text=".yTranslationEnabled" tiptext="指定是否启用 y 平移。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationMax:get" name="yTranslationMax" object="[fl.ik.IKJoint]" playername="" text=".yTranslationMax" tiptext="最大 y 平移值。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationMin:get" name="yTranslationMin" object="[fl.ik.IKJoint]" playername="" text=".yTranslationMin" tiptext="最小 y 平移值。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslation:get" name="yTranslation" object="[fl.ik.IKJoint]" playername="" text=".yTranslation" tiptext="当前 y 平移值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.ik:IKManager" id="[fl.ik.IKManager]" index="true" name="IKManager" sort="true" 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。">

            <folder helpurl="fl.ik:IKManager" id="Methods" name="方法" tiptext="IKManager 类的方法">

               <string helpurl="fl.ik:IKManager:getArmatureAt" name="getArmatureAt" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.getArmatureAt(%索引:int%):fl.ik:IKArmature" tiptext="返回指定索引处的骨架。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:getArmatureByName" name="getArmatureByName" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.getArmatureByName(%名称:String%):fl.ik:IKArmature" tiptext="返回具有指定名称的骨架。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:setStage" name="setStage" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.setStage(%舞台:flash.display:DisplayObjectContainer%):void" tiptext="使用此方法指示加载的 SWF 文件中的符号容器。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:trackAllArmatures" name="trackAllArmatures" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.trackAllArmatures(%[启用:Boolean=true]%):void" tiptext="启用或禁用所有骨架的实时跟踪。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:trackIKArmature" name="trackIKArmature" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.trackIKArmature(%树:fl.ik:IKArmature[,启用:Boolean=true]%):void" tiptext="启用或禁用指定 IKArmature 实例的实时跟踪。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:trackIKObject" name="trackIKObject" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.trackIKObject(%目标:flash.display:DisplayObject[,启用:Boolean=true]%)" tiptext="启用或禁用指定 IK 显示对象实例的实时跟踪。" version="1.5"/>

            </folder>

            <folder helpurl="fl.ik:IKManager" id="Properties" name="属性" tiptext="IKManager 类的属性">

               <string helpurl="fl.ik:IKManager:numArmatures:get" name="numArmatures" object="[fl.ik.IKManager]" playername="" text=".numArmatures" tiptext="舞台上骨架的数量。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.ik:IKMover" id="[fl.ik.IKMover]" index="true" name="IKMover" sort="true" tiptext="IKMover 类可以启动并控制骨架的反向运动 (IK)。">

            <folder helpurl="fl.ik:IKMover" id="Methods" name="方法" tiptext="IKMover 类的方法">

               <string constructor="true" helpurl="fl.ik:IKMover:IKMover" name="IKMover" object="[fl.ik.IKMover]" playername="" text="new IKMover(%末端效应器:fl.ik:IKJoint,目标位置:flash.geom:Point%)" tiptext="IKMover 对象的构造函数。" version="1.5"/>

               <string helpurl="fl.ik:IKMover:applyPhysics" name="applyPhysics" object="[fl.ik.IKMover]" playername="" text=".applyPhysics(%%):void" tiptext="" version=""/>

               <string helpurl="fl.ik:IKMover:moveTo" name="moveTo" object="[fl.ik.IKMover]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.ik:IKMover" id="Properties" name="属性" tiptext="IKMover 类的属性">

               <string helpurl="fl.ik:IKMover:distanceLimit:get" name="distanceLimit" object="[fl.ik.IKMover]" playername="" 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=""/>

               <string helpurl="fl.ik:IKMover:iterationLimit:get" name="iterationLimit" object="[fl.ik.IKMover]" playername="" text=".iterationLimit" tiptext="指定 IK 引擎对每个运动执行的最大迭代次数。" version=""/>

               <string helpurl="fl.ik:IKMover:limitByDistance:get" name="limitByDistance" object="[fl.ik.IKMover]" playername="" text=".limitByDistance" tiptext="指定在超过 distanceLimit 值后 IK 引擎是否结束运动。" version=""/>

               <string helpurl="fl.ik:IKMover:limitByIteration:get" name="limitByIteration" object="[fl.ik.IKMover]" playername="" text=".limitByIteration" tiptext="指定在超过 iterationLimit 值后 IK 引擎是否结束运动。" version=""/>

               <string helpurl="fl.ik:IKMover:limitByTime:get" name="limitByTime" object="[fl.ik.IKMover]" playername="" text=".limitByTime" tiptext="指定在超过指定的 timeLimit 后 IK 引擎是否结束运动。" version=""/>

               <string helpurl="fl.ik:IKMover:stepCount:get" name="stepCount" object="[fl.ik.IKMover]" playername="" text=".stepCount" tiptext="IK 运动的迭代次数。" version=""/>

               <string helpurl="fl.ik:IKMover:timeLimit:get" name="timeLimit" object="[fl.ik.IKMover]" playername="" text=".timeLimit" tiptext="指定 IK 引擎执行运动的最长时间（以毫秒为单位）。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.lang" id="fl.lang" name="fl.lang" sort="true" tiptext="fl.lang 包的类">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.lang:Locale" id="[fl.lang.Locale]" index="true" name="Locale" sort="true" 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。">

            <folder helpurl="fl.lang:Locale" id="Methods" name="方法" tiptext="Locale 类的方法">

               <string helpurl="fl.lang:Locale:addDelayedInstance" name="addDelayedInstance" object="[fl.lang.Locale]" playername="" static="true" text="Locale.addDelayedInstance(%实例:Object,字符串ID:String%)" 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"/>

               <string helpurl="fl.lang:Locale:addXMLPath" name="addXMLPath" object="[fl.lang.Locale]" playername="" static="true" text="Locale.addXMLPath(%语言代码:String,路径:String%):void" 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"/>

               <string helpurl="fl.lang:Locale:checkXMLStatus" name="checkXMLStatus" object="[fl.lang.Locale]" playername="" static="true" text="Locale.checkXMLStatus(%%):Boolean" tiptext="如果加载了 XML 文件，则返回 true；否则返回 false。" version="1.0"/>

               <string helpurl="fl.lang:Locale:getDefaultLang" name="getDefaultLang" object="[fl.lang.Locale]" playername="" static="true" text="Locale.getDefaultLang(%%):String" 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"/>

               <string helpurl="fl.lang:Locale:initialize" name="initialize" object="[fl.lang.Locale]" playername="" static="true" text="Locale.initialize(%%):void" tiptext="自动确定要使用的语言并自动加载 XML 语言文件。" version="1.0"/>

               <string helpurl="fl.lang:Locale:loadLanguageXML" name="loadLanguageXML" object="[fl.lang.Locale]" playername="" static="true" 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" tiptext="加载指定的 XML 语言文件。" version="1.0"/>

               <string helpurl="fl.lang:Locale:loadStringEx" name="loadStringEx" object="[fl.lang.Locale]" playername="" static="true" text="Locale.loadStringEx(%字符串ID:String,语言代码:String%):String" 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"/>

               <string helpurl="fl.lang:Locale:loadString" name="loadString" object="[fl.lang.Locale]" playername="" static="true" text="Locale.loadString(%id:String%):String" 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"/>

               <string helpurl="fl.lang:Locale:setDefaultLang" name="setDefaultLang" object="[fl.lang.Locale]" playername="" static="true" text="Locale.setDefaultLang(%语言代码:String%):void" tiptext="设置默认语言代码。" version="1.0"/>

               <string helpurl="fl.lang:Locale:setLoadCallback" name="setLoadCallback" object="[fl.lang.Locale]" playername="" static="true" text="Locale.setLoadCallback(%加载文件时调用的函数:Function%)" tiptext="设置在加载 XML 文件后调用的回调函数。" version="1.0"/>

               <string helpurl="fl.lang:Locale:setString" name="setString" object="[fl.lang.Locale]" playername="" static="true" text="Locale.setString(%字符串ID:String,语言代码:String,字符串值:String%):void" tiptext="设置给定字符串 ID 和语言代码的新字符串值。" version="1.0"/>

            </folder>

            <folder helpurl="fl.lang:Locale" id="Properties" name="属性" tiptext="Locale 类的属性">

               <string helpurl="fl.lang:Locale:autoReplace:get" name="autoReplace" object="[fl.lang.Locale]" playername="" text=".autoReplace" tiptext="确定是否在加载 XML 文件后自动替换字符串。" version=""/>

               <string helpurl="fl.lang:Locale:languageCodeArray:get" name="languageCodeArray" object="[fl.lang.Locale]" playername="" 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=""/>

               <string helpurl="fl.lang:Locale:stringIDArray:get" name="stringIDArray" object="[fl.lang.Locale]" playername="" text=".stringIDArray" tiptext="包含 FLA 文件中所有字符串 ID 的数组。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.livepreview" id="fl.livepreview" name="fl.livepreview" sort="true" tiptext="fl.livepreview 包的类">

         <folder asAncestors="flash.display:MovieClip,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.livepreview:LivePreviewParent" id="[fl.livepreview.LivePreviewParent]" index="true" name="LivePreviewParent" sort="true" 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。">

            <folder helpurl="fl.livepreview:LivePreviewParent" id="Methods" name="方法" tiptext="LivePreviewParent 类的方法">

               <string constructor="true" helpurl="fl.livepreview:LivePreviewParent:LivePreviewParent" name="LivePreviewParent" object="[fl.livepreview.LivePreviewParent]" playername="" text="new LivePreviewParent(%%)" 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"/>

               <string helpurl="fl.livepreview:LivePreviewParent:onResize" name="onResize" object="[fl.livepreview.LivePreviewParent]" playername="" 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"/>

               <string helpurl="fl.livepreview:LivePreviewParent:onUpdate" name="onUpdate" object="[fl.livepreview.LivePreviewParent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.livepreview:LivePreviewParent" id="Properties" name="属性" tiptext="LivePreviewParent 类的属性">

               <string helpurl="fl.livepreview:LivePreviewParent:myInstance" name="myInstance" object="[fl.livepreview.LivePreviewParent]" playername="" text=".myInstance" tiptext="组件实例与实时预览相关联。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.managers" id="fl.managers" name="fl.managers" sort="true" tiptext="fl.managers 包的类">

         <folder asAncestors="Object" helpurl="fl.managers:FocusManager" id="[fl.managers.FocusManager]" index="true" name="FocusManager" sort="true" 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。">

            <folder helpurl="fl.managers:FocusManager" id="Methods" name="方法" tiptext="FocusManager 类的方法">

               <string constructor="true" helpurl="fl.managers:FocusManager:FocusManager" name="FocusManager" object="[fl.managers.FocusManager]" playername="" text="new FocusManager(%容器:flash.display:DisplayObjectContainer%)" tiptext="创建新的 FocusManager 实例。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:activate" name="activate" object="[fl.managers.FocusManager]" playername="" text=".activate(%%):void" tiptext="激活 FocusManager 实例。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:deactivate" name="deactivate" object="[fl.managers.FocusManager]" playername="" text=".deactivate(%%):void" tiptext="取消激活 FocusManager。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:findFocusManagerComponent" name="findFocusManagerComponent" object="[fl.managers.FocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:FocusManager:getFocus" name="getFocus" object="[fl.managers.FocusManager]" playername="" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="获取当前具有焦点的交互式对象。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:getNextFocusManagerComponent" name="getNextFocusManagerComponent" object="[fl.managers.FocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:FocusManager:hideFocus" name="hideFocus" object="[fl.managers.FocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:FocusManager:setFocus" name="setFocus" object="[fl.managers.FocusManager]" playername="" text=".setFocus(%组件:flash.display:InteractiveObject%):void" tiptext="将焦点设置在 IFocusManagerComponent 组件上。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:showFocus" name="showFocus" object="[fl.managers.FocusManager]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.managers:FocusManager" id="Properties" name="属性" tiptext="FocusManager 类的属性">

               <string helpurl="fl.managers:FocusManager:defaultButtonEnabled:get" name="defaultButtonEnabled" object="[fl.managers.FocusManager]" playername="" text=".defaultButtonEnabled" tiptext="获取或设置一个指示是否启用默认 Button 的值。" version=""/>

               <string helpurl="fl.managers:FocusManager:defaultButton:get" name="defaultButton" object="[fl.managers.FocusManager]" playername="" text=".defaultButton" tiptext="获取或设置当前默认按钮。" version=""/>

               <string helpurl="fl.managers:FocusManager:nextTabIndex:get" name="nextTabIndex" object="[fl.managers.FocusManager]" playername="" 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=""/>

               <string helpurl="fl.managers:FocusManager:showFocusIndicator:get" name="showFocusIndicator" object="[fl.managers.FocusManager]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="fl.managers:IFocusManager" id="[fl.managers.IFocusManager]" index="true" name="IFocusManager" sort="true" tiptext="实现 IFocusManager 接口以创建自定义的焦点管理器。">

            <folder helpurl="fl.managers:IFocusManager" id="Methods" name="方法" tiptext="IFocusManager 类的方法">

               <string helpurl="fl.managers:IFocusManager:activate" name="activate" object="[fl.managers.IFocusManager]" playername="" text=".activate(%%):void" tiptext="激活焦点管理器。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:deactivate" name="deactivate" object="[fl.managers.IFocusManager]" playername="" text=".deactivate(%%):void" tiptext="取消激活焦点管理器。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:findFocusManagerComponent" name="findFocusManagerComponent" object="[fl.managers.IFocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:IFocusManager:getFocus" name="getFocus" object="[fl.managers.IFocusManager]" playername="" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="检索当前具有焦点的 IFocusManagerComponent 组件。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:getNextFocusManagerComponent" name="getNextFocusManagerComponent" object="[fl.managers.IFocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:IFocusManager:hideFocus" name="hideFocus" object="[fl.managers.IFocusManager]" playername="" text=".hideFocus(%%):void" tiptext="将 showFocusIndicator 属性设置为 false。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:setFocus" name="setFocus" object="[fl.managers.IFocusManager]" playername="" text=".setFocus(%o:flash.display:InteractiveObject%):void" tiptext="将焦点设置为 IFocusManagerComponent 组件。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:showFocus" name="showFocus" object="[fl.managers.IFocusManager]" playername="" text=".showFocus(%%):void" tiptext="将 showFocusIndicator 属性设置为 true。" version="1.0"/>

            </folder>

            <folder helpurl="fl.managers:IFocusManager" id="Properties" name="属性" tiptext="IFocusManager 类的属性">

               <string helpurl="fl.managers:IFocusManager:defaultButtonEnabled:get" name="defaultButtonEnabled" object="[fl.managers.IFocusManager]" playername="" text=".defaultButtonEnabled" tiptext="获取或设置一个指示是否启用默认 Button 的值。" version=""/>

               <string helpurl="fl.managers:IFocusManager:defaultButton:get" name="defaultButton" object="[fl.managers.IFocusManager]" playername="" text=".defaultButton" tiptext="获取或设置对默认按钮的引用。" version=""/>

               <string helpurl="fl.managers:IFocusManager:nextTabIndex:get" name="nextTabIndex" object="[fl.managers.IFocusManager]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManager:showFocusIndicator:get" name="showFocusIndicator" object="[fl.managers.IFocusManager]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="fl.managers:IFocusManagerComponent" id="[fl.managers.IFocusManagerComponent]" index="true" name="IFocusManagerComponent" sort="true" tiptext="IFocusManagerComponent 接口提供的方法和属性能够使组件获得焦点。">

            <folder helpurl="fl.managers:IFocusManagerComponent" id="Methods" name="方法" tiptext="IFocusManagerComponent 类的方法">

               <string helpurl="fl.managers:IFocusManagerComponent:drawFocus" name="drawFocus" object="[fl.managers.IFocusManagerComponent]" playername="" text=".drawFocus(%绘制:Boolean%):void" tiptext="绘制可视焦点指示符。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManagerComponent:setFocus" name="setFocus" object="[fl.managers.IFocusManagerComponent]" playername="" text=".setFocus(%%):void" tiptext="为组件设置焦点。" version="1.0"/>

            </folder>

            <folder helpurl="fl.managers:IFocusManagerComponent" id="Properties" name="属性" tiptext="IFocusManagerComponent 类的属性">

               <string helpurl="fl.managers:IFocusManagerComponent:focusEnabled:get" name="focusEnabled" object="[fl.managers.IFocusManagerComponent]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManagerComponent:mouseFocusEnabled:get" name="mouseFocusEnabled" object="[fl.managers.IFocusManagerComponent]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManagerComponent:tabEnabled:get" name="tabEnabled" object="[fl.managers.IFocusManagerComponent]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManagerComponent:tabIndex:get" name="tabIndex" object="[fl.managers.IFocusManagerComponent]" playername="" text=".tabIndex" tiptext="获取组件获得焦点的顺序(如果 tabEnabled 设置为 true)。" version=""/>

            </folder>

         </folder>

         <folder helpurl="fl.managers:IFocusManagerGroup" id="[fl.managers.IFocusManagerGroup]" index="true" name="IFocusManagerGroup" sort="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。">

            <folder helpurl="fl.managers:IFocusManagerGroup" id="Properties" name="属性" tiptext="IFocusManagerGroup 类的属性">

               <string helpurl="fl.managers:IFocusManagerGroup:groupName:get" name="groupName" object="[fl.managers.IFocusManagerGroup]" playername="" text=".groupName" tiptext="获取或设置该组件所属的组件组的名称。" version=""/>

               <string helpurl="fl.managers:IFocusManagerGroup:selected:get" name="selected" object="[fl.managers.IFocusManagerGroup]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.managers:StyleManager" id="[fl.managers.StyleManager]" index="true" name="StyleManager" sort="true" 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。">

            <folder helpurl="fl.managers:StyleManager" id="Methods" name="方法" tiptext="StyleManager 类的方法">

               <string constructor="true" helpurl="fl.managers:StyleManager:StyleManager" name="StyleManager" object="[fl.managers.StyleManager]" playername="" text="new StyleManager(%%)" tiptext="创建新的 StyleManager 对象。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:clearComponentStyle" name="clearComponentStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.clearComponentStyle(%组件:Object,名称:String%):void" tiptext="从指定组件中删除样式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:clearStyle" name="clearStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.clearStyle(%名称:String%):void" tiptext="删除文档中所有用户界面组件的全局样式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:getComponentStyle" name="getComponentStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.getComponentStyle(%组件:Object,名称:String%):Object" tiptext="获取在特定组件上存在的样式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:getStyle" name="getStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.getStyle(%名称:String%):Object" tiptext="按名称获取全局样式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:registerInstance" name="registerInstance" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.registerInstance(%实例:fl.core:UIComponent%):void" tiptext="向样式管理器注册组件实例。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:setComponentStyle" name="setComponentStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.setComponentStyle(%组件:Object,名称:String,样式:Object%):void" 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"/>

               <string helpurl="fl.managers:StyleManager:setStyle" name="setStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.setStyle(%名称:String,样式:Object%):void" tiptext="对文档中所有用户界面组件设置全局样式。" version="1.0"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.motion" id="fl.motion" name="fl.motion" sort="true" tiptext="fl.motion 包的类">

         <folder asAncestors="Object" helpurl="fl.motion:AdjustColor" id="[fl.motion.AdjustColor]" index="true" name="AdjustColor" sort="true" tiptext="AdjustColor 类定义各种颜色属性（例如 brightness、contrast、hue 和 saturation），以便支持 ColorMatrixFilter 类。">

            <folder helpurl="fl.motion:AdjustColor" id="Methods" name="方法" tiptext="AdjustColor 类的方法">

               <string constructor="true" helpurl="fl.motion:AdjustColor:AdjustColor" name="AdjustColor" object="[fl.motion.AdjustColor]" playername="" text="new AdjustColor(%%)" tiptext="AdjustColor 类定义不同的颜色属性，以便支持 ColorMatrixFilter。" version="1.0"/>

               <string helpurl="fl.motion:AdjustColor:AllValuesAreSet" name="AllValuesAreSet" object="[fl.motion.AdjustColor]" playername="" text=".AllValuesAreSet(%%):Boolean" tiptext="验证是否所有四个 AdjustColor 属性均已设置。" version="1.0"/>

               <string helpurl="fl.motion:AdjustColor:CalculateFinalFlatArray" name="CalculateFinalFlatArray" object="[fl.motion.AdjustColor]" playername="" text=".CalculateFinalFlatArray(%%):Array" tiptext="返回包含所有四个属性的值的平面数组。" version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:AdjustColor" id="Properties" name="属性" tiptext="AdjustColor 类的属性">

               <string helpurl="fl.motion:AdjustColor:brightness:set" name="brightness" object="[fl.motion.AdjustColor]" playername="" text=".brightness" tiptext="设置 AdjustColor 滤镜的亮度。" version=""/>

               <string helpurl="fl.motion:AdjustColor:contrast:set" name="contrast" object="[fl.motion.AdjustColor]" playername="" text=".contrast" tiptext="设置 AdjustColor 滤镜的对比度。" version=""/>

               <string helpurl="fl.motion:AdjustColor:hue:set" name="hue" object="[fl.motion.AdjustColor]" playername="" text=".hue" tiptext="设置 AdjustColor 滤镜的色相。" version=""/>

               <string helpurl="fl.motion:AdjustColor:saturation:set" name="saturation" object="[fl.motion.AdjustColor]" playername="" text=".saturation" tiptext="设置 AdjustColor 滤镜的饱和度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" helpurl="fl.motion:Animator" id="[fl.motion.Animator]" index="true" name="Animator" sort="true" tiptext="Animator 类将补间动画的 XML 说明应用于显示对象。">

            <folder helpurl="fl.motion:Animator" id="Methods" name="方法" tiptext="Animator 类的方法">

               <string constructor="true" helpurl="fl.motion:Animator:Animator" name="Animator" object="[fl.motion.Animator]" playername="" text="new Animator(%[XML:XML=null,目标:flash.display:DisplayObject=null]%)" 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"/>

               <string helpurl="fl.motion:Animator:fromXMLString" name="fromXMLString" object="[fl.motion.Animator]" playername="" static="true" text="Animator.fromXMLString(%XML字符串:String[,目标:flash.display:DisplayObject=null]%):fl.motion:Animator" tiptext="从 XML 字符串创建 Animator 对象。" version="1.0"/>

               <string helpurl="fl.motion:Animator:matricesEqual" name="matricesEqual" object="[fl.motion.Animator]" playername="" static="true" text="Animator.matricesEqual(%a:flash.geom:Matrix,b:flash.geom:Matrix%):Boolean" tiptext="" version="1"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" helpurl="fl.motion:Animator3D" id="[fl.motion.Animator3D]" index="true" name="Animator3D" sort="true" tiptext="Animator3D 类将三维补间动画的 XML 说明应用于显示对象。">

            <folder helpurl="fl.motion:Animator3D" id="Methods" name="方法" tiptext="Animator3D 类的方法">

               <string constructor="true" helpurl="fl.motion:Animator3D:Animator3D" name="Animator3D" object="[fl.motion.Animator3D]" playername="" text="new Animator3D(%[xml:XML=null,目标:flash.display:DisplayObject=null]%)" 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"/>

               <string helpurl="fl.motion:Animator3D:convertMatrixToMatrix3D" name="convertMatrixToMatrix3D" object="[fl.motion.Animator3D]" playername="" static="true" text="Animator3D.convertMatrixToMatrix3D(%二维矩阵:flash.geom:Matrix%):flash.geom:Matrix3D" tiptext="" version=""/>

               <string helpurl="fl.motion:Animator3D:matrices3DEqual" name="matrices3DEqual" object="[fl.motion.Animator3D]" playername="" static="true" text="Animator3D.matrices3DEqual(%a:flash.geom:Matrix3D,b:flash.geom:Matrix3D%):Boolean" tiptext="" version=""/>

            </folder>

            <folder helpurl="fl.motion:Animator3D" id="Properties" name="属性" tiptext="Animator3D 类的属性">

               <string helpurl="fl.motion:Animator3D:initialPosition:set" name="initialPosition" object="[fl.motion.Animator3D]" playername="" text=".initialPosition" tiptext="建立显示对象的 x、y 和 z 坐标。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.motion:AnimatorBase" id="[fl.motion.AnimatorBase]" index="true" name="AnimatorBase" sort="true" tiptext="AnimatorBase 类将补间动画的 XML 说明应用于显示对象。">

            <folder helpurl="fl.motion:AnimatorBase" id="Methods" name="方法" tiptext="AnimatorBase 类的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorBase:AnimatorBase" name="AnimatorBase" object="[fl.motion.AnimatorBase]" playername="" text="new AnimatorBase(%[xml:XML=null,目标:flash.display:DisplayObject=null]%)" 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"/>

               <string helpurl="fl.motion:AnimatorBase:end" name="end" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:nextFrame" name="nextFrame" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:pause" name="pause" object="[fl.motion.AnimatorBase]" playername="" text=".pause(%%):void" tiptext="暂停动画，直到调用 resume() 方法。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:play" name="play" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:processCurrentFrame" name="processCurrentFrame" object="[fl.motion.AnimatorBase]" playername="" static="true" 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" tiptext="" version=""/>

               <string helpurl="fl.motion:AnimatorBase:registerParentFrameHandler" name="registerParentFrameHandler" object="[fl.motion.AnimatorBase]" playername="" static="true" 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" tiptext="注册给定 MovieClip 以及该 MovieClip 子级的 AnimatorBase 实例。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:resume" name="resume" object="[fl.motion.AnimatorBase]" playername="" text=".resume(%%):void" tiptext="在动画由 pause() 方法暂停后继续播放动画。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:rewind" name="rewind" object="[fl.motion.AnimatorBase]" playername="" text=".rewind(%%):void" tiptext="将 Flash Player 设置到动画的第一帧。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:startFrameEvents" name="startFrameEvents" object="[fl.motion.AnimatorBase]" playername="" text=".startFrameEvents(%%):void" tiptext="启动帧事件。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:stop" name="stop" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:useCurrentFrame" name="useCurrentFrame" object="[fl.motion.AnimatorBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:AnimatorBase" id="Properties" name="属性" tiptext="AnimatorBase 类的属性">

               <string helpurl="fl.motion:AnimatorBase:autoRewind" name="autoRewind" object="[fl.motion.AnimatorBase]" playername="" text=".autoRewind" tiptext="将动画设置为完成后重新开始播放。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:orientToPath" name="orientToPath" object="[fl.motion.AnimatorBase]" playername="" text=".orientToPath" tiptext="沿运动路径设置显示对象的位置。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:positionMatrix" name="positionMatrix" object="[fl.motion.AnimatorBase]" playername="" text=".positionMatrix" tiptext="将整体变形应用于运动路径的 Matrix 对象。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:repeatCount" name="repeatCount" object="[fl.motion.AnimatorBase]" playername="" text=".repeatCount" tiptext="动画的重复次数。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:transformationPointZ" name="transformationPointZ" object="[fl.motion.AnimatorBase]" playername="" text=".transformationPointZ" tiptext="用于旋转或缩放显示对象的参考 Z 坐标点。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:transformationPoint" name="transformationPoint" object="[fl.motion.AnimatorBase]" playername="" text=".transformationPoint" tiptext="用于旋转或缩放显示对象的参考点。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:frameEvent:get" name="frameEvent" object="[fl.motion.AnimatorBase]" playername="" text=".frameEvent" tiptext="Event.ENTER_FRAME 事件创建的事件对象的名称。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:instanceFactoryClass:get" name="instanceFactoryClass" object="[fl.motion.AnimatorBase]" playername="" text=".instanceFactoryClass" tiptext="这是使用 ActionScript 创建实例时使用的类。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:isPlaying:get" name="isPlaying" object="[fl.motion.AnimatorBase]" playername="" text=".isPlaying" tiptext="指示动画当前是否正在播放。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:motionArray:get" name="motionArray" object="[fl.motion.AnimatorBase]" playername="" text=".motionArray" tiptext="包含动画的动画属性的对象的数组。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:motion:get" name="motion" object="[fl.motion.AnimatorBase]" playername="" text=".motion" tiptext="包含动画的补间动画属性的对象。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:placeholderName:get" name="placeholderName" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:sceneName:get" name="sceneName" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:spanEnd:get" name="spanEnd" object="[fl.motion.AnimatorBase]" playername="" text=".spanEnd" tiptext="返回结束目标动画的目标父级的帧。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:spanStart:get" name="spanStart" object="[fl.motion.AnimatorBase]" playername="" text=".spanStart" tiptext="返回开始目标动画的目标父级的帧。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:targetName:get" name="targetName" object="[fl.motion.AnimatorBase]" playername="" text=".targetName" tiptext="依父级 DisplayObjectContainer 而定的目标对象的名称。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:targetParentButton:get" name="targetParentButton" object="[fl.motion.AnimatorBase]" playername="" text=".targetParentButton" tiptext="" version=""/>

               <string helpurl="fl.motion:AnimatorBase:targetParent:get" name="targetParent" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:targetState3D:get" name="targetState3D" object="[fl.motion.AnimatorBase]" playername="" text=".targetState3D" tiptext="目标对象的初始方向。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:target:get" name="target" object="[fl.motion.AnimatorBase]" playername="" text=".target" tiptext="正呈现动画效果的显示对象。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:time:get" name="time" object="[fl.motion.AnimatorBase]" playername="" text=".time" tiptext="从零开始的整数，指示和控制当前动画中的时间。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:usingCurrentFrame:get" name="usingCurrentFrame" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:initialPosition:set" name="initialPosition" object="[fl.motion.AnimatorBase]" playername="" text=".initialPosition" tiptext="定义动画的起始位置的坐标数组。" version=""/>

            </folder>

            <folder helpurl="fl.motion:AnimatorBase" id="Events" name="事件" tiptext="AnimatorBase 类的事件">

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.TIME_CHANGE_timeChange" name="timeChange" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_UPDATE_motionUpdate" name="motionUpdate" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_START_motionStart" name="motionStart" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_END_motionEnd" name="motionEnd" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorFactoryBase,Object" helpurl="fl.motion:AnimatorFactory" id="[fl.motion.AnimatorFactory]" index="true" name="AnimatorFactory" sort="true" 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。">

            <folder helpurl="fl.motion:AnimatorFactory" id="Methods" name="方法" tiptext="AnimatorFactory 类的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactory:AnimatorFactory" name="AnimatorFactory" object="[fl.motion.AnimatorFactory]" playername="" text="new AnimatorFactory(%动画:fl.motion:MotionBase[,动画数组:Array=null]%)" 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"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorFactoryBase,Object" helpurl="fl.motion:AnimatorFactory3D" id="[fl.motion.AnimatorFactory3D]" index="true" name="AnimatorFactory3D" sort="true" 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。">

            <folder helpurl="fl.motion:AnimatorFactory3D" id="Methods" name="方法" tiptext="AnimatorFactory3D 类的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactory3D:AnimatorFactory3D" name="AnimatorFactory3D" object="[fl.motion.AnimatorFactory3D]" playername="" text="new AnimatorFactory3D(%动画:fl.motion:MotionBase[,动画数组:Array=null]%)" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:AnimatorFactoryBase" id="[fl.motion.AnimatorFactoryBase]" index="true" name="AnimatorFactoryBase" sort="true" 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。">

            <folder helpurl="fl.motion:AnimatorFactoryBase" id="Methods" name="方法" tiptext="AnimatorFactoryBase 类的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactoryBase:AnimatorFactoryBase" name="AnimatorFactoryBase" object="[fl.motion.AnimatorFactoryBase]" playername="" text="new AnimatorFactoryBase(%动画:fl.motion:MotionBase[,动画数组:Array=null]%)" tiptext="创建 AnimatorFactoryBase 类的实例。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorFactoryBase:addTargetInfo" name="addTargetInfo" object="[fl.motion.AnimatorFactoryBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorFactoryBase:addTarget" name="addTarget" object="[fl.motion.AnimatorFactoryBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:AnimatorFactoryBase" id="Properties" name="属性" tiptext="AnimatorFactoryBase 类的属性">

               <string helpurl="fl.motion:AnimatorFactoryBase:motion:get" name="motion" object="[fl.motion.AnimatorFactoryBase]" playername="" text=".motion" tiptext="与 AnimatorFactoryBase 实例及其目标对象关联的 MotionBase 实例。" version=""/>

               <string helpurl="fl.motion:AnimatorFactoryBase:sceneName:set" name="sceneName" object="[fl.motion.AnimatorFactoryBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorFactoryBase:transformationPointZ:set" name="transformationPointZ" object="[fl.motion.AnimatorFactoryBase]" playername="" text=".transformationPointZ" tiptext="用于旋转或缩放显示对象的参考 Z 坐标点。" version=""/>

               <string helpurl="fl.motion:AnimatorFactoryBase:transformationPoint:set" name="transformationPoint" object="[fl.motion.AnimatorFactoryBase]" playername="" text=".transformationPoint" tiptext="用于旋转或缩放显示对象的参考点。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorFactoryBase,Object" helpurl="fl.motion:AnimatorFactoryUniversal" id="[fl.motion.AnimatorFactoryUniversal]" index="true" name="AnimatorFactoryUniversal" sort="true" 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。">

            <folder helpurl="fl.motion:AnimatorFactoryUniversal" id="Methods" name="方法" tiptext="AnimatorFactoryUniversal 类的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactoryUniversal:AnimatorFactoryUniversal" name="AnimatorFactoryUniversal" object="[fl.motion.AnimatorFactoryUniversal]" playername="" text="new AnimatorFactoryUniversal(%动画:fl.motion:MotionBase,动画数组:Array%)" 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"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:Animator3D,fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" helpurl="fl.motion:AnimatorUniversal" id="[fl.motion.AnimatorUniversal]" index="true" name="AnimatorUniversal" sort="true" tiptext="AnimatorUniversal 类将二维和三维动画的 ActionScript 说明应用于显示对象。">

            <folder helpurl="fl.motion:AnimatorUniversal" id="Methods" name="方法" tiptext="AnimatorUniversal 类的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorUniversal:AnimatorUniversal" name="AnimatorUniversal" object="[fl.motion.AnimatorUniversal]" playername="" text="new AnimatorUniversal(%%)" tiptext="创建一个 AnimatorUniversal 对象动画以显示对象。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorUniversal:setTargetState" name="setTargetState" object="[fl.motion.AnimatorUniversal]" playername="" text=".setTargetState(%%):void" tiptext="" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:BezierEase" id="[fl.motion.BezierEase]" index="true" name="BezierEase" sort="true" 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。">

            <folder helpurl="fl.motion:BezierEase" id="Methods" name="方法" tiptext="BezierEase 类的方法">

               <string constructor="true" helpurl="fl.motion:BezierEase:BezierEase" name="BezierEase" object="[fl.motion.BezierEase]" playername="" text="new BezierEase(%[xml:XML=null]%)" tiptext="BezierEase 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:BezierEase:getValue" name="getValue" object="[fl.motion.BezierEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:BezierEase" id="Properties" name="属性" tiptext="BezierEase 类的属性">

               <string helpurl="fl.motion:BezierEase:points" name="points" object="[fl.motion.BezierEase]" playername="" text=".points" tiptext="自定义缓动曲线中的有序点集合。" version=""/>

               <string helpurl="fl.motion:BezierEase:target:get" name="target" object="[fl.motion.BezierEase]" playername="" text=".target" tiptext="要作为目标的动画属性的名称。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:BezierSegment" id="[fl.motion.BezierSegment]" index="true" name="BezierSegment" sort="true" 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。">

            <folder helpurl="fl.motion:BezierSegment" id="Methods" name="方法" tiptext="BezierSegment 类的方法">

               <string constructor="true" helpurl="fl.motion:BezierSegment:BezierSegment" name="BezierSegment" object="[fl.motion.BezierSegment]" playername="" text="new BezierSegment(%a:flash.geom:Point,b:flash.geom:Point,c:flash.geom:Point,d:flash.geom:Point%)" tiptext="BezierSegment 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:BezierSegment:getCubicCoefficients" name="getCubicCoefficients" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getCubicCoefficients(%a:Number,b:Number,c:Number,d:Number%):Array" 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"/>

               <string helpurl="fl.motion:BezierSegment:getCubicRoots" name="getCubicRoots" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getCubicRoots(%[a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Array" 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"/>

               <string helpurl="fl.motion:BezierSegment:getQuadraticRoots" name="getQuadraticRoots" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getQuadraticRoots(%a:Number,b:Number,c:Number%):Array" 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"/>

               <string helpurl="fl.motion:BezierSegment:getSingleValue" name="getSingleValue" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getSingleValue(%t:Number[,a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Number" tiptext="计算一维三次贝塞尔方程在特定时间的值。" version="1.0"/>

               <string helpurl="fl.motion:BezierSegment:getValue" name="getValue" object="[fl.motion.BezierSegment]" playername="" 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"/>

               <string helpurl="fl.motion:BezierSegment:getYForX" name="getYForX" object="[fl.motion.BezierSegment]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:BezierSegment" id="Properties" name="属性" tiptext="BezierSegment 类的属性">

               <string helpurl="fl.motion:BezierSegment:a" name="a" object="[fl.motion.BezierSegment]" playername="" text=".a" tiptext="贝赛尔曲线的第一个点。" version=""/>

               <string helpurl="fl.motion:BezierSegment:b" name="b" object="[fl.motion.BezierSegment]" playername="" text=".b" tiptext="贝赛尔曲线的第二个点。" version=""/>

               <string helpurl="fl.motion:BezierSegment:c" name="c" object="[fl.motion.BezierSegment]" playername="" text=".c" tiptext="贝赛尔曲线的第三个点。" version=""/>

               <string helpurl="fl.motion:BezierSegment:d" name="d" object="[fl.motion.BezierSegment]" playername="" text=".d" tiptext="贝赛尔曲线的第四个点。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.geom:ColorTransform,Object" helpurl="fl.motion:Color" id="[fl.motion.Color]" index="true" name="Color" sort="true" tiptext="Color 类扩展了 Flash Player 的 ColorTransform 类，增加了控制亮度和色调的功能。">

            <folder helpurl="fl.motion:Color" id="Methods" name="方法" tiptext="Color 类的方法">

               <string constructor="true" helpurl="fl.motion:Color:Color" name="Color" object="[fl.motion.Color]" playername="" 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]%)" tiptext="Color 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:Color:fromXML" name="fromXML" object="[fl.motion.Color]" playername="" static="true" text="Color.fromXML(%xml:XML%):fl.motion:Color" tiptext="基于 XML 创建 Color 实例。" version="1.0"/>

               <string helpurl="fl.motion:Color:interpolateColor" name="interpolateColor" object="[fl.motion.Color]" playername="" static="true" text="Color.interpolateColor(%开始颜色:uint,最终颜色:uint,进度:Number%):uint" tiptext="从一个颜色值平滑地混合到另一个颜色值。" version="1.0"/>

               <string helpurl="fl.motion:Color:interpolateTransform" name="interpolateTransform" object="[fl.motion.Color]" playername="" static="true" text="Color.interpolateTransform(%开始颜色:flash.geom:ColorTransform,最终颜色:flash.geom:ColorTransform,进度:Number%):flash.geom:ColorTransform" tiptext="从一个 ColorTransform 对象平滑地混合到另一个 ColorTransform 对象。" version="1.0"/>

               <string helpurl="fl.motion:Color:setTint" name="setTint" object="[fl.motion.Color]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:Color" id="Properties" name="属性" tiptext="Color 类的属性">

               <string helpurl="fl.motion:Color:brightness:get" name="brightness" object="[fl.motion.Color]" playername="" text=".brightness" tiptext="亮度的百分比(-1 到 1 之间的小数)。" version=""/>

               <string helpurl="fl.motion:Color:tintColor:get" name="tintColor" object="[fl.motion.Color]" playername="" text=".tintColor" tiptext="0xRRGGBB 形式的着色颜色值。" version=""/>

               <string helpurl="fl.motion:Color:tintMultiplier:get" name="tintMultiplier" object="[fl.motion.Color]" playername="" text=".tintMultiplier" tiptext="应用着色颜色的百分比(0 到 1 之间的小数值)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:DynamicMatrix,Object" helpurl="fl.motion:ColorMatrix" id="[fl.motion.ColorMatrix]" index="true" name="ColorMatrix" sort="true" tiptext="ColorMatrix 类根据给定的值计算和存储颜色矩阵。">

            <folder helpurl="fl.motion:ColorMatrix" id="Methods" name="方法" tiptext="ColorMatrix 类的方法">

               <string constructor="true" helpurl="fl.motion:ColorMatrix:ColorMatrix" name="ColorMatrix" object="[fl.motion.ColorMatrix]" playername="" text="new ColorMatrix(%%)" tiptext="根据给定的值计算和存储颜色矩阵。" version="1.0"/>

               <string helpurl="fl.motion:ColorMatrix:GetFlatArray" name="GetFlatArray" object="[fl.motion.ColorMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:ColorMatrix:SetBrightnessMatrix" name="SetBrightnessMatrix" object="[fl.motion.ColorMatrix]" playername="" text=".SetBrightnessMatrix(%值:Number%):void" tiptext="根据给定的值计算和存储亮度矩阵。" version="1.0"/>

               <string helpurl="fl.motion:ColorMatrix:SetContrastMatrix" name="SetContrastMatrix" object="[fl.motion.ColorMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:ColorMatrix:SetHueMatrix" name="SetHueMatrix" object="[fl.motion.ColorMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:ColorMatrix:SetSaturationMatrix" name="SetSaturationMatrix" object="[fl.motion.ColorMatrix]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:CustomEase" id="[fl.motion.CustomEase]" index="true" name="CustomEase" sort="true" 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。">

            <folder helpurl="fl.motion:CustomEase" id="Methods" name="方法" tiptext="CustomEase 类的方法">

               <string constructor="true" helpurl="fl.motion:CustomEase:CustomEase" name="CustomEase" object="[fl.motion.CustomEase]" playername="" text="new CustomEase(%[xml:XML=null]%)" tiptext="CustomEase 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:CustomEase:getValue" name="getValue" object="[fl.motion.CustomEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:CustomEase" id="Properties" name="属性" tiptext="CustomEase 类的属性">

               <string helpurl="fl.motion:CustomEase:points" name="points" object="[fl.motion.CustomEase]" playername="" text=".points" tiptext="自定义缓动曲线中的有序点集合。" version=""/>

               <string helpurl="fl.motion:CustomEase:target:get" name="target" object="[fl.motion.CustomEase]" playername="" text=".target" tiptext="要作为目标的动画属性的名称。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:DynamicMatrix" id="[fl.motion.DynamicMatrix]" index="true" name="DynamicMatrix" sort="true" tiptext="DynamicMatrix 类根据给定的值计算和存储一个矩阵。">

            <folder helpurl="fl.motion:DynamicMatrix" id="Methods" name="方法" tiptext="DynamicMatrix 类的方法">

               <string constructor="true" helpurl="fl.motion:DynamicMatrix:DynamicMatrix" name="DynamicMatrix" object="[fl.motion.DynamicMatrix]" playername="" text="new DynamicMatrix(%宽度:int,高度:int%)" tiptext="构造一个具有给定的行数和列数的矩阵。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:Add" name="Add" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:GetHeight" name="GetHeight" object="[fl.motion.DynamicMatrix]" playername="" text=".GetHeight(%%):Number" tiptext="返回当前矩阵中的行数。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:GetValue" name="GetValue" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:GetWidth" name="GetWidth" object="[fl.motion.DynamicMatrix]" playername="" text=".GetWidth(%%):Number" tiptext="返回当前矩阵中的列数。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:LoadIdentity" name="LoadIdentity" object="[fl.motion.DynamicMatrix]" playername="" text=".LoadIdentity(%%):void" tiptext="将当前矩阵设置为单位矩阵。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:LoadZeros" name="LoadZeros" object="[fl.motion.DynamicMatrix]" playername="" text=".LoadZeros(%%):void" tiptext="将当前矩阵中的所有值设置为零。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:MultiplyNumber" name="MultiplyNumber" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:Multiply" name="Multiply" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:SetValue" name="SetValue" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:DynamicMatrix" id="Properties" name="属性" tiptext="DynamicMatrix 类的属性">

               <string constant="true" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_APPEND" name="MATRIX_ORDER_APPEND" object="[fl.motion.DynamicMatrix]" playername="" text="DynamicMatrix.MATRIX_ORDER_APPEND" tiptext="指定在连接中后置矩阵。" version=""/>

               <string constant="true" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_PREPEND" name="MATRIX_ORDER_PREPEND" object="[fl.motion.DynamicMatrix]" playername="" text="DynamicMatrix.MATRIX_ORDER_PREPEND" tiptext="指定在连接中前置矩阵。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:FunctionEase" id="[fl.motion.FunctionEase]" index="true" name="FunctionEase" sort="true" 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)。">

            <folder helpurl="fl.motion:FunctionEase" id="Methods" name="方法" tiptext="FunctionEase 类的方法">

               <string constructor="true" helpurl="fl.motion:FunctionEase:FunctionEase" name="FunctionEase" object="[fl.motion.FunctionEase]" playername="" text="new FunctionEase(%[xml:XML=null]%)" tiptext="FunctionEase 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:FunctionEase:getValue" name="getValue" object="[fl.motion.FunctionEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:FunctionEase" id="Properties" name="属性" tiptext="FunctionEase 类的属性">

               <string helpurl="fl.motion:FunctionEase:easingFunction" name="easingFunction" object="[fl.motion.FunctionEase]" playername="" 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=""/>

               <string helpurl="fl.motion:FunctionEase:parameters" name="parameters" object="[fl.motion.FunctionEase]" playername="" text=".parameters" tiptext="要作为附加参数传递给缓动函数的可选值数组。" version=""/>

               <string helpurl="fl.motion:FunctionEase:functionName:get" name="functionName" object="[fl.motion.FunctionEase]" playername="" text=".functionName" tiptext="缓动函数的完全限定名称，如 fl.motion.easing.Bounce.easeOut()。" version=""/>

               <string helpurl="fl.motion:FunctionEase:target:get" name="target" object="[fl.motion.FunctionEase]" playername="" text=".target" tiptext="要作为目标的动画属性的名称。" version=""/>

            </folder>

         </folder>

         <folder helpurl="fl.motion:ITween" id="[fl.motion.ITween]" index="true" name="ITween" sort="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)。">

            <folder helpurl="fl.motion:ITween" id="Methods" name="方法" tiptext="ITween 类的方法">

               <string helpurl="fl.motion:ITween:getValue" name="getValue" object="[fl.motion.ITween]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:ITween" id="Properties" name="属性" tiptext="ITween 类的属性">

               <string helpurl="fl.motion:ITween:target:get" name="target" object="[fl.motion.ITween]" playername="" text=".target" tiptext="要作为目标的动画属性的名称。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:KeyframeBase,Object" helpurl="fl.motion:Keyframe" id="[fl.motion.Keyframe]" index="true" name="Keyframe" sort="true" tiptext="Keyframe 类定义补间动画中特定时间点的可视状态。">

            <folder helpurl="fl.motion:Keyframe" id="Methods" name="方法" tiptext="Keyframe 类的方法">

               <string constructor="true" helpurl="fl.motion:Keyframe:Keyframe" name="Keyframe" object="[fl.motion.Keyframe]" playername="" text="new Keyframe(%[xml:XML=null]%)" tiptext="关键帧实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:Keyframe:getTween" name="getTween" object="[fl.motion.Keyframe]" playername="" text=".getTween(%目标:String%):fl.motion:ITween" tiptext="检索特定动画属性的 ITween 对象。" version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:Keyframe" id="Properties" name="属性" tiptext="Keyframe 类的属性">

               <string helpurl="fl.motion:Keyframe:tweenScale" name="tweenScale" object="[fl.motion.Keyframe]" playername="" text=".tweenScale" tiptext="一个标志，它控制是否在补间期间插入缩放比例。" version=""/>

               <string helpurl="fl.motion:Keyframe:tweenSnap" name="tweenSnap" object="[fl.motion.Keyframe]" playername="" 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=""/>

               <string helpurl="fl.motion:Keyframe:tweenSync" name="tweenSync" object="[fl.motion.Keyframe]" playername="" 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=""/>

               <string helpurl="fl.motion:Keyframe:tweens" name="tweens" object="[fl.motion.Keyframe]" playername="" 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=""/>

               <string helpurl="fl.motion:Keyframe:tweensLength:get" name="tweensLength" object="[fl.motion.Keyframe]" playername="" text=".tweensLength" tiptext="补间的帧数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:KeyframeBase" id="[fl.motion.KeyframeBase]" index="true" name="KeyframeBase" sort="true" tiptext="KeyframeBase 类定义补间动画中特定时间的可视状态。">

            <folder helpurl="fl.motion:KeyframeBase" id="Methods" name="方法" tiptext="KeyframeBase 类的方法">

               <string constructor="true" helpurl="fl.motion:KeyframeBase:KeyframeBase" name="KeyframeBase" object="[fl.motion.KeyframeBase]" playername="" text="new KeyframeBase(%[xml:XML=null]%)" tiptext="关键帧实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:KeyframeBase:affectsTweenable" name="affectsTweenable" object="[fl.motion.KeyframeBase]" playername="" 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"/>

               <string helpurl="fl.motion:KeyframeBase:getValue" name="getValue" object="[fl.motion.KeyframeBase]" playername="" 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"/>

               <string helpurl="fl.motion:KeyframeBase:setAdjustColorProperty" name="setAdjustColorProperty" object="[fl.motion.KeyframeBase]" playername="" 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"/>

               <string helpurl="fl.motion:KeyframeBase:setValue" name="setValue" object="[fl.motion.KeyframeBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:KeyframeBase" id="Properties" name="属性" tiptext="KeyframeBase 类的属性">

               <string helpurl="fl.motion:KeyframeBase:adjustColorObjects" name="adjustColorObjects" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:blank" name="blank" object="[fl.motion.KeyframeBase]" playername="" text=".blank" tiptext="指示目标对象不应显示在该关键帧上。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:blendMode" name="blendMode" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:cacheAsBitmap" name="cacheAsBitmap" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:color" name="color" object="[fl.motion.KeyframeBase]" playername="" text=".color" tiptext="调整目标对象中的颜色转换的 Color 对象。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:filters" name="filters" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:firstFrame" name="firstFrame" object="[fl.motion.KeyframeBase]" playername="" text=".firstFrame" tiptext="存储补间动画第一帧的名称，它只影响图形元件。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:label" name="label" object="[fl.motion.KeyframeBase]" playername="" text=".label" tiptext="用于描述关键帧的字符串。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:loop" name="loop" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:matrix3D" name="matrix3D" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:matrix" name="matrix" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:orientToPath" name="orientToPath" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotateDirection" name="rotateDirection" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotateTimes" name="rotateTimes" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotationConcat" name="rotationConcat" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotationX" name="rotationX" object="[fl.motion.KeyframeBase]" playername="" text=".rotationX" tiptext="存储此关键帧的 rotationX 属性。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:rotationY" name="rotationY" object="[fl.motion.KeyframeBase]" playername="" text=".rotationY" tiptext="存储此关键帧的 rotationY 属性。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:scaleX" name="scaleX" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:scaleY" name="scaleY" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:skewX" name="skewX" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:skewY" name="skewY" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:useRotationConcat" name="useRotationConcat" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:x" name="x" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:y" name="y" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:z" name="z" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:index:get" name="index" object="[fl.motion.KeyframeBase]" playername="" text=".index" tiptext="关键帧在补间动画中的唯一时间值。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:rotation:get" name="rotation" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:tweensLength:get" name="tweensLength" object="[fl.motion.KeyframeBase]" playername="" text=".tweensLength" tiptext="补间的帧数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:MatrixTransformer" id="[fl.motion.MatrixTransformer]" index="true" name="MatrixTransformer" sort="true" 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。">

            <folder helpurl="fl.motion:MatrixTransformer" id="Methods" name="方法" tiptext="MatrixTransformer 类的方法">

               <string helpurl="fl.motion:MatrixTransformer:getRotationRadians" name="getRotationRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getRotationRadians(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的旋转角度(以弧度为单位)。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getRotation" name="getRotation" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getRotation(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的旋转角度(以度为单位)。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getScaleX" name="getScaleX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getScaleX(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的水平缩放比例。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getScaleY" name="getScaleY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getScaleY(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的垂直缩放比例。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewXRadians" name="getSkewXRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewXRadians(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的水平倾斜角度(以弧度为单位)。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewX" name="getSkewX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewX(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的水平倾斜角度(以度为单位)。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewYRadians" name="getSkewYRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewYRadians(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的垂直倾斜角度(以弧度为单位)。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewY" name="getSkewY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewY(%m:flash.geom:Matrix%):Number" tiptext="计算矩阵中的垂直倾斜角度(以度为单位)。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:matchInternalPointWithExternal" name="matchInternalPointWithExternal" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.matchInternalPointWithExternal(%m:flash.geom:Matrix,内部点:flash.geom:Point,外部点:flash.geom:Point%):void" tiptext="根据需要移动矩阵，将内部点与外部点对齐。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:rotateAroundExternalPoint" name="rotateAroundExternalPoint" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.rotateAroundExternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" tiptext="围绕在矩阵转换空间外定义的点旋转矩阵。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:rotateAroundInternalPoint" name="rotateAroundInternalPoint" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.rotateAroundInternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" tiptext="围绕在矩阵转换空间内定义的点旋转矩阵。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setRotationRadians" name="setRotationRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setRotationRadians(%m:flash.geom:Matrix,旋转:Number%):void" tiptext="更改矩阵中的旋转角度。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setRotation" name="setRotation" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setRotation(%m:flash.geom:Matrix,旋转:Number%):void" tiptext="更改矩阵中的旋转角度。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setScaleX" name="setScaleX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setScaleX(%m:flash.geom:Matrix,缩放X:Number%):void" tiptext="更改矩阵中的水平缩放比例。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setScaleY" name="setScaleY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setScaleY(%m:flash.geom:Matrix,缩放Y:Number%):void" tiptext="更改矩阵中的垂直缩放比例。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewXRadians" name="setSkewXRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewXRadians(%m:flash.geom:Matrix,倾斜X:Number%):void" tiptext="更改矩阵中的水平倾斜角度。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewX" name="setSkewX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewX(%m:flash.geom:Matrix,倾斜X:Number%):void" tiptext="更改矩阵中的水平倾斜角度。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewYRadians" name="setSkewYRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewYRadians(%m:flash.geom:Matrix,倾斜Y:Number%):void" tiptext="更改矩阵中的垂直倾斜角度。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewY" name="setSkewY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewY(%m:flash.geom:Matrix,倾斜Y:Number%):void" tiptext="更改矩阵中的垂直倾斜角度。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:MotionBase,Object" helpurl="fl.motion:Motion" id="[fl.motion.Motion]" index="true" name="Motion" sort="true" tiptext="Motion 类存储可应用于可视对象的关键帧动画序列。">

            <folder helpurl="fl.motion:Motion" id="Methods" name="方法" tiptext="Motion 类的方法">

               <string constructor="true" helpurl="fl.motion:Motion:Motion" name="Motion" object="[fl.motion.Motion]" playername="" text="new Motion(%[xml:XML=null]%)" tiptext="Motion 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:Motion:fromXMLString" name="fromXMLString" object="[fl.motion.Motion]" playername="" static="true" text="Motion.fromXMLString(%xml字符串:String%):fl.motion:Motion" tiptext="基于 XML 字符串创建 Motion 实例所需的方法。" version="1.0"/>

               <string helpurl="fl.motion:Motion:getColorTransform" name="getColorTransform" object="[fl.motion.Motion]" playername="" 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"/>

               <string helpurl="fl.motion:Motion:getFilters" name="getFilters" object="[fl.motion.Motion]" playername="" 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"/>

               <string helpurl="fl.motion:Motion:interpolateFilters" name="interpolateFilters" object="[fl.motion.Motion]" playername="" static="true" text="Motion.interpolateFilters(%开始滤镜:Array,最终滤镜:Array,进度:Number%):Array" 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"/>

               <string helpurl="fl.motion:Motion:interpolateFilter" name="interpolateFilter" object="[fl.motion.Motion]" playername="" static="true" text="Motion.interpolateFilter(%开始滤镜:flash.filters:BitmapFilter,最终滤镜:flash.filters:BitmapFilter,进度:Number%):flash.filters:BitmapFilter" tiptext="从一个 Filter 对象平滑混合到另一个 Filter 对象。" version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:Motion" id="Properties" name="属性" tiptext="Motion 类的属性">

               <string helpurl="fl.motion:Motion:source" name="source" object="[fl.motion.Motion]" playername="" 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=""/>

               <string helpurl="fl.motion:Motion:keyframesCompact:get" name="keyframesCompact" object="[fl.motion.Motion]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:MotionBase" id="[fl.motion.MotionBase]" index="true" name="MotionBase" sort="true" tiptext="MotionBase 类存储可应用于可视对象的关键帧动画序列。">

            <folder helpurl="fl.motion:MotionBase" id="Methods" name="方法" tiptext="MotionBase 类的方法">

               <string constructor="true" helpurl="fl.motion:MotionBase:MotionBase" name="MotionBase" object="[fl.motion.MotionBase]" playername="" text="new MotionBase(%[xml:XML=null]%)" tiptext="MotionBase 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:MotionBase:addFilterPropertyArray" name="addFilterPropertyArray" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:addKeyframe" name="addKeyframe" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:addPropertyArray" name="addPropertyArray" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getColorTransform" name="getColorTransform" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getCurrentKeyframe" name="getCurrentKeyframe" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getFilters" name="getFilters" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getMatrix3D" name="getMatrix3D" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getMatrix" name="getMatrix" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getNextKeyframe" name="getNextKeyframe" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getValue" name="getValue" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:initFilters" name="initFilters" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:overrideTargetTransform" name="overrideTargetTransform" object="[fl.motion.MotionBase]" playername="" text=".overrideTargetTransform(%[缩放:Boolean=true,倾斜:Boolean=true,旋转:Boolean=true]%):void" tiptext="" version=""/>

               <string helpurl="fl.motion:MotionBase:setValue" name="setValue" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:useRotationConcat" name="useRotationConcat" object="[fl.motion.MotionBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:MotionBase" id="Properties" name="属性" tiptext="MotionBase 类的属性">

               <string helpurl="fl.motion:MotionBase:keyframes" name="keyframes" object="[fl.motion.MotionBase]" playername="" text=".keyframes" tiptext="一个关键帧数组，定义动作行为随时间的变化。" version=""/>

               <string helpurl="fl.motion:MotionBase:duration:get" name="duration" object="[fl.motion.MotionBase]" playername="" text=".duration" tiptext="控制 Motion 实例的时间长度（按帧计算）。" version=""/>

               <string helpurl="fl.motion:MotionBase:is3D:get" name="is3D" object="[fl.motion.MotionBase]" playername="" text=".is3D" tiptext="指定此动画是否包含 3D 属性的更改。" version=""/>

               <string helpurl="fl.motion:MotionBase:initialMatrix:set" name="initialMatrix" object="[fl.motion.MotionBase]" playername="" text=".initialMatrix" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:initialPosition:set" name="initialPosition" object="[fl.motion.MotionBase]" playername="" text=".initialPosition" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:spanStart:set" name="spanStart" object="[fl.motion.MotionBase]" playername="" text=".spanStart" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:transformationPointZ:set" name="transformationPointZ" object="[fl.motion.MotionBase]" playername="" text=".transformationPointZ" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:transformationPoint:set" name="transformationPoint" object="[fl.motion.MotionBase]" playername="" text=".transformationPoint" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.motion:MotionEvent" id="[fl.motion.MotionEvent]" index="true" name="MotionEvent" sort="true" tiptext="MotionEvent 类表示 fl.motion.Animator 类广播的事件。">

            <folder helpurl="fl.motion:MotionEvent" id="Methods" name="方法" tiptext="MotionEvent 类的方法">

               <string constructor="true" helpurl="fl.motion:MotionEvent:MotionEvent" name="MotionEvent" object="[fl.motion.MotionEvent]" playername="" text="new MotionEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" tiptext="构造函数." version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:MotionEvent" id="Properties" name="属性" tiptext="MotionEvent 类的属性">

               <string constant="true" helpurl="fl.motion:MotionEvent:MOTION_END" name="MOTION_END" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.MOTION_END" 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=""/>

               <string constant="true" helpurl="fl.motion:MotionEvent:MOTION_START" name="MOTION_START" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.MOTION_START" tiptext="指示 Motion 实例已经开始播放。" version=""/>

               <string constant="true" helpurl="fl.motion:MotionEvent:MOTION_UPDATE" name="MOTION_UPDATE" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.MOTION_UPDATE" tiptext="指示 Motion 实例已更改并且屏幕已更新。" version=""/>

               <string constant="true" helpurl="fl.motion:MotionEvent:TIME_CHANGE" name="TIME_CHANGE" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.TIME_CHANGE" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:RotateDirection" id="[fl.motion.RotateDirection]" index="true" name="RotateDirection" sort="true" tiptext="RotateDirection 类在补间期间为旋转行为提供常数值。">

            <folder helpurl="fl.motion:RotateDirection" id="Properties" name="属性" tiptext="RotateDirection 类的属性">

               <string constant="true" helpurl="fl.motion:RotateDirection:AUTO" name="AUTO" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.AUTO" tiptext="选择一个需要最少转动量的旋转方向。" version=""/>

               <string constant="true" helpurl="fl.motion:RotateDirection:CCW" name="CCW" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.CCW" 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=""/>

               <string constant="true" helpurl="fl.motion:RotateDirection:CW" name="CW" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.CW" 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=""/>

               <string constant="true" helpurl="fl.motion:RotateDirection:NONE" name="NONE" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.NONE" tiptext="防止对象在到达下一个关键帧之前在补间期间旋转。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:SimpleEase" id="[fl.motion.SimpleEase]" index="true" name="SimpleEase" sort="true" 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。">

            <folder helpurl="fl.motion:SimpleEase" id="Methods" name="方法" tiptext="SimpleEase 类的方法">

               <string constructor="true" helpurl="fl.motion:SimpleEase:SimpleEase" name="SimpleEase" object="[fl.motion.SimpleEase]" playername="" text="new SimpleEase(%[xml:XML=null]%)" tiptext="SimpleEase 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.motion:SimpleEase:easeNone" name="easeNone" object="[fl.motion.SimpleEase]" playername="" static="true" text="SimpleEase.easeNone(%时间:Number,开始:Number,更改:Number,持续时间:Number%):Number" 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"/>

               <string helpurl="fl.motion:SimpleEase:easeQuadPercent" name="easeQuadPercent" object="[fl.motion.SimpleEase]" playername="" static="true" text="SimpleEase.easeQuadPercent(%时间:Number,开始:Number,更改:Number,持续时间:Number,百分比: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"/>

               <string helpurl="fl.motion:SimpleEase:getValue" name="getValue" object="[fl.motion.SimpleEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:SimpleEase" id="Properties" name="属性" tiptext="SimpleEase 类的属性">

               <string helpurl="fl.motion:SimpleEase:ease:get" name="ease" object="[fl.motion.SimpleEase]" playername="" 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=""/>

               <string helpurl="fl.motion:SimpleEase:target:get" name="target" object="[fl.motion.SimpleEase]" playername="" text=".target" tiptext="要作为目标的动画属性的名称。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:Source" id="[fl.motion.Source]" index="true" name="Source" sort="true" tiptext="Source 类存储有关生成 Motion 实例的上下文的信息。">

            <folder helpurl="fl.motion:Source" id="Methods" name="方法" tiptext="Source 类的方法">

               <string constructor="true" helpurl="fl.motion:Source:Source" name="Source" object="[fl.motion.Source]" playername="" text="new Source(%[xml:XML=null]%)" tiptext="Source 实例的构造函数。" version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:Source" id="Properties" name="属性" tiptext="Source 类的属性">

               <string helpurl="fl.motion:Source:dimensions" name="dimensions" object="[fl.motion.Source]" playername="" text=".dimensions" tiptext="指示生成 Motion 实例的对象的边框的位置和大小。" version=""/>

               <string helpurl="fl.motion:Source:elementType" name="elementType" object="[fl.motion.Source]" playername="" text=".elementType" tiptext="指示生成 Motion 实例的对象的类型。" version=""/>

               <string helpurl="fl.motion:Source:frameRate" name="frameRate" object="[fl.motion.Source]" playername="" text=".frameRate" tiptext="指示生成 Motion 实例的影片的每秒帧数。" version=""/>

               <string helpurl="fl.motion:Source:instanceName" name="instanceName" object="[fl.motion.Source]" playername="" text=".instanceName" tiptext="指示为生成 Motion 实例的影片剪辑指定的实例名称。" version=""/>

               <string helpurl="fl.motion:Source:linkageID" name="linkageID" object="[fl.motion.Source]" playername="" text=".linkageID" tiptext="指示生成 Motion 实例的元件的库链接标识符。" version=""/>

               <string helpurl="fl.motion:Source:rotation" name="rotation" object="[fl.motion.Source]" playername="" text=".rotation" tiptext="指示原始对象的旋转值。" version=""/>

               <string helpurl="fl.motion:Source:scaleX" name="scaleX" object="[fl.motion.Source]" playername="" text=".scaleX" tiptext="指示原始对象的 scaleX 值。" version=""/>

               <string helpurl="fl.motion:Source:scaleY" name="scaleY" object="[fl.motion.Source]" playername="" text=".scaleY" tiptext="指示原始对象的 scaleY 值。" version=""/>

               <string helpurl="fl.motion:Source:skewX" name="skewX" object="[fl.motion.Source]" playername="" text=".skewX" tiptext="指示原始对象的 skewX 值。" version=""/>

               <string helpurl="fl.motion:Source:skewY" name="skewY" object="[fl.motion.Source]" playername="" text=".skewY" tiptext="指示原始对象的 skewY 值。" version=""/>

               <string helpurl="fl.motion:Source:symbolName" name="symbolName" object="[fl.motion.Source]" playername="" text=".symbolName" tiptext="指示生成 Motion 实例的元件的名称。" version=""/>

               <string helpurl="fl.motion:Source:transformationPoint" name="transformationPoint" object="[fl.motion.Source]" playername="" 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=""/>

               <string helpurl="fl.motion:Source:x" name="x" object="[fl.motion.Source]" playername="" text=".x" tiptext="指示原始对象的 x 值。" version=""/>

               <string helpurl="fl.motion:Source:y" name="y" object="[fl.motion.Source]" playername="" text=".y" tiptext="指示原始对象的 y 值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:Tweenables" id="[fl.motion.Tweenables]" index="true" name="Tweenables" sort="true" tiptext="Tweenables 类为 MotionBase 和 KeyframeBase 类中使用的动画属性的名称提供常数值。">

            <folder helpurl="fl.motion:Tweenables" id="Properties" name="属性" tiptext="Tweenables 类的属性">

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION_CONCAT" name="ROTATION_CONCAT" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION_CONCAT" tiptext="rotationConcat 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION_X" name="ROTATION_X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION_X" tiptext="rotationX 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION_Y" name="ROTATION_Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION_Y" tiptext="rotationY 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION" name="ROTATION" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION" tiptext="rotation 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SCALE_X" name="SCALE_X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SCALE_X" tiptext="scaleX 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SCALE_Y" name="SCALE_Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SCALE_Y" tiptext="scaleY 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SKEW_X" name="SKEW_X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SKEW_X" tiptext="skewX 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SKEW_Y" name="SKEW_Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SKEW_Y" tiptext="skewY 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:X" name="X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.X" tiptext="x 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:Y" name="Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.Y" tiptext="y 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:Z" name="Z" object="[fl.motion.Tweenables]" playername="" text="Tweenables.Z" tiptext="z 属性的常量。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.motion.easing" id="fl.motion.easing" name="fl.motion.easing" sort="true" tiptext="fl.motion.easing 包的类">

         <folder asAncestors="Object" helpurl="fl.motion.easing:Back" id="[fl.motion.easing.Back]" index="true" name="Back" sort="true" tiptext="Back 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.motion.easing:Back" id="Methods" name="方法" tiptext="Back 类的方法">

               <string helpurl="fl.motion.easing:Back:easeInOut" name="easeInOut" object="[fl.motion.easing.Back]" playername="" static="true" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" 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"/>

               <string helpurl="fl.motion.easing:Back:easeIn" name="easeIn" object="[fl.motion.easing.Back]" playername="" static="true" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" 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"/>

               <string helpurl="fl.motion.easing:Back:easeOut" name="easeOut" object="[fl.motion.easing.Back]" playername="" static="true" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Bounce" id="[fl.motion.easing.Bounce]" index="true" name="Bounce" sort="true" 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。">

            <folder helpurl="fl.motion.easing:Bounce" id="Methods" name="方法" tiptext="Bounce 类的方法">

               <string helpurl="fl.motion.easing:Bounce:easeInOut" name="easeInOut" object="[fl.motion.easing.Bounce]" playername="" static="true" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Bounce:easeIn" name="easeIn" object="[fl.motion.easing.Bounce]" playername="" static="true" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Bounce:easeOut" name="easeOut" object="[fl.motion.easing.Bounce]" playername="" static="true" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Circular" id="[fl.motion.easing.Circular]" index="true" name="Circular" sort="true" tiptext="Circular 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.motion.easing:Circular" id="Methods" name="方法" tiptext="Circular 类的方法">

               <string helpurl="fl.motion.easing:Circular:easeInOut" name="easeInOut" object="[fl.motion.easing.Circular]" playername="" static="true" text="Circular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Circular:easeIn" name="easeIn" object="[fl.motion.easing.Circular]" playername="" static="true" text="Circular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Circular:easeOut" name="easeOut" object="[fl.motion.easing.Circular]" playername="" static="true" text="Circular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Cubic" id="[fl.motion.easing.Cubic]" index="true" name="Cubic" sort="true" tiptext="Cubic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.motion.easing:Cubic" id="Methods" name="方法" tiptext="Cubic 类的方法">

               <string helpurl="fl.motion.easing:Cubic:easeInOut" name="easeInOut" object="[fl.motion.easing.Cubic]" playername="" static="true" text="Cubic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Cubic:easeIn" name="easeIn" object="[fl.motion.easing.Cubic]" playername="" static="true" text="Cubic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Cubic:easeOut" name="easeOut" object="[fl.motion.easing.Cubic]" playername="" static="true" text="Cubic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Elastic" id="[fl.motion.easing.Elastic]" index="true" name="Elastic" sort="true" 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。">

            <folder helpurl="fl.motion.easing:Elastic" id="Methods" name="方法" tiptext="Elastic 类的方法">

               <string helpurl="fl.motion.easing:Elastic:easeInOut" name="easeInOut" object="[fl.motion.easing.Elastic]" playername="" static="true" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" 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"/>

               <string helpurl="fl.motion.easing:Elastic:easeIn" name="easeIn" object="[fl.motion.easing.Elastic]" playername="" static="true" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" 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"/>

               <string helpurl="fl.motion.easing:Elastic:easeOut" name="easeOut" object="[fl.motion.easing.Elastic]" playername="" static="true" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Exponential" id="[fl.motion.easing.Exponential]" index="true" name="Exponential" sort="true" tiptext="Exponential 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.motion.easing:Exponential" id="Methods" name="方法" tiptext="Exponential 类的方法">

               <string helpurl="fl.motion.easing:Exponential:easeInOut" name="easeInOut" object="[fl.motion.easing.Exponential]" playername="" static="true" text="Exponential.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Exponential:easeIn" name="easeIn" object="[fl.motion.easing.Exponential]" playername="" static="true" text="Exponential.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Exponential:easeOut" name="easeOut" object="[fl.motion.easing.Exponential]" playername="" static="true" text="Exponential.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Linear" id="[fl.motion.easing.Linear]" index="true" name="Linear" sort="true" tiptext="Linear 类定义缓动函数，以实现具有 ActionScript 动画的非加速动作。">

            <folder helpurl="fl.motion.easing:Linear" id="Methods" name="方法" tiptext="Linear 类的方法">

               <string helpurl="fl.motion.easing:Linear:easeInOut" name="easeInOut" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法定义一种没有加速的持续运动。" version="1.0"/>

               <string helpurl="fl.motion.easing:Linear:easeIn" name="easeIn" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法定义一种没有加速的持续运动。" version="1.0"/>

               <string helpurl="fl.motion.easing:Linear:easeNone" name="easeNone" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeNone() 方法定义一种没有加速的持续运动。" version="1.0"/>

               <string helpurl="fl.motion.easing:Linear:easeOut" name="easeOut" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法定义一种没有加速的持续运动。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Quadratic" id="[fl.motion.easing.Quadratic]" index="true" name="Quadratic" sort="true" tiptext="Quadratic 类定义三个缓动函数，以实现具有 ActionScript 动画的加速动作。">

            <folder helpurl="fl.motion.easing:Quadratic" id="Methods" name="方法" tiptext="Quadratic 类的方法">

               <string helpurl="fl.motion.easing:Quadratic:easeInOut" name="easeInOut" object="[fl.motion.easing.Quadratic]" playername="" static="true" text="Quadratic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Quadratic:easeIn" name="easeIn" object="[fl.motion.easing.Quadratic]" playername="" static="true" text="Quadratic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Quadratic:easeOut" name="easeOut" object="[fl.motion.easing.Quadratic]" playername="" static="true" text="Quadratic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Quartic" id="[fl.motion.easing.Quartic]" index="true" name="Quartic" sort="true" tiptext="Quartic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.motion.easing:Quartic" id="Methods" name="方法" tiptext="Quartic 类的方法">

               <string helpurl="fl.motion.easing:Quartic:easeInOut" name="easeInOut" object="[fl.motion.easing.Quartic]" playername="" static="true" text="Quartic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Quartic:easeIn" name="easeIn" object="[fl.motion.easing.Quartic]" playername="" static="true" text="Quartic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Quartic:easeOut" name="easeOut" object="[fl.motion.easing.Quartic]" playername="" static="true" text="Quartic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Quintic" id="[fl.motion.easing.Quintic]" index="true" name="Quintic" sort="true" tiptext="Quintic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.motion.easing:Quintic" id="Methods" name="方法" tiptext="Quintic 类的方法">

               <string helpurl="fl.motion.easing:Quintic:easeInOut" name="easeInOut" object="[fl.motion.easing.Quintic]" playername="" static="true" text="Quintic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Quintic:easeIn" name="easeIn" object="[fl.motion.easing.Quintic]" playername="" static="true" text="Quintic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Quintic:easeOut" name="easeOut" object="[fl.motion.easing.Quintic]" playername="" static="true" text="Quintic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Sine" id="[fl.motion.easing.Sine]" index="true" name="Sine" sort="true" tiptext="Sine 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.motion.easing:Sine" id="Methods" name="方法" tiptext="Sine 类的方法">

               <string helpurl="fl.motion.easing:Sine:easeInOut" name="easeInOut" object="[fl.motion.easing.Sine]" playername="" static="true" text="Sine.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Sine:easeIn" name="easeIn" object="[fl.motion.easing.Sine]" playername="" static="true" text="Sine.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.motion.easing:Sine:easeOut" name="easeOut" object="[fl.motion.easing.Sine]" playername="" static="true" text="Sine.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.rsl" id="fl.rsl" name="fl.rsl" sort="true" tiptext="fl.rsl 包的类">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.rsl:RSLInfo" id="[fl.rsl.RSLInfo]" index="true" name="RSLInfo" sort="true" tiptext="RSLInfo 类允许您指定 RSL（运行时共享库）文件的用途。">

            <folder helpurl="fl.rsl:RSLInfo" id="Methods" name="方法" tiptext="RSLInfo 类的方法">

               <string constructor="true" helpurl="fl.rsl:RSLInfo:RSLInfo" name="RSLInfo" object="[fl.rsl.RSLInfo]" playername="" text="new RSLInfo(%%)" tiptext="构造函数." version="2"/>

               <string helpurl="fl.rsl:RSLInfo:addEntry" name="addEntry" object="[fl.rsl.RSLInfo]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLInfo:load" name="load" object="[fl.rsl.RSLInfo]" playername="" text=".load(%%):void" tiptext="开始下载 RSL。" version="2"/>

            </folder>

            <folder helpurl="fl.rsl:RSLInfo" id="Properties" name="属性" tiptext="RSLInfo 类的属性">

               <string helpurl="fl.rsl:RSLInfo:bytesLoaded:get" name="bytesLoaded" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:bytesTotal:get" name="bytesTotal" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:complete:get" name="complete" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:currentAttemptIndex:get" name="currentAttemptIndex" object="[fl.rsl.RSLInfo]" playername="" text=".currentAttemptIndex" tiptext="返回当前尝试下载的 URL 的索引。" version=""/>

               <string helpurl="fl.rsl:RSLInfo:failed:get" name="failed" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:loader:get" name="loader" object="[fl.rsl.RSLInfo]" playername="" text=".loader" tiptext="返回用于下载 RSL 的加载程序。" version=""/>

               <string helpurl="fl.rsl:RSLInfo:policyFileURLs:get" name="policyFileURLs" object="[fl.rsl.RSLInfo]" playername="" text=".policyFileURLs" tiptext="返回已通过 addEntry() 添加的策略文件 URL 的数组。" version=""/>

               <string helpurl="fl.rsl:RSLInfo:rslURLs:get" name="rslURLs" object="[fl.rsl.RSLInfo]" playername="" text=".rslURLs" tiptext="返回通过 addEntry() 添加的 RSL URL 的数组。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.rsl:RSLPreloader" id="[fl.rsl.RSLPreloader]" index="true" name="RSLPreloader" sort="true" 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。">

            <folder helpurl="fl.rsl:RSLPreloader" id="Methods" name="方法" tiptext="RSLPreloader 类的方法">

               <string constructor="true" helpurl="fl.rsl:RSLPreloader:RSLPreloader" name="RSLPreloader" object="[fl.rsl.RSLPreloader]" playername="" text="new RSLPreloader(%[主时间轴:flash.display:MovieClip=null]%)" tiptext="构造函数." version="2"/>

               <string helpurl="fl.rsl:RSLPreloader:addRSLInfo" name="addRSLInfo" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLPreloader:getRSLInfoAt" name="getRSLInfoAt" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLPreloader:loadContent" name="loadContent" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLPreloader:start" name="start" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.rsl:RSLPreloader" id="Properties" name="属性" tiptext="RSLPreloader 类的属性">

               <string helpurl="fl.rsl:RSLPreloader:debugWaitTime:get" name="debugWaitTime" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLPreloader:numRSLInfos:get" name="numRSLInfos" object="[fl.rsl.RSLPreloader]" playername="" text=".numRSLInfos" tiptext="通过 addRSLInfo() 添加的 RSLInfo 实例数。" version=""/>

            </folder>

            <folder helpurl="fl.rsl:RSLPreloader" id="Events" name="事件" tiptext="RSLPreloader 类的事件">

               <string helpurl="fl.rsl:RSLPreloader__rslLoadFailed" name="rslLoadFailed" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLPreloader__rslProgress" name="rslProgress" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLPreloader__rslLoadComplete" name="rslLoadComplete" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.rsl:RSLInfo,flash.events:EventDispatcher,Object" helpurl="fl.rsl:SWZInfo" id="[fl.rsl.SWZInfo]" index="true" name="SWZInfo" sort="true" 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)。">

            <folder helpurl="fl.rsl:SWZInfo" id="Methods" name="方法" tiptext="SWZInfo 类的方法">

               <string constructor="true" helpurl="fl.rsl:SWZInfo:SWZInfo" name="SWZInfo" object="[fl.rsl.SWZInfo]" playername="" text="new SWZInfo(%摘要:String%)" tiptext="构造函数." version="2"/>

            </folder>

            <folder helpurl="fl.rsl:SWZInfo" id="Properties" name="属性" tiptext="SWZInfo 类的属性">

               <string helpurl="fl.rsl:SWZInfo:digest:get" name="digest" object="[fl.rsl.SWZInfo]" playername="" text=".digest" tiptext="返回在构造函数中设置的只读摘要。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.text" id="fl.text" name="fl.text" sort="true" tiptext="fl.text 包的类">

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.text:TLFTextField" id="[fl.text.TLFTextField]" index="true" name="TLFTextField" sort="true" 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。">

            <folder helpurl="fl.text:TLFTextField" id="Methods" name="方法" tiptext="TLFTextField 类的方法">

               <string constructor="true" helpurl="fl.text:TLFTextField:TLFTextField" name="TLFTextField" object="[fl.text.TLFTextField]" playername="" text="new TLFTextField(%%)" tiptext="TLFTextField 对象的构造函数。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:appendText" name="appendText" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getCharBoundaries" name="getCharBoundaries" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getCharIndexAtPoint" name="getCharIndexAtPoint" object="[fl.text.TLFTextField]" playername="" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="返回从零开始的字符索引值。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getFirstCharInParagraph" name="getFirstCharInParagraph" object="[fl.text.TLFTextField]" playername="" text=".getFirstCharInParagraph(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getImageReference" name="getImageReference" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineIndexAtPoint" name="getLineIndexAtPoint" object="[fl.text.TLFTextField]" playername="" text=".getLineIndexAtPoint(%x:Number,y:Number%):int" tiptext="指定点处行的索引值(从零开始)。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getLineIndexOfChar" name="getLineIndexOfChar" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineLength" name="getLineLength" object="[fl.text.TLFTextField]" playername="" text=".getLineLength(%行索引:int%):int" tiptext="返回特定文本行中的字符数。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getLineMetrics" name="getLineMetrics" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineOffset" name="getLineOffset" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineText" name="getLineText" object="[fl.text.TLFTextField]" playername="" text=".getLineText(%行索引:int%):String" tiptext="指定行中包含的文本字符串。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getParagraphLength" name="getParagraphLength" object="[fl.text.TLFTextField]" playername="" text=".getParagraphLength(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getTextFormat" name="getTextFormat" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:isFontCompatible" name="isFontCompatible" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:replaceSelectedText" name="replaceSelectedText" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:replaceText" name="replaceText" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:setSelection" name="setSelection" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:setTextFormat" name="setTextFormat" object="[fl.text.TLFTextField]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.text:TLFTextField" id="Properties" name="属性" tiptext="TLFTextField 类的属性">

               <string helpurl="fl.text:TLFTextField:alwaysShowSelection:get" name="alwaysShowSelection" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:antiAliasType:get" name="antiAliasType" object="[fl.text.TLFTextField]" playername="" text=".antiAliasType" tiptext="用于此文本字段的消除锯齿类型。" version=""/>

               <string helpurl="fl.text:TLFTextField:autoSize:get" name="autoSize" object="[fl.text.TLFTextField]" playername="" text=".autoSize" tiptext="控制文本字段的自动大小调整和对齐。" version=""/>

               <string helpurl="fl.text:TLFTextField:backgroundAlpha:get" name="backgroundAlpha" object="[fl.text.TLFTextField]" playername="" text=".backgroundAlpha" tiptext="指定文本字段背景的 Alpha 值。" version=""/>

               <string helpurl="fl.text:TLFTextField:backgroundColor:get" name="backgroundColor" object="[fl.text.TLFTextField]" playername="" text=".backgroundColor" tiptext="指定文本字段背景的颜色。" version=""/>

               <string helpurl="fl.text:TLFTextField:background:get" name="background" object="[fl.text.TLFTextField]" playername="" text=".background" tiptext="指定文本字段是否具有背景填充。" version=""/>

               <string helpurl="fl.text:TLFTextField:blockProgression:get" name="blockProgression" object="[fl.text.TLFTextField]" playername="" text=".blockProgression" tiptext="指定线位置的垂直或水平行进。" version=""/>

               <string helpurl="fl.text:TLFTextField:borderAlpha:get" name="borderAlpha" object="[fl.text.TLFTextField]" playername="" text=".borderAlpha" tiptext="指定边框的 Alpha 值。" version=""/>

               <string helpurl="fl.text:TLFTextField:borderColor:get" name="borderColor" object="[fl.text.TLFTextField]" playername="" text=".borderColor" tiptext="指定文本字段边框的颜色。" version=""/>

               <string helpurl="fl.text:TLFTextField:borderWidth:get" name="borderWidth" object="[fl.text.TLFTextField]" playername="" text=".borderWidth" tiptext="指定边框的宽度。" version=""/>

               <string helpurl="fl.text:TLFTextField:border:get" name="border" object="[fl.text.TLFTextField]" playername="" text=".border" tiptext="指定文本字段是否具有边框。" version=""/>

               <string helpurl="fl.text:TLFTextField:bottomScrollV:get" name="bottomScrollV" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:caretIndex:get" name="caretIndex" object="[fl.text.TLFTextField]" playername="" text=".caretIndex" tiptext="插入点(尖号)位置的索引。" version=""/>

               <string helpurl="fl.text:TLFTextField:columnCount:get" name="columnCount" object="[fl.text.TLFTextField]" playername="" text=".columnCount" tiptext="文本列数（如果在层叠期间未定义，则使用默认值）。" version=""/>

               <string helpurl="fl.text:TLFTextField:columnGap:get" name="columnGap" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:columnWidth:get" name="columnWidth" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:condenseWhite:get" name="condenseWhite" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:defaultTextFormat:get" name="defaultTextFormat" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:direction:get" name="direction" object="[fl.text.TLFTextField]" playername="" text=".direction" tiptext="指定文本在文本块中的默认双向嵌入级别。" version=""/>

               <string helpurl="fl.text:TLFTextField:displayAsPassword:get" name="displayAsPassword" object="[fl.text.TLFTextField]" playername="" text=".displayAsPassword" tiptext="指定文本字段是否是密码文本字段。" version=""/>

               <string helpurl="fl.text:TLFTextField:embedFonts:get" name="embedFonts" object="[fl.text.TLFTextField]" playername="" text=".embedFonts" tiptext="指定是否使用嵌入字体轮廓进行呈现。" version=""/>

               <string helpurl="fl.text:TLFTextField:firstBaselineOffset:get" name="firstBaselineOffset" object="[fl.text.TLFTextField]" playername="" text=".firstBaselineOffset" tiptext="指定容器中第一行的基线位置。" version=""/>

               <string helpurl="fl.text:TLFTextField:gridFitType:get" name="gridFitType" object="[fl.text.TLFTextField]" playername="" text=".gridFitType" tiptext="用于此文本字段的网格固定类型。" version=""/>

               <string helpurl="fl.text:TLFTextField:htmlText:get" name="htmlText" object="[fl.text.TLFTextField]" playername="" text=".htmlText" tiptext="包含文本字段内容的 HTML 表示形式。" version=""/>

               <string helpurl="fl.text:TLFTextField:length:get" name="length" object="[fl.text.TLFTextField]" playername="" text=".length" tiptext="文本字段中的字符数。" version=""/>

               <string helpurl="fl.text:TLFTextField:maxChars:get" name="maxChars" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:maxScrollH:get" name="maxScrollH" object="[fl.text.TLFTextField]" playername="" text=".maxScrollH" tiptext="scrollH 的最大值。" version=""/>

               <string helpurl="fl.text:TLFTextField:maxScrollV:get" name="maxScrollV" object="[fl.text.TLFTextField]" playername="" text=".maxScrollV" tiptext="scrollV 的最大值。" version=""/>

               <string helpurl="fl.text:TLFTextField:mouseWheelEnabled:get" name="mouseWheelEnabled" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:multiline:get" name="multiline" object="[fl.text.TLFTextField]" playername="" text=".multiline" tiptext="指示文本字段是否为多行文本字段。" version=""/>

               <string helpurl="fl.text:TLFTextField:numLines:get" name="numLines" object="[fl.text.TLFTextField]" playername="" text=".numLines" tiptext="定义多行文本字段中的文本行数。" version=""/>

               <string helpurl="fl.text:TLFTextField:paddingBottom:get" name="paddingBottom" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:paddingLeft:get" name="paddingLeft" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:paddingRight:get" name="paddingRight" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:paddingTop:get" name="paddingTop" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:restrict:get" name="restrict" object="[fl.text.TLFTextField]" playername="" text=".restrict" tiptext="指示用户可输入到文本字段中的字符集。" version=""/>

               <string helpurl="fl.text:TLFTextField:scrollH:get" name="scrollH" object="[fl.text.TLFTextField]" playername="" text=".scrollH" tiptext="当前水平滚动位置。" version=""/>

               <string helpurl="fl.text:TLFTextField:scrollV:get" name="scrollV" object="[fl.text.TLFTextField]" playername="" text=".scrollV" tiptext="文本在文本字段中的垂直位置。" version=""/>

               <string helpurl="fl.text:TLFTextField:selectable:get" name="selectable" object="[fl.text.TLFTextField]" playername="" text=".selectable" tiptext="一个布尔值，指示文本字段是否可选。" version=""/>

               <string helpurl="fl.text:TLFTextField:selectionBeginIndex:get" name="selectionBeginIndex" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:selectionEndIndex:get" name="selectionEndIndex" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:sharpness:get" name="sharpness" object="[fl.text.TLFTextField]" playername="" text=".sharpness" tiptext="清晰度不适用于 TLF 文本字段。" version=""/>

               <string helpurl="fl.text:TLFTextField:styleSheet:get" name="styleSheet" object="[fl.text.TLFTextField]" playername="" text=".styleSheet" tiptext="TLF 文本字段不支持样式表。" version=""/>

               <string helpurl="fl.text:TLFTextField:textColor:get" name="textColor" object="[fl.text.TLFTextField]" playername="" text=".textColor" tiptext="文本字段中文本的颜色(采用十六进制格式)。" version=""/>

               <string helpurl="fl.text:TLFTextField:textFlow:get" name="textFlow" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:textHeight:get" name="textHeight" object="[fl.text.TLFTextField]" playername="" text=".textHeight" tiptext="文本的高度，以像素为单位。" version=""/>

               <string helpurl="fl.text:TLFTextField:textWidth:get" name="textWidth" object="[fl.text.TLFTextField]" playername="" text=".textWidth" tiptext="文本的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.text:TLFTextField:text:get" name="text" object="[fl.text.TLFTextField]" playername="" text=".text" tiptext="作为文本字段中当前文本的字符串。" version=""/>

               <string helpurl="fl.text:TLFTextField:thickness:get" name="thickness" object="[fl.text.TLFTextField]" playername="" text=".thickness" tiptext="thickness 属性不适用于 TLF 文本字段。" version=""/>

               <string helpurl="fl.text:TLFTextField:tlfMarkup:get" name="tlfMarkup" object="[fl.text.TLFTextField]" playername="" text=".tlfMarkup" tiptext="设置或获取 TLF 文本字段中文本的 TLF 标记。" version=""/>

               <string helpurl="fl.text:TLFTextField:type:get" name="type" object="[fl.text.TLFTextField]" playername="" text=".type" tiptext="文本字段的类型。" version=""/>

               <string helpurl="fl.text:TLFTextField:useRichTextClipboard:get" name="useRichTextClipboard" object="[fl.text.TLFTextField]" playername="" text=".useRichTextClipboard" tiptext="指定是否将文本格式随文本一起复制到剪贴板。" version=""/>

               <string helpurl="fl.text:TLFTextField:verticalAlign:get" name="verticalAlign" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField:wordWrap:get" name="wordWrap" object="[fl.text.TLFTextField]" playername="" text=".wordWrap" tiptext="一个布尔值，指示文本字段是否自动换行。" version=""/>

            </folder>

            <folder helpurl="fl.text:TLFTextField" id="Events" name="事件" tiptext="TLFTextField 类的事件">

               <string helpurl="fl.text:TLFTextField_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField_flash.events.Event.SCROLL_scroll" name="scroll" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField_flash.events.TextEvent.LINK_link" name="link" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField_flash.events.Event.CHANGE_change" name="change" object="[fl.text.TLFTextField]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.transitions" id="fl.transitions" name="fl.transitions" sort="true" tiptext="fl.transitions 包的类">

         <folder asAncestors="fl.transitions:Transition,flash.events:EventDispatcher,Object" helpurl="fl.transitions:Iris" id="[fl.transitions.Iris]" index="true" name="Iris" sort="true" 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。">

            <folder helpurl="fl.transitions:Iris" id="Properties" name="属性" tiptext="Iris 类的属性">

               <string constant="true" helpurl="fl.transitions:Iris:CIRCLE" name="CIRCLE" object="[fl.transitions.Iris]" playername="" text="Iris.CIRCLE" tiptext="用于为过渡效果指定圆形遮罩。" version=""/>

               <string constant="true" helpurl="fl.transitions:Iris:SQUARE" name="SQUARE" object="[fl.transitions.Iris]" playername="" text="Iris.SQUARE" tiptext="用于为过渡效果指定方形遮罩。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.transitions:Transition" id="[fl.transitions.Transition]" index="true" name="Transition" sort="true" tiptext="Transition 类是所有过渡类的基类。">

            <folder helpurl="fl.transitions:Transition" id="Properties" name="属性" tiptext="Transition 类的属性">

               <string constant="true" helpurl="fl.transitions:Transition:IN" name="IN" object="[fl.transitions.Transition]" playername="" text="Transition.IN" tiptext="确定缓动类型的 direction 属性的常量。" version=""/>

               <string constant="true" helpurl="fl.transitions:Transition:OUT" name="OUT" object="[fl.transitions.Transition]" playername="" text="Transition.OUT" tiptext="确定缓动类型的 direction 属性的常量。" version=""/>

               <string helpurl="fl.transitions:Transition:direction:get" name="direction" object="[fl.transitions.Transition]" playername="" text=".direction" tiptext="确定补间实例的缓动方向。" version=""/>

               <string helpurl="fl.transitions:Transition:duration:get" name="duration" object="[fl.transitions.Transition]" playername="" text=".duration" tiptext="确定补间实例的时间长度。" version=""/>

               <string helpurl="fl.transitions:Transition:easing:get" name="easing" object="[fl.transitions.Transition]" playername="" text=".easing" tiptext="设置动画的补间效果。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.transitions:TransitionManager" id="[fl.transitions.TransitionManager]" index="true" name="TransitionManager" sort="true" tiptext="TransitionManager 类定义动画效果。">

            <folder helpurl="fl.transitions:TransitionManager" id="Methods" name="方法" tiptext="TransitionManager 类的方法">

               <string constructor="true" helpurl="fl.transitions:TransitionManager:TransitionManager" name="TransitionManager" object="[fl.transitions.TransitionManager]" playername="" text="new TransitionManager(%内容:flash.display:MovieClip%)" tiptext="用于创建新 TransitionManager 实例的构造函数。" version="1.0"/>

               <string helpurl="fl.transitions:TransitionManager:startTransition" name="startTransition" object="[fl.transitions.TransitionManager]" playername="" 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"/>

               <string helpurl="fl.transitions:TransitionManager:start" name="start" object="[fl.transitions.TransitionManager]" playername="" static="true" text="TransitionManager.start(%内容:flash.display:MovieClip,过渡参数:Object%):fl.transitions:Transition" 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"/>

            </folder>

            <folder helpurl="fl.transitions:TransitionManager" id="Properties" name="属性" tiptext="TransitionManager 类的属性">

               <string helpurl="fl.transitions:TransitionManager:contentAppearance:get" name="contentAppearance" object="[fl.transitions.TransitionManager]" playername="" 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=""/>

               <string helpurl="fl.transitions:TransitionManager:content:get" name="content" object="[fl.transitions.TransitionManager]" playername="" text=".content" tiptext="TransitionManager 要对其应用过渡的影片剪辑实例。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.transitions:Tween" id="[fl.transitions.Tween]" index="true" name="Tween" sort="true" 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。">

            <folder helpurl="fl.transitions:Tween" id="Methods" name="方法" tiptext="Tween 类的方法">

               <string constructor="true" helpurl="fl.transitions:Tween:Tween" name="Tween" object="[fl.transitions.Tween]" playername="" 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]%)" tiptext="创建 Tween 类的实例。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:continueTo" name="continueTo" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:fforward" name="fforward" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:nextFrame" name="nextFrame" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:prevFrame" name="prevFrame" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:resume" name="resume" object="[fl.transitions.Tween]" playername="" text=".resume(%%):void" tiptext="继续播放已停止的补间动画。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:rewind" name="rewind" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:start" name="start" object="[fl.transitions.Tween]" playername="" text=".start(%%):void" tiptext="从开始点开始播放补间动画。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:stop" name="stop" object="[fl.transitions.Tween]" playername="" text=".stop(%%):void" tiptext="在当前值停止播放补间动画。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:yoyo" name="yoyo" object="[fl.transitions.Tween]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.transitions:Tween" id="Properties" name="属性" tiptext="Tween 类的属性">

               <string helpurl="fl.transitions:Tween:begin" name="begin" object="[fl.transitions.Tween]" playername="" text=".begin" tiptext="补间开始前目标对象的指定属性的初始值。" version=""/>

               <string helpurl="fl.transitions:Tween:func" name="func" object="[fl.transitions.Tween]" playername="" text=".func" tiptext="用于补间的缓动函数。" version=""/>

               <string helpurl="fl.transitions:Tween:isPlaying" name="isPlaying" object="[fl.transitions.Tween]" playername="" text=".isPlaying" tiptext="指示当前是否正在播放补间动画。" version=""/>

               <string helpurl="fl.transitions:Tween:looping" name="looping" object="[fl.transitions.Tween]" playername="" text=".looping" tiptext="指示补间是否将循环。" version=""/>

               <string helpurl="fl.transitions:Tween:obj" name="obj" object="[fl.transitions.Tween]" playername="" text=".obj" tiptext="正在进行补间的目标对象。" version=""/>

               <string helpurl="fl.transitions:Tween:prop" name="prop" object="[fl.transitions.Tween]" playername="" text=".prop" tiptext="受目标对象的补间影响的属性的名称。" version=""/>

               <string helpurl="fl.transitions:Tween:useSeconds" name="useSeconds" object="[fl.transitions.Tween]" playername="" text=".useSeconds" tiptext="指示补间是否播放一段时间或帧数。" version=""/>

               <string helpurl="fl.transitions:Tween:FPS:get" name="FPS" object="[fl.transitions.Tween]" playername="" text=".FPS" tiptext="计算到补间动画中的每秒帧数。" version=""/>

               <string helpurl="fl.transitions:Tween:duration:get" name="duration" object="[fl.transitions.Tween]" playername="" text=".duration" tiptext="补间动画的持续时间，以帧或秒为单位。" version=""/>

               <string helpurl="fl.transitions:Tween:finish:get" name="finish" object="[fl.transitions.Tween]" playername="" text=".finish" tiptext="一个数字，指示要补间的目标对象属性的结束值。" version=""/>

               <string helpurl="fl.transitions:Tween:position:get" name="position" object="[fl.transitions.Tween]" playername="" text=".position" tiptext="要补间的目标对象属性的当前值。" version=""/>

               <string helpurl="fl.transitions:Tween:time:get" name="time" object="[fl.transitions.Tween]" playername="" text=".time" tiptext="动画持续时间内的当前时间。" version=""/>

            </folder>

            <folder helpurl="fl.transitions:Tween" id="Events" name="事件" tiptext="Tween 类的事件">

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_STOP_motionStop" name="motionStop" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_START_motionStart" name="motionStart" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_RESUME_motionResume" name="motionResume" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_LOOP_motionLoop" name="motionLoop" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_FINISH_motionFinish" name="motionFinish" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_CHANGE_motionChange" name="motionChange" object="[fl.transitions.Tween]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.transitions:TweenEvent" id="[fl.transitions.TweenEvent]" index="true" name="TweenEvent" sort="true" tiptext="TweenEvent 类表示 fl.transitions.Tween 类广播的事件。">

            <folder helpurl="fl.transitions:TweenEvent" id="Methods" name="方法" tiptext="TweenEvent 类的方法">

               <string constructor="true" helpurl="fl.transitions:TweenEvent:TweenEvent" name="TweenEvent" object="[fl.transitions.TweenEvent]" playername="" text="new TweenEvent(%类型:String,时间:Number,位置:Number[,冒泡:Boolean=false,可取消:Boolean=false]%)" tiptext="TweenEvent 对象的构造函数。" version="1.0"/>

            </folder>

            <folder helpurl="fl.transitions:TweenEvent" id="Properties" name="属性" tiptext="TweenEvent 类的属性">

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_CHANGE" name="MOTION_CHANGE" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_CHANGE" tiptext="指示 Tween 已发生更改并且屏幕已更新。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_FINISH" name="MOTION_FINISH" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_FINISH" tiptext="指示 Tween 已到达末尾并已完成。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_LOOP" name="MOTION_LOOP" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_LOOP" tiptext="指示 Tween 已在循环模式下从头开始重新播放。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_RESUME" name="MOTION_RESUME" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_RESUME" tiptext="指示 Tween 已在暂停之后继续播放。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_START" name="MOTION_START" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_START" tiptext="指示动作已开始播放。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_STOP" name="MOTION_STOP" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_STOP" tiptext="指示已通过对 Tween.stop() 的显式调用停止 Tween。" version=""/>

               <string helpurl="fl.transitions:TweenEvent:position" name="position" object="[fl.transitions.TweenEvent]" playername="" text=".position" tiptext="当事件发生时，Tween 控制的属性的值。" version=""/>

               <string helpurl="fl.transitions:TweenEvent:time" name="time" object="[fl.transitions.TweenEvent]" playername="" text=".time" tiptext="事件发生时 Tween 的时间。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.transitions.easing" id="fl.transitions.easing" name="fl.transitions.easing" sort="true" tiptext="fl.transitions.easing 包的类">

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Back" id="[fl.transitions.easing.Back]" index="true" name="Back" sort="true" tiptext="Back 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.transitions.easing:Back" id="Methods" name="方法" tiptext="Back 类的方法">

               <string helpurl="fl.transitions.easing:Back:easeInOut" name="easeInOut" object="[fl.transitions.easing.Back]" playername="" static="true" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Back:easeIn" name="easeIn" object="[fl.transitions.easing.Back]" playername="" static="true" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Back:easeOut" name="easeOut" object="[fl.transitions.easing.Back]" playername="" static="true" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Bounce" id="[fl.transitions.easing.Bounce]" index="true" name="Bounce" sort="true" 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。">

            <folder helpurl="fl.transitions.easing:Bounce" id="Methods" name="方法" tiptext="Bounce 类的方法">

               <string helpurl="fl.transitions.easing:Bounce:easeInOut" name="easeInOut" object="[fl.transitions.easing.Bounce]" playername="" static="true" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Bounce:easeIn" name="easeIn" object="[fl.transitions.easing.Bounce]" playername="" static="true" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Bounce:easeOut" name="easeOut" object="[fl.transitions.easing.Bounce]" playername="" static="true" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Elastic" id="[fl.transitions.easing.Elastic]" index="true" name="Elastic" sort="true" 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。">

            <folder helpurl="fl.transitions.easing:Elastic" id="Methods" name="方法" tiptext="Elastic 类的方法">

               <string helpurl="fl.transitions.easing:Elastic:easeInOut" name="easeInOut" object="[fl.transitions.easing.Elastic]" playername="" static="true" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Elastic:easeIn" name="easeIn" object="[fl.transitions.easing.Elastic]" playername="" static="true" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Elastic:easeOut" name="easeOut" object="[fl.transitions.easing.Elastic]" playername="" static="true" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:None" id="[fl.transitions.easing.None]" index="true" name="None" sort="true" tiptext="None 类定义缓动函数，以实现具有 ActionScript 动画的非加速动作。">

            <folder helpurl="fl.transitions.easing:None" id="Methods" name="方法" tiptext="None 类的方法">

               <string helpurl="fl.transitions.easing:None:easeInOut" name="easeInOut" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法定义一种没有加速的持续运动。" version="1.0"/>

               <string helpurl="fl.transitions.easing:None:easeIn" name="easeIn" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法定义一种没有加速的持续运动。" version="1.0"/>

               <string helpurl="fl.transitions.easing:None:easeNone" name="easeNone" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeNone() 方法定义一种没有加速的持续运动。" version="1.0"/>

               <string helpurl="fl.transitions.easing:None:easeOut" name="easeOut" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法定义一种没有加速的持续运动。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Regular" id="[fl.transitions.easing.Regular]" index="true" name="Regular" sort="true" tiptext="Regular 类定义三个缓动函数，以实现具有 ActionScript 动画的加速动作。">

            <folder helpurl="fl.transitions.easing:Regular" id="Methods" name="方法" tiptext="Regular 类的方法">

               <string helpurl="fl.transitions.easing:Regular:easeInOut" name="easeInOut" object="[fl.transitions.easing.Regular]" playername="" static="true" text="Regular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Regular:easeIn" name="easeIn" object="[fl.transitions.easing.Regular]" playername="" static="true" text="Regular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Regular:easeOut" name="easeOut" object="[fl.transitions.easing.Regular]" playername="" static="true" text="Regular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Strong" id="[fl.transitions.easing.Strong]" index="true" name="Strong" sort="true" tiptext="Strong 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。">

            <folder helpurl="fl.transitions.easing:Strong" id="Methods" name="方法" tiptext="Strong 类的方法">

               <string helpurl="fl.transitions.easing:Strong:easeInOut" name="easeInOut" object="[fl.transitions.easing.Strong]" playername="" static="true" text="Strong.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Strong:easeIn" name="easeIn" object="[fl.transitions.easing.Strong]" playername="" static="true" text="Strong.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

               <string helpurl="fl.transitions.easing:Strong:easeOut" name="easeOut" object="[fl.transitions.easing.Strong]" playername="" static="true" text="Strong.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" 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"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.video" id="fl.video" name="fl.video" sort="true" tiptext="fl.video 包的类">

         <folder asAncestors="fl.video:LayoutEvent,flash.events:Event,Object" helpurl="fl.video:AutoLayoutEvent" id="[fl.video.AutoLayoutEvent]" index="true" name="AutoLayoutEvent" sort="true" 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。">

            <folder helpurl="fl.video:AutoLayoutEvent" id="Methods" name="方法" tiptext="AutoLayoutEvent 类的方法">

               <string constructor="true" helpurl="fl.video:AutoLayoutEvent:AutoLayoutEvent" name="AutoLayoutEvent" object="[fl.video.AutoLayoutEvent]" playername="" 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]%)" tiptext="创建一个 Event 对象，其中包含有关 autoLayout 事件的信息。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:AutoLayoutEvent" id="Properties" name="属性" tiptext="AutoLayoutEvent 类的属性">

               <string constant="true" helpurl="fl.video:AutoLayoutEvent:AUTO_LAYOUT" name="AUTO_LAYOUT" object="[fl.video.AutoLayoutEvent]" playername="" text="AutoLayoutEvent.AUTO_LAYOUT" tiptext="定义 autoLayout 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:AutoLayoutEvent:vp:get" name="vp" object="[fl.video.AutoLayoutEvent]" playername="" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:CaptionChangeEvent" id="[fl.video.CaptionChangeEvent]" index="true" name="CaptionChangeEvent" sort="true" 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。">

            <folder helpurl="fl.video:CaptionChangeEvent" id="Methods" name="方法" tiptext="CaptionChangeEvent 类的方法">

               <string constructor="true" helpurl="fl.video:CaptionChangeEvent:CaptionChangeEvent" name="CaptionChangeEvent" object="[fl.video.CaptionChangeEvent]" playername="" 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]%)" 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"/>

            </folder>

            <folder helpurl="fl.video:CaptionChangeEvent" id="Properties" name="属性" tiptext="CaptionChangeEvent 类的属性">

               <string constant="true" helpurl="fl.video:CaptionChangeEvent:CAPTION_CHANGE" name="CAPTION_CHANGE" object="[fl.video.CaptionChangeEvent]" playername="" text="CaptionChangeEvent.CAPTION_CHANGE" tiptext="定义 captionChange 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:CaptionChangeEvent:added:get" name="added" object="[fl.video.CaptionChangeEvent]" playername="" text=".added" tiptext="一个布尔值，确定是添加了字幕还是删除了字幕。" version=""/>

               <string helpurl="fl.video:CaptionChangeEvent:captionCuePointObject:get" name="captionCuePointObject" object="[fl.video.CaptionChangeEvent]" playername="" text=".captionCuePointObject" tiptext="已添加或删除的字幕的提示点对象。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:CaptionTargetEvent" id="[fl.video.CaptionTargetEvent]" index="true" name="CaptionTargetEvent" sort="true" 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。">

            <folder helpurl="fl.video:CaptionTargetEvent" id="Methods" name="方法" tiptext="CaptionTargetEvent 类的方法">

               <string constructor="true" helpurl="fl.video:CaptionTargetEvent:CaptionTargetEvent" name="CaptionTargetEvent" object="[fl.video.CaptionTargetEvent]" playername="" text="new CaptionTargetEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,字幕目标:flash.display:DisplayObject=null]%)" 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"/>

            </folder>

            <folder helpurl="fl.video:CaptionTargetEvent" id="Properties" name="属性" tiptext="CaptionTargetEvent 类的属性">

               <string constant="true" helpurl="fl.video:CaptionTargetEvent:CAPTION_TARGET_CREATED" name="CAPTION_TARGET_CREATED" object="[fl.video.CaptionTargetEvent]" playername="" text="CaptionTargetEvent.CAPTION_TARGET_CREATED" tiptext="CaptionTargetEvent.CAPTION_TARGET_CREATED 常量定义 captionTargetCreated 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:CaptionTargetEvent:captionTarget:get" name="captionTarget" object="[fl.video.CaptionTargetEvent]" playername="" text=".captionTarget" tiptext="来自同名的 FLVPlaybackCaptioning 实例属性的字幕目标。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:CuePointType" id="[fl.video.CuePointType]" index="true" name="CuePointType" sort="true" 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。">

            <folder helpurl="fl.video:CuePointType" id="Properties" name="属性" tiptext="CuePointType 类的属性">

               <string constant="true" helpurl="fl.video:CuePointType:ACTIONSCRIPT" name="ACTIONSCRIPT" object="[fl.video.CuePointType]" playername="" text="CuePointType.ACTIONSCRIPT" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:ALL" name="ALL" object="[fl.video.CuePointType]" playername="" text="CuePointType.ALL" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:EVENT" name="EVENT" object="[fl.video.CuePointType]" playername="" text="CuePointType.EVENT" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:FLV" name="FLV" object="[fl.video.CuePointType]" playername="" text="CuePointType.FLV" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:NAVIGATION" name="NAVIGATION" object="[fl.video.CuePointType]" playername="" text="CuePointType.NAVIGATION" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.video:FLVPlayback" id="[fl.video.FLVPlayback]" index="true" name="FLVPlayback" sort="true" tiptext="FLVPlayback 扩展 Sprite 类并包装 VideoPlayer 对象。">

            <folder helpurl="fl.video:FLVPlayback" id="Methods" name="方法" tiptext="FLVPlayback 类的方法">

               <string constructor="true" helpurl="fl.video:FLVPlayback:FLVPlayback" name="FLVPlayback" object="[fl.video.FLVPlayback]" playername="" text="new FLVPlayback(%%)" tiptext="FLVPlayback 构造函数" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:addASCuePoint" name="addASCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:assignTabIndexes" name="assignTabIndexes" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:bringVideoPlayerToFront" name="bringVideoPlayerToFront" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:closeVideoPlayer" name="closeVideoPlayer" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:enterFullScreenDisplayState" name="enterFullScreenDisplayState" object="[fl.video.FLVPlayback]" playername="" text=".enterFullScreenDisplayState(%%):void" tiptext="将 FLVPlayback 视频播放器设置为全屏。" version="9.0.115.0"/>

               <string helpurl="fl.video:FLVPlayback:findCuePoint" name="findCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:findNearestCuePoint" name="findNearestCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:findNextCuePointWithName" name="findNextCuePointWithName" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:getVideoPlayer" name="getVideoPlayer" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:isFLVCuePointEnabled" name="isFLVCuePointEnabled" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:load" name="load" object="[fl.video.FLVPlayback]" playername="" text=".load(%源:String[,总时间:Number=unknown,实时:Boolean=false]%):void" tiptext="load 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:pause" name="pause" object="[fl.video.FLVPlayback]" playername="" text=".pause(%%):void" tiptext="pause 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:playWhenEnoughDownloaded" name="playWhenEnoughDownloaded" object="[fl.video.FLVPlayback]" playername="" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:play" name="play" object="[fl.video.FLVPlayback]" playername="" text=".play(%[源:String=null,总时间:Number=unknown,实时:Boolean=false]%):void" tiptext="play 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:removeASCuePoint" name="removeASCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:seekPercent" name="seekPercent" object="[fl.video.FLVPlayback]" playername="" text=".seekPercent(%百分比:Number%):void" tiptext="seekPercent 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:seekSeconds" name="seekSeconds" object="[fl.video.FLVPlayback]" playername="" text=".seekSeconds(%时间:Number%):void" tiptext="seekSeconds 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:seekToNavCuePoint" name="seekToNavCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:seekToNextNavCuePoint" name="seekToNextNavCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:seekToPrevNavCuePoint" name="seekToPrevNavCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:seek" name="seek" object="[fl.video.FLVPlayback]" playername="" text=".seek(%时间:Number%):void" tiptext="seek 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:setFLVCuePointEnabled" name="setFLVCuePointEnabled" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:setScale" name="setScale" object="[fl.video.FLVPlayback]" playername="" text=".setScale(%水平缩放比例:Number,垂直缩放比例:Number%):void" tiptext="setScale 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:setSize" name="setSize" object="[fl.video.FLVPlayback]" playername="" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="setSize 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:stop" name="stop" object="[fl.video.FLVPlayback]" playername="" text=".stop(%%):void" tiptext="stop 方法" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:FLVPlayback" id="Properties" name="属性" tiptext="FLVPlayback 类的属性">

               <string constant="true" helpurl="fl.video:FLVPlayback:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.FLVPlayback]" playername="" text="FLVPlayback.SHORT_VERSION" tiptext="指示组件的短版本号的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:FLVPlayback:VERSION" name="VERSION" object="[fl.video.FLVPlayback]" playername="" text="FLVPlayback.VERSION" tiptext="指示组件的长版本号的状态变量。" version=""/>

               <string helpurl="fl.video:FLVPlayback:activeVideoPlayerIndex:get" name="activeVideoPlayerIndex" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:align:get" name="align" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:autoPlay:get" name="autoPlay" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:autoRewind:get" name="autoRewind" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:backButton:get" name="backButton" object="[fl.video.FLVPlayback]" playername="" text=".backButton" tiptext="BackButton 回放控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:bitrate:get" name="bitrate" object="[fl.video.FLVPlayback]" playername="" text=".bitrate" tiptext="一个数字，指定用于传输 FLV 文件的每秒位数。" version=""/>

               <string helpurl="fl.video:FLVPlayback:bufferTime:get" name="bufferTime" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:bufferingBarHidesAndDisablesOthers:get" name="bufferingBarHidesAndDisablesOthers" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:bufferingBar:get" name="bufferingBar" object="[fl.video.FLVPlayback]" playername="" text=".bufferingBar" tiptext="缓冲栏控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:buffering:get" name="buffering" object="[fl.video.FLVPlayback]" playername="" text=".buffering" tiptext="一个布尔值，如果视频处于缓冲状态，则为 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:bytesLoaded:get" name="bytesLoaded" object="[fl.video.FLVPlayback]" playername="" text=".bytesLoaded" tiptext="一个数字，指示 HTTP 下载的下载程度，以字节为单位。" version=""/>

               <string helpurl="fl.video:FLVPlayback:bytesTotal:get" name="bytesTotal" object="[fl.video.FLVPlayback]" playername="" text=".bytesTotal" tiptext="一个数字，指定 HTTP 下载的已下载总字节数。" version=""/>

               <string helpurl="fl.video:FLVPlayback:endTabIndex:get" name="endTabIndex" object="[fl.video.FLVPlayback]" playername="" text=".endTabIndex" tiptext="返回 FLVPlayback 控件后的下一个可用 tabIndex 值。" version=""/>

               <string helpurl="fl.video:FLVPlayback:forwardButton:get" name="forwardButton" object="[fl.video.FLVPlayback]" playername="" text=".forwardButton" tiptext="前进按钮控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenBackgroundColor:get" name="fullScreenBackgroundColor" object="[fl.video.FLVPlayback]" playername="" text=".fullScreenBackgroundColor" tiptext="全屏管理模式中使用的背景颜色。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenButton:get" name="fullScreenButton" object="[fl.video.FLVPlayback]" playername="" text=".fullScreenButton" tiptext="FullScreen 按钮控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenSkinDelay:get" name="fullScreenSkinDelay" object="[fl.video.FLVPlayback]" playername="" text=".fullScreenSkinDelay" tiptext="指定隐藏外观的延迟时间，以毫秒为单位。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenTakeOver:get" name="fullScreenTakeOver" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:height:get" name="height" object="[fl.video.FLVPlayback]" playername="" text=".height" tiptext="一个数字，指定 FLVPlayback 实例的高度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:idleTimeout:get" name="idleTimeout" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:isLive:get" name="isLive" object="[fl.video.FLVPlayback]" playername="" text=".isLive" tiptext="一个布尔值，如果是实时视频流，则为 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:isRTMP:get" name="isRTMP" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:metadataLoaded:get" name="metadataLoaded" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:metadata:get" name="metadata" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:muteButton:get" name="muteButton" object="[fl.video.FLVPlayback]" playername="" text=".muteButton" tiptext="静音按钮控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:ncMgr:get" name="ncMgr" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:pauseButton:get" name="pauseButton" object="[fl.video.FLVPlayback]" playername="" text=".pauseButton" tiptext="暂停按钮控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:paused:get" name="paused" object="[fl.video.FLVPlayback]" playername="" text=".paused" tiptext="一个布尔值，如果 FLV 文件处于暂停状态，则为 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playButton:get" name="playButton" object="[fl.video.FLVPlayback]" playername="" text=".playButton" tiptext="播放按钮控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playPauseButton:get" name="playPauseButton" object="[fl.video.FLVPlayback]" playername="" text=".playPauseButton" tiptext="播放/暂停按钮控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playheadPercentage:get" name="playheadPercentage" object="[fl.video.FLVPlayback]" playername="" text=".playheadPercentage" tiptext="一个数字，将当前的 playheadTime 指定为 totalTime 属性的百分比。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playheadTime:get" name="playheadTime" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:playheadUpdateInterval:get" name="playheadUpdateInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:playing:get" name="playing" object="[fl.video.FLVPlayback]" playername="" text=".playing" tiptext="一个布尔值，如果 FLV 文件处于播放状态，则为 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:preferredHeight:get" name="preferredHeight" object="[fl.video.FLVPlayback]" playername="" text=".preferredHeight" tiptext="一个数字，指定源 FLV 文件的高度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:preferredWidth:get" name="preferredWidth" object="[fl.video.FLVPlayback]" playername="" text=".preferredWidth" tiptext="指定源 FLV 文件的宽度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:progressInterval:get" name="progressInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:registrationHeight:get" name="registrationHeight" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:registrationWidth:get" name="registrationWidth" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:registrationX:get" name="registrationX" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:registrationY:get" name="registrationY" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:scaleMode:get" name="scaleMode" object="[fl.video.FLVPlayback]" playername="" text=".scaleMode" tiptext="指定加载视频后调整视频大小的方式。" version=""/>

               <string helpurl="fl.video:FLVPlayback:scaleX:get" name="scaleX" object="[fl.video.FLVPlayback]" playername="" text=".scaleX" tiptext="一个数字，指定水平缩放比例。" version=""/>

               <string helpurl="fl.video:FLVPlayback:scaleY:get" name="scaleY" object="[fl.video.FLVPlayback]" playername="" text=".scaleY" tiptext="一个数字，指定垂直缩放比例。" version=""/>

               <string helpurl="fl.video:FLVPlayback:scrubbing:get" name="scrubbing" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:seekBarInterval:get" name="seekBarInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:seekBarScrubTolerance:get" name="seekBarScrubTolerance" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:seekBar:get" name="seekBar" object="[fl.video.FLVPlayback]" playername="" text=".seekBar" tiptext="SeekBar 控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:seekToPrevOffset:get" name="seekToPrevOffset" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skinAutoHide:get" name="skinAutoHide" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skinBackgroundAlpha:get" name="skinBackgroundAlpha" object="[fl.video.FLVPlayback]" playername="" text=".skinBackgroundAlpha" tiptext="外观背景的 Alpha 透明度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:skinBackgroundColor:get" name="skinBackgroundColor" object="[fl.video.FLVPlayback]" playername="" text=".skinBackgroundColor" tiptext="外观背景的颜色(0xRRGGBB)。" version=""/>

               <string helpurl="fl.video:FLVPlayback:skinFadeTime:get" name="skinFadeTime" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skinScaleMaximum:get" name="skinScaleMaximum" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skin:get" name="skin" object="[fl.video.FLVPlayback]" playername="" text=".skin" tiptext="一个字符串，指定外观 SWF 文件的 URL。" version=""/>

               <string helpurl="fl.video:FLVPlayback:soundTransform:get" name="soundTransform" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:source:get" name="source" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:startTabIndex:get" name="startTabIndex" object="[fl.video.FLVPlayback]" playername="" text=".startTabIndex" tiptext="为 FLVPlayback 控件返回第一个 tabIndex 值。" version=""/>

               <string helpurl="fl.video:FLVPlayback:stateResponsive:get" name="stateResponsive" object="[fl.video.FLVPlayback]" playername="" text=".stateResponsive" tiptext="一个布尔值，如果处于响应状态，则为 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:state:get" name="state" object="[fl.video.FLVPlayback]" playername="" text=".state" tiptext="一个字符串，指定组件的状态。" version=""/>

               <string helpurl="fl.video:FLVPlayback:stopButton:get" name="stopButton" object="[fl.video.FLVPlayback]" playername="" text=".stopButton" tiptext="Stop 按钮控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:stopped:get" name="stopped" object="[fl.video.FLVPlayback]" playername="" text=".stopped" tiptext="一个布尔值，如果 FLVPlayback 实例处于停止状态，则为 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:totalTime:get" name="totalTime" object="[fl.video.FLVPlayback]" playername="" text=".totalTime" tiptext="一个数字，表示视频的总播放时间(以秒为单位)。" version=""/>

               <string helpurl="fl.video:FLVPlayback:visibleVideoPlayerIndex:get" name="visibleVideoPlayerIndex" object="[fl.video.FLVPlayback]" playername="" text=".visibleVideoPlayerIndex" tiptext="一个数字，可用于管理多个 FLV 文件流。" version=""/>

               <string helpurl="fl.video:FLVPlayback:volumeBarInterval:get" name="volumeBarInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:volumeBarScrubTolerance:get" name="volumeBarScrubTolerance" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:volumeBar:get" name="volumeBar" object="[fl.video.FLVPlayback]" playername="" text=".volumeBar" tiptext="音量栏控件。" version=""/>

               <string helpurl="fl.video:FLVPlayback:volume:get" name="volume" object="[fl.video.FLVPlayback]" playername="" text=".volume" tiptext="0 到 1 之间的一个数，指示音量控制设置。" version=""/>

               <string helpurl="fl.video:FLVPlayback:width:get" name="width" object="[fl.video.FLVPlayback]" playername="" text=".width" tiptext="一个数字，指定舞台上 FLVPlayback 实例的宽度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:x:get" name="x" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:y:get" name="y" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:cuePoints:set" name="cuePoints" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:preview:set" name="preview" object="[fl.video.FLVPlayback]" playername="" text=".preview" tiptext="仅限实时预览。" version=""/>

            </folder>

            <folder helpurl="fl.video:FLVPlayback" id="Events" name="事件" tiptext="FLVPlayback 类的事件">

               <string helpurl="fl.video:FLVPlayback_fl.video.SoundEvent.SOUND_UPDATE_soundUpdate" name="soundUpdate" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STOPPED_STATE_ENTERED_stoppedStateEntered" name="stoppedStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STATE_CHANGE_stateChange" name="stateChange" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SKIN_LOADED_skinLoaded" name="skinLoaded" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.SkinErrorEvent.SKIN_ERROR_skinError" name="skinError" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SEEKED_seeked" name="seeked" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_START_scrubStart" name="scrubStart" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_FINISH_scrubFinish" name="scrubFinish" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.REWIND_rewind" name="rewind" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.LayoutEvent.LAYOUT_layout" name="layout" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.READY_ready" name="ready" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoProgressEvent.PROGRESS_progress" name="progress" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" name="playheadUpdate" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYING_STATE_ENTERED_playingStateEntered" name="playingStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PAUSED_STATE_ENTERED_pausedStateEntered" name="pausedStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" name="metadataReceived" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.FAST_FORWARD_fastForward" name="fastForward" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.CUE_POINT_cuePoint" name="cuePoint" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.COMPLETE_complete" name="complete" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.CLOSE_close" name="close" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.BUFFERING_STATE_ENTERED_bufferingStateEntered" name="bufferingStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" name="autoRewound" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.AutoLayoutEvent.AUTO_LAYOUT_autoLayout" name="autoLayout" object="[fl.video.FLVPlayback]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.video:FLVPlaybackCaptioning" id="[fl.video.FLVPlaybackCaptioning]" index="true" name="FLVPlaybackCaptioning" sort="true" tiptext="FLVPlaybackCaptioning 组件支持为 FLVPlayback 组件加字幕。">

            <folder helpurl="fl.video:FLVPlaybackCaptioning" id="Methods" name="方法" tiptext="FLVPlaybackCaptioning 类的方法">

               <string constructor="true" helpurl="fl.video:FLVPlaybackCaptioning:FLVPlaybackCaptioning" name="FLVPlaybackCaptioning" object="[fl.video.FLVPlaybackCaptioning]" playername="" text="new FLVPlaybackCaptioning(%%)" tiptext="创建新的 FLVPlaybackCaptioning 实例。" version="9.0.28.0"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:findInCaptions" name="findInCaptions" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsArray" name="getCaptionsAsArray" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".getCaptionsAsArray(%%):Array" tiptext="返回包含字幕的 FLVPlayback 组件提示点数组。" version="9.0.28.0"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsTranscript" name="getCaptionsAsTranscript" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:secondsToTime" name="secondsToTime" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".secondsToTime(%秒:Number%):String" tiptext="将秒数作为时间码字符串返回。" version="9.0.28.0"/>

            </folder>

            <folder helpurl="fl.video:FLVPlaybackCaptioning" id="Properties" name="属性" tiptext="FLVPlaybackCaptioning 类的属性">

               <string constant="true" helpurl="fl.video:FLVPlaybackCaptioning:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.FLVPlaybackCaptioning]" playername="" text="FLVPlaybackCaptioning.SHORT_VERSION" tiptext="指示组件的短版本号的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:FLVPlaybackCaptioning:VERSION" name="VERSION" object="[fl.video.FLVPlaybackCaptioning]" playername="" text="FLVPlaybackCaptioning.VERSION" tiptext="指示组件的长版本号的状态变量。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:autoLayout:get" name="autoLayout" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:captionButton:get" name="captionButton" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:captionTargetName:get" name="captionTargetName" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:captionTarget:get" name="captionTarget" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".captionTarget" tiptext="设置要显示字幕的 DisplayObject 实例。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:flvPlaybackName:get" name="flvPlaybackName" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".flvPlaybackName" tiptext="为要加字幕的 FLVPlayback 实例设置 FLVPlayback 实例名称。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:flvPlayback:get" name="flvPlayback" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".flvPlayback" tiptext="设置 FLVPlayback 实例以便加字幕。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:showCaptions:get" name="showCaptions" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".showCaptions" tiptext="用于显示字幕；true=显示字幕，false=不显示字幕。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:simpleFormatting:get" name="simpleFormatting" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".simpleFormatting" tiptext="如果为 true，则会限制 Timed Text 文件中的格式设置指令。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:source:get" name="source" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".source" tiptext="包含字幕信息的 Timed Text XML 文件的 URL(必须属性)。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:track:get" name="track" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".track" tiptext="支持多语言轨道。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:videoPlayerIndex:get" name="videoPlayerIndex" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".videoPlayerIndex" tiptext="将字幕功能连接到 FLVPlayback 组件中的特定 VideoPlayer。" version=""/>

            </folder>

            <folder helpurl="fl.video:FLVPlaybackCaptioning" id="Events" name="事件" tiptext="FLVPlaybackCaptioning 类的事件">

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.OPEN_open" name="open" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.COMPLETE_complete" name="complete" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionTargetEvent.CAPTION_TARGET_CREATED_captionTargetCreated" name="captionTargetCreated" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionChangeEvent.CAPTION_CHANGE_captionChange" name="captionChange" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="fl.video:INCManager" id="[fl.video.INCManager]" index="true" name="INCManager" sort="true" tiptext="INCManager 是为 VideoPlayer 类创建 flash.net.NetConnection 的类的接口。">

            <folder helpurl="fl.video:INCManager" id="Methods" name="方法" tiptext="INCManager 类的方法">

               <string helpurl="fl.video:INCManager:close" name="close" object="[fl.video.INCManager]" playername="" text=".close(%%):void" tiptext="关闭 NetConnection。" version="1.0"/>

               <string helpurl="fl.video:INCManager:connectAgain" name="connectAgain" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:connectToURL" name="connectToURL" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:getProperty" name="getProperty" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:helperDone" name="helperDone" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:reconnect" name="reconnect" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:setProperty" name="setProperty" object="[fl.video.INCManager]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.video:INCManager" id="Properties" name="属性" tiptext="INCManager 类的属性">

               <string helpurl="fl.video:INCManager:bitrate:get" name="bitrate" object="[fl.video.INCManager]" playername="" 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=""/>

               <string helpurl="fl.video:INCManager:isRTMP:get" name="isRTMP" object="[fl.video.INCManager]" playername="" 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=""/>

               <string helpurl="fl.video:INCManager:netConnection:get" name="netConnection" object="[fl.video.INCManager]" playername="" text=".netConnection" tiptext="对 NetConnection 对象的引用。" version=""/>

               <string helpurl="fl.video:INCManager:streamHeight:get" name="streamHeight" object="[fl.video.INCManager]" playername="" text=".streamHeight" tiptext="流的高度，以像素为单位。" version=""/>

               <string helpurl="fl.video:INCManager:streamLength:get" name="streamLength" object="[fl.video.INCManager]" playername="" text=".streamLength" tiptext="流的长度，以秒为单位。" version=""/>

               <string helpurl="fl.video:INCManager:streamName:get" name="streamName" object="[fl.video.INCManager]" playername="" text=".streamName" tiptext="传递给 NetStream.play() 方法的流名称。" version=""/>

               <string helpurl="fl.video:INCManager:streamWidth:get" name="streamWidth" object="[fl.video.INCManager]" playername="" text=".streamWidth" tiptext="流的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.video:INCManager:timeout:get" name="timeout" object="[fl.video.INCManager]" playername="" 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=""/>

               <string helpurl="fl.video:INCManager:videoPlayer:get" name="videoPlayer" object="[fl.video.INCManager]" playername="" text=".videoPlayer" tiptext="拥有此对象的 VideoPlayer 对象。" version=""/>

            </folder>

         </folder>

         <folder helpurl="fl.video:IVPEvent" id="[fl.video.IVPEvent]" index="true" name="IVPEvent" sort="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。">

            <folder helpurl="fl.video:IVPEvent" id="Properties" name="属性" tiptext="IVPEvent 类的属性">

               <string helpurl="fl.video:IVPEvent:type:get" name="type" object="[fl.video.IVPEvent]" playername="" text=".type" tiptext="事件的类型。" version=""/>

               <string helpurl="fl.video:IVPEvent:vp:get" name="vp" object="[fl.video.IVPEvent]" playername="" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:LayoutEvent" id="[fl.video.LayoutEvent]" index="true" name="LayoutEvent" sort="true" 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。">

            <folder helpurl="fl.video:LayoutEvent" id="Methods" name="方法" tiptext="LayoutEvent 类的方法">

               <string constructor="true" helpurl="fl.video:LayoutEvent:LayoutEvent" name="LayoutEvent" object="[fl.video.LayoutEvent]" playername="" 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]%)" tiptext="创建一个 Event 对象，其中包含有关 layout 事件的信息。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:LayoutEvent" id="Properties" name="属性" tiptext="LayoutEvent 类的属性">

               <string constant="true" helpurl="fl.video:LayoutEvent:LAYOUT" name="LAYOUT" object="[fl.video.LayoutEvent]" playername="" text="LayoutEvent.LAYOUT" tiptext="定义 layout 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:LayoutEvent:oldBounds:get" name="oldBounds" object="[fl.video.LayoutEvent]" playername="" 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=""/>

               <string helpurl="fl.video:LayoutEvent:oldRegistrationBounds:get" name="oldRegistrationBounds" object="[fl.video.LayoutEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:MetadataEvent" id="[fl.video.MetadataEvent]" index="true" name="MetadataEvent" sort="true" 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。">

            <folder helpurl="fl.video:MetadataEvent" id="Methods" name="方法" tiptext="MetadataEvent 类的方法">

               <string constructor="true" helpurl="fl.video:MetadataEvent:MetadataEvent" name="MetadataEvent" object="[fl.video.MetadataEvent]" playername="" text="new MetadataEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,信息:Object=null,vp:uint=0]%)" tiptext="创建 Event 对象，其中包含有关元数据事件的信息。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:MetadataEvent" id="Properties" name="属性" tiptext="MetadataEvent 类的属性">

               <string constant="true" helpurl="fl.video:MetadataEvent:CUE_POINT" name="CUE_POINT" object="[fl.video.MetadataEvent]" playername="" text="MetadataEvent.CUE_POINT" tiptext="定义 cuePoint 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:MetadataEvent:METADATA_RECEIVED" name="METADATA_RECEIVED" object="[fl.video.MetadataEvent]" playername="" text="MetadataEvent.METADATA_RECEIVED" tiptext="定义 metadataReceived 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:MetadataEvent:info:get" name="info" object="[fl.video.MetadataEvent]" playername="" text=".info" tiptext="具有根据事件类型添加的动态属性的对象。" version=""/>

               <string helpurl="fl.video:MetadataEvent:vp:get" name="vp" object="[fl.video.MetadataEvent]" playername="" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:NCManager" id="[fl.video.NCManager]" index="true" name="NCManager" sort="true" tiptext="创建 VideoPlayer 类的 NetConnection 对象，它是该用户交互类的帮助器类。">

            <folder helpurl="fl.video:NCManager" id="Methods" name="方法" tiptext="NCManager 类的方法">

               <string constructor="true" helpurl="fl.video:NCManager:NCManager" name="NCManager" object="[fl.video.NCManager]" playername="" text="new NCManager(%%)" tiptext="创建新的 NCManager 实例。" version="1.0"/>

               <string helpurl="fl.video:NCManager:close" name="close" object="[fl.video.NCManager]" playername="" text=".close(%%):void" tiptext="关闭 NetConnection。" version="1.0"/>

               <string helpurl="fl.video:NCManager:connectAgain" name="connectAgain" object="[fl.video.NCManager]" playername="" 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"/>

               <string helpurl="fl.video:NCManager:connectToURL" name="connectToURL" object="[fl.video.NCManager]" playername="" 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"/>

               <string helpurl="fl.video:NCManager:getProperty" name="getProperty" object="[fl.video.NCManager]" playername="" text=".getProperty(%属性名称:String%)" tiptext="允许获取 fallbackServerName、fpadZone、objectEncoding 和 proxyType 属性。" version="1.0"/>

               <string helpurl="fl.video:NCManager:helperDone" name="helperDone" object="[fl.video.NCManager]" playername="" 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"/>

               <string helpurl="fl.video:NCManager:reconnect" name="reconnect" object="[fl.video.NCManager]" playername="" 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"/>

               <string helpurl="fl.video:NCManager:setProperty" name="setProperty" object="[fl.video.NCManager]" playername="" text=".setProperty(%属性名称:String,值:*%):void" tiptext="允许设置 fallbackServerName、fpadZone、objectEncoding 和 proxyType 属性。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:NCManager" id="Properties" name="属性" tiptext="NCManager 类的属性">

               <string constant="true" helpurl="fl.video:NCManager:DEFAULT_TIMEOUT" name="DEFAULT_TIMEOUT" object="[fl.video.NCManager]" playername="" text="NCManager.DEFAULT_TIMEOUT" tiptext="默认超时时间，以毫秒为单位。" version=""/>

               <string constant="true" helpurl="fl.video:NCManager:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.NCManager]" playername="" text="NCManager.SHORT_VERSION" tiptext="指示组件的短版本号的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:NCManager:VERSION" name="VERSION" object="[fl.video.NCManager]" playername="" text="NCManager.VERSION" tiptext="指示组件的长版本号的状态变量。" version=""/>

               <string helpurl="fl.video:NCManager:fallbackServerName" name="fallbackServerName" object="[fl.video.NCManager]" playername="" text=".fallbackServerName" tiptext="间接或直接公开 fallbackServerName 属性。" version=""/>

               <string helpurl="fl.video:NCManager:bitrate:get" name="bitrate" object="[fl.video.NCManager]" playername="" 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=""/>

               <string helpurl="fl.video:NCManager:isRTMP:get" name="isRTMP" object="[fl.video.NCManager]" playername="" 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=""/>

               <string helpurl="fl.video:NCManager:netConnection:get" name="netConnection" object="[fl.video.NCManager]" playername="" text=".netConnection" tiptext="对 NetConnection 对象的引用。" version=""/>

               <string helpurl="fl.video:NCManager:streamHeight:get" name="streamHeight" object="[fl.video.NCManager]" playername="" text=".streamHeight" tiptext="流的高度，以像素为单位。" version=""/>

               <string helpurl="fl.video:NCManager:streamLength:get" name="streamLength" object="[fl.video.NCManager]" playername="" text=".streamLength" tiptext="流的长度，以秒为单位。" version=""/>

               <string helpurl="fl.video:NCManager:streamName:get" name="streamName" object="[fl.video.NCManager]" playername="" text=".streamName" tiptext="传递给 NetStream.play() 方法的流名称。" version=""/>

               <string helpurl="fl.video:NCManager:streamWidth:get" name="streamWidth" object="[fl.video.NCManager]" playername="" text=".streamWidth" tiptext="流的宽度，以像素为单位。" version=""/>

               <string helpurl="fl.video:NCManager:timeout:get" name="timeout" object="[fl.video.NCManager]" playername="" 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=""/>

               <string helpurl="fl.video:NCManager:videoPlayer:get" name="videoPlayer" object="[fl.video.NCManager]" playername="" text=".videoPlayer" tiptext="拥有此对象的 VideoPlayer 对象。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.video:NCManager,Object" helpurl="fl.video:NCManagerNative" id="[fl.video.NCManagerNative]" index="true" name="NCManagerNative" sort="true" 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。">

            <folder helpurl="fl.video:NCManagerNative" id="Methods" name="方法" tiptext="NCManagerNative 类的方法">

               <string constructor="true" helpurl="fl.video:NCManagerNative:NCManagerNative" name="NCManagerNative" object="[fl.video.NCManagerNative]" playername="" text="new NCManagerNative(%%):void" tiptext="NCManagerNative 构造函数" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:NCManagerNative" id="Properties" name="属性" tiptext="NCManagerNative 类的属性">

               <string constant="true" helpurl="fl.video:NCManagerNative:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.NCManagerNative]" playername="" text="NCManagerNative.SHORT_VERSION" tiptext="指示组件的短版本号的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:NCManagerNative:VERSION" name="VERSION" object="[fl.video.NCManagerNative]" playername="" text="NCManagerNative.VERSION" tiptext="指示组件的长版本号的状态变量。" version=""/>

               <string helpurl="fl.video:NCManagerNative:streamLength:get" name="streamLength" object="[fl.video.NCManagerNative]" playername="" text=".streamLength" tiptext="流的长度，以毫秒为单位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="fl.video:SkinErrorEvent" id="[fl.video.SkinErrorEvent]" index="true" name="SkinErrorEvent" sort="true" tiptext="当加载外观期间出错时，Flash&amp;#xAE; Player 调度 SkinErrorEvent 对象。">

            <folder helpurl="fl.video:SkinErrorEvent" id="Methods" name="方法" tiptext="SkinErrorEvent 类的方法">

               <string constructor="true" helpurl="fl.video:SkinErrorEvent:SkinErrorEvent" name="SkinErrorEvent" object="[fl.video.SkinErrorEvent]" playername="" text="new SkinErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String]%)" tiptext="创建一个 Event 对象，其中包含有关 skinError 事件的信息。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:SkinErrorEvent" id="Properties" name="属性" tiptext="SkinErrorEvent 类的属性">

               <string constant="true" helpurl="fl.video:SkinErrorEvent:SKIN_ERROR" name="SKIN_ERROR" object="[fl.video.SkinErrorEvent]" playername="" text="SkinErrorEvent.SKIN_ERROR" tiptext="定义 skinError 事件对象的 type 属性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:SoundEvent" id="[fl.video.SoundEvent]" index="true" name="SoundEvent" sort="true" 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。">

            <folder helpurl="fl.video:SoundEvent" id="Methods" name="方法" tiptext="SoundEvent 类的方法">

               <string constructor="true" helpurl="fl.video:SoundEvent:SoundEvent" name="SoundEvent" object="[fl.video.SoundEvent]" playername="" text="new SoundEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,声音转换:flash.media:SoundTransform=null]%)" tiptext="SoundEvent 构造函数" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:SoundEvent" id="Properties" name="属性" tiptext="SoundEvent 类的属性">

               <string constant="true" helpurl="fl.video:SoundEvent:SOUND_UPDATE" name="SOUND_UPDATE" object="[fl.video.SoundEvent]" playername="" text="SoundEvent.SOUND_UPDATE" tiptext="定义 soundUpdate 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:SoundEvent:soundTransform:get" name="soundTransform" object="[fl.video.SoundEvent]" playername="" text=".soundTransform" tiptext="指示音量和平移的新值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:VideoAlign" id="[fl.video.VideoAlign]" index="true" name="VideoAlign" sort="true" tiptext="VideoAlign 类提供的常量值用于 FLVPlayback.align 和 VideoPlayer.align 属性。">

            <folder helpurl="fl.video:VideoAlign" id="Properties" name="属性" tiptext="VideoAlign 类的属性">

               <string constant="true" helpurl="fl.video:VideoAlign:BOTTOM_LEFT" name="BOTTOM_LEFT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.BOTTOM_LEFT" tiptext="指定舞台靠左下角对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:BOTTOM_RIGHT" name="BOTTOM_RIGHT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.BOTTOM_RIGHT" tiptext="指定视频靠右下角对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:BOTTOM" name="BOTTOM" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.BOTTOM" tiptext="指定视频靠底部对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:CENTER" name="CENTER" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.CENTER" tiptext="指定视频居中对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:LEFT" name="LEFT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.LEFT" tiptext="指定视频靠左对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:RIGHT" name="RIGHT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.RIGHT" tiptext="指定视频靠右对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:TOP_LEFT" name="TOP_LEFT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.TOP_LEFT" tiptext="指定视频靠左上角对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:TOP_RIGHT" name="TOP_RIGHT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.TOP_RIGHT" tiptext="指定视频靠右上角对齐。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:TOP" name="TOP" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.TOP" tiptext="指定视频靠顶部对齐。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="fl.video:VideoError" id="[fl.video.VideoError]" index="true" name="VideoError" sort="true" tiptext="VideoError 异常是报告 FLVPlayback 和 VideoPlayer 类中的运行时错误的主要机制。">

            <folder helpurl="fl.video:VideoError" id="Methods" name="方法" tiptext="VideoError 类的方法">

               <string constructor="true" helpurl="fl.video:VideoError:VideoError" name="VideoError" object="[fl.video.VideoError]" playername="" text="new VideoError(%错误代码:uint[,消息:String=null]%)" tiptext="创建一个新的 VideoError 对象。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoError" id="Properties" name="属性" tiptext="VideoError 类的属性">

               <string constant="true" helpurl="fl.video:VideoError:DELETE_DEFAULT_PLAYER" name="DELETE_DEFAULT_PLAYER" object="[fl.video.VideoError]" playername="" text="VideoError.DELETE_DEFAULT_PLAYER" tiptext="指示用户无法删除默认 VideoPlayer 对象的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:ILLEGAL_CUE_POINT" name="ILLEGAL_CUE_POINT" object="[fl.video.VideoError]" playername="" text="VideoError.ILLEGAL_CUE_POINT" tiptext="指示提示点非法的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INCMANAGER_CLASS_UNSET" name="INCMANAGER_CLASS_UNSET" object="[fl.video.VideoError]" playername="" text="VideoError.INCMANAGER_CLASS_UNSET" tiptext="指示未设置 INCManager 类的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INVALID_SEEK" name="INVALID_SEEK" object="[fl.video.VideoError]" playername="" text="VideoError.INVALID_SEEK" tiptext="指示搜索无效的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INVALID_SOURCE" name="INVALID_SOURCE" object="[fl.video.VideoError]" playername="" text="VideoError.INVALID_SOURCE" tiptext="指示源无效的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INVALID_XML" name="INVALID_XML" object="[fl.video.VideoError]" playername="" text="VideoError.INVALID_XML" tiptext="指示 XML 无效的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:MISSING_SKIN_STYLE" name="MISSING_SKIN_STYLE" object="[fl.video.VideoError]" playername="" text="VideoError.MISSING_SKIN_STYLE" tiptext="指示缺少外观样式的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:NETSTREAM_CLIENT_CLASS_UNSET" name="NETSTREAM_CLIENT_CLASS_UNSET" object="[fl.video.VideoError]" playername="" text="VideoError.NETSTREAM_CLIENT_CLASS_UNSET" tiptext="将 VideoPlayer.netStatusClientClassstatic 属性设置为无效值时出现的错误。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:NO_BITRATE_MATCH" name="NO_BITRATE_MATCH" object="[fl.video.VideoError]" playername="" text="VideoError.NO_BITRATE_MATCH" tiptext="指示没有匹配的位速率的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:NO_CONNECTION" name="NO_CONNECTION" object="[fl.video.VideoError]" playername="" text="VideoError.NO_CONNECTION" 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=""/>

               <string constant="true" helpurl="fl.video:VideoError:NULL_URL_LOAD" name="NULL_URL_LOAD" object="[fl.video.VideoError]" playername="" text="VideoError.NULL_URL_LOAD" tiptext="指示向 load() 方法发送了空 URL 的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.VideoError]" playername="" text="VideoError.SHORT_VERSION" tiptext="指示组件的短版本号的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:UNSUPPORTED_PROPERTY" name="UNSUPPORTED_PROPERTY" object="[fl.video.VideoError]" playername="" text="VideoError.UNSUPPORTED_PROPERTY" 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=""/>

               <string constant="true" helpurl="fl.video:VideoError:VERSION" name="VERSION" object="[fl.video.VideoError]" playername="" text="VideoError.VERSION" tiptext="指示组件的长版本号的状态变量。" version=""/>

               <string helpurl="fl.video:VideoError:code:get" name="code" object="[fl.video.VideoError]" playername="" text=".code" tiptext="与该错误对应的代码。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:VideoEvent" id="[fl.video.VideoEvent]" index="true" name="VideoEvent" sort="true" tiptext="当用户播放视频时，Flash&amp;#xAE; Player 调度 VideoEvent 对象。">

            <folder helpurl="fl.video:VideoEvent" id="Methods" name="方法" tiptext="VideoEvent 类的方法">

               <string constructor="true" helpurl="fl.video:VideoEvent:VideoEvent" name="VideoEvent" object="[fl.video.VideoEvent]" playername="" 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]%)" tiptext="创建一个 Event 对象，其中包含有关 video 事件的信息。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoEvent" id="Properties" name="属性" tiptext="VideoEvent 类的属性">

               <string constant="true" helpurl="fl.video:VideoEvent:AUTO_REWOUND" name="AUTO_REWOUND" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.AUTO_REWOUND" tiptext="定义 autoRewound 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:BUFFERING_STATE_ENTERED" name="BUFFERING_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.BUFFERING_STATE_ENTERED" tiptext="定义 bufferingStateEntered 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:CLOSE" name="CLOSE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.CLOSE" tiptext="定义 close 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:COMPLETE" name="COMPLETE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.COMPLETE" tiptext="定义 complete 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:FAST_FORWARD" name="FAST_FORWARD" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.FAST_FORWARD" tiptext="定义 fastForward 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:PAUSED_STATE_ENTERED" name="PAUSED_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.PAUSED_STATE_ENTERED" tiptext="定义 pausedStateEntered 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:PLAYHEAD_UPDATE" name="PLAYHEAD_UPDATE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.PLAYHEAD_UPDATE" tiptext="定义 playheadUpdate 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:PLAYING_STATE_ENTERED" name="PLAYING_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.PLAYING_STATE_ENTERED" tiptext="定义 playingStateEntered 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:READY" name="READY" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.READY" tiptext="定义 ready 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:REWIND" name="REWIND" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.REWIND" tiptext="定义 rewind 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SCRUB_FINISH" name="SCRUB_FINISH" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SCRUB_FINISH" tiptext="定义 scrubFinish 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SCRUB_START" name="SCRUB_START" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SCRUB_START" tiptext="定义 scrubStart 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SEEKED" name="SEEKED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SEEKED" tiptext="定义 seeked 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SKIN_LOADED" name="SKIN_LOADED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SKIN_LOADED" tiptext="定义 skinLoaded 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:STATE_CHANGE" name="STATE_CHANGE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.STATE_CHANGE" tiptext="定义 stateChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:STOPPED_STATE_ENTERED" name="STOPPED_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.STOPPED_STATE_ENTERED" tiptext="定义 stoppedStateEntered 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:VideoEvent:playheadTime:get" name="playheadTime" object="[fl.video.VideoEvent]" playername="" 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=""/>

               <string helpurl="fl.video:VideoEvent:state:get" name="state" object="[fl.video.VideoEvent]" playername="" 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=""/>

               <string helpurl="fl.video:VideoEvent:vp:get" name="vp" object="[fl.video.VideoEvent]" playername="" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.media:Video,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.video:VideoPlayer" id="[fl.video.VideoPlayer]" index="true" name="VideoPlayer" sort="true" 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。">

            <folder helpurl="fl.video:VideoPlayer" id="Methods" name="方法" tiptext="VideoPlayer 类的方法">

               <string constructor="true" helpurl="fl.video:VideoPlayer:VideoPlayer" name="VideoPlayer" object="[fl.video.VideoPlayer]" playername="" text="new VideoPlayer(%[宽度:int=320,高度:int=240]%)" tiptext="创建一个具有指定宽度和高度的 VideoPlayer 对象。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:close" name="close" object="[fl.video.VideoPlayer]" playername="" text=".close(%%):void" tiptext="强制视频流和 Flash Media Server 连接关闭。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:load" name="load" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:ncConnected" name="ncConnected" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:ncReconnected" name="ncReconnected" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:pause" name="pause" object="[fl.video.VideoPlayer]" playername="" text=".pause(%%):void" tiptext="暂停视频回放。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:playWhenEnoughDownloaded" name="playWhenEnoughDownloaded" object="[fl.video.VideoPlayer]" playername="" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:play" name="play" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:seek" name="seek" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:setScale" name="setScale" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:setSize" name="setSize" object="[fl.video.VideoPlayer]" playername="" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="同时设置宽度和高度属性。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:stop" name="stop" object="[fl.video.VideoPlayer]" playername="" text=".stop(%%):void" tiptext="停止视频回放。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoPlayer" id="Properties" name="属性" tiptext="VideoPlayer 类的属性">

               <string constant="true" helpurl="fl.video:VideoPlayer:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.VideoPlayer]" playername="" text="VideoPlayer.SHORT_VERSION" tiptext="指示组件的短版本号的状态变量。" version=""/>

               <string constant="true" helpurl="fl.video:VideoPlayer:VERSION" name="VERSION" object="[fl.video.VideoPlayer]" playername="" text="VideoPlayer.VERSION" tiptext="指示组件的长版本号的状态变量。" version=""/>

               <string helpurl="fl.video:VideoPlayer:iNCManagerClass" name="iNCManagerClass" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:netStreamClientClass" name="netStreamClientClass" object="[fl.video.VideoPlayer]" playername="" text=".netStreamClientClass" tiptext="为 NetStream 的客户端属性注册自定义类。" version=""/>

               <string helpurl="fl.video:VideoPlayer:align:get" name="align" object="[fl.video.VideoPlayer]" playername="" text=".align" tiptext="指定如何相对于 registrationX、registrationY、registrationWidth 和 registrationHeight 属性显示视频。" version=""/>

               <string helpurl="fl.video:VideoPlayer:autoRewind:get" name="autoRewind" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:bufferTime:get" name="bufferTime" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:bytesLoaded:get" name="bytesLoaded" object="[fl.video.VideoPlayer]" playername="" text=".bytesLoaded" tiptext="一个数字，指示 HTTP 下载的下载程度，以字节为单位。" version=""/>

               <string helpurl="fl.video:VideoPlayer:bytesTotal:get" name="bytesTotal" object="[fl.video.VideoPlayer]" playername="" text=".bytesTotal" tiptext="一个数字，指定 HTTP 下载的已下载总字节数。" version=""/>

               <string helpurl="fl.video:VideoPlayer:idleTimeout:get" name="idleTimeout" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:isLive:get" name="isLive" object="[fl.video.VideoPlayer]" playername="" text=".isLive" tiptext="一个布尔值，如果是实时视频流，则为 true。" version=""/>

               <string helpurl="fl.video:VideoPlayer:isRTMP:get" name="isRTMP" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:metadata:get" name="metadata" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:ncMgr:get" name="ncMgr" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:netConnection:get" name="netConnection" object="[fl.video.VideoPlayer]" playername="" text=".netConnection" tiptext="允许直接访问由视频播放器创建的 NetConnection 实例。" version=""/>

               <string helpurl="fl.video:VideoPlayer:netStream:get" name="netStream" object="[fl.video.VideoPlayer]" playername="" text=".netStream" tiptext="允许直接访问由视频播放器创建的 NetStream 实例。" version=""/>

               <string helpurl="fl.video:VideoPlayer:playheadTime:get" name="playheadTime" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:playheadUpdateInterval:get" name="playheadUpdateInterval" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:progressInterval:get" name="progressInterval" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:registrationHeight:get" name="registrationHeight" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:registrationWidth:get" name="registrationWidth" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:registrationX:get" name="registrationX" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:registrationY:get" name="registrationY" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:scaleMode:get" name="scaleMode" object="[fl.video.VideoPlayer]" playername="" text=".scaleMode" tiptext="指定加载视频后调整视频大小的方式。" version=""/>

               <string helpurl="fl.video:VideoPlayer:soundTransform:get" name="soundTransform" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:source:get" name="source" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:stateResponsive:get" name="stateResponsive" object="[fl.video.VideoPlayer]" playername="" text=".stateResponsive" tiptext="一个布尔值，如果处于响应状态，则为 true。" version=""/>

               <string helpurl="fl.video:VideoPlayer:state:get" name="state" object="[fl.video.VideoPlayer]" playername="" text=".state" tiptext="一个字符串，指定组件的状态。" version=""/>

               <string helpurl="fl.video:VideoPlayer:totalTime:get" name="totalTime" object="[fl.video.VideoPlayer]" playername="" text=".totalTime" tiptext="一个数字，表示视频的总播放时间(以秒为单位)。" version=""/>

               <string helpurl="fl.video:VideoPlayer:videoHeight:get" name="videoHeight" object="[fl.video.VideoPlayer]" playername="" text=".videoHeight" tiptext="已加载 FLV 文件的源宽度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:videoWidth:get" name="videoWidth" object="[fl.video.VideoPlayer]" playername="" text=".videoWidth" tiptext="已加载 FLV 文件的源宽度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:visible:get" name="visible" object="[fl.video.VideoPlayer]" playername="" text=".visible" tiptext="一个布尔值，如果为 true，则 VideoPlayer 实例可见。" version=""/>

               <string helpurl="fl.video:VideoPlayer:volume:get" name="volume" object="[fl.video.VideoPlayer]" playername="" text=".volume" tiptext="0 到 1 之间的一个数，指示音量控制设置。" version=""/>

               <string helpurl="fl.video:VideoPlayer:height:set" name="height" object="[fl.video.VideoPlayer]" playername="" text=".height" tiptext="一个数字，指定 VideoPlayer 实例的高度，以像素为单位。" version=""/>

               <string helpurl="fl.video:VideoPlayer:scaleX:set" name="scaleX" object="[fl.video.VideoPlayer]" playername="" text=".scaleX" tiptext="一个数字，指定水平缩放比例。" version=""/>

               <string helpurl="fl.video:VideoPlayer:scaleY:set" name="scaleY" object="[fl.video.VideoPlayer]" playername="" text=".scaleY" tiptext="一个数字，指定垂直缩放比例。" version=""/>

               <string helpurl="fl.video:VideoPlayer:width:set" name="width" object="[fl.video.VideoPlayer]" playername="" text=".width" tiptext="一个数字，指定舞台上 VideoPlayer 实例的宽度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:x:set" name="x" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:y:set" name="y" object="[fl.video.VideoPlayer]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.video:VideoPlayer" id="Events" name="事件" tiptext="VideoPlayer 类的事件">

               <string helpurl="fl.video:VideoPlayer__drmStatus" name="drmStatus" object="[fl.video.VideoPlayer]" playername="AIR" 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=""/>

               <string helpurl="fl.video:VideoPlayer__drmError" name="drmError" object="[fl.video.VideoPlayer]" playername="AIR" 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=""/>

               <string helpurl="fl.video:VideoPlayer__drmAuthenticate" name="drmAuthenticate" object="[fl.video.VideoPlayer]" playername="AIR" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.STATE_CHANGE_stateChange" name="stateChange" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" name="autoRewound" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.LayoutEvent.LAYOUT_layout" name="layout" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.READY_ready" name="ready" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoProgressEvent.PROGRESS_progress" name="progress" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" name="playheadUpdate" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" name="metadataReceived" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.CUE_POINT_cuePoint" name="cuePoint" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.COMPLETE_complete" name="complete" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.CLOSE_close" name="close" object="[fl.video.VideoPlayer]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ProgressEvent,flash.events:Event,Object" helpurl="fl.video:VideoProgressEvent" id="[fl.video.VideoProgressEvent]" index="true" name="VideoProgressEvent" sort="true" 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。">

            <folder helpurl="fl.video:VideoProgressEvent" id="Methods" name="方法" tiptext="VideoProgressEvent 类的方法">

               <string constructor="true" helpurl="fl.video:VideoProgressEvent:VideoProgressEvent" name="VideoProgressEvent" object="[fl.video.VideoProgressEvent]" playername="" 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]%)" tiptext="创建一个 Event 对象，其中包含有关进度事件的信息。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoProgressEvent" id="Properties" name="属性" tiptext="VideoProgressEvent 类的属性">

               <string constant="true" helpurl="fl.video:VideoProgressEvent:PROGRESS" name="PROGRESS" object="[fl.video.VideoProgressEvent]" playername="" text="VideoProgressEvent.PROGRESS" tiptext="定义 progress 事件对象的 type 属性值。" version=""/>

               <string helpurl="fl.video:VideoProgressEvent:vp:get" name="vp" object="[fl.video.VideoProgressEvent]" playername="" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:VideoScaleMode" id="[fl.video.VideoScaleMode]" index="true" name="VideoScaleMode" sort="true" tiptext="VideoScaleMode 类提供用于 FLVPlayback.scaleMode 和 VideoPlayer.scaleMode 属性的常量值。">

            <folder helpurl="fl.video:VideoScaleMode" id="Properties" name="属性" tiptext="VideoScaleMode 类的属性">

               <string constant="true" helpurl="fl.video:VideoScaleMode:EXACT_FIT" name="EXACT_FIT" object="[fl.video.VideoScaleMode]" playername="" text="VideoScaleMode.EXACT_FIT" 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=""/>

               <string constant="true" helpurl="fl.video:VideoScaleMode:MAINTAIN_ASPECT_RATIO" name="MAINTAIN_ASPECT_RATIO" object="[fl.video.VideoScaleMode]" playername="" text="VideoScaleMode.MAINTAIN_ASPECT_RATIO" 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=""/>

               <string constant="true" helpurl="fl.video:VideoScaleMode:NO_SCALE" name="NO_SCALE" object="[fl.video.VideoScaleMode]" playername="" text="VideoScaleMode.NO_SCALE" tiptext="指定视频严格以源视频的高度和宽度显示。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:VideoState" id="[fl.video.VideoState]" index="true" name="VideoState" sort="true" tiptext="VideoState 类为只读的 FLVPlayback.state 和 VideoPlayer.state 属性提供常量值。">

            <folder helpurl="fl.video:VideoState" id="Properties" name="属性" tiptext="VideoState 类的属性">

               <string constant="true" helpurl="fl.video:VideoState:BUFFERING" name="BUFFERING" object="[fl.video.VideoState]" playername="" text="VideoState.BUFFERING" tiptext="视频播放器处于缓冲状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:CONNECTION_ERROR" name="CONNECTION_ERROR" object="[fl.video.VideoState]" playername="" text="VideoState.CONNECTION_ERROR" tiptext="视频播放器处于连接错误状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:DISCONNECTED" name="DISCONNECTED" object="[fl.video.VideoState]" playername="" text="VideoState.DISCONNECTED" tiptext="视频播放器处于断开连接状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:LOADING" name="LOADING" object="[fl.video.VideoState]" playername="" text="VideoState.LOADING" tiptext="视频播放器处于加载状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:PAUSED" name="PAUSED" object="[fl.video.VideoState]" playername="" text="VideoState.PAUSED" tiptext="视频播放器处于暂停状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:PLAYING" name="PLAYING" object="[fl.video.VideoState]" playername="" text="VideoState.PLAYING" tiptext="视频播放器处于播放状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:RESIZING" name="RESIZING" object="[fl.video.VideoState]" playername="" text="VideoState.RESIZING" tiptext="视频播放器处于调整大小状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:REWINDING" name="REWINDING" object="[fl.video.VideoState]" playername="" text="VideoState.REWINDING" tiptext="视频播放器处于后退状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:SEEKING" name="SEEKING" object="[fl.video.VideoState]" playername="" text="VideoState.SEEKING" tiptext="视频播放器处于搜索状态。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:STOPPED" name="STOPPED" object="[fl.video.VideoState]" playername="" text="VideoState.STOPPED" tiptext="视频播放器处于停止状态。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.display" id="flash.display" name="flash.display" sort="true" tiptext="flash.display 包的类">

         <folder asAncestors="Object" helpurl="flash.display:ActionScriptVersion" id="[flash.display.ActionScriptVersion]" index="true" name="ActionScriptVersion" sort="true" tiptext="ActionScriptVersion 类是表示已加载的 SWF 文件的语言版本的常量值枚举。">

            <folder helpurl="flash.display:ActionScriptVersion" id="Properties" name="属性" tiptext="ActionScriptVersion 类的属性">

               <string constant="true" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT2" name="ACTIONSCRIPT2" object="[flash.display.ActionScriptVersion]" playername="" text="ActionScriptVersion.ACTIONSCRIPT2" tiptext="ActionScript 语言版本 2.0 和更早版本。" version=""/>

               <string constant="true" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT3" name="ACTIONSCRIPT3" object="[flash.display.ActionScriptVersion]" playername="" text="ActionScriptVersion.ACTIONSCRIPT3" tiptext="ActionScript 语言版本 3.0。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Bitmap" id="[flash.display.Bitmap]" index="true" name="Bitmap" sort="true" tiptext="Bitmap 类表示用于表示位图图像的显示对象。">

            <folder helpurl="flash.display:Bitmap" id="Methods" name="方法" tiptext="Bitmap 类的方法">

               <string constructor="true" helpurl="flash.display:Bitmap:Bitmap" name="Bitmap" object="[flash.display.Bitmap]" playername="" text="new Bitmap(%[位图数据:flash.display:BitmapData=null,像素贴紧:String=auto,平滑:Boolean=false]%)" tiptext="初始化 Bitmap 对象以引用指定的 BitmapData 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Bitmap" id="Properties" name="属性" tiptext="Bitmap 类的属性">

               <string helpurl="flash.display:Bitmap:bitmapData:get" name="bitmapData" object="[flash.display.Bitmap]" playername="" text=".bitmapData" tiptext="被引用的 BitmapData 对象。" version=""/>

               <string helpurl="flash.display:Bitmap:pixelSnapping:get" name="pixelSnapping" object="[flash.display.Bitmap]" playername="" text=".pixelSnapping" tiptext="控制 Bitmap 对象是否贴紧至最近的像素。" version=""/>

               <string helpurl="flash.display:Bitmap:smoothing:get" name="smoothing" object="[flash.display.Bitmap]" playername="" text=".smoothing" tiptext="控制在缩放时是否对位图进行平滑处理。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:BitmapData" id="[flash.display.BitmapData]" index="true" name="BitmapData" sort="true" tiptext="使用 BitmapData 类，您可以处理 Bitmap 对象位图图像的数据（像素）。">

            <folder helpurl="flash.display:BitmapData" id="Methods" name="方法" tiptext="BitmapData 类的方法">

               <string constructor="true" helpurl="flash.display:BitmapData:BitmapData" name="BitmapData" object="[flash.display.BitmapData]" playername="" text="new BitmapData(%宽度:int,高度:int[,透明:Boolean=true,填充颜色:uint=0xFFFFFFFF]%)" tiptext="创建一个具有指定的宽度和高度的 BitmapData 对象。" version="4"/>

               <string helpurl="flash.display:BitmapData:clone" name="clone" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:colorTransform" name="colorTransform" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:compare" name="compare" object="[flash.display.BitmapData]" playername="" text=".compare(%其它位图数据:flash.display:BitmapData%):Object" tiptext="比较两个 BitmapData 对象。" version="4"/>

               <string helpurl="flash.display:BitmapData:copyChannel" name="copyChannel" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:copyPixels" name="copyPixels" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:dispose" name="dispose" object="[flash.display.BitmapData]" playername="" text=".dispose(%%):void" tiptext="释放用于存储 BitmapData 对象的内存。" version="4"/>

               <string helpurl="flash.display:BitmapData:draw" name="draw" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:fillRect" name="fillRect" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:floodFill" name="floodFill" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getColorBoundsRect" name="getColorBoundsRect" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getPixel32" name="getPixel32" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getPixel" name="getPixel" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getPixels" name="getPixels" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getVector" name="getVector" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:histogram" name="histogram" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:hitTest" name="hitTest" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:merge" name="merge" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:paletteMap" name="paletteMap" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:setPixel32" name="setPixel32" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:setPixel" name="setPixel" object="[flash.display.BitmapData]" playername="" text=".setPixel(%x:int,y:int,颜色:uint%):void" tiptext="设置 BitmapData 对象的单个像素。" version="4"/>

               <string helpurl="flash.display:BitmapData:setPixels" name="setPixels" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:setVector" name="setVector" object="[flash.display.BitmapData]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.display:BitmapData" id="Properties" name="属性" tiptext="BitmapData 类的属性">

               <string helpurl="flash.display:BitmapData:height:get" name="height" object="[flash.display.BitmapData]" playername="" text=".height" tiptext="位图图像的高，以像素计算。" version=""/>

               <string helpurl="flash.display:BitmapData:rect:get" name="rect" object="[flash.display.BitmapData]" playername="" text=".rect" tiptext="定义位图图像大小和位置的矩形。" version=""/>

               <string helpurl="flash.display:BitmapData:transparent:get" name="transparent" object="[flash.display.BitmapData]" playername="" 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=""/>

               <string helpurl="flash.display:BitmapData:width:get" name="width" object="[flash.display.BitmapData]" playername="" text=".width" tiptext="位图图像的宽度，以像素为单位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:BitmapDataChannel" id="[flash.display.BitmapDataChannel]" index="true" name="BitmapDataChannel" sort="true" 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。">

            <folder helpurl="flash.display:BitmapDataChannel" id="Properties" name="属性" tiptext="BitmapDataChannel 类的属性">

               <string constant="true" helpurl="flash.display:BitmapDataChannel:ALPHA" name="ALPHA" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.ALPHA" tiptext="Alpha 通道。" version=""/>

               <string constant="true" helpurl="flash.display:BitmapDataChannel:BLUE" name="BLUE" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.BLUE" tiptext="蓝色通道。" version=""/>

               <string constant="true" helpurl="flash.display:BitmapDataChannel:GREEN" name="GREEN" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.GREEN" tiptext="绿色通道。" version=""/>

               <string constant="true" helpurl="flash.display:BitmapDataChannel:RED" name="RED" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.RED" tiptext="红色通道。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.display:DisplayObject" id="[flash.display.DisplayObject]" index="true" name="DisplayObject" sort="true" tiptext="DisplayObject 类是可放在显示列表中的所有对象的基类。">

            <folder helpurl="flash.display:DisplayObject" id="Methods" name="方法" tiptext="DisplayObject 类的方法">

               <string helpurl="flash.display:DisplayObject:getBounds" name="getBounds" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:getRect" name="getRect" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:globalToLocal3D" name="globalToLocal3D" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:globalToLocal" name="globalToLocal" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:hitTestObject" name="hitTestObject" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:hitTestPoint" name="hitTestPoint" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:local3DToGlobal" name="local3DToGlobal" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:localToGlobal" name="localToGlobal" object="[flash.display.DisplayObject]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.display:DisplayObject" id="Properties" name="属性" tiptext="DisplayObject 类的属性">

               <string helpurl="flash.display:DisplayObject:alpha:get" name="alpha" object="[flash.display.DisplayObject]" playername="" text=".alpha" tiptext="指示指定对象的 Alpha 透明度值。" version=""/>

               <string helpurl="flash.display:DisplayObject:cacheAsBitmap:get" name="cacheAsBitmap" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:height:get" name="height" object="[flash.display.DisplayObject]" playername="" text=".height" tiptext="指示显示对象的高度，以像素为单位。" version=""/>

               <string helpurl="flash.display:DisplayObject:loaderInfo:get" name="loaderInfo" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:mask:get" name="mask" object="[flash.display.DisplayObject]" playername="" text=".mask" tiptext="调用显示对象被指定的遮罩对象所遮罩。" version=""/>

               <string helpurl="flash.display:DisplayObject:mouseX:get" name="mouseX" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:mouseY:get" name="mouseY" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:name:get" name="name" object="[flash.display.DisplayObject]" playername="" text=".name" tiptext="指示 DisplayObject 的实例名称。" version=""/>

               <string helpurl="flash.display:DisplayObject:opaqueBackground:get" name="opaqueBackground" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:parent:get" name="parent" object="[flash.display.DisplayObject]" playername="" text=".parent" tiptext="指示包含此显示对象的 DisplayObjectContainer 对象。" version=""/>

               <string helpurl="flash.display:DisplayObject:root:get" name="root" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotationX:get" name="rotationX" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotationY:get" name="rotationY" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotationZ:get" name="rotationZ" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotation:get" name="rotation" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:scale9Grid:get" name="scale9Grid" object="[flash.display.DisplayObject]" playername="" text=".scale9Grid" tiptext="当前有效的缩放网格。" version=""/>

               <string helpurl="flash.display:DisplayObject:scaleX:get" name="scaleX" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:scaleY:get" name="scaleY" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:stage:get" name="stage" object="[flash.display.DisplayObject]" playername="" text=".stage" tiptext="显示对象的舞台。" version=""/>

               <string helpurl="flash.display:DisplayObject:transform:get" name="transform" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:visible:get" name="visible" object="[flash.display.DisplayObject]" playername="" text=".visible" tiptext="显示对象是否可见。" version=""/>

               <string helpurl="flash.display:DisplayObject:width:get" name="width" object="[flash.display.DisplayObject]" playername="" text=".width" tiptext="指示显示对象的宽度，以像素为单位。" version=""/>

               <string helpurl="flash.display:DisplayObject:x:get" name="x" object="[flash.display.DisplayObject]" playername="" text=".x" tiptext="指示 DisplayObject 实例相对于父级 DisplayObjectContainer 本地坐标的 x 坐标。" version=""/>

               <string helpurl="flash.display:DisplayObject:y:get" name="y" object="[flash.display.DisplayObject]" playername="" text=".y" tiptext="指示 DisplayObject 实例相对于父级 DisplayObjectContainer 本地坐标的 y 坐标。" version=""/>

            </folder>

            <folder helpurl="flash.display:DisplayObject" id="Events" name="事件" tiptext="DisplayObject 类的事件">

               <string helpurl="flash.display:DisplayObject_flash.events.Event.RENDER_render" name="render" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_FROM_STAGE_removedFromStage" name="removedFromStage" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_removed" name="removed" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.EXIT_FRAME_exitFrame" name="exitFrame" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.FRAME_CONSTRUCTED_frameConstructed" name="frameConstructed" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.ENTER_FRAME_enterFrame" name="enterFrame" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_TO_STAGE_addedToStage" name="addedToStage" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_added" name="added" object="[flash.display.DisplayObject]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:DisplayObjectContainer" id="[flash.display.DisplayObjectContainer]" index="true" name="DisplayObjectContainer" sort="true" 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。">

            <folder helpurl="flash.display:DisplayObjectContainer" id="Methods" name="方法" tiptext="DisplayObjectContainer 类的方法">

               <string constructor="true" helpurl="flash.display:DisplayObjectContainer:DisplayObjectContainer" name="DisplayObjectContainer" object="[flash.display.DisplayObjectContainer]" playername="" text="new DisplayObjectContainer(%%)" tiptext="调用新的 DisplayObjectContainer() 构造函数会引发 ArgumentError 异常。" version="4"/>

               <string helpurl="flash.display:DisplayObjectContainer:addChildAt" name="addChildAt" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:addChild" name="addChild" object="[flash.display.DisplayObjectContainer]" playername="" text=".addChild(%子级:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="向此 DisplayObjectContainer 示例中添加子对象。" version="4"/>

               <string helpurl="flash.display:DisplayObjectContainer:areInaccessibleObjectsUnderPoint" name="areInaccessibleObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:contains" name="contains" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:getChildAt" name="getChildAt" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:getChildByName" name="getChildByName" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:getChildIndex" name="getChildIndex" object="[flash.display.DisplayObjectContainer]" playername="" text=".getChildIndex(%子级:flash.display:DisplayObject%):int" tiptext="返回子 DisplayObject 实例的索引号。" version="4"/>

               <string helpurl="flash.display:DisplayObjectContainer:getObjectsUnderPoint" name="getObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:removeChildAt" name="removeChildAt" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:removeChild" name="removeChild" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:setChildIndex" name="setChildIndex" object="[flash.display.DisplayObjectContainer]" playername="" text=".setChildIndex(%子级:flash.display:DisplayObject,索引:int%):void" tiptext="更改现有子级的索引号。" version="4"/>

               <string helpurl="flash.display:DisplayObjectContainer:swapChildrenAt" name="swapChildrenAt" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:swapChildren" name="swapChildren" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.display:DisplayObjectContainer" id="Properties" name="属性" tiptext="DisplayObjectContainer 类的属性">

               <string helpurl="flash.display:DisplayObjectContainer:mouseChildren:get" name="mouseChildren" object="[flash.display.DisplayObjectContainer]" playername="" text=".mouseChildren" tiptext="确定对象的子项是否支持鼠标或用户输入设备。" version=""/>

               <string helpurl="flash.display:DisplayObjectContainer:numChildren:get" name="numChildren" object="[flash.display.DisplayObjectContainer]" playername="" text=".numChildren" tiptext="返回此对象的子级数目。" version=""/>

               <string helpurl="flash.display:DisplayObjectContainer:tabChildren:get" name="tabChildren" object="[flash.display.DisplayObjectContainer]" playername="" text=".tabChildren" tiptext="确定对象的子级是否支持 Tab 键。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:FrameLabel" id="[flash.display.FrameLabel]" index="true" name="FrameLabel" sort="true" tiptext="FrameLabel 对象包含用来指定帧编号及相应标签名称的属性。">

            <folder helpurl="flash.display:FrameLabel" id="Properties" name="属性" tiptext="FrameLabel 类的属性">

               <string helpurl="flash.display:FrameLabel:frame:get" name="frame" object="[flash.display.FrameLabel]" playername="" text=".frame" tiptext="包含标签的帧编号。" version=""/>

               <string helpurl="flash.display:FrameLabel:name:get" name="name" object="[flash.display.FrameLabel]" playername="" text=".name" tiptext="标签的名称。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:GradientType" id="[flash.display.GradientType]" index="true" name="GradientType" sort="true" tiptext="GradientType 类为 flash.display.Graphics 类的beginGradientFill() 和 lineGradientStyle() 方法中的类型参数提供值。">

            <folder helpurl="flash.display:GradientType" id="Properties" name="属性" tiptext="GradientType 类的属性">

               <string constant="true" helpurl="flash.display:GradientType:LINEAR" name="LINEAR" object="[flash.display.GradientType]" playername="" text="GradientType.LINEAR" tiptext="用于指定线性渐变填充的值。" version=""/>

               <string constant="true" helpurl="flash.display:GradientType:RADIAL" name="RADIAL" object="[flash.display.GradientType]" playername="" text="GradientType.RADIAL" tiptext="用于指定放射状渐变填充的值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:Graphics" id="[flash.display.Graphics]" index="true" name="Graphics" sort="true" tiptext="Graphics 类包含一组可用来创建矢量形状的方法。">

            <folder helpurl="flash.display:Graphics" id="Methods" name="方法" tiptext="Graphics 类的方法">

               <string helpurl="flash.display:Graphics:beginFill" name="beginFill" object="[flash.display.Graphics]" playername="" text=".beginFill(%颜色:uint[,alpha:Number=1.0]%):void" tiptext="指定单色填充。" version="4"/>

               <string helpurl="flash.display:Graphics:beginGradientFill" name="beginGradientFill" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:clear" name="clear" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:copyFrom" name="copyFrom" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:curveTo" name="curveTo" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:drawCircle" name="drawCircle" object="[flash.display.Graphics]" playername="" text=".drawCircle(%x:Number,y:Number,半径:Number%):void" tiptext="绘制一个圆。" version="4"/>

               <string helpurl="flash.display:Graphics:drawEllipse" name="drawEllipse" object="[flash.display.Graphics]" playername="" text=".drawEllipse(%x:Number,y:Number,宽度:Number,高度:Number%):void" tiptext="绘制一个椭圆。" version="4"/>

               <string helpurl="flash.display:Graphics:drawRect" name="drawRect" object="[flash.display.Graphics]" playername="" text=".drawRect(%x:Number,y:Number,宽度:Number,高度:Number%):void" tiptext="绘制一个圆角矩形。" version="4"/>

               <string helpurl="flash.display:Graphics:drawRoundRect" name="drawRoundRect" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:endFill" name="endFill" object="[flash.display.Graphics]" playername="" text=".endFill(%%):void" tiptext="对直线和曲线应用填充。" version="4"/>

               <string helpurl="flash.display:Graphics:lineStyle" name="lineStyle" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:lineTo" name="lineTo" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:moveTo" name="moveTo" object="[flash.display.Graphics]" playername="" text=".moveTo(%x:Number,y:Number%):void" tiptext="将当前绘画位置移动到 (x, y)。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:InteractiveObject" id="[flash.display.InteractiveObject]" index="true" name="InteractiveObject" sort="true" 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。">

            <folder helpurl="flash.display:InteractiveObject" id="Methods" name="方法" tiptext="InteractiveObject 类的方法">

               <string constructor="true" helpurl="flash.display:InteractiveObject:InteractiveObject" name="InteractiveObject" object="[flash.display.InteractiveObject]" playername="" text="new InteractiveObject(%%)" tiptext="调用新的 InteractiveObject() 构造函数会引发 ArgumentError 异常。" version="4"/>

            </folder>

            <folder helpurl="flash.display:InteractiveObject" id="Properties" name="属性" tiptext="InteractiveObject 类的属性">

               <string helpurl="flash.display:InteractiveObject:accessibilityImplementation:get" name="accessibilityImplementation" object="[flash.display.InteractiveObject]" playername="" text=".accessibilityImplementation" tiptext="此 InteractiveObject 实例的当前辅助功能实现 (AccessibilityImplementation)。" version=""/>

               <string helpurl="flash.display:InteractiveObject:focusRect:get" name="focusRect" object="[flash.display.InteractiveObject]" playername="" text=".focusRect" tiptext="指定此对象是否显示焦点矩形。" version=""/>

               <string helpurl="flash.display:InteractiveObject:mouseEnabled:get" name="mouseEnabled" object="[flash.display.InteractiveObject]" playername="" text=".mouseEnabled" tiptext="指定此对象是否接收鼠标或其它用户输入消息。" version=""/>

            </folder>

            <folder helpurl="flash.display:InteractiveObject" id="Events" name="事件" tiptext="InteractiveObject 类的事件">

               <string helpurl="flash.display:InteractiveObject_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TextEvent.TEXT_INPUT{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=""/>

               <string helpurl="flash.display:InteractiveObject__imeStartComposition" name="imeStartComposition" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=IMEEvent.{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_COMPLETE_nativeDragComplete" name="nativeDragComplete" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_COMPLETE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_UPDATE_nativeDragUpdate" name="nativeDragUpdate" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_UPDATE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_START_nativeDragStart" name="nativeDragStart" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_START{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_EXIT_nativeDragExit" name="nativeDragExit" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_EXIT{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_DROP_nativeDragDrop" name="nativeDragDrop" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_DROP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_OVER_nativeDragOver" name="nativeDragOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_OVER{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_ENTER_nativeDragEnter" name="nativeDragEnter" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_ENTER{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_UP_keyUp" name="keyUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=KeyboardEvent.KEY_UP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_DOWN_keyDown" name="keyDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=KeyboardEvent.KEY_DOWN{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_UP_rightMouseUp" name="rightMouseUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.RIGHT_MOUSE_UP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_DOWN_rightMouseDown" name="rightMouseDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.RIGHT_MOUSE_DOWN{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_CLICK_rightClick" name="rightClick" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.RIGHT_CLICK{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_UP_middleMouseUp" name="middleMouseUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MIDDLE_MOUSE_UP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_DOWN_middleMouseDown" name="middleMouseDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MIDDLE_MOUSE_DOWN{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_CLICK_middleClick" name="middleClick" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MIDDLE_CLICK{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中间按钮时调度。" version=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_SWIPE_gestureSwipe" name="gestureSwipe" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_SWIPE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ZOOM_gestureZoom" name="gestureZoom" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_ZOOM{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ROTATE_gestureRotate" name="gestureRotate" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_ROTATE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP_gesturePressAndTap" name="gesturePressAndTap" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_PAN_gesturePan" name="gesturePan" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_PAN{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.GestureEvent.GESTURE_TWO_FINGER_TAP_gestureTwoFingerTap" name="gestureTwoFingerTap" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=GestureEvent.GESTURE_TWO_FINGER_TAP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_TAP_touchTap" name="touchTap" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_TAP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OVER_touchRollOver" name="touchRollOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_ROLL_OVER{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OUT_touchRollOut" name="touchRollOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_ROLL_OUT{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OVER_touchOver" name="touchOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_OVER{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OUT_touchOut" name="touchOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_OUT{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_MOVE_touchMove" name="touchMove" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_MOVE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_END_touchEnd" name="touchEnd" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_END{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_BEGIN_touchBegin" name="touchBegin" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=TouchEvent.TOUCH_BEGIN{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OVER_rollOver" name="rollOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.ROLL_OVER{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OUT_rollOut" name="rollOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.ROLL_OUT{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_UP_mouseUp" name="mouseUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MOUSE_UP{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OVER_mouseOver" name="mouseOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MOUSE_OVER{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OUT_mouseOut" name="mouseOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MOUSE_OUT{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_MOVE_mouseMove" name="mouseMove" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MOUSE_MOVE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_DOWN_mouseDown" name="mouseDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.MOUSE_DOWN{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.CLICK_click" name="click" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=MouseEvent.CLICK{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.MOUSE_FOCUS_CHANGE_mouseFocusChange" name="mouseFocusChange" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=FocusEvent.MOUSE_FOCUS_CHANGE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.KEY_FOCUS_CHANGE_keyFocusChange" name="keyFocusChange" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=FocusEvent.KEY_FOCUS_CHANGE{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_OUT_focusOut" name="focusOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=FocusEvent.FOCUS_OUT{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_IN_focusIn" name="focusIn" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=FocusEvent.FOCUS_IN{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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.Event.CLEAR_clear" name="clear" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%类型:String=Event.CLEAR{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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Loader" id="[flash.display.Loader]" index="true" name="Loader" sort="true" tiptext="Loader 类可用于加载 SWF 文件或图像(JPG、PNG 或 GIF)文件。">

            <folder helpurl="flash.display:Loader" id="Methods" name="方法" tiptext="Loader 类的方法">

               <string constructor="true" helpurl="flash.display:Loader:Loader" name="Loader" object="[flash.display.Loader]" playername="" text="new Loader(%%)" 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"/>

               <string helpurl="flash.display:Loader:close" name="close" object="[flash.display.Loader]" playername="" text=".close(%%):void" tiptext="取消当前正在对 Loader 实例执行的 load() 方法操作。" version="4"/>

               <string helpurl="flash.display:Loader:loadBytes" name="loadBytes" object="[flash.display.Loader]" playername="" 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"/>

               <string helpurl="flash.display:Loader:load" name="load" object="[flash.display.Loader]" playername="" 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"/>

               <string helpurl="flash.display:Loader:unloadAndStop" name="unloadAndStop" object="[flash.display.Loader]" playername="" 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"/>

               <string helpurl="flash.display:Loader:unload" name="unload" object="[flash.display.Loader]" playername="" text=".unload(%%):void" tiptext="删除此 Loader 对象中使用 load() 方法加载的子级。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Loader" id="Properties" name="属性" tiptext="Loader 类的属性">

               <string helpurl="flash.display:Loader:contentLoaderInfo:get" name="contentLoaderInfo" object="[flash.display.Loader]" playername="" text=".contentLoaderInfo" tiptext="返回与正在加载的对象相对应的 LoaderInfo 对象。" version=""/>

               <string helpurl="flash.display:Loader:content:get" name="content" object="[flash.display.Loader]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.display:LoaderInfo" id="[flash.display.LoaderInfo]" index="true" name="LoaderInfo" sort="true" 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。">

            <folder helpurl="flash.display:LoaderInfo" id="Methods" name="方法" tiptext="LoaderInfo 类的方法">

               <string helpurl="flash.display:LoaderInfo:getLoaderInfoByDefinition" name="getLoaderInfoByDefinition" object="[flash.display.LoaderInfo]" playername="" static="true" text="LoaderInfo.getLoaderInfoByDefinition(%对象:Object%):flash.display:LoaderInfo" tiptext="返回与被定义为对象的 SWF 文件关联的 LoaderInfo 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.display:LoaderInfo" id="Properties" name="属性" tiptext="LoaderInfo 类的属性">

               <string helpurl="flash.display:LoaderInfo:actionScriptVersion:get" name="actionScriptVersion" object="[flash.display.LoaderInfo]" playername="" text=".actionScriptVersion" tiptext="已加载的 SWF 文件的 ActionScript 版本。" version=""/>

               <string helpurl="flash.display:LoaderInfo:applicationDomain:get" name="applicationDomain" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:bytesLoaded:get" name="bytesLoaded" object="[flash.display.LoaderInfo]" playername="" text=".bytesLoaded" tiptext="媒体已加载的字节数。" version=""/>

               <string helpurl="flash.display:LoaderInfo:bytesTotal:get" name="bytesTotal" object="[flash.display.LoaderInfo]" playername="" text=".bytesTotal" tiptext="整个媒体文件中压缩的字节数。" version=""/>

               <string helpurl="flash.display:LoaderInfo:bytes:get" name="bytes" object="[flash.display.LoaderInfo]" playername="" text=".bytes" tiptext="与 LoaderInfo 对象关联的字节数。" version=""/>

               <string helpurl="flash.display:LoaderInfo:childAllowsParent:get" name="childAllowsParent" object="[flash.display.LoaderInfo]" playername="" text=".childAllowsParent" tiptext="表示内容(子级)对加载器(父级)的信任关系。" version=""/>

               <string helpurl="flash.display:LoaderInfo:childSandboxBridge:get" name="childSandboxBridge" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:contentType:get" name="contentType" object="[flash.display.LoaderInfo]" playername="" text=".contentType" tiptext="加载文件的 MIME 类型。" version=""/>

               <string helpurl="flash.display:LoaderInfo:content:get" name="content" object="[flash.display.LoaderInfo]" playername="" text=".content" tiptext="与此 LoaderInfo 对象关联的已加载对象。" version=""/>

               <string helpurl="flash.display:LoaderInfo:frameRate:get" name="frameRate" object="[flash.display.LoaderInfo]" playername="" text=".frameRate" tiptext="已加载的 SWF 文件的标称帧频，即每秒帧数。" version=""/>

               <string helpurl="flash.display:LoaderInfo:height:get" name="height" object="[flash.display.LoaderInfo]" playername="" text=".height" tiptext="加载文件的标称高度。" version=""/>

               <string helpurl="flash.display:LoaderInfo:loaderURL:get" name="loaderURL" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:loader:get" name="loader" object="[flash.display.LoaderInfo]" playername="" text=".loader" tiptext="与此 LoaderInfo 对象关联的 Loader 对象。" version=""/>

               <string helpurl="flash.display:LoaderInfo:parameters:get" name="parameters" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:parentAllowsChild:get" name="parentAllowsChild" object="[flash.display.LoaderInfo]" playername="" text=".parentAllowsChild" tiptext="表示加载器(父级)对内容(子级)的信任关系。" version=""/>

               <string helpurl="flash.display:LoaderInfo:parentSandboxBridge:get" name="parentSandboxBridge" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:sameDomain:get" name="sameDomain" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:sharedEvents:get" name="sharedEvents" object="[flash.display.LoaderInfo]" playername="" text=".sharedEvents" tiptext="EventDispatcher 实例，可用于跨安全边界交换事件。" version=""/>

               <string helpurl="flash.display:LoaderInfo:swfVersion:get" name="swfVersion" object="[flash.display.LoaderInfo]" playername="" text=".swfVersion" tiptext="已加载的 SWF 文件的文件格式版本。" version=""/>

               <string helpurl="flash.display:LoaderInfo:url:get" name="url" object="[flash.display.LoaderInfo]" playername="" text=".url" tiptext="所加载媒体的 URL。" version=""/>

               <string helpurl="flash.display:LoaderInfo:width:get" name="width" object="[flash.display.LoaderInfo]" playername="" text=".width" tiptext="加载内容的标称宽度。" version=""/>

            </folder>

            <folder helpurl="flash.display:LoaderInfo" id="Events" name="事件" tiptext="LoaderInfo 类的事件">

               <string helpurl="flash.display:LoaderInfo_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.UNLOAD_unload" name="unload" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.OPEN_open" name="open" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.INIT_init" name="init" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.display.LoaderInfo]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:MovieClip" id="[flash.display.MovieClip]" index="true" name="MovieClip" sort="true" tiptext="MovieClip 类从以下类继承而来: Sprite、DisplayObjectContainer、InteractiveObject、DisplayObject 和 EventDispatcher。">

            <folder helpurl="flash.display:MovieClip" id="Methods" name="方法" tiptext="MovieClip 类的方法">

               <string constructor="true" helpurl="flash.display:MovieClip:MovieClip" name="MovieClip" object="[flash.display.MovieClip]" playername="" text="new MovieClip(%%)" tiptext="创建新的 MovieClip 实例。" version="4"/>

               <string helpurl="flash.display:MovieClip:gotoAndPlay" name="gotoAndPlay" object="[flash.display.MovieClip]" playername="" text=".gotoAndPlay(%帧:Object[,场景: String=null]%):void" tiptext="从指定帧开始播放 SWF 文件。" version="4"/>

               <string helpurl="flash.display:MovieClip:gotoAndStop" name="gotoAndStop" object="[flash.display.MovieClip]" playername="" 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"/>

               <string helpurl="flash.display:MovieClip:nextFrame" name="nextFrame" object="[flash.display.MovieClip]" playername="" text=".nextFrame(%%):void" tiptext="将播放头转到下一帧并停止。" version="4"/>

               <string helpurl="flash.display:MovieClip:nextScene" name="nextScene" object="[flash.display.MovieClip]" playername="" text=".nextScene(%%):void" tiptext="将播放头移动到 MovieClip 实例的下一场景。" version="4"/>

               <string helpurl="flash.display:MovieClip:play" name="play" object="[flash.display.MovieClip]" playername="" text=".play(%%):void" tiptext="在影片剪辑的时间轴中移动播放头。" version="4"/>

               <string helpurl="flash.display:MovieClip:prevFrame" name="prevFrame" object="[flash.display.MovieClip]" playername="" text=".prevFrame(%%):void" tiptext="将播放头转到前一帧并停止。" version="4"/>

               <string helpurl="flash.display:MovieClip:prevScene" name="prevScene" object="[flash.display.MovieClip]" playername="" text=".prevScene(%%):void" tiptext="将播放头移动到 MovieClip 实例的前一场景。" version="4"/>

               <string helpurl="flash.display:MovieClip:stop" name="stop" object="[flash.display.MovieClip]" playername="" text=".stop(%%):void" tiptext="停止影片剪辑中的播放头。" version="4"/>

            </folder>

            <folder helpurl="flash.display:MovieClip" id="Properties" name="属性" tiptext="MovieClip 类的属性">

               <string helpurl="flash.display:MovieClip:currentFrameLabel:get" name="currentFrameLabel" object="[flash.display.MovieClip]" playername="" text=".currentFrameLabel" tiptext="MovieClip 实例时间轴中当前帧的标签。" version=""/>

               <string helpurl="flash.display:MovieClip:currentFrame:get" name="currentFrame" object="[flash.display.MovieClip]" playername="" 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=""/>

               <string helpurl="flash.display:MovieClip:currentLabel:get" name="currentLabel" object="[flash.display.MovieClip]" playername="" text=".currentLabel" tiptext="在 MovieClip 实例的时间轴中播放头所在的当前标签。" version=""/>

               <string helpurl="flash.display:MovieClip:currentLabels:get" name="currentLabels" object="[flash.display.MovieClip]" playername="" text=".currentLabels" tiptext="返回由当前场景的 FrameLabel 对象组成的数组。" version=""/>

               <string helpurl="flash.display:MovieClip:currentScene:get" name="currentScene" object="[flash.display.MovieClip]" playername="" text=".currentScene" tiptext="在 MovieClip 实例的时间轴中播放头所在的当前场景。" version=""/>

               <string helpurl="flash.display:MovieClip:enabled:get" name="enabled" object="[flash.display.MovieClip]" playername="" text=".enabled" tiptext="一个布尔值，指示影片剪辑是否处于活动状态。" version=""/>

               <string helpurl="flash.display:MovieClip:framesLoaded:get" name="framesLoaded" object="[flash.display.MovieClip]" playername="" text=".framesLoaded" tiptext="从流式 SWF 文件加载的帧数。" version=""/>

               <string helpurl="flash.display:MovieClip:scenes:get" name="scenes" object="[flash.display.MovieClip]" playername="" 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=""/>

               <string helpurl="flash.display:MovieClip:totalFrames:get" name="totalFrames" object="[flash.display.MovieClip]" playername="" text=".totalFrames" tiptext="MovieClip 实例中帧的总数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:PixelSnapping" id="[flash.display.PixelSnapping]" index="true" name="PixelSnapping" sort="true" 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。">

            <folder helpurl="flash.display:PixelSnapping" id="Properties" name="属性" tiptext="PixelSnapping 类的属性">

               <string constant="true" helpurl="flash.display:PixelSnapping:ALWAYS" name="ALWAYS" object="[flash.display.PixelSnapping]" playername="" text="PixelSnapping.ALWAYS" 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=""/>

               <string constant="true" helpurl="flash.display:PixelSnapping:AUTO" name="AUTO" object="[flash.display.PixelSnapping]" playername="" text="PixelSnapping.AUTO" 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=""/>

               <string constant="true" helpurl="flash.display:PixelSnapping:NEVER" name="NEVER" object="[flash.display.PixelSnapping]" playername="" text="PixelSnapping.NEVER" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:Scene" id="[flash.display.Scene]" index="true" name="Scene" sort="true" tiptext="Scene 类包括用于标识场景中帧的名称、标签和数量的属性。">

            <folder helpurl="flash.display:Scene" id="Properties" name="属性" tiptext="Scene 类的属性">

               <string helpurl="flash.display:Scene:labels:get" name="labels" object="[flash.display.Scene]" playername="" text=".labels" tiptext="一个由场景的 FrameLabel 对象组成的数组。" version=""/>

               <string helpurl="flash.display:Scene:name:get" name="name" object="[flash.display.Scene]" playername="" text=".name" tiptext="场景的名称。" version=""/>

               <string helpurl="flash.display:Scene:numFrames:get" name="numFrames" object="[flash.display.Scene]" playername="" text=".numFrames" tiptext="场景中的帧数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Shape" id="[flash.display.Shape]" index="true" name="Shape" sort="true" tiptext="通过 ActionScript 绘图应用程序接口 (API)，可使用此类创建简单形状。">

            <folder helpurl="flash.display:Shape" id="Methods" name="方法" tiptext="Shape 类的方法">

               <string constructor="true" helpurl="flash.display:Shape:Shape" name="Shape" object="[flash.display.Shape]" playername="" text="new Shape(%%)" tiptext="创建新的 Shape 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Shape" id="Properties" name="属性" tiptext="Shape 类的属性">

               <string helpurl="flash.display:Shape:graphics:get" name="graphics" object="[flash.display.Shape]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:SimpleButton" id="[flash.display.SimpleButton]" index="true" name="SimpleButton" sort="true" tiptext="使用 SimpleButton 类，您可以控制 SWF 文件中按钮元件的所有实例。">

            <folder helpurl="flash.display:SimpleButton" id="Methods" name="方法" tiptext="SimpleButton 类的方法">

               <string constructor="true" helpurl="flash.display:SimpleButton:SimpleButton" name="SimpleButton" object="[flash.display.SimpleButton]" playername="" 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]%)" tiptext="创建一个新的 SimpleButton 实例。" version="4"/>

            </folder>

            <folder helpurl="flash.display:SimpleButton" id="Properties" name="属性" tiptext="SimpleButton 类的属性">

               <string helpurl="flash.display:SimpleButton:downState:get" name="downState" object="[flash.display.SimpleButton]" playername="" 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=""/>

               <string helpurl="flash.display:SimpleButton:enabled:get" name="enabled" object="[flash.display.SimpleButton]" playername="" text=".enabled" tiptext="布尔值，指定按钮是否处于启用状态。" version=""/>

               <string helpurl="flash.display:SimpleButton:hitTestState:get" name="hitTestState" object="[flash.display.SimpleButton]" playername="" text=".hitTestState" tiptext="指定一个用作按钮的点击测试对象的显示对象。" version=""/>

               <string helpurl="flash.display:SimpleButton:overState:get" name="overState" object="[flash.display.SimpleButton]" playername="" 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=""/>

               <string helpurl="flash.display:SimpleButton:upState:get" name="upState" object="[flash.display.SimpleButton]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Sprite" id="[flash.display.Sprite]" index="true" name="Sprite" sort="true" 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。">

            <folder helpurl="flash.display:Sprite" id="Methods" name="方法" tiptext="Sprite 类的方法">

               <string constructor="true" helpurl="flash.display:Sprite:Sprite" name="Sprite" object="[flash.display.Sprite]" playername="" text="new Sprite(%%)" tiptext="创建一个新的 Sprite 实例。" version="4"/>

               <string helpurl="flash.display:Sprite:startDrag" name="startDrag" object="[flash.display.Sprite]" playername="" 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"/>

               <string helpurl="flash.display:Sprite:startTouchDrag" name="startTouchDrag" object="[flash.display.Sprite]" playername="" 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"/>

               <string helpurl="flash.display:Sprite:stopDrag" name="stopDrag" object="[flash.display.Sprite]" playername="" text=".stopDrag(%%):void" tiptext="结束 startDrag() 方法。" version="4"/>

               <string helpurl="flash.display:Sprite:stopTouchDrag" name="stopTouchDrag" object="[flash.display.Sprite]" playername="" text=".stopTouchDrag(%触点ID:int%):void" tiptext="结束 startTouchDrag() 方法，用于启用触摸的设备。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Sprite" id="Properties" name="属性" tiptext="Sprite 类的属性">

               <string helpurl="flash.display:Sprite:buttonMode:get" name="buttonMode" object="[flash.display.Sprite]" playername="" text=".buttonMode" tiptext="指定此 sprite 的按钮模式。" version=""/>

               <string helpurl="flash.display:Sprite:dropTarget:get" name="dropTarget" object="[flash.display.Sprite]" playername="" 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=""/>

               <string helpurl="flash.display:Sprite:graphics:get" name="graphics" object="[flash.display.Sprite]" playername="" 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=""/>

               <string helpurl="flash.display:Sprite:hitArea:get" name="hitArea" object="[flash.display.Sprite]" playername="" text=".hitArea" tiptext="指定一个 sprite 用作另一个 sprite 的点击区域。" version=""/>

               <string helpurl="flash.display:Sprite:soundTransform:get" name="soundTransform" object="[flash.display.Sprite]" playername="" text=".soundTransform" tiptext="控制此 sprite 中的声音。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Stage" id="[flash.display.Stage]" index="true" name="Stage" sort="true" tiptext="Stage 类代表主绘图区。">

            <folder helpurl="flash.display:Stage" id="Methods" name="方法" tiptext="Stage 类的方法">

               <string helpurl="flash.display:Stage:addChildAt" name="addChildAt" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:addChild" name="addChild" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:addEventListener" name="addEventListener" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:dispatchEvent" name="dispatchEvent" object="[flash.display.Stage]" playername="" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="4"/>

               <string helpurl="flash.display:Stage:hasEventListener" name="hasEventListener" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:invalidate" name="invalidate" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:isFocusInaccessible" name="isFocusInaccessible" object="[flash.display.Stage]" playername="" text=".isFocusInaccessible(%%):Boolean" tiptext="确定 Stage.focus 属性是否因某些安全原因返回 null。" version="4"/>

               <string helpurl="flash.display:Stage:removeChildAt" name="removeChildAt" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:setChildIndex" name="setChildIndex" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:swapChildrenAt" name="swapChildrenAt" object="[flash.display.Stage]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.display:Stage" id="Properties" name="属性" tiptext="Stage 类的属性">

               <string helpurl="flash.display:Stage:align:get" name="align" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:displayState:get" name="displayState" object="[flash.display.Stage]" playername="" text=".displayState" tiptext="用于指定要使用哪个显示状态的 StageDisplayState 类的值。" version=""/>

               <string helpurl="flash.display:Stage:focus:get" name="focus" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:frameRate:get" name="frameRate" object="[flash.display.Stage]" playername="" text=".frameRate" tiptext="获取并设置舞台的帧频。" version=""/>

               <string helpurl="flash.display:Stage:fullScreenHeight:get" name="fullScreenHeight" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:fullScreenSourceRect:get" name="fullScreenSourceRect" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:fullScreenWidth:get" name="fullScreenWidth" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:height:get" name="height" object="[flash.display.Stage]" playername="" text=".height" tiptext="指示显示对象的高度，以像素为单位。" version=""/>

               <string helpurl="flash.display:Stage:mouseChildren:get" name="mouseChildren" object="[flash.display.Stage]" playername="" text=".mouseChildren" tiptext="确定对象的子项是否支持鼠标或用户输入设备。" version=""/>

               <string helpurl="flash.display:Stage:nativeWindow:get" name="nativeWindow" object="[flash.display.Stage]" playername="" text=".nativeWindow" tiptext="指向包含此 Stage 的 NativeWindow 对象的引用。" version=""/>

               <string helpurl="flash.display:Stage:numChildren:get" name="numChildren" object="[flash.display.Stage]" playername="" text=".numChildren" tiptext="返回此对象的子级数目。" version=""/>

               <string helpurl="flash.display:Stage:quality:get" name="quality" object="[flash.display.Stage]" playername="" text=".quality" tiptext="StageQuality 类中的一个用于指定使用哪种呈现品质的值。" version=""/>

               <string helpurl="flash.display:Stage:scaleMode:get" name="scaleMode" object="[flash.display.Stage]" playername="" text=".scaleMode" tiptext="一个 StageScaleMode 类中指定要使用哪种缩放模式的值。" version=""/>

               <string helpurl="flash.display:Stage:stageFocusRect:get" name="stageFocusRect" object="[flash.display.Stage]" playername="" text=".stageFocusRect" tiptext="指定对象在具有焦点时是否显示加亮的边框。" version=""/>

               <string helpurl="flash.display:Stage:stageHeight:get" name="stageHeight" object="[flash.display.Stage]" playername="" text=".stageHeight" tiptext="舞台的当前高度(以像素为单位)。" version=""/>

               <string helpurl="flash.display:Stage:stageWidth:get" name="stageWidth" object="[flash.display.Stage]" playername="" text=".stageWidth" tiptext="指定舞台的当前宽度(以像素为单位)。" version=""/>

               <string helpurl="flash.display:Stage:width:get" name="width" object="[flash.display.Stage]" playername="" text=".width" tiptext="指示显示对象的宽度，以像素为单位。" version=""/>

               <string helpurl="flash.display:Stage:wmodeGPU:get" name="wmodeGPU" object="[flash.display.Stage]" playername="" text=".wmodeGPU" tiptext="指示 GPU 合成是否可用并正处于使用中。" version=""/>

            </folder>

            <folder helpurl="flash.display:Stage" id="Events" name="事件" tiptext="Stage 类的事件">

               <string helpurl="flash.display:Stage_flash.events.FullScreenEvent.FULL_SCREEN_fullScreen" name="fullScreen" object="[flash.display.Stage]" playername="" text=".addEventListener(%类型:String=FullScreenEvent.FULL_SCREEN{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=""/>

               <string helpurl="flash.display:Stage_flash.events.Event.RESIZE_resize" name="resize" object="[flash.display.Stage]" playername="" text=".addEventListener(%类型:String=Event.RESIZE{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=""/>

               <string helpurl="flash.display:Stage_flash.events.Event.MOUSE_LEAVE_mouseLeave" name="mouseLeave" object="[flash.display.Stage]" playername="" text=".addEventListener(%类型:String=Event.MOUSE_LEAVE{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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageAlign" id="[flash.display.StageAlign]" index="true" name="StageAlign" sort="true" tiptext="StageAlign 类提供了用于 Stage.align 属性的常数值。">

            <folder helpurl="flash.display:StageAlign" id="Properties" name="属性" tiptext="StageAlign 类的属性">

               <string constant="true" helpurl="flash.display:StageAlign:BOTTOM_LEFT" name="BOTTOM_LEFT" object="[flash.display.StageAlign]" playername="" text="StageAlign.BOTTOM_LEFT" tiptext="指定舞台靠左下角对齐。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:BOTTOM_RIGHT" name="BOTTOM_RIGHT" object="[flash.display.StageAlign]" playername="" text="StageAlign.BOTTOM_RIGHT" tiptext="指定舞台靠右下角对齐。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:BOTTOM" name="BOTTOM" object="[flash.display.StageAlign]" playername="" text="StageAlign.BOTTOM" tiptext="指定舞台靠底部对齐。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:LEFT" name="LEFT" object="[flash.display.StageAlign]" playername="" text="StageAlign.LEFT" tiptext="指定舞台靠左对齐。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:RIGHT" name="RIGHT" object="[flash.display.StageAlign]" playername="" text="StageAlign.RIGHT" tiptext="指定舞台靠右对齐。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:TOP_LEFT" name="TOP_LEFT" object="[flash.display.StageAlign]" playername="" text="StageAlign.TOP_LEFT" tiptext="指定舞台靠左上角对齐。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:TOP_RIGHT" name="TOP_RIGHT" object="[flash.display.StageAlign]" playername="" text="StageAlign.TOP_RIGHT" tiptext="指定舞台靠右上角对齐。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:TOP" name="TOP" object="[flash.display.StageAlign]" playername="" text="StageAlign.TOP" tiptext="指定舞台靠顶部对齐。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageDisplayState" id="[flash.display.StageDisplayState]" index="true" name="StageDisplayState" sort="true" tiptext="StageDisplayState 类可为 Stage.displayState 属性提供值。">

            <folder helpurl="flash.display:StageDisplayState" id="Properties" name="属性" tiptext="StageDisplayState 类的属性">

               <string constant="true" helpurl="flash.display:StageDisplayState:FULL_SCREEN_INTERACTIVE" name="FULL_SCREEN_INTERACTIVE" object="[flash.display.StageDisplayState]" playername="" text="StageDisplayState.FULL_SCREEN_INTERACTIVE" tiptext="指定舞台处于启用键盘交互的全屏模式。" version=""/>

               <string constant="true" helpurl="flash.display:StageDisplayState:FULL_SCREEN" name="FULL_SCREEN" object="[flash.display.StageDisplayState]" playername="" text="StageDisplayState.FULL_SCREEN" tiptext="指定舞台处于全屏模式。" version=""/>

               <string constant="true" helpurl="flash.display:StageDisplayState:NORMAL" name="NORMAL" object="[flash.display.StageDisplayState]" playername="" text="StageDisplayState.NORMAL" tiptext="指定舞台处于标准模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageQuality" id="[flash.display.StageQuality]" index="true" name="StageQuality" sort="true" tiptext="StageQuality 类可为 Stage.quality 属性提供值。">

            <folder helpurl="flash.display:StageQuality" id="Properties" name="属性" tiptext="StageQuality 类的属性">

               <string constant="true" helpurl="flash.display:StageQuality:BEST" name="BEST" object="[flash.display.StageQuality]" playername="" text="StageQuality.BEST" 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=""/>

               <string constant="true" helpurl="flash.display:StageQuality:HIGH" name="HIGH" object="[flash.display.StageQuality]" playername="" text="StageQuality.HIGH" 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=""/>

               <string constant="true" helpurl="flash.display:StageQuality:LOW" name="LOW" object="[flash.display.StageQuality]" playername="" text="StageQuality.LOW" 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=""/>

               <string constant="true" helpurl="flash.display:StageQuality:MEDIUM" name="MEDIUM" object="[flash.display.StageQuality]" playername="" text="StageQuality.MEDIUM" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageScaleMode" id="[flash.display.StageScaleMode]" index="true" name="StageScaleMode" sort="true" tiptext="StageScaleMode 类可为 Stage.scaleMode 属性提供值。">

            <folder helpurl="flash.display:StageScaleMode" id="Properties" name="属性" tiptext="StageScaleMode 类的属性">

               <string constant="true" helpurl="flash.display:StageScaleMode:EXACT_FIT" name="EXACT_FIT" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.EXACT_FIT" 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=""/>

               <string constant="true" helpurl="flash.display:StageScaleMode:NO_BORDER" name="NO_BORDER" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.NO_BORDER" 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=""/>

               <string constant="true" helpurl="flash.display:StageScaleMode:NO_SCALE" name="NO_SCALE" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.NO_SCALE" 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=""/>

               <string constant="true" helpurl="flash.display:StageScaleMode:SHOW_ALL" name="SHOW_ALL" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.SHOW_ALL" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:SWFVersion" id="[flash.display.SWFVersion]" index="true" name="SWFVersion" sort="true" 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。">

            <folder helpurl="flash.display:SWFVersion" id="Properties" name="属性" tiptext="SWFVersion 类的属性">

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH10" name="FLASH10" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH10" tiptext="SWF 文件格式版本 10.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH1" name="FLASH1" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH1" tiptext="SWF 文件格式版本 1.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH2" name="FLASH2" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH2" tiptext="SWF 文件格式版本 2.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH3" name="FLASH3" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH3" tiptext="SWF 文件格式版本 3.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH4" name="FLASH4" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH4" tiptext="SWF 文件格式版本 4.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH5" name="FLASH5" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH5" tiptext="SWF 文件格式版本 5.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH6" name="FLASH6" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH6" tiptext="SWF 文件格式版本 6.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH7" name="FLASH7" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH7" tiptext="SWF 文件格式版本 7.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH8" name="FLASH8" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH8" tiptext="SWF 文件格式版本 8.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH9" name="FLASH9" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH9" tiptext="SWF 文件格式版本 9.0。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.errors" id="flash.errors" name="flash.errors" sort="true" tiptext="flash.errors 包的类">

         <folder asAncestors="flash.errors:IOError,Error,Object" helpurl="flash.errors:EOFError" id="[flash.errors.EOFError]" index="true" name="EOFError" sort="true" 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。">

            <folder helpurl="flash.errors:EOFError" id="Methods" name="方法" tiptext="EOFError 类的方法">

               <string constructor="true" helpurl="flash.errors:EOFError:EOFError" name="EOFError" object="[flash.errors.EOFError]" playername="" text="new EOFError(%消息:String%)" tiptext="创建新的 EOFError 对象。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:IllegalOperationError" id="[flash.errors.IllegalOperationError]" index="true" name="IllegalOperationError" sort="true" 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。">

            <folder helpurl="flash.errors:IllegalOperationError" id="Methods" name="方法" tiptext="IllegalOperationError 类的方法">

               <string constructor="true" helpurl="flash.errors:IllegalOperationError:IllegalOperationError" name="IllegalOperationError" object="[flash.errors.IllegalOperationError]" playername="" text="new IllegalOperationError(%消息:String%)" tiptext="创建新的 IllegalOperationError 对象。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:InvalidSWFError" id="[flash.errors.InvalidSWFError]" index="true" name="InvalidSWFError" sort="true" tiptext="遇到损坏的 SWF 文件时，Flash 运行时会引发此异常。">

            <folder helpurl="flash.errors:InvalidSWFError" id="Methods" name="方法" tiptext="InvalidSWFError 类的方法">

               <string constructor="true" helpurl="flash.errors:InvalidSWFError:InvalidSWFError" name="InvalidSWFError" object="[flash.errors.InvalidSWFError]" playername="" text="new InvalidSWFError(%消息:String[,:int=0]%)" tiptext="创建新的 InvalidSWFError 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:IOError" id="[flash.errors.IOError]" index="true" name="IOError" sort="true" tiptext="某些类型的输入或输出失败时，将引发 IOError 异常。">

            <folder helpurl="flash.errors:IOError" id="Methods" name="方法" tiptext="IOError 类的方法">

               <string constructor="true" helpurl="flash.errors:IOError:IOError" name="IOError" object="[flash.errors.IOError]" playername="" text="new IOError(%消息:String%)" tiptext="创建新的 IOError 对象。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:MemoryError" id="[flash.errors.MemoryError]" index="true" name="MemoryError" sort="true" tiptext="内存分配请求失败时，将引发 MemoryError 异常。">

            <folder helpurl="flash.errors:MemoryError" id="Methods" name="方法" tiptext="MemoryError 类的方法">

               <string constructor="true" helpurl="flash.errors:MemoryError:MemoryError" name="MemoryError" object="[flash.errors.MemoryError]" playername="" text="new MemoryError(%消息:String%)" tiptext="创建新的 MemoryError 对象。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:ScriptTimeoutError" id="[flash.errors.ScriptTimeoutError]" index="true" name="ScriptTimeoutError" sort="true" tiptext="达到脚本超时间隔时，将引发 ScriptTimeoutError 异常。">

            <folder helpurl="flash.errors:ScriptTimeoutError" id="Methods" name="方法" tiptext="ScriptTimeoutError 类的方法">

               <string constructor="true" helpurl="flash.errors:ScriptTimeoutError:ScriptTimeoutError" name="ScriptTimeoutError" object="[flash.errors.ScriptTimeoutError]" playername="" text="new ScriptTimeoutError(%消息:String%)" tiptext="创建新的 ScriptTimeoutError 对象。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:StackOverflowError" id="[flash.errors.StackOverflowError]" index="true" name="StackOverflowError" sort="true" tiptext="可用于脚本的堆栈用尽时，ActionScript 将引发 StackOverflowError 异常。">

            <folder helpurl="flash.errors:StackOverflowError" id="Methods" name="方法" tiptext="StackOverflowError 类的方法">

               <string constructor="true" helpurl="flash.errors:StackOverflowError:StackOverflowError" name="StackOverflowError" object="[flash.errors.StackOverflowError]" playername="" text="new StackOverflowError(%消息:String%)" tiptext="创建新的 StackOverflowError 对象。" version="9"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.events" id="flash.events" name="flash.events" sort="true" tiptext="flash.events 包的类">

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:AccelerometerEvent" id="[flash.events.AccelerometerEvent]" index="true" name="AccelerometerEvent" sort="true" 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。">

            <folder helpurl="flash.events:AccelerometerEvent" id="Methods" name="方法" tiptext="AccelerometerEvent 类的方法">

               <string constructor="true" helpurl="flash.events:AccelerometerEvent:AccelerometerEvent" name="AccelerometerEvent" object="[flash.events.AccelerometerEvent]" playername="" 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]%)" tiptext="AccelerometerEvent 对象的构造函数。" version="4"/>

            </folder>

            <folder helpurl="flash.events:AccelerometerEvent" id="Properties" name="属性" tiptext="AccelerometerEvent 类的属性">

               <string constant="true" helpurl="flash.events:AccelerometerEvent:UPDATE" name="UPDATE" object="[flash.events.AccelerometerEvent]" playername="" text="AccelerometerEvent.UPDATE" tiptext="定义 AccelerometerEvent 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:accelerationX" name="accelerationX" object="[flash.events.AccelerometerEvent]" playername="" text=".accelerationX" tiptext="沿 X 轴的加速，以 G 为度量单位。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:accelerationY" name="accelerationY" object="[flash.events.AccelerometerEvent]" playername="" text=".accelerationY" tiptext="沿 Y 轴的加速，以 G 为度量单位。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:accelerationZ" name="accelerationZ" object="[flash.events.AccelerometerEvent]" playername="" text=".accelerationZ" tiptext="沿 Z 轴的加速，以 G 为度量单位。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:timestamp" name="timestamp" object="[flash.events.AccelerometerEvent]" playername="" text=".timestamp" tiptext="自初始化运行时后事件的毫秒数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:AsyncErrorEvent" id="[flash.events.AsyncErrorEvent]" index="true" name="AsyncErrorEvent" sort="true" 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。">

            <folder helpurl="flash.events:AsyncErrorEvent" id="Methods" name="方法" tiptext="AsyncErrorEvent 类的方法">

               <string constructor="true" helpurl="flash.events:AsyncErrorEvent:AsyncErrorEvent" name="AsyncErrorEvent" object="[flash.events.AsyncErrorEvent]" playername="" text="new AsyncErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,错误:Error=null]%)" tiptext="AsyncErrorEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:AsyncErrorEvent:clone" name="clone" object="[flash.events.AsyncErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:AsyncErrorEvent:toString" name="toString" object="[flash.events.AsyncErrorEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:AsyncErrorEvent" id="Properties" name="属性" tiptext="AsyncErrorEvent 类的属性">

               <string constant="true" helpurl="flash.events:AsyncErrorEvent:ASYNC_ERROR" name="ASYNC_ERROR" object="[flash.events.AsyncErrorEvent]" playername="" text="AsyncErrorEvent.ASYNC_ERROR" tiptext="AsyncErrorEvent.ASYNC_ERROR 常数定义 asyncError 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:AsyncErrorEvent:error" name="error" object="[flash.events.AsyncErrorEvent]" playername="" text=".error" tiptext="引发的异常。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:DataEvent" id="[flash.events.DataEvent]" index="true" name="DataEvent" sort="true" tiptext="当原始数据完成加载后，对象将调度 DataEvent 对象。">

            <folder helpurl="flash.events:DataEvent" id="Methods" name="方法" tiptext="DataEvent 类的方法">

               <string constructor="true" helpurl="flash.events:DataEvent:DataEvent" name="DataEvent" object="[flash.events.DataEvent]" playername="" text="new DataEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,数据:String]%)" tiptext="DataEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:DataEvent:clone" name="clone" object="[flash.events.DataEvent]" playername="" 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"/>

               <string helpurl="flash.events:DataEvent:toString" name="toString" object="[flash.events.DataEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:DataEvent" id="Properties" name="属性" tiptext="DataEvent 类的属性">

               <string constant="true" helpurl="flash.events:DataEvent:DATA" name="DATA" object="[flash.events.DataEvent]" playername="" text="DataEvent.DATA" tiptext="定义 data 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:DataEvent:UPLOAD_COMPLETE_DATA" name="UPLOAD_COMPLETE_DATA" object="[flash.events.DataEvent]" playername="" text="DataEvent.UPLOAD_COMPLETE_DATA" tiptext="定义 uploadCompleteData 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:DataEvent:data:get" name="data" object="[flash.events.DataEvent]" playername="" text=".data" tiptext="加载到 Flash Player 或 Adobe AIR 中的原始数据。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:ErrorEvent" id="[flash.events.ErrorEvent]" index="true" name="ErrorEvent" sort="true" tiptext="当发生错误导致异步操作失败时，对象会调度 ErrorEvent 对象。">

            <folder helpurl="flash.events:ErrorEvent" id="Methods" name="方法" tiptext="ErrorEvent 类的方法">

               <string constructor="true" helpurl="flash.events:ErrorEvent:ErrorEvent" name="ErrorEvent" object="[flash.events.ErrorEvent]" playername="" text="new ErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0]%)" tiptext="ErrorEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:ErrorEvent:clone" name="clone" object="[flash.events.ErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:ErrorEvent:toString" name="toString" object="[flash.events.ErrorEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:ErrorEvent" id="Properties" name="属性" tiptext="ErrorEvent 类的属性">

               <string constant="true" helpurl="flash.events:ErrorEvent:ERROR" name="ERROR" object="[flash.events.ErrorEvent]" playername="" text="ErrorEvent.ERROR" tiptext="定义 error 事件对象的 type 属性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:Event" id="[flash.events.Event]" index="true" name="Event" sort="true" 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。">

            <folder helpurl="flash.events:Event" id="Methods" name="方法" tiptext="Event 类的方法">

               <string constructor="true" helpurl="flash.events:Event:Event" name="Event" object="[flash.events.Event]" playername="" text="new Event(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" tiptext="用于创建新的 Event 对象。" version="4"/>

               <string helpurl="flash.events:Event:clone" name="clone" object="[flash.events.Event]" playername="" text=".clone(%%):flash.events:Event" tiptext="复制 Event 子类的实例。" version="4"/>

               <string helpurl="flash.events:Event:formatToString" name="formatToString" object="[flash.events.Event]" playername="" 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"/>

               <string helpurl="flash.events:Event:isDefaultPrevented" name="isDefaultPrevented" object="[flash.events.Event]" playername="" text=".isDefaultPrevented(%%):Boolean" tiptext="检查是否已对事件调用 preventDefault() 方法。" version="4"/>

               <string helpurl="flash.events:Event:preventDefault" name="preventDefault" object="[flash.events.Event]" playername="" 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"/>

               <string helpurl="flash.events:Event:stopImmediatePropagation" name="stopImmediatePropagation" object="[flash.events.Event]" playername="" 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"/>

               <string helpurl="flash.events:Event:stopPropagation" name="stopPropagation" object="[flash.events.Event]" playername="" 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"/>

               <string helpurl="flash.events:Event:toString" name="toString" object="[flash.events.Event]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:Event" id="Properties" name="属性" tiptext="Event 类的属性">

               <string constant="true" helpurl="flash.events:Event:ACTIVATE" name="ACTIVATE" object="[flash.events.Event]" playername="" text="Event.ACTIVATE" tiptext="ACTIVATE 常量定义 activate 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ADDED_TO_STAGE" name="ADDED_TO_STAGE" object="[flash.events.Event]" playername="" text="Event.ADDED_TO_STAGE" tiptext="Event.ADDED_TO_STAGE 常量定义 addedToStage 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ADDED" name="ADDED" object="[flash.events.Event]" playername="" text="Event.ADDED" tiptext="Event.ADDED 常量定义 added 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CANCEL" name="CANCEL" object="[flash.events.Event]" playername="" text="Event.CANCEL" tiptext="Event.CANCEL 常量定义 cancel 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CHANGE" name="CHANGE" object="[flash.events.Event]" playername="" text="Event.CHANGE" tiptext="Event.CHANGE 常量定义 change 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CLEAR" name="CLEAR" object="[flash.events.Event]" playername="" text="Event.CLEAR" tiptext="Event.CLEAR 常量定义 clear 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CLOSE" name="CLOSE" object="[flash.events.Event]" playername="" text="Event.CLOSE" tiptext="Event.CLOSE 常量定义 close 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CLOSING" name="CLOSING" object="[flash.events.Event]" playername="" text="Event.CLOSING" tiptext="Event.CLOSING 常量定义 closing 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:COMPLETE" name="COMPLETE" object="[flash.events.Event]" playername="" text="Event.COMPLETE" tiptext="Event.COMPLETE 常量定义 complete 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CONNECT" name="CONNECT" object="[flash.events.Event]" playername="" text="Event.CONNECT" tiptext="Event.CONNECT 常量定义 connect 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:COPY" name="COPY" object="[flash.events.Event]" playername="" text="Event.COPY" tiptext="定义 copy 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CUT" name="CUT" object="[flash.events.Event]" playername="" text="Event.CUT" tiptext="定义 cut 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:DEACTIVATE" name="DEACTIVATE" object="[flash.events.Event]" playername="" text="Event.DEACTIVATE" tiptext="Event.DEACTIVATE 常量定义 deactivate 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:DISPLAYING" name="DISPLAYING" object="[flash.events.Event]" playername="" text="Event.DISPLAYING" tiptext="Event.DISPLAYING 常量定义 displaying 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ENTER_FRAME" name="ENTER_FRAME" object="[flash.events.Event]" playername="" text="Event.ENTER_FRAME" tiptext="Event.ENTER_FRAME 常量定义 enterFrame 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:EXITING" name="EXITING" object="[flash.events.Event]" playername="" text="Event.EXITING" tiptext="Event.EXITING 常量定义 exiting 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:EXIT_FRAME" name="EXIT_FRAME" object="[flash.events.Event]" playername="" text="Event.EXIT_FRAME" tiptext="Event.EXIT_FRAME 常量定义 exitFrame 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:FRAME_CONSTRUCTED" name="FRAME_CONSTRUCTED" object="[flash.events.Event]" playername="" text="Event.FRAME_CONSTRUCTED" tiptext="Event.FRAME_CONSTRUCTED 常量定义 frameConstructed 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:FULLSCREEN" name="FULLSCREEN" object="[flash.events.Event]" playername="" text="Event.FULLSCREEN" tiptext="Event.FULL_SCREEN 常量定义 fullScreen 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:HTML_BOUNDS_CHANGE" name="HTML_BOUNDS_CHANGE" object="[flash.events.Event]" playername="" text="Event.HTML_BOUNDS_CHANGE" tiptext="Event.HTML_BOUNDS_CHANGE 常量定义 htmlBoundsChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:HTML_DOM_INITIALIZE" name="HTML_DOM_INITIALIZE" object="[flash.events.Event]" playername="" text="Event.HTML_DOM_INITIALIZE" tiptext="Event.HTML_DOM_INITIALIZE 常量定义 htmlDOMInitialize 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:HTML_RENDER" name="HTML_RENDER" object="[flash.events.Event]" playername="" text="Event.HTML_RENDER" tiptext="Event.HTML_RENDER 常量定义 htmlRender 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ID3" name="ID3" object="[flash.events.Event]" playername="" text="Event.ID3" tiptext="Event.ID3 常量定义 id3 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:INIT" name="INIT" object="[flash.events.Event]" playername="" text="Event.INIT" tiptext="Event.INIT 常量定义 init 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:LOCATION_CHANGE" name="LOCATION_CHANGE" object="[flash.events.Event]" playername="" text="Event.LOCATION_CHANGE" tiptext="Event.LOCATION_CHANGE 常量定义 locationChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:MOUSE_LEAVE" name="MOUSE_LEAVE" object="[flash.events.Event]" playername="" text="Event.MOUSE_LEAVE" tiptext="Event.MOUSE_LEAVE 常量定义 mouseLeave 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:NETWORK_CHANGE" name="NETWORK_CHANGE" object="[flash.events.Event]" playername="" text="Event.NETWORK_CHANGE" tiptext="Event.NETWORK_CHANGE 常量定义 networkChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:OPEN" name="OPEN" object="[flash.events.Event]" playername="" text="Event.OPEN" tiptext="Event.OPEN 常量用于定义 open 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:PASTE" name="PASTE" object="[flash.events.Event]" playername="" text="Event.PASTE" tiptext="Event.PASTE 常量定义 paste 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:REMOVED_FROM_STAGE" name="REMOVED_FROM_STAGE" object="[flash.events.Event]" playername="" text="Event.REMOVED_FROM_STAGE" tiptext="Event.REMOVED_FROM_STAGE 常量定义 removedFromStage 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:REMOVED" name="REMOVED" object="[flash.events.Event]" playername="" text="Event.REMOVED" tiptext="Event.REMOVED 常量定义 removed 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:RENDER" name="RENDER" object="[flash.events.Event]" playername="" text="Event.RENDER" tiptext="Event.RENDER 常量定义 render 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:RESIZE" name="RESIZE" object="[flash.events.Event]" playername="" text="Event.RESIZE" tiptext="Event.RESIZE 常量定义 resize 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SCROLL" name="SCROLL" object="[flash.events.Event]" playername="" text="Event.SCROLL" tiptext="Event.SCROLL 常量定义 scroll 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SELECT_ALL" name="SELECT_ALL" object="[flash.events.Event]" playername="" text="Event.SELECT_ALL" tiptext="Event.SELECT_ALL 常量定义 selectAll 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SELECT" name="SELECT" object="[flash.events.Event]" playername="" text="Event.SELECT" tiptext="Event.SELECT 常量定义 select 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SOUND_COMPLETE" name="SOUND_COMPLETE" object="[flash.events.Event]" playername="" text="Event.SOUND_COMPLETE" tiptext="Event.SOUND_COMPLETE 常量定义 soundComplete 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:STANDARD_ERROR_CLOSE" name="STANDARD_ERROR_CLOSE" object="[flash.events.Event]" playername="" text="Event.STANDARD_ERROR_CLOSE" tiptext="Event.STANDARD_ERROR_CLOSE 常量定义 standardErrorClose 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:STANDARD_INPUT_CLOSE" name="STANDARD_INPUT_CLOSE" object="[flash.events.Event]" playername="" text="Event.STANDARD_INPUT_CLOSE" tiptext="Event.STANDARD_INPUT_CLOSE 常量定义 standardInputClose 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:STANDARD_OUTPUT_CLOSE" name="STANDARD_OUTPUT_CLOSE" object="[flash.events.Event]" playername="" text="Event.STANDARD_OUTPUT_CLOSE" tiptext="Event.STANDARD_OUTPUT_CLOSE 常量定义 standardOutputClose 事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:TAB_CHILDREN_CHANGE" name="TAB_CHILDREN_CHANGE" object="[flash.events.Event]" playername="" text="Event.TAB_CHILDREN_CHANGE" tiptext="Event.TAB_CHILDREN_CHANGE 常量定义 tabChildrenChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:TAB_ENABLED_CHANGE" name="TAB_ENABLED_CHANGE" object="[flash.events.Event]" playername="" text="Event.TAB_ENABLED_CHANGE" tiptext="Event.TAB_ENABLED_CHANGE 常量定义 tabEnabledChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:TAB_INDEX_CHANGE" name="TAB_INDEX_CHANGE" object="[flash.events.Event]" playername="" text="Event.TAB_INDEX_CHANGE" tiptext="Event.TAB_INDEX_CHANGE 常量定义 tabIndexChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:UNLOAD" name="UNLOAD" object="[flash.events.Event]" playername="" text="Event.UNLOAD" tiptext="Event.UNLOAD 常量定义 unload 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:USER_IDLE" name="USER_IDLE" object="[flash.events.Event]" playername="" text="Event.USER_IDLE" tiptext="Event.USER_IDLE 常量定义 userIdle 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:USER_PRESENT" name="USER_PRESENT" object="[flash.events.Event]" playername="" text="Event.USER_PRESENT" tiptext="Event.USER_PRESENT 常量定义 userPresent 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:Event:bubbles:get" name="bubbles" object="[flash.events.Event]" playername="" text=".bubbles" tiptext="指示事件是否为 bubbling 事件。" version=""/>

               <string helpurl="flash.events:Event:cancelable:get" name="cancelable" object="[flash.events.Event]" playername="" text=".cancelable" tiptext="指示是否可以阻止与事件相关联的行为。" version=""/>

               <string helpurl="flash.events:Event:currentTarget:get" name="currentTarget" object="[flash.events.Event]" playername="" 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=""/>

               <string helpurl="flash.events:Event:eventPhase:get" name="eventPhase" object="[flash.events.Event]" playername="" text=".eventPhase" tiptext="事件流中的当前阶段。" version=""/>

               <string helpurl="flash.events:Event:target:get" name="target" object="[flash.events.Event]" playername="" text=".target" tiptext="事件目标。" version=""/>

               <string helpurl="flash.events:Event:type:get" name="type" object="[flash.events.Event]" playername="" text=".type" tiptext="事件的类型。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:EventDispatcher" id="[flash.events.EventDispatcher]" index="true" name="EventDispatcher" sort="true" tiptext="EventDispatcher 类是所有调度事件的运行时类的基类。">

            <folder helpurl="flash.events:EventDispatcher" id="Methods" name="方法" tiptext="EventDispatcher 类的方法">

               <string constructor="true" helpurl="flash.events:EventDispatcher:EventDispatcher" name="EventDispatcher" object="[flash.events.EventDispatcher]" playername="" text="new EventDispatcher(%[目标:flash.events:IEventDispatcher=null]%)" tiptext="聚合 EventDispatcher 类的实例。" version="4"/>

               <string helpurl="flash.events:EventDispatcher:addEventListener" name="addEventListener" object="[flash.events.EventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:EventDispatcher:dispatchEvent" name="dispatchEvent" object="[flash.events.EventDispatcher]" playername="" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="4"/>

               <string helpurl="flash.events:EventDispatcher:hasEventListener" name="hasEventListener" object="[flash.events.EventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:EventDispatcher:removeEventListener" name="removeEventListener" object="[flash.events.EventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:EventDispatcher:willTrigger" name="willTrigger" object="[flash.events.EventDispatcher]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:EventDispatcher" id="Events" name="事件" tiptext="EventDispatcher 类的事件">

               <string helpurl="flash.events:EventDispatcher_flash.events.Event.DEACTIVATE_deactivate" name="deactivate" object="[flash.events.EventDispatcher]" playername="" 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=""/>

               <string helpurl="flash.events:EventDispatcher_flash.events.Event.ACTIVATE_activate" name="activate" object="[flash.events.EventDispatcher]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:EventPhase" id="[flash.events.EventPhase]" index="true" name="EventPhase" sort="true" tiptext="EventPhase 类可为 Event 类的 eventPhase 属性提供值。">

            <folder helpurl="flash.events:EventPhase" id="Properties" name="属性" tiptext="EventPhase 类的属性">

               <string constant="true" helpurl="flash.events:EventPhase:AT_TARGET" name="AT_TARGET" object="[flash.events.EventPhase]" playername="" text="EventPhase.AT_TARGET" tiptext="目标阶段，是事件流的第二个阶段。" version=""/>

               <string constant="true" helpurl="flash.events:EventPhase:BUBBLING_PHASE" name="BUBBLING_PHASE" object="[flash.events.EventPhase]" playername="" text="EventPhase.BUBBLING_PHASE" tiptext="Bubbling 阶段，是事件流的第三个阶段。" version=""/>

               <string constant="true" helpurl="flash.events:EventPhase:CAPTURING_PHASE" name="CAPTURING_PHASE" object="[flash.events.EventPhase]" playername="" text="EventPhase.CAPTURING_PHASE" tiptext="捕获阶段，是事件流的第一个阶段。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:FocusEvent" id="[flash.events.FocusEvent]" index="true" name="FocusEvent" sort="true" 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。">

            <folder helpurl="flash.events:FocusEvent" id="Methods" name="方法" tiptext="FocusEvent 类的方法">

               <string constructor="true" helpurl="flash.events:FocusEvent:FocusEvent" name="FocusEvent" object="[flash.events.FocusEvent]" playername="" 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]%)" tiptext="FocusEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:FocusEvent:clone" name="clone" object="[flash.events.FocusEvent]" playername="" 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"/>

               <string helpurl="flash.events:FocusEvent:toString" name="toString" object="[flash.events.FocusEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:FocusEvent" id="Properties" name="属性" tiptext="FocusEvent 类的属性">

               <string constant="true" helpurl="flash.events:FocusEvent:FOCUS_IN" name="FOCUS_IN" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.FOCUS_IN" tiptext="定义 focusIn 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:FocusEvent:FOCUS_OUT" name="FOCUS_OUT" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.FOCUS_OUT" tiptext="定义 focusOut 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:FocusEvent:KEY_FOCUS_CHANGE" name="KEY_FOCUS_CHANGE" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.KEY_FOCUS_CHANGE" tiptext="定义 keyFocusChange 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:FocusEvent:MOUSE_FOCUS_CHANGE" name="MOUSE_FOCUS_CHANGE" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.MOUSE_FOCUS_CHANGE" tiptext="定义 mouseFocusChange 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:FocusEvent:direction:get" name="direction" object="[flash.events.FocusEvent]" playername="" text=".direction" tiptext="指定 focusIn 事件的焦点方向。" version=""/>

               <string helpurl="flash.events:FocusEvent:isRelatedObjectInaccessible:get" name="isRelatedObjectInaccessible" object="[flash.events.FocusEvent]" playername="" 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=""/>

               <string helpurl="flash.events:FocusEvent:keyCode:get" name="keyCode" object="[flash.events.FocusEvent]" playername="" text=".keyCode" tiptext="按下以触发 keyFocusChange 事件的键的键控代码值。" version=""/>

               <string helpurl="flash.events:FocusEvent:relatedObject:get" name="relatedObject" object="[flash.events.FocusEvent]" playername="" 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=""/>

               <string helpurl="flash.events:FocusEvent:shiftKey:get" name="shiftKey" object="[flash.events.FocusEvent]" playername="" text=".shiftKey" tiptext="指出是否激活了 Shift 功能键，若激活则值为 true。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ActivityEvent,flash.events:Event,Object" helpurl="flash.events:FullScreenEvent" id="[flash.events.FullScreenEvent]" index="true" name="FullScreenEvent" sort="true" 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。">

            <folder helpurl="flash.events:FullScreenEvent" id="Methods" name="方法" tiptext="FullScreenEvent 类的方法">

               <string constructor="true" helpurl="flash.events:FullScreenEvent:FullScreenEvent" name="FullScreenEvent" object="[flash.events.FullScreenEvent]" playername="" text="new FullScreenEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,全屏:Boolean=false]%)" tiptext="FullScreenEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:FullScreenEvent:clone" name="clone" object="[flash.events.FullScreenEvent]" playername="" 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"/>

               <string helpurl="flash.events:FullScreenEvent:toString" name="toString" object="[flash.events.FullScreenEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:FullScreenEvent" id="Properties" name="属性" tiptext="FullScreenEvent 类的属性">

               <string constant="true" helpurl="flash.events:FullScreenEvent:FULL_SCREEN" name="FULL_SCREEN" object="[flash.events.FullScreenEvent]" playername="" text="FullScreenEvent.FULL_SCREEN" tiptext="FullScreenEvent.FULL_SCREEN 常数定义 fullScreen 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:FullScreenEvent:fullScreen:get" name="fullScreen" object="[flash.events.FullScreenEvent]" playername="" text=".fullScreen" tiptext="指示 Stage 对象是(true)否(false)处于全屏模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:GeolocationEvent" id="[flash.events.GeolocationEvent]" index="true" name="GeolocationEvent" sort="true" 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。">

            <folder helpurl="flash.events:GeolocationEvent" id="Methods" name="方法" tiptext="GeolocationEvent 类的方法">

               <string constructor="true" helpurl="flash.events:GeolocationEvent:GeolocationEvent" name="GeolocationEvent" object="[flash.events.GeolocationEvent]" playername="" 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]%)" tiptext="GeolocationEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:GeolocationEvent:clone" name="clone" object="[flash.events.GeolocationEvent]" playername="" 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="4"/>

               <string helpurl="flash.events:GeolocationEvent:toString" name="toString" object="[flash.events.GeolocationEvent]" playername="" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 GeolocationEvent 对象的所有属性。" version="4"/>

            </folder>

            <folder helpurl="flash.events:GeolocationEvent" id="Properties" name="属性" tiptext="GeolocationEvent 类的属性">

               <string constant="true" helpurl="flash.events:GeolocationEvent:UPDATE" name="UPDATE" object="[flash.events.GeolocationEvent]" playername="" text="GeolocationEvent.UPDATE" tiptext="定义 GeolocationEvent 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:altitude" name="altitude" object="[flash.events.GeolocationEvent]" playername="" text=".altitude" tiptext="高度（以米为单位）。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:heading" name="heading" object="[flash.events.GeolocationEvent]" playername="" text=".heading" tiptext="相对于正北的移动方向（以整数度为单位）。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:horizontalAccuracy" name="horizontalAccuracy" object="[flash.events.GeolocationEvent]" playername="" text=".horizontalAccuracy" tiptext="水平精度（以米为单位）。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:latitude" name="latitude" object="[flash.events.GeolocationEvent]" playername="" text=".latitude" tiptext="纬度（以度为单位）。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:longitude" name="longitude" object="[flash.events.GeolocationEvent]" playername="" text=".longitude" tiptext="经度（以度为单位）。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:speed" name="speed" object="[flash.events.GeolocationEvent]" playername="" text=".speed" tiptext="速度（以米/秒为单位）。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:timestamp" name="timestamp" object="[flash.events.GeolocationEvent]" playername="" text=".timestamp" tiptext="自初始化运行时后事件的毫秒数。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:verticalAccuracy" name="verticalAccuracy" object="[flash.events.GeolocationEvent]" playername="" text=".verticalAccuracy" tiptext="垂直精度（以米为单位）。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:GestureEvent" id="[flash.events.GestureEvent]" index="true" name="GestureEvent" sort="true" 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）。">

            <folder helpurl="flash.events:GestureEvent" id="Methods" name="方法" tiptext="GestureEvent 类的方法">

               <string constructor="true" helpurl="flash.events:GestureEvent:GestureEvent" name="GestureEvent" object="[flash.events.GestureEvent]" playername="" 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]%)" tiptext="GestureEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:GestureEvent:clone" name="clone" object="[flash.events.GestureEvent]" playername="" 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"/>

               <string helpurl="flash.events:GestureEvent:toString" name="toString" object="[flash.events.GestureEvent]" playername="" 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"/>

               <string helpurl="flash.events:GestureEvent:updateAfterEvent" name="updateAfterEvent" object="[flash.events.GestureEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:GestureEvent" id="Properties" name="属性" tiptext="GestureEvent 类的属性">

               <string constant="true" helpurl="flash.events:GestureEvent:GESTURE_TWO_FINGER_TAP" name="GESTURE_TWO_FINGER_TAP" object="[flash.events.GestureEvent]" playername="" text="GestureEvent.GESTURE_TWO_FINGER_TAP" tiptext="定义 GESTURE_TWO_FINGER_TAP 笔势事件对象的 type 属性的值。" version=""/>

               <string helpurl="flash.events:GestureEvent:localX:get" name="localX" object="[flash.events.GestureEvent]" playername="" text=".localX" tiptext="事件发生点的相对于包含 sprite 的水平坐标。" version=""/>

               <string helpurl="flash.events:GestureEvent:localY:get" name="localY" object="[flash.events.GestureEvent]" playername="" text=".localY" tiptext="事件发生点的相对于包含 sprite 的垂直坐标。" version=""/>

               <string helpurl="flash.events:GestureEvent:phase:get" name="phase" object="[flash.events.GestureEvent]" playername="" text=".phase" tiptext="来自 GesturePhase 类的值，用于指示触控笔势的进度（开始、更新或结束）。" version=""/>

               <string helpurl="flash.events:GestureEvent:stageX:get" name="stageX" object="[flash.events.GestureEvent]" playername="" text=".stageX" tiptext="事件发生点在全局舞台坐标中的水平坐标。" version=""/>

               <string helpurl="flash.events:GestureEvent:stageY:get" name="stageY" object="[flash.events.GestureEvent]" playername="" text=".stageY" tiptext="事件发生点在全局舞台坐标中的垂直坐标。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:GesturePhase" id="[flash.events.GesturePhase]" index="true" name="GesturePhase" sort="true" tiptext="GesturePhase 类是常量值的枚举类，与 GestureEvent、PressAndTapGestureEvent 类和 TransformGestureEvent 类配合使用。">

            <folder helpurl="flash.events:GesturePhase" id="Properties" name="属性" tiptext="GesturePhase 类的属性">

               <string constant="true" helpurl="flash.events:GesturePhase:BEGIN" name="BEGIN" object="[flash.events.GesturePhase]" playername="" text="GesturePhase.BEGIN" tiptext="新笔势的开始（如用手指触摸启用触摸的屏幕）。" version=""/>

               <string constant="true" helpurl="flash.events:GesturePhase:END" name="END" object="[flash.events.GesturePhase]" playername="" text="GesturePhase.END" tiptext="笔势的完成（例如将手指从启用触摸的屏幕上抬起）。" version=""/>

               <string constant="true" helpurl="flash.events:GesturePhase:UPDATE" name="UPDATE" object="[flash.events.GesturePhase]" playername="" text="GesturePhase.UPDATE" tiptext="笔势的进度（例如在启用触摸的屏幕上移动手指）。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:HTTPStatusEvent" id="[flash.events.HTTPStatusEvent]" index="true" name="HTTPStatusEvent" sort="true" tiptext="在网络请求返回 HTTPstatus 代码时，应用程序将调度 HTTPStatusEvent 对象。">

            <folder helpurl="flash.events:HTTPStatusEvent" id="Methods" name="方法" tiptext="HTTPStatusEvent 类的方法">

               <string constructor="true" helpurl="flash.events:HTTPStatusEvent:HTTPStatusEvent" name="HTTPStatusEvent" object="[flash.events.HTTPStatusEvent]" playername="" text="new HTTPStatusEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,状态:int=0]%)" tiptext="HTTPStatusEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:HTTPStatusEvent:clone" name="clone" object="[flash.events.HTTPStatusEvent]" playername="" 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"/>

               <string helpurl="flash.events:HTTPStatusEvent:toString" name="toString" object="[flash.events.HTTPStatusEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:HTTPStatusEvent" id="Properties" name="属性" tiptext="HTTPStatusEvent 类的属性">

               <string constant="true" helpurl="flash.events:HTTPStatusEvent:HTTP_RESPONSE_STATUS" name="HTTP_RESPONSE_STATUS" object="[flash.events.HTTPStatusEvent]" playername="" text="HTTPStatusEvent.HTTP_RESPONSE_STATUS" tiptext="与 httpStatus 事件不同，httpResponseStatus 事件在所有响应数据之前传送。" version=""/>

               <string constant="true" helpurl="flash.events:HTTPStatusEvent:HTTP_STATUS" name="HTTP_STATUS" object="[flash.events.HTTPStatusEvent]" playername="" text="HTTPStatusEvent.HTTP_STATUS" tiptext="HTTPStatusEvent.HTTP_STATUS 常量定义 httpStatus 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:HTTPStatusEvent:responseHeaders:get" name="responseHeaders" object="[flash.events.HTTPStatusEvent]" playername="" text=".responseHeaders" tiptext="响应以 URLRequestHeader 对象的数组形式返回的响应标头。" version=""/>

               <string helpurl="flash.events:HTTPStatusEvent:responseURL:get" name="responseURL" object="[flash.events.HTTPStatusEvent]" playername="" text=".responseURL" tiptext="从中返回响应的 URL。" version=""/>

               <string helpurl="flash.events:HTTPStatusEvent:status:get" name="status" object="[flash.events.HTTPStatusEvent]" playername="" text=".status" tiptext="由服务器返回的 HTTP 状态代码。" version=""/>

            </folder>

         </folder>

         <folder helpurl="flash.events:IEventDispatcher" id="[flash.events.IEventDispatcher]" index="true" name="IEventDispatcher" sort="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。">

            <folder helpurl="flash.events:IEventDispatcher" id="Methods" name="方法" tiptext="IEventDispatcher 类的方法">

               <string helpurl="flash.events:IEventDispatcher:addEventListener" name="addEventListener" object="[flash.events.IEventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:IEventDispatcher:dispatchEvent" name="dispatchEvent" object="[flash.events.IEventDispatcher]" playername="" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="4"/>

               <string helpurl="flash.events:IEventDispatcher:hasEventListener" name="hasEventListener" object="[flash.events.IEventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:IEventDispatcher:removeEventListener" name="removeEventListener" object="[flash.events.IEventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:IEventDispatcher:willTrigger" name="willTrigger" object="[flash.events.IEventDispatcher]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:IMEEvent" id="[flash.events.IMEEvent]" index="true" name="IMEEvent" sort="true" tiptext="当用户使用输入法编辑器 (IME) 输入文本时，将调度 IMEEvent 对象。">

            <folder helpurl="flash.events:IMEEvent" id="Methods" name="方法" tiptext="IMEEvent 类的方法">

               <string constructor="true" helpurl="flash.events:IMEEvent:IMEEvent" name="IMEEvent" object="[flash.events.IMEEvent]" playername="" 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]%)" tiptext="IMEEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:IMEEvent:clone" name="clone" object="[flash.events.IMEEvent]" playername="" 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"/>

               <string helpurl="flash.events:IMEEvent:toString" name="toString" object="[flash.events.IMEEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:IMEEvent" id="Properties" name="属性" tiptext="IMEEvent 类的属性">

               <string constant="true" helpurl="flash.events:IMEEvent:IME_COMPOSITION" name="IME_COMPOSITION" object="[flash.events.IMEEvent]" playername="" text="IMEEvent.IME_COMPOSITION" tiptext="定义 imeComposition 事件对象的 type 属性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:IOErrorEvent" id="[flash.events.IOErrorEvent]" index="true" name="IOErrorEvent" sort="true" 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。">

            <folder helpurl="flash.events:IOErrorEvent" id="Methods" name="方法" tiptext="IOErrorEvent 类的方法">

               <string constructor="true" helpurl="flash.events:IOErrorEvent:IOErrorEvent" name="IOErrorEvent" object="[flash.events.IOErrorEvent]" playername="" text="new IOErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0]%)" tiptext="IOErrorEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:IOErrorEvent:clone" name="clone" object="[flash.events.IOErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:IOErrorEvent:toString" name="toString" object="[flash.events.IOErrorEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:IOErrorEvent" id="Properties" name="属性" tiptext="IOErrorEvent 类的属性">

               <string constant="true" helpurl="flash.events:IOErrorEvent:IO_ERROR" name="IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.IO_ERROR" tiptext="定义 ioError 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:IOErrorEvent:STANDARD_ERROR_IO_ERROR" name="STANDARD_ERROR_IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.STANDARD_ERROR_IO_ERROR" tiptext="当从 NativeProcess 对象的 standardError 流读取数据发生错误时，调度 standardErrorIoError 事件。" version=""/>

               <string constant="true" helpurl="flash.events:IOErrorEvent:STANDARD_INPUT_IO_ERROR" name="STANDARD_INPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.STANDARD_INPUT_IO_ERROR" tiptext="将数据写入 NativeProcess 对象的 standardInput 发生错误时，调度 standardInputIoError 事件。" version=""/>

               <string constant="true" helpurl="flash.events:IOErrorEvent:STANDARD_OUTPUT_IO_ERROR" name="STANDARD_OUTPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.STANDARD_OUTPUT_IO_ERROR" tiptext="从 NativeProcess 对象的 standardOutput 流读取数据发生错误时，调度 standardOutputIoError 事件。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:KeyboardEvent" id="[flash.events.KeyboardEvent]" index="true" name="KeyboardEvent" sort="true" tiptext="在响应用户通过键盘进行输入的操作时，将调度 KeyboardEvent 对象。">

            <folder helpurl="flash.events:KeyboardEvent" id="Methods" name="方法" tiptext="KeyboardEvent 类的方法">

               <string constructor="true" helpurl="flash.events:KeyboardEvent:KeyboardEvent" name="KeyboardEvent" object="[flash.events.KeyboardEvent]" playername="" 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]%)" tiptext="KeyboardEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:KeyboardEvent:clone" name="clone" object="[flash.events.KeyboardEvent]" playername="" 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"/>

               <string helpurl="flash.events:KeyboardEvent:toString" name="toString" object="[flash.events.KeyboardEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:KeyboardEvent" id="Properties" name="属性" tiptext="KeyboardEvent 类的属性">

               <string constant="true" helpurl="flash.events:KeyboardEvent:KEY_DOWN" name="KEY_DOWN" object="[flash.events.KeyboardEvent]" playername="" text="KeyboardEvent.KEY_DOWN" tiptext="KeyboardEvent.KEY_DOWN 常量定义 keyDown 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:KeyboardEvent:KEY_UP" name="KEY_UP" object="[flash.events.KeyboardEvent]" playername="" text="KeyboardEvent.KEY_UP" tiptext="KeyboardEvent.KEY_UP 常量定义 keyUp 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:charCode:get" name="charCode" object="[flash.events.KeyboardEvent]" playername="" text=".charCode" tiptext="包含按下或释放的键的字符代码值。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:commandKey:get" name="commandKey" object="[flash.events.KeyboardEvent]" playername="" text=".commandKey" tiptext="指示 Command 键是处于活动状态 (true) 还是非活动状态 (false)。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:controlKey:get" name="controlKey" object="[flash.events.KeyboardEvent]" playername="" text=".controlKey" tiptext="指示 Ctrl 键是处于活动状态(true)还是非活动状态(false)。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:keyCode:get" name="keyCode" object="[flash.events.KeyboardEvent]" playername="" text=".keyCode" tiptext="按下或释放的键的键控代码值。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:keyLocation:get" name="keyLocation" object="[flash.events.KeyboardEvent]" playername="" text=".keyLocation" tiptext="指示键在键盘上的位置。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:MouseEvent" id="[flash.events.MouseEvent]" index="true" name="MouseEvent" sort="true" tiptext="每次发生鼠标事件时，都会将 MouseEvent 对象调度到事件流中。">

            <folder helpurl="flash.events:MouseEvent" id="Methods" name="方法" tiptext="MouseEvent 类的方法">

               <string constructor="true" helpurl="flash.events:MouseEvent:MouseEvent" name="MouseEvent" object="[flash.events.MouseEvent]" playername="" 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]%)" tiptext="MouseEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:MouseEvent:clone" name="clone" object="[flash.events.MouseEvent]" playername="" 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"/>

               <string helpurl="flash.events:MouseEvent:toString" name="toString" object="[flash.events.MouseEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:MouseEvent" id="Properties" name="属性" tiptext="MouseEvent 类的属性">

               <string constant="true" helpurl="flash.events:MouseEvent:CLICK" name="CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.CLICK" tiptext="定义 click 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:CONTEXT_MENU" name="CONTEXT_MENU" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.CONTEXT_MENU" tiptext="MouseEvent.CONTEXT_MENU 常量定义 contextMenu 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:DOUBLE_CLICK" name="DOUBLE_CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.DOUBLE_CLICK" tiptext="定义 doubleClick 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MIDDLE_CLICK" name="MIDDLE_CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MIDDLE_CLICK" tiptext="定义 middleClick 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_DOWN" name="MIDDLE_MOUSE_DOWN" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MIDDLE_MOUSE_DOWN" tiptext="定义 middleMouseDown 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_UP" name="MIDDLE_MOUSE_UP" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MIDDLE_MOUSE_UP" tiptext="定义 middleMouseUp 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_DOWN" name="MOUSE_DOWN" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_DOWN" tiptext="定义 mouseDown 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_MOVE" name="MOUSE_MOVE" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_MOVE" tiptext="定义 mouseMove 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_OUT" name="MOUSE_OUT" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_OUT" tiptext="定义 mouseOut 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_OVER" name="MOUSE_OVER" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_OVER" tiptext="定义 mouseOver 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_UP" name="MOUSE_UP" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_UP" tiptext="定义 mouseUp 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:RIGHT_CLICK" name="RIGHT_CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.RIGHT_CLICK" tiptext="定义 rightClick 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_DOWN" name="RIGHT_MOUSE_DOWN" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.RIGHT_MOUSE_DOWN" tiptext="定义 rightMouseDown 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_UP" name="RIGHT_MOUSE_UP" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.RIGHT_MOUSE_UP" tiptext="定义 rightMouseUp 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:ROLL_OUT" name="ROLL_OUT" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.ROLL_OUT" tiptext="定义 rollOut 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:ROLL_OVER" name="ROLL_OVER" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.ROLL_OVER" tiptext="定义 rollOver 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:MouseEvent:altKey:get" name="altKey" object="[flash.events.MouseEvent]" playername="" text=".altKey" tiptext="指示 Alt 键是处于活动状态(true)还是非活动状态(false)。" version=""/>

               <string helpurl="flash.events:MouseEvent:buttonDown:get" name="buttonDown" object="[flash.events.MouseEvent]" playername="" text=".buttonDown" tiptext="指示鼠标主按键是已按下(true)还是未按下(false)。" version=""/>

               <string helpurl="flash.events:MouseEvent:clickCount:get" name="clickCount" object="[flash.events.MouseEvent]" playername="" text=".clickCount" tiptext="指示鼠标按下事件是否是多单击序列的一部分。" version=""/>

               <string helpurl="flash.events:MouseEvent:commandKey:get" name="commandKey" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:controlKey:get" name="controlKey" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:ctrlKey:get" name="ctrlKey" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:delta:get" name="delta" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:isRelatedObjectInaccessible:get" name="isRelatedObjectInaccessible" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:localX:get" name="localX" object="[flash.events.MouseEvent]" playername="" text=".localX" tiptext="事件发生点的相对于包含 sprite 的水平坐标。" version=""/>

               <string helpurl="flash.events:MouseEvent:localY:get" name="localY" object="[flash.events.MouseEvent]" playername="" text=".localY" tiptext="事件发生点的相对于包含 sprite 的垂直坐标。" version=""/>

               <string helpurl="flash.events:MouseEvent:relatedObject:get" name="relatedObject" object="[flash.events.MouseEvent]" playername="" text=".relatedObject" tiptext="引用与事件相关的显示列表对象。" version=""/>

               <string helpurl="flash.events:MouseEvent:shiftKey:get" name="shiftKey" object="[flash.events.MouseEvent]" playername="" text=".shiftKey" tiptext="指示 Shift 键是处于活动状态(true)还是非活动状态(false)。" version=""/>

               <string helpurl="flash.events:MouseEvent:stageX:get" name="stageX" object="[flash.events.MouseEvent]" playername="" text=".stageX" tiptext="事件发生点在全局舞台坐标中的水平坐标。" version=""/>

               <string helpurl="flash.events:MouseEvent:stageY:get" name="stageY" object="[flash.events.MouseEvent]" playername="" text=".stageY" tiptext="事件发生点在全局舞台坐标中的垂直坐标。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:NetStatusEvent" id="[flash.events.NetStatusEvent]" index="true" name="NetStatusEvent" sort="true" tiptext="NetConnection、NetStream 或 SharedObject 对象在报告其状态时将调度 NetStatusEvent 对象。">

            <folder helpurl="flash.events:NetStatusEvent" id="Methods" name="方法" tiptext="NetStatusEvent 类的方法">

               <string constructor="true" helpurl="flash.events:NetStatusEvent:NetStatusEvent" name="NetStatusEvent" object="[flash.events.NetStatusEvent]" playername="" text="new NetStatusEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,信息:Object=null]%)" tiptext="NetStatusEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:NetStatusEvent:clone" name="clone" object="[flash.events.NetStatusEvent]" playername="" 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"/>

               <string helpurl="flash.events:NetStatusEvent:toString" name="toString" object="[flash.events.NetStatusEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:NetStatusEvent" id="Properties" name="属性" tiptext="NetStatusEvent 类的属性">

               <string constant="true" helpurl="flash.events:NetStatusEvent:NET_STATUS" name="NET_STATUS" object="[flash.events.NetStatusEvent]" playername="" text="NetStatusEvent.NET_STATUS" tiptext="定义 netStatus 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:NetStatusEvent:info:get" name="info" object="[flash.events.NetStatusEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:GestureEvent,flash.events:Event,Object" helpurl="flash.events:PressAndTapGestureEvent" id="[flash.events.PressAndTapGestureEvent]" index="true" name="PressAndTapGestureEvent" sort="true" tiptext="使用 PressAndTapGestureEvent 类可以在启用触摸的设备上处理按住轻敲笔势。">

            <folder helpurl="flash.events:PressAndTapGestureEvent" id="Methods" name="方法" tiptext="PressAndTapGestureEvent 类的方法">

               <string constructor="true" helpurl="flash.events:PressAndTapGestureEvent:PressAndTapGestureEvent" name="PressAndTapGestureEvent" object="[flash.events.PressAndTapGestureEvent]" playername="" 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]%)" tiptext="PressAndTapGestureEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:PressAndTapGestureEvent:clone" name="clone" object="[flash.events.PressAndTapGestureEvent]" playername="" 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"/>

               <string helpurl="flash.events:PressAndTapGestureEvent:toString" name="toString" object="[flash.events.PressAndTapGestureEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:PressAndTapGestureEvent" id="Properties" name="属性" tiptext="PressAndTapGestureEvent 类的属性">

               <string constant="true" helpurl="flash.events:PressAndTapGestureEvent:GESTURE_PRESS_AND_TAP" name="GESTURE_PRESS_AND_TAP" object="[flash.events.PressAndTapGestureEvent]" playername="" text="PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP" tiptext="定义 GESTURE_PRESS_AND_TAP touch 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapLocalX:get" name="tapLocalX" object="[flash.events.PressAndTapGestureEvent]" playername="" text=".tapLocalX" tiptext="事件发生点相对于所属交互对象的水平坐标。" version=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapLocalY:get" name="tapLocalY" object="[flash.events.PressAndTapGestureEvent]" playername="" text=".tapLocalY" tiptext="事件发生点相对于所属交互对象的垂直坐标。" version=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapStageX:get" name="tapStageX" object="[flash.events.PressAndTapGestureEvent]" playername="" 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=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapStageY:get" name="tapStageY" object="[flash.events.PressAndTapGestureEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:ProgressEvent" id="[flash.events.ProgressEvent]" index="true" name="ProgressEvent" sort="true" 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。">

            <folder helpurl="flash.events:ProgressEvent" id="Methods" name="方法" tiptext="ProgressEvent 类的方法">

               <string constructor="true" helpurl="flash.events:ProgressEvent:ProgressEvent" name="ProgressEvent" object="[flash.events.ProgressEvent]" playername="" 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]%)" tiptext="ProgressEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:ProgressEvent:clone" name="clone" object="[flash.events.ProgressEvent]" playername="" 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"/>

               <string helpurl="flash.events:ProgressEvent:toString" name="toString" object="[flash.events.ProgressEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:ProgressEvent" id="Properties" name="属性" tiptext="ProgressEvent 类的属性">

               <string constant="true" helpurl="flash.events:ProgressEvent:PROGRESS" name="PROGRESS" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.PROGRESS" tiptext="定义 progress 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:SOCKET_DATA" name="SOCKET_DATA" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.SOCKET_DATA" tiptext="定义 socketData 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:STANDARD_ERROR_DATA" name="STANDARD_ERROR_DATA" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.STANDARD_ERROR_DATA" tiptext="定义 standardErrorData 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:STANDARD_INPUT_PROGRESS" name="STANDARD_INPUT_PROGRESS" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.STANDARD_INPUT_PROGRESS" tiptext="定义 standardInputProgress 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:STANDARD_OUTPUT_DATA" name="STANDARD_OUTPUT_DATA" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.STANDARD_OUTPUT_DATA" tiptext="定义 standardOutputData 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:ProgressEvent:bytesLoaded:get" name="bytesLoaded" object="[flash.events.ProgressEvent]" playername="" text=".bytesLoaded" tiptext="侦听器处理事件时加载的项数或字节数。" version=""/>

               <string helpurl="flash.events:ProgressEvent:bytesTotal:get" name="bytesTotal" object="[flash.events.ProgressEvent]" playername="" text=".bytesTotal" tiptext="如果加载过程成功，将加载的总项数或总字节数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:SecurityErrorEvent" id="[flash.events.SecurityErrorEvent]" index="true" name="SecurityErrorEvent" sort="true" tiptext="出现安全错误时，对象将调度 SecurityErrorEvent 对象进行报告。">

            <folder helpurl="flash.events:SecurityErrorEvent" id="Methods" name="方法" tiptext="SecurityErrorEvent 类的方法">

               <string constructor="true" helpurl="flash.events:SecurityErrorEvent:SecurityErrorEvent" name="SecurityErrorEvent" object="[flash.events.SecurityErrorEvent]" playername="" text="new SecurityErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0]%)" tiptext="SecurityErrorEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:SecurityErrorEvent:clone" name="clone" object="[flash.events.SecurityErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:SecurityErrorEvent:toString" name="toString" object="[flash.events.SecurityErrorEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:SecurityErrorEvent" id="Properties" name="属性" tiptext="SecurityErrorEvent 类的属性">

               <string constant="true" helpurl="flash.events:SecurityErrorEvent:SECURITY_ERROR" name="SECURITY_ERROR" object="[flash.events.SecurityErrorEvent]" playername="" text="SecurityErrorEvent.SECURITY_ERROR" tiptext="SecurityErrorEvent.SECURITY_ERROR 常数定义 securityError 事件对象的 type 属性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:StatusEvent" id="[flash.events.StatusEvent]" index="true" name="StatusEvent" sort="true" 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。">

            <folder helpurl="flash.events:StatusEvent" id="Methods" name="方法" tiptext="StatusEvent 类的方法">

               <string constructor="true" helpurl="flash.events:StatusEvent:StatusEvent" name="StatusEvent" object="[flash.events.StatusEvent]" playername="" text="new StatusEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,代码:String,级别:String]%)" tiptext="StatusEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:StatusEvent:clone" name="clone" object="[flash.events.StatusEvent]" playername="" 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"/>

               <string helpurl="flash.events:StatusEvent:toString" name="toString" object="[flash.events.StatusEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:StatusEvent" id="Properties" name="属性" tiptext="StatusEvent 类的属性">

               <string constant="true" helpurl="flash.events:StatusEvent:STATUS" name="STATUS" object="[flash.events.StatusEvent]" playername="" text="StatusEvent.STATUS" tiptext="定义 status 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:StatusEvent:code:get" name="code" object="[flash.events.StatusEvent]" playername="" text=".code" tiptext="对象状态的描述。" version=""/>

               <string helpurl="flash.events:StatusEvent:level:get" name="level" object="[flash.events.StatusEvent]" playername="" text=".level" tiptext="消息类别，例如&quot;status&quot;、&quot;warning&quot;或&quot;error&quot;。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:SyncEvent" id="[flash.events.SyncEvent]" index="true" name="SyncEvent" sort="true" 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。">

            <folder helpurl="flash.events:SyncEvent" id="Methods" name="方法" tiptext="SyncEvent 类的方法">

               <string constructor="true" helpurl="flash.events:SyncEvent:SyncEvent" name="SyncEvent" object="[flash.events.SyncEvent]" playername="" text="new SyncEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,更改列表:Array=null]%)" tiptext="SyncEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:SyncEvent:clone" name="clone" object="[flash.events.SyncEvent]" playername="" 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"/>

               <string helpurl="flash.events:SyncEvent:toString" name="toString" object="[flash.events.SyncEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:SyncEvent" id="Properties" name="属性" tiptext="SyncEvent 类的属性">

               <string constant="true" helpurl="flash.events:SyncEvent:SYNC" name="SYNC" object="[flash.events.SyncEvent]" playername="" text="SyncEvent.SYNC" tiptext="定义 sync 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:SyncEvent:changeList:get" name="changeList" object="[flash.events.SyncEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:TextEvent" id="[flash.events.TextEvent]" index="true" name="TextEvent" sort="true" 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。">

            <folder helpurl="flash.events:TextEvent" id="Methods" name="方法" tiptext="TextEvent 类的方法">

               <string constructor="true" helpurl="flash.events:TextEvent:TextEvent" name="TextEvent" object="[flash.events.TextEvent]" playername="" text="new TextEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String]%)" tiptext="TextEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:TextEvent:clone" name="clone" object="[flash.events.TextEvent]" playername="" 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"/>

               <string helpurl="flash.events:TextEvent:toString" name="toString" object="[flash.events.TextEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:TextEvent" id="Properties" name="属性" tiptext="TextEvent 类的属性">

               <string constant="true" helpurl="flash.events:TextEvent:LINK" name="LINK" object="[flash.events.TextEvent]" playername="" text="TextEvent.LINK" tiptext="定义 link 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TextEvent:TEXT_INPUT" name="TEXT_INPUT" object="[flash.events.TextEvent]" playername="" text="TextEvent.TEXT_INPUT" tiptext="定义 textInput 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:TextEvent:text:get" name="text" object="[flash.events.TextEvent]" playername="" text=".text" tiptext="在 textInput 事件中，由用户输入的字符或字符序列。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:TimerEvent" id="[flash.events.TimerEvent]" index="true" name="TimerEvent" sort="true" 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。">

            <folder helpurl="flash.events:TimerEvent" id="Methods" name="方法" tiptext="TimerEvent 类的方法">

               <string constructor="true" helpurl="flash.events:TimerEvent:TimerEvent" name="TimerEvent" object="[flash.events.TimerEvent]" playername="" text="new TimerEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" tiptext="TimerEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:TimerEvent:clone" name="clone" object="[flash.events.TimerEvent]" playername="" 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"/>

               <string helpurl="flash.events:TimerEvent:toString" name="toString" object="[flash.events.TimerEvent]" playername="" 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"/>

               <string helpurl="flash.events:TimerEvent:updateAfterEvent" name="updateAfterEvent" object="[flash.events.TimerEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:TimerEvent" id="Properties" name="属性" tiptext="TimerEvent 类的属性">

               <string constant="true" helpurl="flash.events:TimerEvent:TIMER_COMPLETE" name="TIMER_COMPLETE" object="[flash.events.TimerEvent]" playername="" text="TimerEvent.TIMER_COMPLETE" tiptext="定义 timerComplete 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TimerEvent:TIMER" name="TIMER" object="[flash.events.TimerEvent]" playername="" text="TimerEvent.TIMER" tiptext="定义 timer 事件对象的 type 属性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:TouchEvent" id="[flash.events.TouchEvent]" index="true" name="TouchEvent" sort="true" 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）。">

            <folder helpurl="flash.events:TouchEvent" id="Methods" name="方法" tiptext="TouchEvent 类的方法">

               <string constructor="true" helpurl="flash.events:TouchEvent:TouchEvent" name="TouchEvent" object="[flash.events.TouchEvent]" playername="" 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]%)" tiptext="TouchEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:TouchEvent:clone" name="clone" object="[flash.events.TouchEvent]" playername="" 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"/>

               <string helpurl="flash.events:TouchEvent:toString" name="toString" object="[flash.events.TouchEvent]" playername="" 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"/>

               <string helpurl="flash.events:TouchEvent:updateAfterEvent" name="updateAfterEvent" object="[flash.events.TouchEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:TouchEvent" id="Properties" name="属性" tiptext="TouchEvent 类的属性">

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_BEGIN" name="TOUCH_BEGIN" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_BEGIN" tiptext="定义 TOUCH_BEGIN touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_END" name="TOUCH_END" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_END" tiptext="定义 TOUCH_END touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_MOVE" name="TOUCH_MOVE" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_MOVE" tiptext="定义 TOUCH_MOVE touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_OUT" name="TOUCH_OUT" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_OUT" tiptext="定义 TOUCH_OUT touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_OVER" name="TOUCH_OVER" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_OVER" tiptext="定义 TOUCH_OVER touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OUT" name="TOUCH_ROLL_OUT" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_ROLL_OUT" tiptext="定义 TOUCH_ROLL_OUT touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OVER" name="TOUCH_ROLL_OVER" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_ROLL_OVER" tiptext="定义 TOUCH_ROLL_OVER touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_TAP" name="TOUCH_TAP" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_TAP" tiptext="定义 TOUCH_TAP touch 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:TouchEvent:altKey:get" name="altKey" object="[flash.events.TouchEvent]" playername="" text=".altKey" tiptext="指示 Alt 键是处于活动状态(true)还是非活动状态(false)。" version=""/>

               <string helpurl="flash.events:TouchEvent:commandKey:get" name="commandKey" object="[flash.events.TouchEvent]" playername="" text=".commandKey" tiptext="表示 Command 键是否已激活（仅限 Mac）。" version=""/>

               <string helpurl="flash.events:TouchEvent:controlKey:get" name="controlKey" object="[flash.events.TouchEvent]" playername="" 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=""/>

               <string helpurl="flash.events:TouchEvent:ctrlKey:get" name="ctrlKey" object="[flash.events.TouchEvent]" playername="" 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=""/>

               <string helpurl="flash.events:TouchEvent:isPrimaryTouchPoint:get" name="isPrimaryTouchPoint" object="[flash.events.TouchEvent]" playername="" text=".isPrimaryTouchPoint" tiptext="指示第一个接触点是否映射为鼠标事件。" version=""/>

               <string helpurl="flash.events:TouchEvent:isRelatedObjectInaccessible:get" name="isRelatedObjectInaccessible" object="[flash.events.TouchEvent]" playername="" 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=""/>

               <string helpurl="flash.events:TouchEvent:localX:get" name="localX" object="[flash.events.TouchEvent]" playername="" text=".localX" tiptext="事件发生点的相对于包含 sprite 的水平坐标。" version=""/>

               <string helpurl="flash.events:TouchEvent:localY:get" name="localY" object="[flash.events.TouchEvent]" playername="" text=".localY" tiptext="事件发生点的相对于包含 sprite 的垂直坐标。" version=""/>

               <string helpurl="flash.events:TouchEvent:pressure:get" name="pressure" object="[flash.events.TouchEvent]" playername="" text=".pressure" tiptext="0.0 和 1.0 之间的值指示强制接触设备。" version=""/>

               <string helpurl="flash.events:TouchEvent:relatedObject:get" name="relatedObject" object="[flash.events.TouchEvent]" playername="" text=".relatedObject" tiptext="引用与事件相关的显示列表对象。" version=""/>

               <string helpurl="flash.events:TouchEvent:shiftKey:get" name="shiftKey" object="[flash.events.TouchEvent]" playername="" text=".shiftKey" tiptext="指示 Shift 键是处于活动状态(true)还是非活动状态(false)。" version=""/>

               <string helpurl="flash.events:TouchEvent:sizeX:get" name="sizeX" object="[flash.events.TouchEvent]" playername="" text=".sizeX" tiptext="接触区域的宽度。" version=""/>

               <string helpurl="flash.events:TouchEvent:sizeY:get" name="sizeY" object="[flash.events.TouchEvent]" playername="" text=".sizeY" tiptext="接触区域的高度。" version=""/>

               <string helpurl="flash.events:TouchEvent:stageX:get" name="stageX" object="[flash.events.TouchEvent]" playername="" text=".stageX" tiptext="事件发生点在全局舞台坐标中的水平坐标。" version=""/>

               <string helpurl="flash.events:TouchEvent:stageY:get" name="stageY" object="[flash.events.TouchEvent]" playername="" text=".stageY" tiptext="事件发生点在全局舞台坐标中的垂直坐标。" version=""/>

               <string helpurl="flash.events:TouchEvent:touchPointID:get" name="touchPointID" object="[flash.events.TouchEvent]" playername="" text=".touchPointID" tiptext="分配给接触点的唯一标识号（作为 int）。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:GestureEvent,flash.events:Event,Object" helpurl="flash.events:TransformGestureEvent" id="[flash.events.TransformGestureEvent]" index="true" name="TransformGestureEvent" sort="true" tiptext="使用 TransformGestureEvent 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移动事件（例如在触摸屏上移动手指）。">

            <folder helpurl="flash.events:TransformGestureEvent" id="Methods" name="方法" tiptext="TransformGestureEvent 类的方法">

               <string constructor="true" helpurl="flash.events:TransformGestureEvent:TransformGestureEvent" name="TransformGestureEvent" object="[flash.events.TransformGestureEvent]" playername="" 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]%)" tiptext="TransformGestureEvent 对象的构造函数。" version="4"/>

               <string helpurl="flash.events:TransformGestureEvent:clone" name="clone" object="[flash.events.TransformGestureEvent]" playername="" 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"/>

               <string helpurl="flash.events:TransformGestureEvent:toString" name="toString" object="[flash.events.TransformGestureEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:TransformGestureEvent" id="Properties" name="属性" tiptext="TransformGestureEvent 类的属性">

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_PAN" name="GESTURE_PAN" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_PAN" tiptext="定义 GESTURE_PAN touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_ROTATE" name="GESTURE_ROTATE" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_ROTATE" tiptext="定义 GESTURE_ROTATE touch 事件对象的 type 属性值。" version=""/>

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_SWIPE" name="GESTURE_SWIPE" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_SWIPE" tiptext="定义 GESTURE_SWIPE 触摸事件对象的 type 属性的值。" version=""/>

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_ZOOM" name="GESTURE_ZOOM" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_ZOOM" tiptext="定义 GESTURE_ZOOM touch 事件对象的 type 属性值。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:offsetX:get" name="offsetX" object="[flash.events.TransformGestureEvent]" playername="" text=".offsetX" tiptext="自上次 gesture 事件后，显示对象的水平转换。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:offsetY:get" name="offsetY" object="[flash.events.TransformGestureEvent]" playername="" text=".offsetY" tiptext="自上次 gesture 事件后，显示对象的垂直转换。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:rotation:get" name="rotation" object="[flash.events.TransformGestureEvent]" playername="" 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=""/>

               <string helpurl="flash.events:TransformGestureEvent:scaleX:get" name="scaleX" object="[flash.events.TransformGestureEvent]" playername="" text=".scaleX" tiptext="自上次 gesture 事件后，显示对象的水平缩放。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:scaleY:get" name="scaleY" object="[flash.events.TransformGestureEvent]" playername="" text=".scaleY" tiptext="自上次 gesture 事件后，显示对象的垂直缩放。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.external" id="flash.external" name="flash.external" sort="true" tiptext="flash.external 包的类">

         <folder asAncestors="Object" helpurl="flash.external:ExternalInterface" id="[flash.external.ExternalInterface]" index="true" name="ExternalInterface" sort="true" 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。">

            <folder helpurl="flash.external:ExternalInterface" id="Methods" name="方法" tiptext="ExternalInterface 类的方法">

               <string helpurl="flash.external:ExternalInterface:addCallback" name="addCallback" object="[flash.external.ExternalInterface]" playername="" static="true" text="ExternalInterface.addCallback(%函数名称:String,结束:Function%):void" tiptext="将一个 ActionScript 方法注册为能够从容器调用。" version="4"/>

               <string helpurl="flash.external:ExternalInterface:call" name="call" object="[flash.external.ExternalInterface]" playername="" static="true" text="ExternalInterface.call(%函数名称:String,参数:可变长度参数%)" tiptext="调用容器中的一个函数。" version="4"/>

            </folder>

            <folder helpurl="flash.external:ExternalInterface" id="Properties" name="属性" tiptext="ExternalInterface 类的属性">

               <string helpurl="flash.external:ExternalInterface:marshallExceptions" name="marshallExceptions" object="[flash.external.ExternalInterface]" playername="" 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=""/>

               <string helpurl="flash.external:ExternalInterface:available:get" name="available" object="[flash.external.ExternalInterface]" playername="" text=".available" tiptext="指示此播放器是否位于提供外部接口的容器中。" version=""/>

               <string helpurl="flash.external:ExternalInterface:objectID:get" name="objectID" object="[flash.external.ExternalInterface]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.geom" id="flash.geom" name="flash.geom" sort="true" tiptext="flash.geom 包的类">

         <folder asAncestors="Object" helpurl="flash.geom:ColorTransform" id="[flash.geom.ColorTransform]" index="true" name="ColorTransform" sort="true" tiptext="可使用 ColorTransform 类调整显示对象的颜色值。">

            <folder helpurl="flash.geom:ColorTransform" id="Methods" name="方法" tiptext="ColorTransform 类的方法">

               <string constructor="true" helpurl="flash.geom:ColorTransform:ColorTransform" name="ColorTransform" object="[flash.geom.ColorTransform]" playername="" 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]%)" tiptext="为显示对象创建 ColorTransform 对象。" version="4"/>

               <string helpurl="flash.geom:ColorTransform:concat" name="concat" object="[flash.geom.ColorTransform]" playername="" 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"/>

               <string helpurl="flash.geom:ColorTransform:toString" name="toString" object="[flash.geom.ColorTransform]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.geom:ColorTransform" id="Properties" name="属性" tiptext="ColorTransform 类的属性">

               <string helpurl="flash.geom:ColorTransform:alphaMultiplier" name="alphaMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".alphaMultiplier" tiptext="与 Alpha 透明度通道值相乘的十进制值。" version=""/>

               <string helpurl="flash.geom:ColorTransform:alphaOffset" name="alphaOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:blueMultiplier" name="blueMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".blueMultiplier" tiptext="与蓝色通道值相乘的十进制值。" version=""/>

               <string helpurl="flash.geom:ColorTransform:blueOffset" name="blueOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:greenMultiplier" name="greenMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".greenMultiplier" tiptext="与绿色通道值相乘的十进制值。" version=""/>

               <string helpurl="flash.geom:ColorTransform:greenOffset" name="greenOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:redMultiplier" name="redMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".redMultiplier" tiptext="与红色通道值相乘的十进制值。" version=""/>

               <string helpurl="flash.geom:ColorTransform:redOffset" name="redOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:color:get" name="color" object="[flash.geom.ColorTransform]" playername="" text=".color" tiptext="ColorTransform 对象的 RGB 颜色值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Matrix" id="[flash.geom.Matrix]" index="true" name="Matrix" sort="true" 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。">

            <folder helpurl="flash.geom:Matrix" id="Methods" name="方法" tiptext="Matrix 类的方法">

               <string constructor="true" helpurl="flash.geom:Matrix:Matrix" name="Matrix" object="[flash.geom.Matrix]" playername="" text="new Matrix(%[a:Number=1,b:Number=0,c:Number=0,d:Number=1,tx:Number=0,ty:Number=0]%)" tiptext="创建一个新的二维 Matrix 对象。" version="4"/>

               <string helpurl="flash.geom:Matrix:clone" name="clone" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:concat" name="concat" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:createBox" name="createBox" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:createGradientBox" name="createGradientBox" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:deltaTransformPoint" name="deltaTransformPoint" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:identity" name="identity" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:invert" name="invert" object="[flash.geom.Matrix]" playername="" text=".invert(%%):void" tiptext="执行原始矩阵的逆转换。" version="4"/>

               <string helpurl="flash.geom:Matrix:rotate" name="rotate" object="[flash.geom.Matrix]" playername="" text=".rotate(%角度:Number%):void" tiptext="对 Matrix 对象应用旋转转换。" version="4"/>

               <string helpurl="flash.geom:Matrix:scale" name="scale" object="[flash.geom.Matrix]" playername="" text=".scale(%sx:Number,sy:Number%):void" tiptext="对矩阵应用缩放转换。" version="4"/>

               <string helpurl="flash.geom:Matrix:toString" name="toString" object="[flash.geom.Matrix]" playername="" text=".toString(%%):String" tiptext="返回列出此 Matrix 对象属性的文本值。" version="4"/>

               <string helpurl="flash.geom:Matrix:transformPoint" name="transformPoint" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:translate" name="translate" object="[flash.geom.Matrix]" playername="" text=".translate(%dx:Number,dy:Number%):void" tiptext="沿 x 和 y 轴平移矩阵。" version="4"/>

            </folder>

            <folder helpurl="flash.geom:Matrix" id="Properties" name="属性" tiptext="Matrix 类的属性">

               <string helpurl="flash.geom:Matrix:a" name="a" object="[flash.geom.Matrix]" playername="" text=".a" tiptext="缩放或旋转图像时影响像素沿 x 轴定位的值。" version=""/>

               <string helpurl="flash.geom:Matrix:b" name="b" object="[flash.geom.Matrix]" playername="" text=".b" tiptext="旋转或倾斜图像时影响像素沿 y 轴定位的值。" version=""/>

               <string helpurl="flash.geom:Matrix:c" name="c" object="[flash.geom.Matrix]" playername="" text=".c" tiptext="旋转或倾斜图像时影响像素沿 x 轴定位的值。" version=""/>

               <string helpurl="flash.geom:Matrix:d" name="d" object="[flash.geom.Matrix]" playername="" text=".d" tiptext="缩放或旋转图像时影响像素沿 y 轴定位的值。" version=""/>

               <string helpurl="flash.geom:Matrix:tx" name="tx" object="[flash.geom.Matrix]" playername="" text=".tx" tiptext="沿 x 轴平移每个点的距离。" version=""/>

               <string helpurl="flash.geom:Matrix:ty" name="ty" object="[flash.geom.Matrix]" playername="" text=".ty" tiptext="沿 y 轴平移每个点的距离。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Point" id="[flash.geom.Point]" index="true" name="Point" sort="true" 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。">

            <folder helpurl="flash.geom:Point" id="Methods" name="方法" tiptext="Point 类的方法">

               <string constructor="true" helpurl="flash.geom:Point:Point" name="Point" object="[flash.geom.Point]" playername="" text="new Point(%[x:Number=0,y:Number=0]%)" tiptext="创建一个新的点。" version="4"/>

               <string helpurl="flash.geom:Point:add" name="add" object="[flash.geom.Point]" playername="" 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"/>

               <string helpurl="flash.geom:Point:clone" name="clone" object="[flash.geom.Point]" playername="" text=".clone(%%):flash.geom:Point" tiptext="创建此 Point 对象的副本。" version="4"/>

               <string helpurl="flash.geom:Point:distance" name="distance" object="[flash.geom.Point]" playername="" static="true" text="Point.distance(%点 1:flash.geom:Point,点 2:flash.geom:Point%):Number" tiptext="返回 点1 和 点2 之间的距离。" version="4"/>

               <string helpurl="flash.geom:Point:equals" name="equals" object="[flash.geom.Point]" playername="" text=".equals(%比较:flash.geom:Point%):Boolean" tiptext="确定两个点是否相同。" version="4"/>

               <string helpurl="flash.geom:Point:interpolate" name="interpolate" object="[flash.geom.Point]" playername="" static="true" text="Point.interpolate(%点1:flash.geom:Point,点2:flash.geom:Point,f:Number%):flash.geom:Point" tiptext="确定一个位于两个指定点之间的点。" version="4"/>

               <string helpurl="flash.geom:Point:normalize" name="normalize" object="[flash.geom.Point]" playername="" 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"/>

               <string helpurl="flash.geom:Point:offset" name="offset" object="[flash.geom.Point]" playername="" text=".offset(%dx:Number,dy:Number%):void" tiptext="使 Point 对象偏移指定的量。" version="4"/>

               <string helpurl="flash.geom:Point:polar" name="polar" object="[flash.geom.Point]" playername="" static="true" text="Point.polar(%长度:Number,角度:Number%):flash.geom:Point" tiptext="将一对极坐标转换为笛卡尔点坐标。" version="4"/>

               <string helpurl="flash.geom:Point:subtract" name="subtract" object="[flash.geom.Point]" playername="" 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"/>

               <string helpurl="flash.geom:Point:toString" name="toString" object="[flash.geom.Point]" playername="" text=".toString(%%):String" tiptext="返回包含 x 和 y 坐标的值的字符串。" version="4"/>

            </folder>

            <folder helpurl="flash.geom:Point" id="Properties" name="属性" tiptext="Point 类的属性">

               <string helpurl="flash.geom:Point:x" name="x" object="[flash.geom.Point]" playername="" text=".x" tiptext="该点的水平坐标。" version=""/>

               <string helpurl="flash.geom:Point:y" name="y" object="[flash.geom.Point]" playername="" text=".y" tiptext="该点的垂直坐标。" version=""/>

               <string helpurl="flash.geom:Point:length:get" name="length" object="[flash.geom.Point]" playername="" text=".length" tiptext="从 (0,0) 到此点的线段的长度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Rectangle" id="[flash.geom.Rectangle]" index="true" name="Rectangle" sort="true" 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。">

            <folder helpurl="flash.geom:Rectangle" id="Methods" name="方法" tiptext="Rectangle 类的方法">

               <string constructor="true" helpurl="flash.geom:Rectangle:Rectangle" name="Rectangle" object="[flash.geom.Rectangle]" playername="" text="new Rectangle(%[x:Number=0,y:Number=0,宽度:Number=0,高度:Number=0]%)" 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"/>

               <string helpurl="flash.geom:Rectangle:clone" name="clone" object="[flash.geom.Rectangle]" playername="" text=".clone(%%):flash.geom:Rectangle" tiptext="返回此 Rectangle 对象的一个副本。" version="4"/>

               <string helpurl="flash.geom:Rectangle:containsPoint" name="containsPoint" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:containsRect" name="containsRect" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:contains" name="contains" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:equals" name="equals" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:inflatePoint" name="inflatePoint" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:inflate" name="inflate" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:intersection" name="intersection" object="[flash.geom.Rectangle]" playername="" text=".intersection(%交集:flash.geom:Rectangle%):flash.geom:Rectangle" tiptext="返回交集区域。" version="4"/>

               <string helpurl="flash.geom:Rectangle:intersects" name="intersects" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:isEmpty" name="isEmpty" object="[flash.geom.Rectangle]" playername="" text=".isEmpty(%%):Boolean" tiptext="确定此 Rectangle 对象是否为空。" version="4"/>

               <string helpurl="flash.geom:Rectangle:offsetPoint" name="offsetPoint" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:offset" name="offset" object="[flash.geom.Rectangle]" playername="" text=".offset(%dx:Number,dy:Number%):void" tiptext="调整 Rectangle 对象的位置。" version="4"/>

               <string helpurl="flash.geom:Rectangle:setEmpty" name="setEmpty" object="[flash.geom.Rectangle]" playername="" text=".setEmpty(%%):void" tiptext="将所有属性设置为 0。" version="4"/>

               <string helpurl="flash.geom:Rectangle:toString" name="toString" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:union" name="union" object="[flash.geom.Rectangle]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.geom:Rectangle" id="Properties" name="属性" tiptext="Rectangle 类的属性">

               <string helpurl="flash.geom:Rectangle:height" name="height" object="[flash.geom.Rectangle]" playername="" text=".height" tiptext="矩形的高度(以像素为单位)。" version=""/>

               <string helpurl="flash.geom:Rectangle:width" name="width" object="[flash.geom.Rectangle]" playername="" text=".width" tiptext="矩形的宽度(以像素为单位)。" version=""/>

               <string helpurl="flash.geom:Rectangle:x" name="x" object="[flash.geom.Rectangle]" playername="" text=".x" tiptext="矩形左上角的 x 坐标。" version=""/>

               <string helpurl="flash.geom:Rectangle:y" name="y" object="[flash.geom.Rectangle]" playername="" text=".y" tiptext="矩形左上角的 y 坐标。" version=""/>

               <string helpurl="flash.geom:Rectangle:bottomRight:get" name="bottomRight" object="[flash.geom.Rectangle]" playername="" 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=""/>

               <string helpurl="flash.geom:Rectangle:bottom:get" name="bottom" object="[flash.geom.Rectangle]" playername="" text=".bottom" tiptext="y 和高属性的和。" version=""/>

               <string helpurl="flash.geom:Rectangle:left:get" name="left" object="[flash.geom.Rectangle]" playername="" text=".left" tiptext="矩形左上角的 x 坐标。" version=""/>

               <string helpurl="flash.geom:Rectangle:right:get" name="right" object="[flash.geom.Rectangle]" playername="" text=".right" tiptext="x 和宽属性的和。" version=""/>

               <string helpurl="flash.geom:Rectangle:size:get" name="size" object="[flash.geom.Rectangle]" playername="" 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=""/>

               <string helpurl="flash.geom:Rectangle:topLeft:get" name="topLeft" object="[flash.geom.Rectangle]" playername="" 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=""/>

               <string helpurl="flash.geom:Rectangle:top:get" name="top" object="[flash.geom.Rectangle]" playername="" text=".top" tiptext="矩形左上角的 y 坐标。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Transform" id="[flash.geom.Transform]" index="true" name="Transform" sort="true" 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。">

            <folder helpurl="flash.geom:Transform" id="Properties" name="属性" tiptext="Transform 类的属性">

               <string helpurl="flash.geom:Transform:colorTransform:get" name="colorTransform" object="[flash.geom.Transform]" playername="" 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=""/>

               <string helpurl="flash.geom:Transform:concatenatedColorTransform:get" name="concatenatedColorTransform" object="[flash.geom.Transform]" playername="" 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=""/>

               <string helpurl="flash.geom:Transform:concatenatedMatrix:get" name="concatenatedMatrix" object="[flash.geom.Transform]" playername="" 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=""/>

               <string helpurl="flash.geom:Transform:matrix:get" name="matrix" object="[flash.geom.Transform]" playername="" 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=""/>

               <string helpurl="flash.geom:Transform:pixelBounds:get" name="pixelBounds" object="[flash.geom.Transform]" playername="" text=".pixelBounds" tiptext="一个 Rectangle 对象，定义舞台上显示对象的边界矩形。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.media" id="flash.media" name="flash.media" sort="true" tiptext="flash.media 包的类">

         <folder asAncestors="Object" helpurl="flash.media:ID3Info" id="[flash.media.ID3Info]" index="true" name="ID3Info" sort="true" tiptext="ID3Info 类包含反映 ID3 元数据的属性。">

            <folder helpurl="flash.media:ID3Info" id="Properties" name="属性" tiptext="ID3Info 类的属性">

               <string helpurl="flash.media:ID3Info:album" name="album" object="[flash.media.ID3Info]" playername="" text=".album" tiptext="专辑的名称；对应于 ID3 2.0 标签 TALB。" version=""/>

               <string helpurl="flash.media:ID3Info:artist" name="artist" object="[flash.media.ID3Info]" playername="" text=".artist" tiptext="歌手的姓名；对应于 ID3 2.0 标签 TPE1。" version=""/>

               <string helpurl="flash.media:ID3Info:comment" name="comment" object="[flash.media.ID3Info]" playername="" text=".comment" tiptext="录制的相关注解；对应于 ID3 2.0 标签 COMM。" version=""/>

               <string helpurl="flash.media:ID3Info:genre" name="genre" object="[flash.media.ID3Info]" playername="" text=".genre" tiptext="歌曲的流派；对应于 ID3 2.0 标签 TCON。" version=""/>

               <string helpurl="flash.media:ID3Info:songName" name="songName" object="[flash.media.ID3Info]" playername="" text=".songName" tiptext="歌曲的名称；对应于 ID3 2.0 标签 TIT2。" version=""/>

               <string helpurl="flash.media:ID3Info:track" name="track" object="[flash.media.ID3Info]" playername="" text=".track" tiptext="曲目编号；对应于 ID3 2.0 标签 TRCK。" version=""/>

               <string helpurl="flash.media:ID3Info:year" name="year" object="[flash.media.ID3Info]" playername="" text=".year" tiptext="录制的年份；对应于 ID3 2.0 标签 TYER。" version=""/>

            </folder>

         </folder>

         <folder helpurl="flash.media" id="Methods" name="方法" tiptext="flash.media 包的方法">

            <string helpurl="flash.media:scanHardware" name="scanHardware" playername="" text="scanHardware(%%):void" tiptext="强制重新扫描系统中的麦克风和摄像头。" version="9"/>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.media:Sound" id="[flash.media.Sound]" index="true" name="Sound" sort="true" tiptext="Sound 类允许您在应用程序中使用声音。">

            <folder helpurl="flash.media:Sound" id="Methods" name="方法" tiptext="Sound 类的方法">

               <string constructor="true" helpurl="flash.media:Sound:Sound" name="Sound" object="[flash.media.Sound]" playername="" text="new Sound(%[流:flash.net:URLRequest=null,上下文:flash.media:SoundLoaderContext=null]%)" tiptext="创建一个新的 Sound 对象。" version="4"/>

               <string helpurl="flash.media:Sound:close" name="close" object="[flash.media.Sound]" playername="" text=".close(%%):void" tiptext="关闭该流，从而停止所有数据的下载。" version="4"/>

               <string helpurl="flash.media:Sound:load" name="load" object="[flash.media.Sound]" playername="" 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"/>

               <string helpurl="flash.media:Sound:play" name="play" object="[flash.media.Sound]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.media:Sound" id="Properties" name="属性" tiptext="Sound 类的属性">

               <string helpurl="flash.media:Sound:bytesLoaded:get" name="bytesLoaded" object="[flash.media.Sound]" playername="" text=".bytesLoaded" tiptext="返回此声音对象中当前可用的字节数。" version=""/>

               <string helpurl="flash.media:Sound:bytesTotal:get" name="bytesTotal" object="[flash.media.Sound]" playername="" text=".bytesTotal" tiptext="返回此声音对象中总的字节数。" version=""/>

               <string helpurl="flash.media:Sound:id3:get" name="id3" object="[flash.media.Sound]" playername="" text=".id3" tiptext="提供对作为 MP3 文件一部分的元数据的访问。" version=""/>

               <string helpurl="flash.media:Sound:isBuffering:get" name="isBuffering" object="[flash.media.Sound]" playername="" text=".isBuffering" tiptext="返回外部 MP3 文件的缓冲状态。" version=""/>

               <string helpurl="flash.media:Sound:length:get" name="length" object="[flash.media.Sound]" playername="" text=".length" tiptext="当前声音的长度(以毫秒为单位)。" version=""/>

               <string helpurl="flash.media:Sound:url:get" name="url" object="[flash.media.Sound]" playername="" text=".url" tiptext="从中加载此声音的 URL。" version=""/>

            </folder>

            <folder helpurl="flash.media:Sound" id="Events" name="事件" tiptext="Sound 类的事件">

               <string helpurl="flash.media:Sound_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.Event.OPEN_open" name="open" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.Event.ID3_id3" name="id3" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.media.Sound]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.media:SoundChannel" id="[flash.media.SoundChannel]" index="true" name="SoundChannel" sort="true" tiptext="SoundChannel 类控制应用程序中的声音。">

            <folder helpurl="flash.media:SoundChannel" id="Methods" name="方法" tiptext="SoundChannel 类的方法">

               <string helpurl="flash.media:SoundChannel:stop" name="stop" object="[flash.media.SoundChannel]" playername="" text=".stop(%%):void" tiptext="停止在该声道中播放声音。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundChannel" id="Properties" name="属性" tiptext="SoundChannel 类的属性">

               <string helpurl="flash.media:SoundChannel:leftPeak:get" name="leftPeak" object="[flash.media.SoundChannel]" playername="" 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=""/>

               <string helpurl="flash.media:SoundChannel:position:get" name="position" object="[flash.media.SoundChannel]" playername="" 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=""/>

               <string helpurl="flash.media:SoundChannel:rightPeak:get" name="rightPeak" object="[flash.media.SoundChannel]" playername="" 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=""/>

               <string helpurl="flash.media:SoundChannel:soundTransform:get" name="soundTransform" object="[flash.media.SoundChannel]" playername="" text=".soundTransform" tiptext="分配给该声道的 SoundTransform 对象。" version=""/>

            </folder>

            <folder helpurl="flash.media:SoundChannel" id="Events" name="事件" tiptext="SoundChannel 类的事件">

               <string helpurl="flash.media:SoundChannel_flash.events.Event.SOUND_COMPLETE_soundComplete" name="soundComplete" object="[flash.media.SoundChannel]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.media:SoundLoaderContext" id="[flash.media.SoundLoaderContext]" index="true" name="SoundLoaderContext" sort="true" tiptext="SoundLoaderContext 类为加载声音的文件提供安全检查。">

            <folder helpurl="flash.media:SoundLoaderContext" id="Methods" name="方法" tiptext="SoundLoaderContext 类的方法">

               <string constructor="true" helpurl="flash.media:SoundLoaderContext:SoundLoaderContext" name="SoundLoaderContext" object="[flash.media.SoundLoaderContext]" playername="" text="new SoundLoaderContext(%[缓冲时间:Number=1000,检查策略文件:Boolean=false]%)" tiptext="创建新的声音加载器上下文对象。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundLoaderContext" id="Properties" name="属性" tiptext="SoundLoaderContext 类的属性">

               <string helpurl="flash.media:SoundLoaderContext:bufferTime" name="bufferTime" object="[flash.media.SoundLoaderContext]" playername="" 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=""/>

               <string helpurl="flash.media:SoundLoaderContext:checkPolicyFile" name="checkPolicyFile" object="[flash.media.SoundLoaderContext]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.media:SoundMixer" id="[flash.media.SoundMixer]" index="true" name="SoundMixer" sort="true" tiptext="SoundMixer 类包含应用程序中全局声音控件的静态属性和方法。">

            <folder helpurl="flash.media:SoundMixer" id="Methods" name="方法" tiptext="SoundMixer 类的方法">

               <string helpurl="flash.media:SoundMixer:stopAll" name="stopAll" object="[flash.media.SoundMixer]" playername="" static="true" text="SoundMixer.stopAll(%%):void" tiptext="停止当前正在播放的所有声音。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundMixer" id="Properties" name="属性" tiptext="SoundMixer 类的属性">

               <string helpurl="flash.media:SoundMixer:bufferTime:get" name="bufferTime" object="[flash.media.SoundMixer]" playername="" 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=""/>

               <string helpurl="flash.media:SoundMixer:soundTransform:get" name="soundTransform" object="[flash.media.SoundMixer]" playername="" text=".soundTransform" tiptext="控制全局声音属性的 SoundTransform 对象。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.media:SoundTransform" id="[flash.media.SoundTransform]" index="true" name="SoundTransform" sort="true" tiptext="SoundTransform 类包含音量和平移的属性。">

            <folder helpurl="flash.media:SoundTransform" id="Methods" name="方法" tiptext="SoundTransform 类的方法">

               <string constructor="true" helpurl="flash.media:SoundTransform:SoundTransform" name="SoundTransform" object="[flash.media.SoundTransform]" playername="" text="new SoundTransform(%[音量:Number=1,平移:Number=0]%)" tiptext="创建 SoundTransform 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundTransform" id="Properties" name="属性" tiptext="SoundTransform 类的属性">

               <string helpurl="flash.media:SoundTransform:leftToLeft:get" name="leftToLeft" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:leftToRight:get" name="leftToRight" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:pan:get" name="pan" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:rightToLeft:get" name="rightToLeft" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:rightToRight:get" name="rightToRight" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:volume:get" name="volume" object="[flash.media.SoundTransform]" playername="" text=".volume" tiptext="音量范围从 0（静音）至 1（最大音量）。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.media:Video" id="[flash.media.Video]" index="true" name="Video" sort="true" 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。">

            <folder helpurl="flash.media:Video" id="Methods" name="方法" tiptext="Video 类的方法">

               <string constructor="true" helpurl="flash.media:Video:Video" name="Video" object="[flash.media.Video]" playername="" text="new Video(%[宽度:int=320,高度:int=240]%)" tiptext="创建新的 Video 实例。" version="9"/>

               <string helpurl="flash.media:Video:attachNetStream" name="attachNetStream" object="[flash.media.Video]" playername="" 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"/>

               <string helpurl="flash.media:Video:clear" name="clear" object="[flash.media.Video]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.media:Video" id="Properties" name="属性" tiptext="Video 类的属性">

               <string helpurl="flash.media:Video:deblocking:get" name="deblocking" object="[flash.media.Video]" playername="" 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=""/>

               <string helpurl="flash.media:Video:smoothing:get" name="smoothing" object="[flash.media.Video]" playername="" 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=""/>

               <string helpurl="flash.media:Video:videoHeight:get" name="videoHeight" object="[flash.media.Video]" playername="" text=".videoHeight" tiptext="一个整数，以像素为单位指定视频流的高度。" version=""/>

               <string helpurl="flash.media:Video:videoWidth:get" name="videoWidth" object="[flash.media.Video]" playername="" text=".videoWidth" tiptext="一个整数，以像素为单位指定视频流的宽度。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.net" id="flash.net" name="flash.net" sort="true" tiptext="flash.net 包的类">

         <folder helpurl="flash.net:IDynamicPropertyOutput" id="[flash.net.IDynamicPropertyOutput]" index="true" name="IDynamicPropertyOutput" sort="true" tiptext="此接口控制动态对象的动态属性的序列化。">

            <folder helpurl="flash.net:IDynamicPropertyOutput" id="Methods" name="方法" tiptext="IDynamicPropertyOutput 类的方法">

               <string helpurl="flash.net:IDynamicPropertyOutput:writeDynamicProperty" name="writeDynamicProperty" object="[flash.net.IDynamicPropertyOutput]" playername="" 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"/>

            </folder>

         </folder>

         <folder helpurl="flash.net:IDynamicPropertyWriter" id="[flash.net.IDynamicPropertyWriter]" index="true" name="IDynamicPropertyWriter" sort="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。">

            <folder helpurl="flash.net:IDynamicPropertyWriter" id="Methods" name="方法" tiptext="IDynamicPropertyWriter 类的方法">

               <string helpurl="flash.net:IDynamicPropertyWriter:writeDynamicProperties" name="writeDynamicProperties" object="[flash.net.IDynamicPropertyWriter]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:LocalConnection" id="[flash.net.LocalConnection]" index="true" name="LocalConnection" sort="true" 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。">

            <folder helpurl="flash.net:LocalConnection" id="Methods" name="方法" tiptext="LocalConnection 类的方法">

               <string constructor="true" helpurl="flash.net:LocalConnection:LocalConnection" name="LocalConnection" object="[flash.net.LocalConnection]" playername="" text="new LocalConnection(%%)" tiptext="创建 LocalConnection 对象。" version="4"/>

               <string helpurl="flash.net:LocalConnection:allowDomain" name="allowDomain" object="[flash.net.LocalConnection]" playername="" 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"/>

               <string helpurl="flash.net:LocalConnection:allowInsecureDomain" name="allowInsecureDomain" object="[flash.net.LocalConnection]" playername="" 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"/>

               <string helpurl="flash.net:LocalConnection:close" name="close" object="[flash.net.LocalConnection]" playername="" text=".close(%%):void" tiptext="关闭(断开连接)LocalConnection 对象。" version="4"/>

               <string helpurl="flash.net:LocalConnection:connect" name="connect" object="[flash.net.LocalConnection]" playername="" 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"/>

               <string helpurl="flash.net:LocalConnection:send" name="send" object="[flash.net.LocalConnection]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.net:LocalConnection" id="Properties" name="属性" tiptext="LocalConnection 类的属性">

               <string helpurl="flash.net:LocalConnection:client:get" name="client" object="[flash.net.LocalConnection]" playername="" text=".client" tiptext="指示在其上调用回调方法的对象。" version=""/>

               <string helpurl="flash.net:LocalConnection:domain:get" name="domain" object="[flash.net.LocalConnection]" playername="" text=".domain" tiptext="一个字符串，它表示当前文件所在位置的域。" version=""/>

            </folder>

            <folder helpurl="flash.net:LocalConnection" id="Events" name="事件" tiptext="LocalConnection 类的事件">

               <string helpurl="flash.net:LocalConnection_flash.events.StatusEvent.STATUS_status" name="status" object="[flash.net.LocalConnection]" playername="" 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=""/>

               <string helpurl="flash.net:LocalConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.LocalConnection]" playername="" 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=""/>

               <string helpurl="flash.net:LocalConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.LocalConnection]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:NetConnection" id="[flash.net.NetConnection]" index="true" name="NetConnection" sort="true" tiptext="NetConnection 类可在 Flash Player 或 AIR 应用程序与 Flash Media Server 应用程序之间，或者，在Flash Player 或 AIR 应用程序与运行 Flash Remoting 的应用程序服务器之间，创建双向连接。">

            <folder helpurl="flash.net:NetConnection" id="Methods" name="方法" tiptext="NetConnection 类的方法">

               <string constructor="true" helpurl="flash.net:NetConnection:NetConnection" name="NetConnection" object="[flash.net.NetConnection]" playername="" text="new NetConnection(%%)" tiptext="创建 NetConnection 对象。" version="4"/>

               <string helpurl="flash.net:NetConnection:addHeader" name="addHeader" object="[flash.net.NetConnection]" playername="" 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"/>

               <string helpurl="flash.net:NetConnection:call" name="call" object="[flash.net.NetConnection]" playername="" 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 上或运行 Flash Remoting 的应用程序服务器上调用命令或方法。" version="4"/>

               <string helpurl="flash.net:NetConnection:close" name="close" object="[flash.net.NetConnection]" playername="" 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"/>

               <string helpurl="flash.net:NetConnection:connect" name="connect" object="[flash.net.NetConnection]" playername="" text=".connect(%命令:String,参数:可变长度参数%):void" tiptext="在应用程序、播放文件、视频和 MP3 文件之间创建双向连接或创建一个适用于 RTMFP 同级组通信的双向网络端点。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetConnection" id="Properties" name="属性" tiptext="NetConnection 类的属性">

               <string helpurl="flash.net:NetConnection:client:get" name="client" object="[flash.net.NetConnection]" playername="" text=".client" tiptext="指示应在其上调用回调方法的对象。" version=""/>

               <string helpurl="flash.net:NetConnection:connectedProxyType:get" name="connectedProxyType" object="[flash.net.NetConnection]" playername="" text=".connectedProxyType" tiptext="用于成功连接到 Flash Media Server 的代理类型。" version=""/>

               <string helpurl="flash.net:NetConnection:connected:get" name="connected" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection:defaultObjectEncoding:get" name="defaultObjectEncoding" object="[flash.net.NetConnection]" playername="" text=".defaultObjectEncoding" tiptext="NetConnection 对象的默认对象编码。" version=""/>

               <string helpurl="flash.net:NetConnection:objectEncoding:get" name="objectEncoding" object="[flash.net.NetConnection]" playername="" text=".objectEncoding" tiptext="此 NetConnection 实例的对象编码。" version=""/>

               <string helpurl="flash.net:NetConnection:proxyType:get" name="proxyType" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection:uri:get" name="uri" object="[flash.net.NetConnection]" playername="" text=".uri" tiptext="传递给 NetConnection.connect() 方法的 URI。" version=""/>

               <string helpurl="flash.net:NetConnection:usingTLS:get" name="usingTLS" object="[flash.net.NetConnection]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.net:NetConnection" id="Events" name="事件" tiptext="NetConnection 类的事件">

               <string helpurl="flash.net:NetConnection_flash.events.NetStatusEvent.NET_STATUS_netStatus" name="netStatus" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.NetConnection]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:NetStream" id="[flash.net.NetStream]" index="true" name="NetStream" sort="true" tiptext="NetStream 类可打开 AIR 或 Flash Player 应用程序与 Flash Media Server 之间（或者，AIR 或 Flash Player 应用程序与本地文件系统之间）的单向流连接。">

            <folder helpurl="flash.net:NetStream" id="Methods" name="方法" tiptext="NetStream 类的方法">

               <string constructor="true" helpurl="flash.net:NetStream:NetStream" name="NetStream" object="[flash.net.NetStream]" playername="" text="new NetStream(%连接:flash.net:NetConnection[,同级ID:String=connectToFMS]%)" tiptext="创建可用于通过指定的 NetConnection 对象播放视频文件的流。" version="4"/>

               <string helpurl="flash.net:NetStream:close" name="close" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:onPeerConnect" name="onPeerConnect" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:pause" name="pause" object="[flash.net.NetStream]" playername="" text=".pause(%%):void" tiptext="暂停视频流的回放。" version="4"/>

               <string helpurl="flash.net:NetStream:play2" name="play2" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:play" name="play" object="[flash.net.NetStream]" playername="" text=".play(%参数:可变长度参数%):void" tiptext="从本地目录或 Flash Media Server 播放媒体文件。" version="4"/>

               <string helpurl="flash.net:NetStream:preloadEmbeddedData" name="preloadEmbeddedData" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:receiveAudio" name="receiveAudio" object="[flash.net.NetStream]" playername="" text=".receiveAudio(%标志:Boolean%):void" tiptext="指定传入的音频是否在流上播放。" version="4"/>

               <string helpurl="flash.net:NetStream:receiveVideoFPS" name="receiveVideoFPS" object="[flash.net.NetStream]" playername="" text=".receiveVideoFPS(%FPS:Number%):void" tiptext="指定传入视频的帧速率。" version="4"/>

               <string helpurl="flash.net:NetStream:receiveVideo" name="receiveVideo" object="[flash.net.NetStream]" playername="" text=".receiveVideo(%标志:Boolean%):void" tiptext="指定传入的音频是否将在流上播放。" version="4"/>

               <string helpurl="flash.net:NetStream:resume" name="resume" object="[flash.net.NetStream]" playername="" text=".resume(%%):void" tiptext="恢复回放暂停的视频流。" version="4"/>

               <string helpurl="flash.net:NetStream:seek" name="seek" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:togglePause" name="togglePause" object="[flash.net.NetStream]" playername="" text=".togglePause(%%):void" tiptext="暂停或恢复流的回放。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetStream" id="Properties" name="属性" tiptext="NetStream 类的属性">

               <string constant="true" helpurl="flash.net:NetStream:CONNECT_TO_FMS" name="CONNECT_TO_FMS" object="[flash.net.NetStream]" playername="" text="NetStream.CONNECT_TO_FMS" tiptext="一个静态对象，用作 NetStream 实例构造函数的参数。" version=""/>

               <string constant="true" helpurl="flash.net:NetStream:DIRECT_CONNECTIONS" name="DIRECT_CONNECTIONS" object="[flash.net.NetStream]" playername="" text="NetStream.DIRECT_CONNECTIONS" tiptext="创建同级发行者连接。" version=""/>

               <string helpurl="flash.net:NetStream:bufferLength:get" name="bufferLength" object="[flash.net.NetStream]" playername="" text=".bufferLength" tiptext="数据当前存在于缓冲区中的秒数。" version=""/>

               <string helpurl="flash.net:NetStream:bufferTime:get" name="bufferTime" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:bytesLoaded:get" name="bytesLoaded" object="[flash.net.NetStream]" playername="" text=".bytesLoaded" tiptext="已加载到应用程序中的数据的字节数。" version=""/>

               <string helpurl="flash.net:NetStream:bytesTotal:get" name="bytesTotal" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:client:get" name="client" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:currentFPS:get" name="currentFPS" object="[flash.net.NetStream]" playername="" text=".currentFPS" tiptext="每秒所显示的帧的数目。" version=""/>

               <string helpurl="flash.net:NetStream:info:get" name="info" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:liveDelay:get" name="liveDelay" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:maxPauseBufferTime:get" name="maxPauseBufferTime" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:nearNonce:get" name="nearNonce" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:objectEncoding:get" name="objectEncoding" object="[flash.net.NetStream]" playername="" text=".objectEncoding" tiptext="此 NetStream 对象的对象编码(AMF 版本)。" version=""/>

               <string helpurl="flash.net:NetStream:time:get" name="time" object="[flash.net.NetStream]" playername="" text=".time" tiptext="播放头的位置(以秒为单位)。" version=""/>

            </folder>

            <folder helpurl="flash.net:NetStream" id="Events" name="事件" tiptext="NetStream 类的事件">

               <string helpurl="flash.net:NetStream_flash.events.DRMStatusEvent.DRM_STATUS_drmStatus" name="drmStatus" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.DRMErrorEvent.DRM_ERROR_drmError" name="drmError" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.DRMAuthenticateEvent.DRM_AUTHENTICATE_drmAuthenticate" name="drmAuthenticate" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onDRMContentData" name="onDRMContentData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onPlayStatus" name="onPlayStatus" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onCuePoint" name="onCuePoint" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onTextData" name="onTextData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onImageData" name="onImageData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onMetaData" name="onMetaData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onXMPData" name="onXMPData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.NetStatusEvent.NET_STATUS_netStatus" name="netStatus" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.StatusEvent.STATUS_status" name="status" object="[flash.net.NetStream]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:NetStreamInfo" id="[flash.net.NetStreamInfo]" index="true" name="NetStreamInfo" sort="true" 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。">

            <folder helpurl="flash.net:NetStreamInfo" id="Methods" name="方法" tiptext="NetStreamInfo 类的方法">

               <string helpurl="flash.net:NetStreamInfo:toString" name="toString" object="[flash.net.NetStreamInfo]" playername="" text=".toString(%%):String" tiptext="返回列出此 NetStreamInfo 对象属性的文本值。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetStreamInfo" id="Properties" name="属性" tiptext="NetStreamInfo 类的属性">

               <string helpurl="flash.net:NetStreamInfo:SRTT:get" name="SRTT" object="[flash.net.NetStreamInfo]" playername="" text=".SRTT" tiptext="指定 NetStream 会话的平滑往返行程时间。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:audioBufferByteLength:get" name="audioBufferByteLength" object="[flash.net.NetStreamInfo]" playername="" text=".audioBufferByteLength" tiptext="提供 NetStream 音频缓冲区大小，以字节为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:audioBufferLength:get" name="audioBufferLength" object="[flash.net.NetStreamInfo]" playername="" text=".audioBufferLength" tiptext="提供 NetStream 音频缓冲区大小，以秒为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:audioByteCount:get" name="audioByteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:audioBytesPerSecond:get" name="audioBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:audioLossRate:get" name="audioLossRate" object="[flash.net.NetStreamInfo]" playername="" text=".audioLossRate" tiptext="指定 NetStream 会话的音频损失。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:byteCount:get" name="byteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:currentBytesPerSecond:get" name="currentBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" text=".currentBytesPerSecond" tiptext="指定 NetStream 缓冲区的填充速率，以每秒字节数为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:dataBufferByteLength:get" name="dataBufferByteLength" object="[flash.net.NetStreamInfo]" playername="" text=".dataBufferByteLength" tiptext="提供 NetStream 数据缓冲区大小，以字节为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:dataBufferLength:get" name="dataBufferLength" object="[flash.net.NetStreamInfo]" playername="" text=".dataBufferLength" tiptext="提供 NetStream 数据缓冲区大小，以秒为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:dataByteCount:get" name="dataByteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:dataBytesPerSecond:get" name="dataBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:droppedFrames:get" name="droppedFrames" object="[flash.net.NetStreamInfo]" playername="" text=".droppedFrames" tiptext="返回在当前 NetStream 播放会话中放弃的视频帧数。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:maxBytesPerSecond:get" name="maxBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:playbackBytesPerSecond:get" name="playbackBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" text=".playbackBytesPerSecond" tiptext="返回流的播放速率，以每秒字节数为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:videoBufferByteLength:get" name="videoBufferByteLength" object="[flash.net.NetStreamInfo]" playername="" text=".videoBufferByteLength" tiptext="提供 NetStream 视频缓冲区大小，以字节为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:videoBufferLength:get" name="videoBufferLength" object="[flash.net.NetStreamInfo]" playername="" text=".videoBufferLength" tiptext="提供 NetStream 视频缓冲区大小，以秒为单位。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:videoByteCount:get" name="videoByteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:videoBytesPerSecond:get" name="videoBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:NetStreamPlayOptions" id="[flash.net.NetStreamPlayOptions]" index="true" name="NetStreamPlayOptions" sort="true" tiptext="NetStreamPlayOptions 类指定可传递给 NetStream.play2() 方法的各个选项。">

            <folder helpurl="flash.net:NetStreamPlayOptions" id="Methods" name="方法" tiptext="NetStreamPlayOptions 类的方法">

               <string constructor="true" helpurl="flash.net:NetStreamPlayOptions:NetStreamPlayOptions" name="NetStreamPlayOptions" object="[flash.net.NetStreamPlayOptions]" playername="" text="new NetStreamPlayOptions(%%)" tiptext="创建 NetStreamPlayOptions 对象，以指定要传递给 NetStream.play2() 方法的选项。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetStreamPlayOptions" id="Properties" name="属性" tiptext="NetStreamPlayOptions 类的属性">

               <string helpurl="flash.net:NetStreamPlayOptions:len" name="len" object="[flash.net.NetStreamPlayOptions]" playername="" text=".len" tiptext="streamName 中所指定流的播放持续时间，以秒为单位。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:offset" name="offset" object="[flash.net.NetStreamPlayOptions]" playername="" text=".offset" tiptext="流播放中应切换到新流的时间，以秒为单位。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:oldStreamName" name="oldStreamName" object="[flash.net.NetStreamPlayOptions]" playername="" text=".oldStreamName" tiptext="老流或过渡原流的名称。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:start" name="start" object="[flash.net.NetStreamPlayOptions]" playername="" text=".start" tiptext="streamName 的起始时间（以秒为单位）。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:streamName" name="streamName" object="[flash.net.NetStreamPlayOptions]" playername="" text=".streamName" tiptext="要播放或过渡到的新流的名称。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:transition" name="transition" object="[flash.net.NetStreamPlayOptions]" playername="" text=".transition" tiptext="播放或过渡到 streamName 的模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:NetStreamPlayTransitions" id="[flash.net.NetStreamPlayTransitions]" index="true" name="NetStreamPlayTransitions" sort="true" tiptext="NetStreamPlayTransitions 类指定可用于 NetStreamPlayOptions.transition 属性的有效字符串。">

            <folder helpurl="flash.net:NetStreamPlayTransitions" id="Properties" name="属性" tiptext="NetStreamPlayTransitions 类的属性">

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:APPEND_AND_WAIT" name="APPEND_AND_WAIT" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.APPEND_AND_WAIT" tiptext="构建播放列表，无需从第一个流开始播放。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:APPEND" name="APPEND" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.APPEND" tiptext="向播放列表添加流并从第一个流开始播放。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:RESET" name="RESET" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.RESET" tiptext="清除以前的所有播放调用，并且立即播放指定的流。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:RESUME" name="RESUME" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.RESUME" tiptext="从上一个连接结束的点开始从新连接请求数据。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:STOP" name="STOP" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.STOP" tiptext="停止播放播放列表中的流。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:SWAP" name="SWAP" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.SWAP" 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=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:SWITCH" name="SWITCH" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.SWITCH" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.net" id="Methods" name="方法" tiptext="flash.net 包的方法">

            <string helpurl="flash.net:getClassByAlias" name="getClassByAlias" playername="" 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"/>

            <string helpurl="flash.net:navigateToURL" name="navigateToURL" playername="" 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"/>

            <string helpurl="flash.net:registerClassAlias" name="registerClassAlias" playername="" 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"/>

            <string helpurl="flash.net:sendToURL" name="sendToURL" playername="" 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"/>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:ObjectEncoding" id="[flash.net.ObjectEncoding]" index="true" name="ObjectEncoding" sort="true" 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。">

            <folder helpurl="flash.net:ObjectEncoding" id="Properties" name="属性" tiptext="ObjectEncoding 类的属性">

               <string constant="true" helpurl="flash.net:ObjectEncoding:AMF0" name="AMF0" object="[flash.net.ObjectEncoding]" playername="" text="ObjectEncoding.AMF0" tiptext="指定使用 ActionScript 1.0 和 2.0 的 Action Message Format 来序列化对象。" version=""/>

               <string constant="true" helpurl="flash.net:ObjectEncoding:AMF3" name="AMF3" object="[flash.net.ObjectEncoding]" playername="" text="ObjectEncoding.AMF3" tiptext="指定使用 ActionScript 3.0 的 Action Message Format 来序列化对象。" version=""/>

               <string constant="true" helpurl="flash.net:ObjectEncoding:DEFAULT" name="DEFAULT" object="[flash.net.ObjectEncoding]" playername="" text="ObjectEncoding.DEFAULT" tiptext="为当前运行时（Flash Player 或 AIR）指定默认格式（最新格式）。" version=""/>

               <string helpurl="flash.net:ObjectEncoding:dynamicPropertyWriter:get" name="dynamicPropertyWriter" object="[flash.net.ObjectEncoding]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:Responder" id="[flash.net.Responder]" index="true" name="Responder" sort="true" 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。">

            <folder helpurl="flash.net:Responder" id="Methods" name="方法" tiptext="Responder 类的方法">

               <string constructor="true" helpurl="flash.net:Responder:Responder" name="Responder" object="[flash.net.Responder]" playername="" text="new Responder(%结果:Function[,状态:Function=null]%)" tiptext="创建一个新的 Responder 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:SharedObject" id="[flash.net.SharedObject]" index="true" name="SharedObject" sort="true" 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。">

            <folder helpurl="flash.net:SharedObject" id="Methods" name="方法" tiptext="SharedObject 类的方法">

               <string helpurl="flash.net:SharedObject:clear" name="clear" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:close" name="close" object="[flash.net.SharedObject]" playername="" text=".close(%%):void" tiptext="关闭远程共享对象和服务器间的连接。" version="4"/>

               <string helpurl="flash.net:SharedObject:connect" name="connect" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:flush" name="flush" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:getLocal" name="getLocal" object="[flash.net.SharedObject]" playername="" static="true" text="SharedObject.getLocal(%名称:String[,本地路径:String=null,安全:Boolean=false]%):flash.net:SharedObject" 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"/>

               <string helpurl="flash.net:SharedObject:getRemote" name="getRemote" object="[flash.net.SharedObject]" playername="" static="true" text="SharedObject.getRemote(%名称:String[,远程路径:String=null,永久性:Object=false,安全:Boolean=false]%):flash.net:SharedObject" 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"/>

               <string helpurl="flash.net:SharedObject:send" name="send" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:setDirty" name="setDirty" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:setProperty" name="setProperty" object="[flash.net.SharedObject]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.net:SharedObject" id="Properties" name="属性" tiptext="SharedObject 类的属性">

               <string helpurl="flash.net:SharedObject:client:get" name="client" object="[flash.net.SharedObject]" playername="" text=".client" tiptext="指示在其上调用回调方法的对象。" version=""/>

               <string helpurl="flash.net:SharedObject:data:get" name="data" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject:defaultObjectEncoding:get" name="defaultObjectEncoding" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject:objectEncoding:get" name="objectEncoding" object="[flash.net.SharedObject]" playername="" text=".objectEncoding" tiptext="此共享对象的对象编码(AMF 版本)。" version=""/>

               <string helpurl="flash.net:SharedObject:size:get" name="size" object="[flash.net.SharedObject]" playername="" text=".size" tiptext="共享对象的当前大小(以字节为单位)。" version=""/>

               <string helpurl="flash.net:SharedObject:fps:set" name="fps" object="[flash.net.SharedObject]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.net:SharedObject" id="Events" name="事件" tiptext="SharedObject 类的事件">

               <string helpurl="flash.net:SharedObject_flash.events.SyncEvent.SYNC_sync" name="sync" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject_flash.events.NetStatusEvent.NET_STATUS_netStatus" name="netStatus" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.SharedObject]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:SharedObjectFlushStatus" id="[flash.net.SharedObjectFlushStatus]" index="true" name="SharedObjectFlushStatus" sort="true" tiptext="SharedObjectFlushStatus 类为通过调用 SharedObject.flush() 方法而返回的代码提供了值。">

            <folder helpurl="flash.net:SharedObjectFlushStatus" id="Properties" name="属性" tiptext="SharedObjectFlushStatus 类的属性">

               <string constant="true" helpurl="flash.net:SharedObjectFlushStatus:FLUSHED" name="FLUSHED" object="[flash.net.SharedObjectFlushStatus]" playername="" text="SharedObjectFlushStatus.FLUSHED" tiptext="指示成功完成了刷新。" version=""/>

               <string constant="true" helpurl="flash.net:SharedObjectFlushStatus:PENDING" name="PENDING" object="[flash.net.SharedObjectFlushStatus]" playername="" text="SharedObjectFlushStatus.PENDING" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:Socket" id="[flash.net.Socket]" index="true" name="Socket" sort="true" 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。">

            <folder helpurl="flash.net:Socket" id="Methods" name="方法" tiptext="Socket 类的方法">

               <string constructor="true" helpurl="flash.net:Socket:Socket" name="Socket" object="[flash.net.Socket]" playername="" text="new Socket(%[主机:String=null,端口:int=0]%)" tiptext="创建新的 Socket 对象。" version="4"/>

               <string helpurl="flash.net:Socket:close" name="close" object="[flash.net.Socket]" playername="" text=".close(%%):void" tiptext="关闭套接字。" version="4"/>

               <string helpurl="flash.net:Socket:connect" name="connect" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:flush" name="flush" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readBoolean" name="readBoolean" object="[flash.net.Socket]" playername="" text=".readBoolean(%%):Boolean" tiptext="从套接字读取一个布尔值。" version="4"/>

               <string helpurl="flash.net:Socket:readByte" name="readByte" object="[flash.net.Socket]" playername="" text=".readByte(%%):int" tiptext="从套接字读取一个带符号字节。" version="4"/>

               <string helpurl="flash.net:Socket:readBytes" name="readBytes" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readDouble" name="readDouble" object="[flash.net.Socket]" playername="" text=".readDouble(%%):Number" tiptext="从套接字读取一个 IEEE 754 双精度浮点数。" version="4"/>

               <string helpurl="flash.net:Socket:readFloat" name="readFloat" object="[flash.net.Socket]" playername="" text=".readFloat(%%):Number" tiptext="从套接字读取一个 IEEE 754 单精度浮点数。" version="4"/>

               <string helpurl="flash.net:Socket:readInt" name="readInt" object="[flash.net.Socket]" playername="" text=".readInt(%%):int" tiptext="从套接字读取一个带符号的 32 位整数。" version="4"/>

               <string helpurl="flash.net:Socket:readMultiByte" name="readMultiByte" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readObject" name="readObject" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readShort" name="readShort" object="[flash.net.Socket]" playername="" text=".readShort(%%):int" tiptext="从套接字读取一个带符号的 16 位整数。" version="4"/>

               <string helpurl="flash.net:Socket:readUTFBytes" name="readUTFBytes" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readUTF" name="readUTF" object="[flash.net.Socket]" playername="" text=".readUTF(%%):String" tiptext="从套接字读取一个 UTF-8 字符串。" version="4"/>

               <string helpurl="flash.net:Socket:readUnsignedByte" name="readUnsignedByte" object="[flash.net.Socket]" playername="" text=".readUnsignedByte(%%):uint" tiptext="从套接字读取一个无符号字节。" version="4"/>

               <string helpurl="flash.net:Socket:readUnsignedInt" name="readUnsignedInt" object="[flash.net.Socket]" playername="" text=".readUnsignedInt(%%):uint" tiptext="从套接字读取一个无符号的 32 位整数。" version="4"/>

               <string helpurl="flash.net:Socket:readUnsignedShort" name="readUnsignedShort" object="[flash.net.Socket]" playername="" text=".readUnsignedShort(%%):uint" tiptext="从套接字读取一个无符号的 16 位整数。" version="4"/>

               <string helpurl="flash.net:Socket:writeBoolean" name="writeBoolean" object="[flash.net.Socket]" playername="" text=".writeBoolean(%值:Boolean%):void" tiptext="将一个布尔值写入套接字。" version="4"/>

               <string helpurl="flash.net:Socket:writeByte" name="writeByte" object="[flash.net.Socket]" playername="" text=".writeByte(%值:int%):void" tiptext="将一个字节写入套接字。" version="4"/>

               <string helpurl="flash.net:Socket:writeBytes" name="writeBytes" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeDouble" name="writeDouble" object="[flash.net.Socket]" playername="" text=".writeDouble(%值:Number%):void" tiptext="将一个 IEEE 754 双精度浮点数写入套接字。" version="4"/>

               <string helpurl="flash.net:Socket:writeFloat" name="writeFloat" object="[flash.net.Socket]" playername="" text=".writeFloat(%值:Number%):void" tiptext="将一个 IEEE 754 单精度浮点数写入套接字。" version="4"/>

               <string helpurl="flash.net:Socket:writeInt" name="writeInt" object="[flash.net.Socket]" playername="" text=".writeInt(%值:int%):void" tiptext="将一个带符号的 32 位整数写入套接字。" version="4"/>

               <string helpurl="flash.net:Socket:writeMultiByte" name="writeMultiByte" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeObject" name="writeObject" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeShort" name="writeShort" object="[flash.net.Socket]" playername="" text=".writeShort(%值:int%):void" tiptext="将一个 16 位整数写入套接字。" version="4"/>

               <string helpurl="flash.net:Socket:writeUTFBytes" name="writeUTFBytes" object="[flash.net.Socket]" playername="" text=".writeUTFBytes(%值:String%):void" tiptext="将一个 UTF-8 字符串写入套接字。" version="4"/>

               <string helpurl="flash.net:Socket:writeUTF" name="writeUTF" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeUnsignedInt" name="writeUnsignedInt" object="[flash.net.Socket]" playername="" text=".writeUnsignedInt(%值:uint%):void" tiptext="将一个无符号的 32 位整数写入套接字。" version="4"/>

            </folder>

            <folder helpurl="flash.net:Socket" id="Properties" name="属性" tiptext="Socket 类的属性">

               <string helpurl="flash.net:Socket:bytesAvailable:get" name="bytesAvailable" object="[flash.net.Socket]" playername="" text=".bytesAvailable" tiptext="输入缓冲区中可读取的数据的字节数。" version=""/>

               <string helpurl="flash.net:Socket:connected:get" name="connected" object="[flash.net.Socket]" playername="" text=".connected" tiptext="指示此 Socket 对象目前是否已连接。" version=""/>

               <string helpurl="flash.net:Socket:endian:get" name="endian" object="[flash.net.Socket]" playername="" text=".endian" tiptext="指示数据的字节顺序。" version=""/>

               <string helpurl="flash.net:Socket:objectEncoding:get" name="objectEncoding" object="[flash.net.Socket]" playername="" text=".objectEncoding" tiptext="在写入或读取对象时，控制所使用的 AMF 的版本。" version=""/>

               <string helpurl="flash.net:Socket:timeout:get" name="timeout" object="[flash.net.Socket]" playername="" text=".timeout" tiptext="表示建立连接时需等待的毫秒数。" version=""/>

            </folder>

            <folder helpurl="flash.net:Socket" id="Events" name="事件" tiptext="Socket 类的事件">

               <string helpurl="flash.net:Socket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.ProgressEvent.SOCKET_DATA_socketData" name="socketData" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.Event.CONNECT_connect" name="connect" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.Event.CLOSE_close" name="close" object="[flash.net.Socket]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:URLLoader" id="[flash.net.URLLoader]" index="true" name="URLLoader" sort="true" 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。">

            <folder helpurl="flash.net:URLLoader" id="Methods" name="方法" tiptext="URLLoader 类的方法">

               <string constructor="true" helpurl="flash.net:URLLoader:URLLoader" name="URLLoader" object="[flash.net.URLLoader]" playername="" text="new URLLoader(%[请求:flash.net:URLRequest=null]%)" tiptext="创建 URLLoader 对象。" version="4"/>

               <string helpurl="flash.net:URLLoader:addEventListener" name="addEventListener" object="[flash.net.URLLoader]" playername="" 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"/>

               <string helpurl="flash.net:URLLoader:close" name="close" object="[flash.net.URLLoader]" playername="" text=".close(%%):void" tiptext="关闭进行中的加载操作。" version="4"/>

               <string helpurl="flash.net:URLLoader:load" name="load" object="[flash.net.URLLoader]" playername="" text=".load(%请求:flash.net:URLRequest%):void" tiptext="从指定的 URL 发送和加载数据。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLLoader" id="Properties" name="属性" tiptext="URLLoader 类的属性">

               <string helpurl="flash.net:URLLoader:bytesLoaded" name="bytesLoaded" object="[flash.net.URLLoader]" playername="" text=".bytesLoaded" tiptext="指示加载操作期间到目前为止加载的字节数。" version=""/>

               <string helpurl="flash.net:URLLoader:bytesTotal" name="bytesTotal" object="[flash.net.URLLoader]" playername="" text=".bytesTotal" tiptext="指示所下载数据中的字节总数。" version=""/>

               <string helpurl="flash.net:URLLoader:dataFormat" name="dataFormat" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader:data" name="data" object="[flash.net.URLLoader]" playername="" text=".data" tiptext="从加载操作接收的数据。" version=""/>

            </folder>

            <folder helpurl="flash.net:URLLoader" id="Events" name="事件" tiptext="URLLoader 类的事件">

               <string helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" name="httpResponseStatus" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.Event.OPEN_open" name="open" object="[flash.net.URLLoader]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLLoaderDataFormat" id="[flash.net.URLLoaderDataFormat]" index="true" name="URLLoaderDataFormat" sort="true" tiptext="URLLoaderDataFormat 类提供了一些用于指定如何接收已下载数据的值。">

            <folder helpurl="flash.net:URLLoaderDataFormat" id="Properties" name="属性" tiptext="URLLoaderDataFormat 类的属性">

               <string constant="true" helpurl="flash.net:URLLoaderDataFormat:BINARY" name="BINARY" object="[flash.net.URLLoaderDataFormat]" playername="" text="URLLoaderDataFormat.BINARY" tiptext="指定以原始二进制数据形式接收下载的数据。" version=""/>

               <string constant="true" helpurl="flash.net:URLLoaderDataFormat:TEXT" name="TEXT" object="[flash.net.URLLoaderDataFormat]" playername="" text="URLLoaderDataFormat.TEXT" tiptext="指定以文本形式接收已下载的数据。" version=""/>

               <string constant="true" helpurl="flash.net:URLLoaderDataFormat:VARIABLES" name="VARIABLES" object="[flash.net.URLLoaderDataFormat]" playername="" text="URLLoaderDataFormat.VARIABLES" tiptext="指定以 URL 编码变量形式接收下载的数据。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequest" id="[flash.net.URLRequest]" index="true" name="URLRequest" sort="true" tiptext="URLRequest 类可捕获单个 HTTP 请求中的所有信息。">

            <folder helpurl="flash.net:URLRequest" id="Methods" name="方法" tiptext="URLRequest 类的方法">

               <string constructor="true" helpurl="flash.net:URLRequest:URLRequest" name="URLRequest" object="[flash.net.URLRequest]" playername="" text="new URLRequest(%[url:String=null]%)" tiptext="创建 URLRequest 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLRequest" id="Properties" name="属性" tiptext="URLRequest 类的属性">

               <string helpurl="flash.net:URLRequest:contentType:get" name="contentType" object="[flash.net.URLRequest]" playername="" text=".contentType" tiptext="data 属性中内容的 MIME 内容类型。" version=""/>

               <string helpurl="flash.net:URLRequest:data:get" name="data" object="[flash.net.URLRequest]" playername="" text=".data" tiptext="一个对象，它包含将随 URL 请求一起传输的数据。" version=""/>

               <string helpurl="flash.net:URLRequest:digest:get" name="digest" object="[flash.net.URLRequest]" playername="" 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=""/>

               <string helpurl="flash.net:URLRequest:followRedirects:get" name="followRedirects" object="[flash.net.URLRequest]" playername="" text=".followRedirects" tiptext="指定是否要遵循重定向，如果是，则为 true，否则为 false。" version=""/>

               <string helpurl="flash.net:URLRequest:method:get" name="method" object="[flash.net.URLRequest]" playername="" text=".method" tiptext="控制 HTTP 表单提交方法。" version=""/>

               <string helpurl="flash.net:URLRequest:requestHeaders:get" name="requestHeaders" object="[flash.net.URLRequest]" playername="" text=".requestHeaders" tiptext="要追加到 HTTP 请求的 HTTP 请求标头的数组。" version=""/>

               <string helpurl="flash.net:URLRequest:url:get" name="url" object="[flash.net.URLRequest]" playername="" text=".url" tiptext="所请求的 URL。" version=""/>

               <string helpurl="flash.net:URLRequest:userAgent:get" name="userAgent" object="[flash.net.URLRequest]" playername="" text=".userAgent" tiptext="指定在 HTTP 请求中使用的用户代理字符串。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequestDefaults" id="[flash.net.URLRequestDefaults]" index="true" name="URLRequestDefaults" sort="true" 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。">

            <folder helpurl="flash.net:URLRequestDefaults" id="Methods" name="方法" tiptext="URLRequestDefaults 类的方法">

               <string helpurl="flash.net:URLRequestDefaults:setLoginCredentialsForHost" name="setLoginCredentialsForHost" object="[flash.net.URLRequestDefaults]" playername="" static="true" text="URLRequestDefaults.setLoginCredentialsForHost(%主机名:String,用户:String,密码:String%)" tiptext="为选定的主机设置默认用户和密码凭据。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLRequestDefaults" id="Properties" name="属性" tiptext="URLRequestDefaults 类的属性">

               <string helpurl="flash.net:URLRequestDefaults:authenticate:get" name="authenticate" object="[flash.net.URLRequestDefaults]" playername="" text=".authenticate" tiptext="URLRequest 对象的 authenticate 属性的默认设置。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:cacheResponse:get" name="cacheResponse" object="[flash.net.URLRequestDefaults]" playername="" text=".cacheResponse" tiptext="URLRequest 对象的 cacheResponse 属性的默认设置。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:followRedirects:get" name="followRedirects" object="[flash.net.URLRequestDefaults]" playername="" text=".followRedirects" tiptext="URLRequest 对象的 followRedirects 属性的默认设置。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:manageCookies:get" name="manageCookies" object="[flash.net.URLRequestDefaults]" playername="" text=".manageCookies" tiptext="URLRequest 对象的 manageCookies 属性的默认设置。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:useCache:get" name="useCache" object="[flash.net.URLRequestDefaults]" playername="" text=".useCache" tiptext="URLRequest 对象的 useCache 属性的默认设置。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:userAgent:get" name="userAgent" object="[flash.net.URLRequestDefaults]" playername="" text=".userAgent" tiptext="URLRequest 对象的 userAgent 属性的默认设置。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequestHeader" id="[flash.net.URLRequestHeader]" index="true" name="URLRequestHeader" sort="true" tiptext="URLRequestHeader 对象封装了一个 HTTP 请求标头并由一个名称/值对组成。">

            <folder helpurl="flash.net:URLRequestHeader" id="Methods" name="方法" tiptext="URLRequestHeader 类的方法">

               <string constructor="true" helpurl="flash.net:URLRequestHeader:URLRequestHeader" name="URLRequestHeader" object="[flash.net.URLRequestHeader]" playername="" text="new URLRequestHeader(%名称:String,值:String%)" tiptext="创建一个封装单个 HTTP 请求标头的新 URLRequestHeader 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLRequestHeader" id="Properties" name="属性" tiptext="URLRequestHeader 类的属性">

               <string helpurl="flash.net:URLRequestHeader:name" name="name" object="[flash.net.URLRequestHeader]" playername="" text=".name" tiptext="HTTP 请求标头名称(例如 Content-Type 或 SOAPAction)。" version=""/>

               <string helpurl="flash.net:URLRequestHeader:value" name="value" object="[flash.net.URLRequestHeader]" playername="" text=".value" tiptext="与 name 属性相关联的值(如 text/plain)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequestMethod" id="[flash.net.URLRequestMethod]" index="true" name="URLRequestMethod" sort="true" 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。">

            <folder helpurl="flash.net:URLRequestMethod" id="Properties" name="属性" tiptext="URLRequestMethod 类的属性">

               <string constant="true" helpurl="flash.net:URLRequestMethod:GET" name="GET" object="[flash.net.URLRequestMethod]" playername="" text="URLRequestMethod.GET" tiptext="指示 URLRequest 对象是一个 GET。" version=""/>

               <string constant="true" helpurl="flash.net:URLRequestMethod:POST" name="POST" object="[flash.net.URLRequestMethod]" playername="" text="URLRequestMethod.POST" tiptext="指示 URLRequest 对象是一个 POST。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:URLStream" id="[flash.net.URLStream]" index="true" name="URLStream" sort="true" tiptext="URLStream 类提供对下载 URL 的低级访问。">

            <folder helpurl="flash.net:URLStream" id="Methods" name="方法" tiptext="URLStream 类的方法">

               <string helpurl="flash.net:URLStream:close" name="close" object="[flash.net.URLStream]" playername="" text=".close(%%):void" tiptext="立即关闭该流并取消下载操作。" version="4"/>

               <string helpurl="flash.net:URLStream:load" name="load" object="[flash.net.URLStream]" playername="" text=".load(%请求:flash.net:URLRequest%):void" tiptext="开始下载请求参数中指定的 URL。" version="4"/>

               <string helpurl="flash.net:URLStream:readBoolean" name="readBoolean" object="[flash.net.URLStream]" playername="" text=".readBoolean(%%):Boolean" tiptext="从该流读取一个布尔值。" version="4"/>

               <string helpurl="flash.net:URLStream:readByte" name="readByte" object="[flash.net.URLStream]" playername="" text=".readByte(%%):int" tiptext="从该流读取一个带符号字节。" version="4"/>

               <string helpurl="flash.net:URLStream:readBytes" name="readBytes" object="[flash.net.URLStream]" playername="" 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"/>

               <string helpurl="flash.net:URLStream:readDouble" name="readDouble" object="[flash.net.URLStream]" playername="" text=".readDouble(%%):Number" tiptext="从该流读取一个 IEEE 754 双精度浮点数。" version="4"/>

               <string helpurl="flash.net:URLStream:readFloat" name="readFloat" object="[flash.net.URLStream]" playername="" text=".readFloat(%%):Number" tiptext="从该流读取一个 IEEE 754 单精度浮点数。" version="4"/>

               <string helpurl="flash.net:URLStream:readInt" name="readInt" object="[flash.net.URLStream]" playername="" text=".readInt(%%):int" tiptext="从该流读取一个带符号的 32 位整数。" version="4"/>

               <string helpurl="flash.net:URLStream:readMultiByte" name="readMultiByte" object="[flash.net.URLStream]" playername="" 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"/>

               <string helpurl="flash.net:URLStream:readObject" name="readObject" object="[flash.net.URLStream]" playername="" text=".readObject(%%)" tiptext="从以 Action Message Format (AMF) 编码的套接字读取一个对象。" version="4"/>

               <string helpurl="flash.net:URLStream:readShort" name="readShort" object="[flash.net.URLStream]" playername="" text=".readShort(%%):int" tiptext="从该流读取一个带符号的 16 位整数。" version="4"/>

               <string helpurl="flash.net:URLStream:readUTFBytes" name="readUTFBytes" object="[flash.net.URLStream]" playername="" 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"/>

               <string helpurl="flash.net:URLStream:readUTF" name="readUTF" object="[flash.net.URLStream]" playername="" text=".readUTF(%%):String" tiptext="从该流读取一个 UTF-8 字符串。" version="4"/>

               <string helpurl="flash.net:URLStream:readUnsignedByte" name="readUnsignedByte" object="[flash.net.URLStream]" playername="" text=".readUnsignedByte(%%):uint" tiptext="从该流读取一个无符号字节。" version="4"/>

               <string helpurl="flash.net:URLStream:readUnsignedInt" name="readUnsignedInt" object="[flash.net.URLStream]" playername="" text=".readUnsignedInt(%%):uint" tiptext="从该流读取一个无符号的 32 位整数。" version="4"/>

               <string helpurl="flash.net:URLStream:readUnsignedShort" name="readUnsignedShort" object="[flash.net.URLStream]" playername="" text=".readUnsignedShort(%%):uint" tiptext="从该流读取一个无符号的 16 位整数。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLStream" id="Properties" name="属性" tiptext="URLStream 类的属性">

               <string helpurl="flash.net:URLStream:bytesAvailable:get" name="bytesAvailable" object="[flash.net.URLStream]" playername="" text=".bytesAvailable" tiptext="返回可在输入缓冲区中读取的数据的字节数。" version=""/>

               <string helpurl="flash.net:URLStream:connected:get" name="connected" object="[flash.net.URLStream]" playername="" text=".connected" tiptext="指示此 URLStream 对象目前是否已连接。" version=""/>

               <string helpurl="flash.net:URLStream:endian:get" name="endian" object="[flash.net.URLStream]" playername="" text=".endian" tiptext="指示数据的字节顺序。" version=""/>

               <string helpurl="flash.net:URLStream:objectEncoding:get" name="objectEncoding" object="[flash.net.URLStream]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.net:URLStream" id="Events" name="事件" tiptext="URLStream 类的事件">

               <string helpurl="flash.net:URLStream_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.Event.OPEN_open" name="open" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" name="httpResponseStatus" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.net.URLStream]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLVariables" id="[flash.net.URLVariables]" index="true" name="URLVariables" sort="true" tiptext="使用 URLVariables 类可以在应用程序和服务器之间传输变量。">

            <folder helpurl="flash.net:URLVariables" id="Methods" name="方法" tiptext="URLVariables 类的方法">

               <string constructor="true" helpurl="flash.net:URLVariables:URLVariables" name="URLVariables" object="[flash.net.URLVariables]" playername="" text="new URLVariables(%[源:String=null]%)" tiptext="创建一个新的 URLVariables 对象。" version="4"/>

               <string helpurl="flash.net:URLVariables:decode" name="decode" object="[flash.net.URLVariables]" playername="" 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"/>

               <string helpurl="flash.net:URLVariables:toString" name="toString" object="[flash.net.URLVariables]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:XMLSocket" id="[flash.net.XMLSocket]" index="true" name="XMLSocket" sort="true" 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。">

            <folder helpurl="flash.net:XMLSocket" id="Methods" name="方法" tiptext="XMLSocket 类的方法">

               <string constructor="true" helpurl="flash.net:XMLSocket:XMLSocket" name="XMLSocket" object="[flash.net.XMLSocket]" playername="" text="new XMLSocket(%[主机:String=null,端口:int=0]%):void" tiptext="创建一个新的 XMLSocket 对象。" version="4"/>

               <string helpurl="flash.net:XMLSocket:close" name="close" object="[flash.net.XMLSocket]" playername="" text=".close(%%):void" tiptext="关闭由 XMLSocket 对象指定的连接。" version="4"/>

               <string helpurl="flash.net:XMLSocket:connect" name="connect" object="[flash.net.XMLSocket]" playername="" 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"/>

               <string helpurl="flash.net:XMLSocket:send" name="send" object="[flash.net.XMLSocket]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.net:XMLSocket" id="Properties" name="属性" tiptext="XMLSocket 类的属性">

               <string helpurl="flash.net:XMLSocket:connected:get" name="connected" object="[flash.net.XMLSocket]" playername="" text=".connected" tiptext="指示此 XMLSocket 对象目前是否已连接。" version=""/>

               <string helpurl="flash.net:XMLSocket:timeout:get" name="timeout" object="[flash.net.XMLSocket]" playername="" text=".timeout" tiptext="表示建立连接时需等待的毫秒数。" version=""/>

            </folder>

            <folder helpurl="flash.net:XMLSocket" id="Events" name="事件" tiptext="XMLSocket 类的事件">

               <string helpurl="flash.net:XMLSocket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.DataEvent.DATA_data" name="data" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.Event.CONNECT_connect" name="connect" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.Event.CLOSE_close" name="close" object="[flash.net.XMLSocket]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.sensors" id="flash.sensors" name="flash.sensors" sort="true" tiptext="flash.sensors 包的类">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.sensors:Accelerometer" id="[flash.sensors.Accelerometer]" index="true" name="Accelerometer" sort="true" 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。">

            <folder helpurl="flash.sensors:Accelerometer" id="Methods" name="方法" tiptext="Accelerometer 类的方法">

               <string constructor="true" helpurl="flash.sensors:Accelerometer:Accelerometer" name="Accelerometer" object="[flash.sensors.Accelerometer]" playername="" text="new Accelerometer(%%)" tiptext="创建新 Accelerometer 实例。" version="4"/>

               <string helpurl="flash.sensors:Accelerometer:setRequestedUpdateInterval" name="setRequestedUpdateInterval" object="[flash.sensors.Accelerometer]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.sensors:Accelerometer" id="Properties" name="属性" tiptext="Accelerometer 类的属性">

               <string helpurl="flash.sensors:Accelerometer:isSupported:get" name="isSupported" object="[flash.sensors.Accelerometer]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.sensors:Accelerometer" id="Events" name="事件" tiptext="Accelerometer 类的事件">

               <string helpurl="flash.sensors:Accelerometer_flash.events.AccelerometerEvent.UPDATE_update" name="update" object="[flash.sensors.Accelerometer]" playername="" text=".addEventListener(%类型:String=AccelerometerEvent.UPDATE{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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.sensors:Geolocation" id="[flash.sensors.Geolocation]" index="true" name="Geolocation" sort="true" tiptext="Geolocation 类为响应设备的位置传感器而调度事件。">

            <folder helpurl="flash.sensors:Geolocation" id="Methods" name="方法" tiptext="Geolocation 类的方法">

               <string constructor="true" helpurl="flash.sensors:Geolocation:Geolocation" name="Geolocation" object="[flash.sensors.Geolocation]" playername="" text="new Geolocation(%%)" tiptext="创建新 Geolocation 实例。" version="4"/>

               <string helpurl="flash.sensors:Geolocation:setRequestedUpdateInterval" name="setRequestedUpdateInterval" object="[flash.sensors.Geolocation]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.sensors:Geolocation" id="Properties" name="属性" tiptext="Geolocation 类的属性">

               <string helpurl="flash.sensors:Geolocation:isSupported:get" name="isSupported" object="[flash.sensors.Geolocation]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.sensors:Geolocation" id="Events" name="事件" tiptext="Geolocation 类的事件">

               <string helpurl="flash.sensors:Geolocation__status" name="status" object="[flash.sensors.Geolocation]" playername="" text=".addEventListener(%类型:String=StatusEvent.StatusEvent{StatusEvent.StatusEvent,GeolocationEvent.GeolocationEvent},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=""/>

               <string helpurl="flash.sensors:Geolocation__update" name="update" object="[flash.sensors.Geolocation]" playername="" text=".addEventListener(%类型:String=GeolocationEvent.GeolocationEvent{StatusEvent.StatusEvent,GeolocationEvent.GeolocationEvent},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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.system" id="flash.system" name="flash.system" sort="true" tiptext="flash.system 包的类">

         <folder asAncestors="Object" helpurl="flash.system:ApplicationDomain" id="[flash.system.ApplicationDomain]" index="true" name="ApplicationDomain" sort="true" tiptext="ApplicationDomain 类是分散的类定义组的一个容器。">

            <folder helpurl="flash.system:ApplicationDomain" id="Methods" name="方法" tiptext="ApplicationDomain 类的方法">

               <string constructor="true" helpurl="flash.system:ApplicationDomain:ApplicationDomain" name="ApplicationDomain" object="[flash.system.ApplicationDomain]" playername="" text="new ApplicationDomain(%[父域:flash.system:ApplicationDomain=null]%)" tiptext="创建一个新的应用程序域。" version="4"/>

               <string helpurl="flash.system:ApplicationDomain:getDefinition" name="getDefinition" object="[flash.system.ApplicationDomain]" playername="" 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"/>

               <string helpurl="flash.system:ApplicationDomain:hasDefinition" name="hasDefinition" object="[flash.system.ApplicationDomain]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.system:ApplicationDomain" id="Properties" name="属性" tiptext="ApplicationDomain 类的属性">

               <string helpurl="flash.system:ApplicationDomain:MIN_DOMAIN_MEMORY_LENGTH:get" name="MIN_DOMAIN_MEMORY_LENGTH" object="[flash.system.ApplicationDomain]" playername="" 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=""/>

               <string helpurl="flash.system:ApplicationDomain:currentDomain:get" name="currentDomain" object="[flash.system.ApplicationDomain]" playername="" text=".currentDomain" tiptext="获取代码正在其中执行的当前应用域。" version=""/>

               <string helpurl="flash.system:ApplicationDomain:domainMemory:get" name="domainMemory" object="[flash.system.ApplicationDomain]" playername="" 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=""/>

               <string helpurl="flash.system:ApplicationDomain:parentDomain:get" name="parentDomain" object="[flash.system.ApplicationDomain]" playername="" text=".parentDomain" tiptext="获取该应用程序域的父域。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:Capabilities" id="[flash.system.Capabilities]" index="true" name="Capabilities" sort="true" tiptext="Capabilities 类提供描述承载应用程序的系统和运行时的属性。">

            <folder helpurl="flash.system:Capabilities" id="Properties" name="属性" tiptext="Capabilities 类的属性">

               <string helpurl="flash.system:Capabilities:avHardwareDisable:get" name="avHardwareDisable" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasAccessibility:get" name="hasAccessibility" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasAudioEncoder:get" name="hasAudioEncoder" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasAudio:get" name="hasAudio" object="[flash.system.Capabilities]" playername="" text=".hasAudio" tiptext="指定系统是否有音频功能。" version=""/>

               <string helpurl="flash.system:Capabilities:hasEmbeddedVideo:get" name="hasEmbeddedVideo" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasIME:get" name="hasIME" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasMP3:get" name="hasMP3" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasPrinting:get" name="hasPrinting" object="[flash.system.Capabilities]" playername="" text=".hasPrinting" tiptext="指定系统是否支持打印，如果是，则为 true，否则为 false。" version=""/>

               <string helpurl="flash.system:Capabilities:hasScreenBroadcast:get" name="hasScreenBroadcast" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasScreenPlayback:get" name="hasScreenPlayback" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasStreamingAudio:get" name="hasStreamingAudio" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasStreamingVideo:get" name="hasStreamingVideo" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasTLS:get" name="hasTLS" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasVideoEncoder:get" name="hasVideoEncoder" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:isDebugger:get" name="isDebugger" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:isEmbeddedInAcrobat:get" name="isEmbeddedInAcrobat" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:language:get" name="language" object="[flash.system.Capabilities]" playername="" text=".language" tiptext="指定运行内容的系统的语言代码。" version=""/>

               <string helpurl="flash.system:Capabilities:localFileReadDisable:get" name="localFileReadDisable" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:manufacturer:get" name="manufacturer" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:maxLevelIDC:get" name="maxLevelIDC" object="[flash.system.Capabilities]" playername="" text=".maxLevelIDC" tiptext="检索客户端硬件支持的最高 H.264 级 IDC。" version=""/>

               <string helpurl="flash.system:Capabilities:os:get" name="os" object="[flash.system.Capabilities]" playername="" text=".os" tiptext="指定当前的操作系统。" version=""/>

               <string helpurl="flash.system:Capabilities:pixelAspectRatio:get" name="pixelAspectRatio" object="[flash.system.Capabilities]" playername="" text=".pixelAspectRatio" tiptext="指定屏幕的像素高宽比。" version=""/>

               <string helpurl="flash.system:Capabilities:playerType:get" name="playerType" object="[flash.system.Capabilities]" playername="" text=".playerType" tiptext="指定运行时环境的类型。" version=""/>

               <string helpurl="flash.system:Capabilities:screenColor:get" name="screenColor" object="[flash.system.Capabilities]" playername="" text=".screenColor" tiptext="指定屏幕的颜色。" version=""/>

               <string helpurl="flash.system:Capabilities:screenDPI:get" name="screenDPI" object="[flash.system.Capabilities]" playername="" text=".screenDPI" tiptext="指定屏幕的每英寸点数 (dpi) 分辨率，以像素为单位。" version=""/>

               <string helpurl="flash.system:Capabilities:screenResolutionX:get" name="screenResolutionX" object="[flash.system.Capabilities]" playername="" text=".screenResolutionX" tiptext="指定屏幕的最大水平分辨率。" version=""/>

               <string helpurl="flash.system:Capabilities:screenResolutionY:get" name="screenResolutionY" object="[flash.system.Capabilities]" playername="" text=".screenResolutionY" tiptext="指定屏幕的最大垂直分辨率。" version=""/>

               <string helpurl="flash.system:Capabilities:serverString:get" name="serverString" object="[flash.system.Capabilities]" playername="" text=".serverString" tiptext="URL 编码的字符串，用于指定每个 Capabilities 属性的值。" version=""/>

               <string helpurl="flash.system:Capabilities:touchscreenType:get" name="touchscreenType" object="[flash.system.Capabilities]" playername="" text=".touchscreenType" tiptext="指定所支持的触摸屏的类型。" version=""/>

               <string helpurl="flash.system:Capabilities:version:get" name="version" object="[flash.system.Capabilities]" playername="" text=".version" tiptext="指定 Flash Player 或 Adobe&amp;#xAE; AIR 平台和版本信息。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.system:LoaderContext,Object" helpurl="flash.system:JPEGLoaderContext" id="[flash.system.JPEGLoaderContext]" index="true" name="JPEGLoaderContext" sort="true" 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。">

            <folder helpurl="flash.system:JPEGLoaderContext" id="Methods" name="方法" tiptext="JPEGLoaderContext 类的方法">

               <string constructor="true" helpurl="flash.system:JPEGLoaderContext:JPEGLoaderContext" name="JPEGLoaderContext" object="[flash.system.JPEGLoaderContext]" playername="" 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]%)" tiptext="创建带有指定设置的新的 JPEGLoaderContext 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.system:JPEGLoaderContext" id="Properties" name="属性" tiptext="JPEGLoaderContext 类的属性">

               <string helpurl="flash.system:JPEGLoaderContext:deblockingFilter" name="deblockingFilter" object="[flash.system.JPEGLoaderContext]" playername="" text=".deblockingFilter" tiptext="指定消除马赛克的滤镜的强度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:LoaderContext" id="[flash.system.LoaderContext]" index="true" name="LoaderContext" sort="true" 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。">

            <folder helpurl="flash.system:LoaderContext" id="Methods" name="方法" tiptext="LoaderContext 类的方法">

               <string constructor="true" helpurl="flash.system:LoaderContext:LoaderContext" name="LoaderContext" object="[flash.system.LoaderContext]" playername="" 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]%)" tiptext="创建带有指定设置的新的 LoaderContext 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.system:LoaderContext" id="Properties" name="属性" tiptext="LoaderContext 类的属性">

               <string helpurl="flash.system:LoaderContext:allowLoadBytesCodeExecution" name="allowLoadBytesCodeExecution" object="[flash.system.LoaderContext]" playername="" text=".allowLoadBytesCodeExecution" tiptext="指定您是否可以使用加载器对象的 loadBytes() 方法加载内容与可执行代码，例如 SWF 文件。" version=""/>

               <string helpurl="flash.system:LoaderContext:applicationDomain" name="applicationDomain" object="[flash.system.LoaderContext]" playername="" text=".applicationDomain" tiptext="指定用于 Loader.load() 或 Loader.loadBytes() 方法的应用程序域。" version=""/>

               <string helpurl="flash.system:LoaderContext:checkPolicyFile" name="checkPolicyFile" object="[flash.system.LoaderContext]" playername="" 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=""/>

               <string helpurl="flash.system:LoaderContext:securityDomain" name="securityDomain" object="[flash.system.LoaderContext]" playername="" text=".securityDomain" tiptext="指定用于 Loader.load() 操作的安全域。" version=""/>

            </folder>

         </folder>

         <folder helpurl="flash.system" id="Methods" name="方法" tiptext="flash.system 包的方法">

            <string helpurl="flash.system:fscommand" name="fscommand" playername="" 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"/>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:Security" id="[flash.system.Security]" index="true" name="Security" sort="true" 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。">

            <folder helpurl="flash.system:Security" id="Methods" name="方法" tiptext="Security 类的方法">

               <string helpurl="flash.system:Security:allowDomain" name="allowDomain" object="[flash.system.Security]" playername="" static="true" text="Security.allowDomain(%域:可变长度参数%):void" 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"/>

               <string helpurl="flash.system:Security:allowInsecureDomain" name="allowInsecureDomain" object="[flash.system.Security]" playername="" static="true" text="Security.allowInsecureDomain(%域:可变长度参数%):void" 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"/>

               <string helpurl="flash.system:Security:loadPolicyFile" name="loadPolicyFile" object="[flash.system.Security]" playername="" static="true" text="Security.loadPolicyFile(%URL:String%):void" tiptext="在 URL 参数指定的位置处查找策略文件。" version="4"/>

               <string helpurl="flash.system:Security:showSettings" name="showSettings" object="[flash.system.Security]" playername="" static="true" text="Security.showSettings(%[面板:String=default]%):void" tiptext="显示 Flash Player 中的&quot;安全设置&quot;面板。" version="4"/>

            </folder>

            <folder helpurl="flash.system:Security" id="Properties" name="属性" tiptext="Security 类的属性">

               <string constant="true" helpurl="flash.system:Security:APPLICATION" name="APPLICATION" object="[flash.system.Security]" playername="" text="Security.APPLICATION" 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=""/>

               <string constant="true" helpurl="flash.system:Security:LOCAL_TRUSTED" name="LOCAL_TRUSTED" object="[flash.system.Security]" playername="" text="Security.LOCAL_TRUSTED" 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=""/>

               <string constant="true" helpurl="flash.system:Security:LOCAL_WITH_FILE" name="LOCAL_WITH_FILE" object="[flash.system.Security]" playername="" text="Security.LOCAL_WITH_FILE" 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=""/>

               <string constant="true" helpurl="flash.system:Security:LOCAL_WITH_NETWORK" name="LOCAL_WITH_NETWORK" object="[flash.system.Security]" playername="" text="Security.LOCAL_WITH_NETWORK" 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=""/>

               <string constant="true" helpurl="flash.system:Security:REMOTE" name="REMOTE" object="[flash.system.Security]" playername="" text="Security.REMOTE" tiptext="此文件来自 Internet URL，并依照基于域的沙箱规则运行。" version=""/>

               <string helpurl="flash.system:Security:exactSettings:get" name="exactSettings" object="[flash.system.Security]" playername="" 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=""/>

               <string helpurl="flash.system:Security:sandboxType:get" name="sandboxType" object="[flash.system.Security]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:SecurityDomain" id="[flash.system.SecurityDomain]" index="true" name="SecurityDomain" sort="true" tiptext="SecurityDomain 类代表当前安全性&quot;沙箱&quot;，也称为&quot;安全域&quot;。">

            <folder helpurl="flash.system:SecurityDomain" id="Properties" name="属性" tiptext="SecurityDomain 类的属性">

               <string helpurl="flash.system:SecurityDomain:currentDomain:get" name="currentDomain" object="[flash.system.SecurityDomain]" playername="" text=".currentDomain" tiptext="获取当前安全域。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:SecurityPanel" id="[flash.system.SecurityPanel]" index="true" name="SecurityPanel" sort="true" 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。">

            <folder helpurl="flash.system:SecurityPanel" id="Properties" name="属性" tiptext="SecurityPanel 类的属性">

               <string constant="true" helpurl="flash.system:SecurityPanel:CAMERA" name="CAMERA" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.CAMERA" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:DEFAULT" name="DEFAULT" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.DEFAULT" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:DISPLAY" name="DISPLAY" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.DISPLAY" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:LOCAL_STORAGE" name="LOCAL_STORAGE" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.LOCAL_STORAGE" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:MICROPHONE" name="MICROPHONE" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.MICROPHONE" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:PRIVACY" name="PRIVACY" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.PRIVACY" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:SETTINGS_MANAGER" name="SETTINGS_MANAGER" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.SETTINGS_MANAGER" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:System" id="[flash.system.System]" index="true" name="System" sort="true" tiptext="System 类包含与本地设置和操作相关的属性。">

            <folder helpurl="flash.system:System" id="Methods" name="方法" tiptext="System 类的方法">

               <string helpurl="flash.system:System:gc" name="gc" object="[flash.system.System]" playername="" static="true" text="System.gc(%%):void" tiptext="强制执行垃圾回收过程。" version="4"/>

               <string helpurl="flash.system:System:pause" name="pause" object="[flash.system.System]" playername="" static="true" text="System.pause(%%):void" tiptext="暂停 Flash Player 或 AIR Debug Launcher (ADL)。" version="4"/>

               <string helpurl="flash.system:System:resume" name="resume" object="[flash.system.System]" playername="" static="true" text="System.resume(%%):void" tiptext="在调用 System.pause() 后继续启动此应用程序。" version="4"/>

            </folder>

            <folder helpurl="flash.system:System" id="Properties" name="属性" tiptext="System 类的属性">

               <string helpurl="flash.system:System:ime:get" name="ime" object="[flash.system.System]" playername="" text=".ime" tiptext="当前安装的系统 IME。" version=""/>

               <string helpurl="flash.system:System:totalMemory:get" name="totalMemory" object="[flash.system.System]" playername="" 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=""/>

               <string helpurl="flash.system:System:useCodePage:get" name="useCodePage" object="[flash.system.System]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.text" id="flash.text" name="flash.text" sort="true" tiptext="flash.text 包的类">

         <folder asAncestors="Object" helpurl="flash.text:Font" id="[flash.text.Font]" index="true" name="Font" sort="true" tiptext="Font 类可用来管理 SWF 文件中的嵌入字体。">

            <folder helpurl="flash.text:Font" id="Methods" name="方法" tiptext="Font 类的方法">

               <string helpurl="flash.text:Font:enumerateFonts" name="enumerateFonts" object="[flash.text.Font]" playername="" static="true" text="Font.enumerateFonts(%[枚举设备字体:Boolean=false]%):Array" tiptext="指定是否提供当前可用嵌入字体列表。" version="4"/>

               <string helpurl="flash.text:Font:hasGlyphs" name="hasGlyphs" object="[flash.text.Font]" playername="" 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"/>

               <string helpurl="flash.text:Font:registerFont" name="registerFont" object="[flash.text.Font]" playername="" static="true" text="Font.registerFont(%字体:Class%):void" tiptext="在全局字体列表中注册一个字体类。" version="4"/>

            </folder>

            <folder helpurl="flash.text:Font" id="Properties" name="属性" tiptext="Font 类的属性">

               <string helpurl="flash.text:Font:fontName:get" name="fontName" object="[flash.text.Font]" playername="" text=".fontName" tiptext="嵌入字体的名称。" version=""/>

               <string helpurl="flash.text:Font:fontStyle:get" name="fontStyle" object="[flash.text.Font]" playername="" text=".fontStyle" tiptext="字体的样式。" version=""/>

               <string helpurl="flash.text:Font:fontType:get" name="fontType" object="[flash.text.Font]" playername="" text=".fontType" tiptext="字体的类型。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:FontType" id="[flash.text.FontType]" index="true" name="FontType" sort="true" tiptext="FontType 类包含 Font 类的 fontType 属性的枚举常量&quot;embedded&quot;和&quot;device&quot;。">

            <folder helpurl="flash.text:FontType" id="Properties" name="属性" tiptext="FontType 类的属性">

               <string constant="true" helpurl="flash.text:FontType:DEVICE" name="DEVICE" object="[flash.text.FontType]" playername="" text="FontType.DEVICE" tiptext="指示这是一种设备字体。" version=""/>

               <string constant="true" helpurl="flash.text:FontType:EMBEDDED_CFF" name="EMBEDDED_CFF" object="[flash.text.FontType]" playername="" text="FontType.EMBEDDED_CFF" tiptext="指示这是一种 CFF 嵌入字体。" version=""/>

               <string constant="true" helpurl="flash.text:FontType:EMBEDDED" name="EMBEDDED" object="[flash.text.FontType]" playername="" text="FontType.EMBEDDED" tiptext="指示这是一种嵌入字体。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.text:StaticText" id="[flash.text.StaticText]" index="true" name="StaticText" sort="true" tiptext="此类表示显示列表中的 StaticText 对象。">

            <folder helpurl="flash.text:StaticText" id="Properties" name="属性" tiptext="StaticText 类的属性">

               <string helpurl="flash.text:StaticText:text:get" name="text" object="[flash.text.StaticText]" playername="" text=".text" tiptext="返回静态文本字段的当前文本。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.text:StyleSheet" id="[flash.text.StyleSheet]" index="true" name="StyleSheet" sort="true" 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。">

            <folder helpurl="flash.text:StyleSheet" id="Methods" name="方法" tiptext="StyleSheet 类的方法">

               <string constructor="true" helpurl="flash.text:StyleSheet:StyleSheet" name="StyleSheet" object="[flash.text.StyleSheet]" playername="" text="new StyleSheet(%%)" tiptext="创建新的 StyleSheet 对象。" version="4"/>

               <string helpurl="flash.text:StyleSheet:clear" name="clear" object="[flash.text.StyleSheet]" playername="" text=".clear(%%):void" tiptext="从样式表对象中删除所有样式。" version="4"/>

               <string helpurl="flash.text:StyleSheet:getStyle" name="getStyle" object="[flash.text.StyleSheet]" playername="" 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"/>

               <string helpurl="flash.text:StyleSheet:parseCSS" name="parseCSS" object="[flash.text.StyleSheet]" playername="" text=".parseCSS(%CSS 文本:String%):void" tiptext="分析 cssText 中的 CSS 并用它加载 StyleSheet。" version="4"/>

               <string helpurl="flash.text:StyleSheet:setStyle" name="setStyle" object="[flash.text.StyleSheet]" playername="" 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"/>

               <string helpurl="flash.text:StyleSheet:transform" name="transform" object="[flash.text.StyleSheet]" playername="" text=".transform(%格式对象:Object%):flash.text:TextFormat" tiptext="扩展 CSS 分析功能。" version="4"/>

            </folder>

            <folder helpurl="flash.text:StyleSheet" id="Properties" name="属性" tiptext="StyleSheet 类的属性">

               <string helpurl="flash.text:StyleSheet:styleNames:get" name="styleNames" object="[flash.text.StyleSheet]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.text:TextField" id="[flash.text.TextField]" index="true" name="TextField" sort="true" tiptext="TextField 类用于创建显示对象以显示和输入文本。">

            <folder helpurl="flash.text:TextField" id="Methods" name="方法" tiptext="TextField 类的方法">

               <string constructor="true" helpurl="flash.text:TextField:TextField" name="TextField" object="[flash.text.TextField]" playername="" text="new TextField(%%)" tiptext="创建新的 TextField 实例。" version="4"/>

               <string helpurl="flash.text:TextField:appendText" name="appendText" object="[flash.text.TextField]" playername="" text=".appendText(%新文本:String%):void" tiptext="将文本追加到 TextField 现有文本的末尾。" version="4"/>

               <string helpurl="flash.text:TextField:getCharBoundaries" name="getCharBoundaries" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getCharIndexAtPoint" name="getCharIndexAtPoint" object="[flash.text.TextField]" playername="" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="返回从零开始的字符索引值。" version="4"/>

               <string helpurl="flash.text:TextField:getFirstCharInParagraph" name="getFirstCharInParagraph" object="[flash.text.TextField]" playername="" text=".getFirstCharInParagraph(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="4"/>

               <string helpurl="flash.text:TextField:getImageReference" name="getImageReference" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getLineIndexAtPoint" name="getLineIndexAtPoint" object="[flash.text.TextField]" playername="" text=".getLineIndexAtPoint(%x:Number,y:Number%):int" tiptext="指定点处行的索引值(从零开始)。" version="4"/>

               <string helpurl="flash.text:TextField:getLineIndexOfChar" name="getLineIndexOfChar" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getLineLength" name="getLineLength" object="[flash.text.TextField]" playername="" text=".getLineLength(%行索引:int%):int" tiptext="返回特定文本行中的字符数。" version="4"/>

               <string helpurl="flash.text:TextField:getLineMetrics" name="getLineMetrics" object="[flash.text.TextField]" playername="" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="返回给定文本行的度量信息。" version="4"/>

               <string helpurl="flash.text:TextField:getLineOffset" name="getLineOffset" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getLineText" name="getLineText" object="[flash.text.TextField]" playername="" text=".getLineText(%行索引:int%):String" tiptext="指定行中包含的文本字符串。" version="4"/>

               <string helpurl="flash.text:TextField:getParagraphLength" name="getParagraphLength" object="[flash.text.TextField]" playername="" text=".getParagraphLength(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="4"/>

               <string helpurl="flash.text:TextField:getTextFormat" name="getTextFormat" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:isFontCompatible" name="isFontCompatible" object="[flash.text.TextField]" playername="" static="true" text="TextField.isFontCompatible(%字体名称:String,字体样式:String%):Boolean" 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"/>

               <string helpurl="flash.text:TextField:replaceSelectedText" name="replaceSelectedText" object="[flash.text.TextField]" playername="" text=".replaceSelectedText(%值:String%):void" tiptext="使用值参数的内容替换当前所选内容。" version="4"/>

               <string helpurl="flash.text:TextField:replaceText" name="replaceText" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:setSelection" name="setSelection" object="[flash.text.TextField]" playername="" text=".setSelection(%起始索引:int,结束索引:int%):void" tiptext="设置新的文本选择。" version="4"/>

               <string helpurl="flash.text:TextField:setTextFormat" name="setTextFormat" object="[flash.text.TextField]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text:TextField" id="Properties" name="属性" tiptext="TextField 类的属性">

               <string helpurl="flash.text:TextField:alwaysShowSelection:get" name="alwaysShowSelection" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:autoSize:get" name="autoSize" object="[flash.text.TextField]" playername="" text=".autoSize" tiptext="控制文本字段的自动大小调整和对齐。" version=""/>

               <string helpurl="flash.text:TextField:backgroundColor:get" name="backgroundColor" object="[flash.text.TextField]" playername="" text=".backgroundColor" tiptext="文本字段背景的颜色。" version=""/>

               <string helpurl="flash.text:TextField:background:get" name="background" object="[flash.text.TextField]" playername="" text=".background" tiptext="指定文本字段是否具有背景填充。" version=""/>

               <string helpurl="flash.text:TextField:borderColor:get" name="borderColor" object="[flash.text.TextField]" playername="" text=".borderColor" tiptext="文本字段边框的颜色。" version=""/>

               <string helpurl="flash.text:TextField:border:get" name="border" object="[flash.text.TextField]" playername="" text=".border" tiptext="指定文本字段是否具有边框。" version=""/>

               <string helpurl="flash.text:TextField:bottomScrollV:get" name="bottomScrollV" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:caretIndex:get" name="caretIndex" object="[flash.text.TextField]" playername="" text=".caretIndex" tiptext="插入点(尖号)位置的索引。" version=""/>

               <string helpurl="flash.text:TextField:condenseWhite:get" name="condenseWhite" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:defaultTextFormat:get" name="defaultTextFormat" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:displayAsPassword:get" name="displayAsPassword" object="[flash.text.TextField]" playername="" text=".displayAsPassword" tiptext="指定文本字段是否是密码文本字段。" version=""/>

               <string helpurl="flash.text:TextField:embedFonts:get" name="embedFonts" object="[flash.text.TextField]" playername="" text=".embedFonts" tiptext="指定是否使用嵌入字体轮廓进行呈现。" version=""/>

               <string helpurl="flash.text:TextField:htmlText:get" name="htmlText" object="[flash.text.TextField]" playername="" text=".htmlText" tiptext="包含文本字段内容的 HTML 表示形式。" version=""/>

               <string helpurl="flash.text:TextField:length:get" name="length" object="[flash.text.TextField]" playername="" text=".length" tiptext="文本字段中的字符数。" version=""/>

               <string helpurl="flash.text:TextField:maxChars:get" name="maxChars" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:maxScrollH:get" name="maxScrollH" object="[flash.text.TextField]" playername="" text=".maxScrollH" tiptext="scrollH 的最大值。" version=""/>

               <string helpurl="flash.text:TextField:maxScrollV:get" name="maxScrollV" object="[flash.text.TextField]" playername="" text=".maxScrollV" tiptext="scrollV 的最大值。" version=""/>

               <string helpurl="flash.text:TextField:multiline:get" name="multiline" object="[flash.text.TextField]" playername="" text=".multiline" tiptext="指示字段是否为多行文本字段。" version=""/>

               <string helpurl="flash.text:TextField:numLines:get" name="numLines" object="[flash.text.TextField]" playername="" text=".numLines" tiptext="定义多行文本字段中的文本行数。" version=""/>

               <string helpurl="flash.text:TextField:restrict:get" name="restrict" object="[flash.text.TextField]" playername="" text=".restrict" tiptext="指示用户可输入到文本字段中的字符集。" version=""/>

               <string helpurl="flash.text:TextField:scrollH:get" name="scrollH" object="[flash.text.TextField]" playername="" text=".scrollH" tiptext="当前水平滚动位置。" version=""/>

               <string helpurl="flash.text:TextField:scrollV:get" name="scrollV" object="[flash.text.TextField]" playername="" text=".scrollV" tiptext="文本在文本字段中的垂直位置。" version=""/>

               <string helpurl="flash.text:TextField:selectable:get" name="selectable" object="[flash.text.TextField]" playername="" text=".selectable" tiptext="一个布尔值，指示文本字段是否可选。" version=""/>

               <string helpurl="flash.text:TextField:selectionBeginIndex:get" name="selectionBeginIndex" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:selectionEndIndex:get" name="selectionEndIndex" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:styleSheet:get" name="styleSheet" object="[flash.text.TextField]" playername="" text=".styleSheet" tiptext="将样式表附加到文本字段。" version=""/>

               <string helpurl="flash.text:TextField:textColor:get" name="textColor" object="[flash.text.TextField]" playername="" text=".textColor" tiptext="文本字段中文本的颜色(采用十六进制格式)。" version=""/>

               <string helpurl="flash.text:TextField:textHeight:get" name="textHeight" object="[flash.text.TextField]" playername="" text=".textHeight" tiptext="文本的高度，以像素为单位。" version=""/>

               <string helpurl="flash.text:TextField:textWidth:get" name="textWidth" object="[flash.text.TextField]" playername="" text=".textWidth" tiptext="文本的宽度，以像素为单位。" version=""/>

               <string helpurl="flash.text:TextField:text:get" name="text" object="[flash.text.TextField]" playername="" text=".text" tiptext="作为文本字段中当前文本的字符串。" version=""/>

               <string helpurl="flash.text:TextField:type:get" name="type" object="[flash.text.TextField]" playername="" text=".type" tiptext="文本字段的类型。" version=""/>

               <string helpurl="flash.text:TextField:wordWrap:get" name="wordWrap" object="[flash.text.TextField]" playername="" text=".wordWrap" tiptext="一个布尔值，指示文本字段是否自动换行。" version=""/>

            </folder>

            <folder helpurl="flash.text:TextField" id="Events" name="事件" tiptext="TextField 类的事件">

               <string helpurl="flash.text:TextField_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField_flash.events.Event.SCROLL_scroll" name="scroll" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField_flash.events.TextEvent.LINK_link" name="link" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField_flash.events.Event.CHANGE_change" name="change" object="[flash.text.TextField]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFieldAutoSize" id="[flash.text.TextFieldAutoSize]" index="true" name="TextFieldAutoSize" sort="true" tiptext="TextFieldAutoSize 类是在设置 TextField 类的 autoSize 属性时使用的常数值的枚举。">

            <folder helpurl="flash.text:TextFieldAutoSize" id="Properties" name="属性" tiptext="TextFieldAutoSize 类的属性">

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:CENTER" name="CENTER" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.CENTER" tiptext="指定将文本视为居中对齐文本。" version=""/>

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:LEFT" name="LEFT" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.LEFT" 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=""/>

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:NONE" name="NONE" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.NONE" tiptext="指定不调整大小。" version=""/>

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:RIGHT" name="RIGHT" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.RIGHT" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFieldType" id="[flash.text.TextFieldType]" index="true" name="TextFieldType" sort="true" tiptext="TextFieldType 类是在设置 TextField 类的 type 属性时使用的常数值的枚举。">

            <folder helpurl="flash.text:TextFieldType" id="Properties" name="属性" tiptext="TextFieldType 类的属性">

               <string constant="true" helpurl="flash.text:TextFieldType:DYNAMIC" name="DYNAMIC" object="[flash.text.TextFieldType]" playername="" text="TextFieldType.DYNAMIC" tiptext="用于指定动态 TextField。" version=""/>

               <string constant="true" helpurl="flash.text:TextFieldType:INPUT" name="INPUT" object="[flash.text.TextFieldType]" playername="" text="TextFieldType.INPUT" tiptext="用于指定输入 TextField。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFormat" id="[flash.text.TextFormat]" index="true" name="TextFormat" sort="true" tiptext="TextFormat 类描述字符格式设置信息。">

            <folder helpurl="flash.text:TextFormat" id="Methods" name="方法" tiptext="TextFormat 类的方法">

               <string constructor="true" helpurl="flash.text:TextFormat:TextFormat" name="TextFormat" object="[flash.text.TextFormat]" playername="" 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]%)" tiptext="创建一个具有指定属性的 TextFormat 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.text:TextFormat" id="Properties" name="属性" tiptext="TextFormat 类的属性">

               <string helpurl="flash.text:TextFormat:align:get" name="align" object="[flash.text.TextFormat]" playername="" text=".align" tiptext="指示段落的对齐方式。" version=""/>

               <string helpurl="flash.text:TextFormat:blockIndent:get" name="blockIndent" object="[flash.text.TextFormat]" playername="" text=".blockIndent" tiptext="以像素为单位指示块缩进。" version=""/>

               <string helpurl="flash.text:TextFormat:bold:get" name="bold" object="[flash.text.TextFormat]" playername="" text=".bold" tiptext="指定文本是否为粗体字。" version=""/>

               <string helpurl="flash.text:TextFormat:bullet:get" name="bullet" object="[flash.text.TextFormat]" playername="" text=".bullet" tiptext="指示文本为带项目符号的列表的一部分。" version=""/>

               <string helpurl="flash.text:TextFormat:color:get" name="color" object="[flash.text.TextFormat]" playername="" text=".color" tiptext="指示文本的颜色。" version=""/>

               <string helpurl="flash.text:TextFormat:font:get" name="font" object="[flash.text.TextFormat]" playername="" 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=""/>

               <string helpurl="flash.text:TextFormat:indent:get" name="indent" object="[flash.text.TextFormat]" playername="" text=".indent" tiptext="指示从左边距到段落中第一个字符的缩进。" version=""/>

               <string helpurl="flash.text:TextFormat:italic:get" name="italic" object="[flash.text.TextFormat]" playername="" text=".italic" tiptext="指示使用此文本格式的文本是否为斜体。" version=""/>

               <string helpurl="flash.text:TextFormat:leading:get" name="leading" object="[flash.text.TextFormat]" playername="" 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=""/>

               <string helpurl="flash.text:TextFormat:leftMargin:get" name="leftMargin" object="[flash.text.TextFormat]" playername="" text=".leftMargin" tiptext="段落的左边距，以像素为单位。" version=""/>

               <string helpurl="flash.text:TextFormat:rightMargin:get" name="rightMargin" object="[flash.text.TextFormat]" playername="" text=".rightMargin" tiptext="段落的右边距，以像素为单位。" version=""/>

               <string helpurl="flash.text:TextFormat:size:get" name="size" object="[flash.text.TextFormat]" playername="" text=".size" tiptext="使用此文本格式的文本的大小，以像素为单位。" version=""/>

               <string helpurl="flash.text:TextFormat:tabStops:get" name="tabStops" object="[flash.text.TextFormat]" playername="" text=".tabStops" tiptext="将自定义 Tab 停靠位指定为一个非负整数的数组。" version=""/>

               <string helpurl="flash.text:TextFormat:target:get" name="target" object="[flash.text.TextFormat]" playername="" text=".target" tiptext="指示显示超链接的目标窗口。" version=""/>

               <string helpurl="flash.text:TextFormat:underline:get" name="underline" object="[flash.text.TextFormat]" playername="" 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=""/>

               <string helpurl="flash.text:TextFormat:url:get" name="url" object="[flash.text.TextFormat]" playername="" text=".url" tiptext="指示使用此文本格式的文本的目标 URL。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFormatAlign" id="[flash.text.TextFormatAlign]" index="true" name="TextFormatAlign" sort="true" tiptext="TextFormatAlign 类为 TextFormat 类中的文本对齐方式提供值。">

            <folder helpurl="flash.text:TextFormatAlign" id="Properties" name="属性" tiptext="TextFormatAlign 类的属性">

               <string constant="true" helpurl="flash.text:TextFormatAlign:CENTER" name="CENTER" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.CENTER" tiptext="常数；在文本字段内将文本居中对齐。" version=""/>

               <string constant="true" helpurl="flash.text:TextFormatAlign:JUSTIFY" name="JUSTIFY" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.JUSTIFY" tiptext="常数；在文本字段内将文本两端对齐。" version=""/>

               <string constant="true" helpurl="flash.text:TextFormatAlign:LEFT" name="LEFT" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.LEFT" tiptext="常数；在文本字段内将文本左对齐。" version=""/>

               <string constant="true" helpurl="flash.text:TextFormatAlign:RIGHT" name="RIGHT" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.RIGHT" tiptext="常数；在文本字段内将文本右对齐。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextLineMetrics" id="[flash.text.TextLineMetrics]" index="true" name="TextLineMetrics" sort="true" 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。">

            <folder helpurl="flash.text:TextLineMetrics" id="Methods" name="方法" tiptext="TextLineMetrics 类的方法">

               <string constructor="true" helpurl="flash.text:TextLineMetrics:TextLineMetrics" name="TextLineMetrics" object="[flash.text.TextLineMetrics]" playername="" text="new TextLineMetrics(%x:Number,宽度:Number,高度:Number,上升:Number,下降:Number,前导:Number%)" 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"/>

            </folder>

            <folder helpurl="flash.text:TextLineMetrics" id="Properties" name="属性" tiptext="TextLineMetrics 类的属性">

               <string helpurl="flash.text:TextLineMetrics:ascent" name="ascent" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:descent" name="descent" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:height" name="height" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:leading" name="leading" object="[flash.text.TextLineMetrics]" playername="" text=".leading" tiptext="前导值是文本行之间的垂直距离的度量值。" version=""/>

               <string helpurl="flash.text:TextLineMetrics:width" name="width" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:x" name="x" object="[flash.text.TextLineMetrics]" playername="" text=".x" tiptext="x 值是第一个字符的左侧位置(以像素为单位)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextSnapshot" id="[flash.text.TextSnapshot]" index="true" name="TextSnapshot" sort="true" tiptext="TextSnapshot 对象可用于处理影片剪辑中的静态文本。">

            <folder helpurl="flash.text:TextSnapshot" id="Methods" name="方法" tiptext="TextSnapshot 类的方法">

               <string helpurl="flash.text:TextSnapshot:findText" name="findText" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getSelectedText" name="getSelectedText" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getSelected" name="getSelected" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getTextRunInfo" name="getTextRunInfo" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getText" name="getText" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:hitTestTextNearPos" name="hitTestTextNearPos" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:setSelectColor" name="setSelectColor" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:setSelected" name="setSelected" object="[flash.text.TextSnapshot]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text:TextSnapshot" id="Properties" name="属性" tiptext="TextSnapshot 类的属性">

               <string helpurl="flash.text:TextSnapshot:charCount:get" name="charCount" object="[flash.text.TextSnapshot]" playername="" text=".charCount" tiptext="TextSnapshot 对象中的字符数。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.text.engine" id="flash.text.engine" name="flash.text.engine" sort="true" tiptext="flash.text.engine 包的类">

         <folder asAncestors="Object" helpurl="flash.text.engine:BreakOpportunity" id="[flash.text.engine.BreakOpportunity]" index="true" name="BreakOpportunity" sort="true" tiptext="BreakOpportunity 类是可用于设置 ElementFormat 类的 breakOpportunity 属性的常数值的枚举。">

            <folder helpurl="flash.text.engine:BreakOpportunity" id="Properties" name="属性" tiptext="BreakOpportunity 类的属性">

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:ALL" name="ALL" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.ALL" 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=""/>

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:ANY" name="ANY" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.ANY" tiptext="ContentElement 对象中的任何字符均可换行。" version=""/>

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:AUTO" name="AUTO" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.AUTO" tiptext="基于 Unicode 字符属性进行换行。" version=""/>

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:NONE" name="NONE" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.NONE" tiptext="ContentElement 对象中的任何字符均不可换行。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:CFFHinting" id="[flash.text.engine.CFFHinting]" index="true" name="CFFHinting" sort="true" tiptext="CFFHinting 类定义 FontDescription 类中 cff 提示的值。">

            <folder helpurl="flash.text.engine:CFFHinting" id="Properties" name="属性" tiptext="CFFHinting 类的属性">

               <string constant="true" helpurl="flash.text.engine:CFFHinting:HORIZONTAL_STEM" name="HORIZONTAL_STEM" object="[flash.text.engine.CFFHinting]" playername="" text="CFFHinting.HORIZONTAL_STEM" tiptext="使粗水平线适合像素网格，以提高可读性。" version=""/>

               <string constant="true" helpurl="flash.text.engine:CFFHinting:NONE" name="NONE" object="[flash.text.engine.CFFHinting]" playername="" text="CFFHinting.NONE" tiptext="未应用任何提示。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:ContentElement" id="[flash.text.engine.ContentElement]" index="true" name="ContentElement" sort="true" 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。">

            <folder helpurl="flash.text.engine:ContentElement" id="Methods" name="方法" tiptext="ContentElement 类的方法">

               <string constructor="true" helpurl="flash.text.engine:ContentElement:ContentElement" name="ContentElement" object="[flash.text.engine.ContentElement]" playername="" 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]%)" tiptext="调用 new ContentElement() 构造函数会引发 ArgumentError 异常。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:ContentElement" id="Properties" name="属性" tiptext="ContentElement 类的属性">

               <string constant="true" helpurl="flash.text.engine:ContentElement:GRAPHIC_ELEMENT" name="GRAPHIC_ELEMENT" object="[flash.text.engine.ContentElement]" playername="" text="ContentElement.GRAPHIC_ELEMENT" tiptext="指示文本中存在图形元素。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:userData" name="userData" object="[flash.text.engine.ContentElement]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ContentElement:elementFormat:get" name="elementFormat" object="[flash.text.engine.ContentElement]" playername="" text=".elementFormat" tiptext="用于元素的 ElementFormat 对象。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:eventMirror:get" name="eventMirror" object="[flash.text.engine.ContentElement]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ContentElement:groupElement:get" name="groupElement" object="[flash.text.engine.ContentElement]" playername="" text=".groupElement" tiptext="包含此元素的 GroupElement 对象；如果不在组中，则为 null。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:rawText:get" name="rawText" object="[flash.text.engine.ContentElement]" playername="" text=".rawText" tiptext="元素中文本的副本，包括任意 U+FDEF 字符。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:textBlockBeginIndex:get" name="textBlockBeginIndex" object="[flash.text.engine.ContentElement]" playername="" text=".textBlockBeginIndex" tiptext="文本块中此元素的第一个字符的索引。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:textBlock:get" name="textBlock" object="[flash.text.engine.ContentElement]" playername="" text=".textBlock" tiptext="此元素所属的 TextBlock。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:textRotation:get" name="textRotation" object="[flash.text.engine.ContentElement]" playername="" text=".textRotation" tiptext="应用于元素的旋转（旋转时将元素作为一个单元）。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:text:get" name="text" object="[flash.text.engine.ContentElement]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:DigitCase" id="[flash.text.engine.DigitCase]" index="true" name="DigitCase" sort="true" tiptext="DigitCase 类是在设置 ElementFormat 类的 digitCase 属性时使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:DigitCase" id="Properties" name="属性" tiptext="DigitCase 类的属性">

               <string constant="true" helpurl="flash.text.engine:DigitCase:DEFAULT" name="DEFAULT" object="[flash.text.engine.DigitCase]" playername="" text="DigitCase.DEFAULT" tiptext="用于指定默认的数字大小写。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitCase:LINING" name="LINING" object="[flash.text.engine.DigitCase]" playername="" text="DigitCase.LINING" tiptext="用于指定全高数字大小写。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitCase:OLD_STYLE" name="OLD_STYLE" object="[flash.text.engine.DigitCase]" playername="" text="DigitCase.OLD_STYLE" tiptext="用于指定变高数字大小写。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:DigitWidth" id="[flash.text.engine.DigitWidth]" index="true" name="DigitWidth" sort="true" tiptext="DigitWidth 类是在设置 ElementFormat 类的 digitWidth 属性时使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:DigitWidth" id="Properties" name="属性" tiptext="DigitWidth 类的属性">

               <string constant="true" helpurl="flash.text.engine:DigitWidth:DEFAULT" name="DEFAULT" object="[flash.text.engine.DigitWidth]" playername="" text="DigitWidth.DEFAULT" tiptext="用于指定默认数字宽度。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitWidth:PROPORTIONAL" name="PROPORTIONAL" object="[flash.text.engine.DigitWidth]" playername="" text="DigitWidth.PROPORTIONAL" tiptext="用于指定变宽数字宽度。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitWidth:TABULAR" name="TABULAR" object="[flash.text.engine.DigitWidth]" playername="" text="DigitWidth.TABULAR" tiptext="用于指定定宽数字宽度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:TextJustifier,Object" helpurl="flash.text.engine:EastAsianJustifier" id="[flash.text.engine.EastAsianJustifier]" index="true" name="EastAsianJustifier" sort="true" 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。">

            <folder helpurl="flash.text.engine:EastAsianJustifier" id="Methods" name="方法" tiptext="EastAsianJustifier 类的方法">

               <string constructor="true" helpurl="flash.text.engine:EastAsianJustifier:EastAsianJustifier" name="EastAsianJustifier" object="[flash.text.engine.EastAsianJustifier]" playername="" text="new EastAsianJustifier(%[区域设置:String=ja,行对齐方式:String=allButLast,对齐样式:String=pushInKinsoku]%)" tiptext="创建 EastAsianJustifier 对象。" version="4"/>

               <string helpurl="flash.text.engine:EastAsianJustifier:clone" name="clone" object="[flash.text.engine.EastAsianJustifier]" playername="" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="构造 EastAsianJustifier 的克隆副本。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:EastAsianJustifier" id="Properties" name="属性" tiptext="EastAsianJustifier 类的属性">

               <string helpurl="flash.text.engine:EastAsianJustifier:justificationStyle:get" name="justificationStyle" object="[flash.text.engine.EastAsianJustifier]" playername="" text=".justificationStyle" tiptext="指定文本块中文本的对齐方式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:ElementFormat" id="[flash.text.engine.ElementFormat]" index="true" name="ElementFormat" sort="true" tiptext="ElementFormat 类表示可应用于 ContentElement 的格式设置信息。">

            <folder helpurl="flash.text.engine:ElementFormat" id="Methods" name="方法" tiptext="ElementFormat 类的方法">

               <string constructor="true" helpurl="flash.text.engine:ElementFormat:ElementFormat" name="ElementFormat" object="[flash.text.engine.ElementFormat]" playername="" 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]%)" tiptext="创建 ElementFormat 对象。" version="4"/>

               <string helpurl="flash.text.engine:ElementFormat:clone" name="clone" object="[flash.text.engine.ElementFormat]" playername="" text=".clone(%%):flash.text.engine:ElementFormat" tiptext="构造 ElementFormat 的没有锁定的克隆副本。" version="4"/>

               <string helpurl="flash.text.engine:ElementFormat:getFontMetrics" name="getFontMetrics" object="[flash.text.engine.ElementFormat]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:ElementFormat" id="Properties" name="属性" tiptext="ElementFormat 类的属性">

               <string helpurl="flash.text.engine:ElementFormat:alignmentBaseline:get" name="alignmentBaseline" object="[flash.text.engine.ElementFormat]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ElementFormat:alpha:get" name="alpha" object="[flash.text.engine.ElementFormat]" playername="" text=".alpha" tiptext="指定受此对象影响的行元素的透明度。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:baselineShift:get" name="baselineShift" object="[flash.text.engine.ElementFormat]" playername="" text=".baselineShift" tiptext="指示元素的基线偏移，以像素为单位。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:breakOpportunity:get" name="breakOpportunity" object="[flash.text.engine.ElementFormat]" playername="" text=".breakOpportunity" tiptext="应用于此文本的换行。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:color:get" name="color" object="[flash.text.engine.ElementFormat]" playername="" text=".color" tiptext="指示文本的颜色。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:digitCase:get" name="digitCase" object="[flash.text.engine.ElementFormat]" playername="" text=".digitCase" tiptext="用于此文本的数字大小写。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:digitWidth:get" name="digitWidth" object="[flash.text.engine.ElementFormat]" playername="" text=".digitWidth" tiptext="用于此文本的数字宽度。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:dominantBaseline:get" name="dominantBaseline" object="[flash.text.engine.ElementFormat]" playername="" text=".dominantBaseline" tiptext="指定用作主要基线的基线类型。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:fontDescription:get" name="fontDescription" object="[flash.text.engine.ElementFormat]" playername="" text=".fontDescription" tiptext="一个对象，其属性可说明字体。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:fontSize:get" name="fontSize" object="[flash.text.engine.ElementFormat]" playername="" text=".fontSize" tiptext="文本大小，以像素为单位。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:kerning:get" name="kerning" object="[flash.text.engine.ElementFormat]" playername="" text=".kerning" tiptext="字距调整可调整某些字符对之间的像素以提供可读性。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:ligatureLevel:get" name="ligatureLevel" object="[flash.text.engine.ElementFormat]" playername="" text=".ligatureLevel" tiptext="用于此文本的连字级别。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:locale:get" name="locale" object="[flash.text.engine.ElementFormat]" playername="" text=".locale" tiptext="文本的区域设置。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:locked:get" name="locked" object="[flash.text.engine.ElementFormat]" playername="" text=".locked" tiptext="指示 ElementFormat 是否已经锁定。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:textRotation:get" name="textRotation" object="[flash.text.engine.ElementFormat]" playername="" text=".textRotation" tiptext="设置应用于各个字型的旋转。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:trackingLeft:get" name="trackingLeft" object="[flash.text.engine.ElementFormat]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ElementFormat:trackingRight:get" name="trackingRight" object="[flash.text.engine.ElementFormat]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ElementFormat:typographicCase:get" name="typographicCase" object="[flash.text.engine.ElementFormat]" playername="" text=".typographicCase" tiptext="用于此文本的印刷大小写。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontDescription" id="[flash.text.engine.FontDescription]" index="true" name="FontDescription" sort="true" tiptext="FontDescription 类表示说明字体所必需的属性。">

            <folder helpurl="flash.text.engine:FontDescription" id="Methods" name="方法" tiptext="FontDescription 类的方法">

               <string constructor="true" helpurl="flash.text.engine:FontDescription:FontDescription" name="FontDescription" object="[flash.text.engine.FontDescription]" playername="" 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]%)" tiptext="创建 FontDescription 对象。" version="4"/>

               <string helpurl="flash.text.engine:FontDescription:clone" name="clone" object="[flash.text.engine.FontDescription]" playername="" text=".clone(%%):flash.text.engine:FontDescription" tiptext="构造 FontDescription 的没有锁定的克隆副本。" version="4"/>

               <string helpurl="flash.text.engine:FontDescription:isFontCompatible" name="isFontCompatible" object="[flash.text.engine.FontDescription]" playername="" static="true" text="FontDescription.isFontCompatible(%字体名称:String,字体粗细:String,字体形态:String%):Boolean" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:FontDescription" id="Properties" name="属性" tiptext="FontDescription 类的属性">

               <string helpurl="flash.text.engine:FontDescription:cffHinting:get" name="cffHinting" object="[flash.text.engine.FontDescription]" playername="" text=".cffHinting" tiptext="用于此文本的 CFF 提示的类型。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:fontLookup:get" name="fontLookup" object="[flash.text.engine.FontDescription]" playername="" text=".fontLookup" tiptext="指定应该如何查找字体。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:fontName:get" name="fontName" object="[flash.text.engine.FontDescription]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontDescription:fontPosture:get" name="fontPosture" object="[flash.text.engine.FontDescription]" playername="" text=".fontPosture" tiptext="指定字体形态。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:fontWeight:get" name="fontWeight" object="[flash.text.engine.FontDescription]" playername="" text=".fontWeight" tiptext="指定字体粗细。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:locked:get" name="locked" object="[flash.text.engine.FontDescription]" playername="" text=".locked" tiptext="指示 FontDescription 是否已经锁定。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:renderingMode:get" name="renderingMode" object="[flash.text.engine.FontDescription]" playername="" text=".renderingMode" tiptext="用于此文本的呈现模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontLookup" id="[flash.text.engine.FontLookup]" index="true" name="FontLookup" sort="true" tiptext="FontLookup 类是与 FontDescription.fontLookup 一起使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:FontLookup" id="Properties" name="属性" tiptext="FontLookup 类的属性">

               <string constant="true" helpurl="flash.text.engine:FontLookup:DEVICE" name="DEVICE" object="[flash.text.engine.FontLookup]" playername="" text="FontLookup.DEVICE" tiptext="用于指示设备字体查找。" version=""/>

               <string constant="true" helpurl="flash.text.engine:FontLookup:EMBEDDED_CFF" name="EMBEDDED_CFF" object="[flash.text.engine.FontLookup]" playername="" text="FontLookup.EMBEDDED_CFF" tiptext="用于指示 CFF（压缩字体格式）嵌入字体查找。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontMetrics" id="[flash.text.engine.FontMetrics]" index="true" name="FontMetrics" sort="true" tiptext="FontMetrics 类包含有关字体的量度和偏移信息。">

            <folder helpurl="flash.text.engine:FontMetrics" id="Methods" name="方法" tiptext="FontMetrics 类的方法">

               <string constructor="true" helpurl="flash.text.engine:FontMetrics:FontMetrics" name="FontMetrics" object="[flash.text.engine.FontMetrics]" playername="" 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%)" tiptext="创建 FontMetrics 对象。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:FontMetrics" id="Properties" name="属性" tiptext="FontMetrics 类的属性">

               <string helpurl="flash.text.engine:FontMetrics:emBox" name="emBox" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:strikethroughOffset" name="strikethroughOffset" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:strikethroughThickness" name="strikethroughThickness" object="[flash.text.engine.FontMetrics]" playername="" text=".strikethroughThickness" tiptext="strikethroughThickness 值是建议的删除线粗细。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:subscriptOffset" name="subscriptOffset" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:subscriptScale" name="subscriptScale" object="[flash.text.engine.FontMetrics]" playername="" text=".subscriptScale" tiptext="subscriptScale 值是要应用于下标磅值的建议缩放系数。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:superscriptOffset" name="superscriptOffset" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:superscriptScale" name="superscriptScale" object="[flash.text.engine.FontMetrics]" playername="" text=".superscriptScale" tiptext="superscriptScale 值是要应用于上标磅值的建议缩放系数。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:underlineOffset" name="underlineOffset" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:underlineThickness" name="underlineThickness" object="[flash.text.engine.FontMetrics]" playername="" text=".underlineThickness" tiptext="underlineThickness 值是建议的下划线粗细。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontPosture" id="[flash.text.engine.FontPosture]" index="true" name="FontPosture" sort="true" 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。">

            <folder helpurl="flash.text.engine:FontPosture" id="Properties" name="属性" tiptext="FontPosture 类的属性">

               <string constant="true" helpurl="flash.text.engine:FontPosture:ITALIC" name="ITALIC" object="[flash.text.engine.FontPosture]" playername="" text="FontPosture.ITALIC" tiptext="用于指示斜体字体形态。" version=""/>

               <string constant="true" helpurl="flash.text.engine:FontPosture:NORMAL" name="NORMAL" object="[flash.text.engine.FontPosture]" playername="" text="FontPosture.NORMAL" tiptext="用于指示标准字体形态。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontWeight" id="[flash.text.engine.FontWeight]" index="true" name="FontWeight" sort="true" tiptext="FontWeight 类是与 FontDescription.fontWeight 一起使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:FontWeight" id="Properties" name="属性" tiptext="FontWeight 类的属性">

               <string constant="true" helpurl="flash.text.engine:FontWeight:BOLD" name="BOLD" object="[flash.text.engine.FontWeight]" playername="" text="FontWeight.BOLD" tiptext="用于指示粗体字体粗细。" version=""/>

               <string constant="true" helpurl="flash.text.engine:FontWeight:NORMAL" name="NORMAL" object="[flash.text.engine.FontWeight]" playername="" text="FontWeight.NORMAL" tiptext="用于指示标准字体粗细。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:ContentElement,Object" helpurl="flash.text.engine:GraphicElement" id="[flash.text.engine.GraphicElement]" index="true" name="GraphicElement" sort="true" tiptext="GraphicElement 类表示 TextBlock 或 GroupElement 对象中的图形元素。">

            <folder helpurl="flash.text.engine:GraphicElement" id="Methods" name="方法" tiptext="GraphicElement 类的方法">

               <string constructor="true" helpurl="flash.text.engine:GraphicElement:GraphicElement" name="GraphicElement" object="[flash.text.engine.GraphicElement]" playername="" 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]%)" tiptext="创建新的 GraphicElement 实例。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:GraphicElement" id="Properties" name="属性" tiptext="GraphicElement 类的属性">

               <string helpurl="flash.text.engine:GraphicElement:elementHeight:get" name="elementHeight" object="[flash.text.engine.GraphicElement]" playername="" text=".elementHeight" tiptext="要为行中的图形保留的高度，以像素为单位。" version=""/>

               <string helpurl="flash.text.engine:GraphicElement:elementWidth:get" name="elementWidth" object="[flash.text.engine.GraphicElement]" playername="" text=".elementWidth" tiptext="要为行中的图形保留的宽度，以像素为单位。" version=""/>

               <string helpurl="flash.text.engine:GraphicElement:graphic:get" name="graphic" object="[flash.text.engine.GraphicElement]" playername="" text=".graphic" tiptext="要用作 GraphicElement 的图形的 DisplayObject。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:ContentElement,Object" helpurl="flash.text.engine:GroupElement" id="[flash.text.engine.GroupElement]" index="true" name="GroupElement" sort="true" 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。">

            <folder helpurl="flash.text.engine:GroupElement" id="Methods" name="方法" tiptext="GroupElement 类的方法">

               <string constructor="true" helpurl="flash.text.engine:GroupElement:GroupElement" name="GroupElement" object="[flash.text.engine.GroupElement]" playername="" 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]%)" tiptext="创建新的 GroupElement 实例。" version="4"/>

               <string helpurl="flash.text.engine:GroupElement:getElementAtCharIndex" name="getElementAtCharIndex" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:getElementAt" name="getElementAt" object="[flash.text.engine.GroupElement]" playername="" text=".getElementAt(%索引:int%):flash.text.engine:ContentElement" tiptext="从组中检索一个元素。" version="4"/>

               <string helpurl="flash.text.engine:GroupElement:getElementIndex" name="getElementIndex" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:groupElements" name="groupElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:mergeTextElements" name="mergeTextElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:replaceElements" name="replaceElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:setElements" name="setElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:splitTextElement" name="splitTextElement" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:ungroupElements" name="ungroupElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:GroupElement" id="Properties" name="属性" tiptext="GroupElement 类的属性">

               <string helpurl="flash.text.engine:GroupElement:elementCount:get" name="elementCount" object="[flash.text.engine.GroupElement]" playername="" text=".elementCount" tiptext="组中的元素数。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:JustificationStyle" id="[flash.text.engine.JustificationStyle]" index="true" name="JustificationStyle" sort="true" tiptext="JustificationStyle 类是用于设置 EastAsianJustifier 类的 justificationStyle 属性的常数值的枚举。">

            <folder helpurl="flash.text.engine:JustificationStyle" id="Properties" name="属性" tiptext="JustificationStyle 类的属性">

               <string constant="true" helpurl="flash.text.engine:JustificationStyle:PRIORITIZE_LEAST_ADJUSTMENT" name="PRIORITIZE_LEAST_ADJUSTMENT" object="[flash.text.engine.JustificationStyle]" playername="" text="JustificationStyle.PRIORITIZE_LEAST_ADJUSTMENT" 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=""/>

               <string constant="true" helpurl="flash.text.engine:JustificationStyle:PUSH_IN_KINSOKU" name="PUSH_IN_KINSOKU" object="[flash.text.engine.JustificationStyle]" playername="" text="JustificationStyle.PUSH_IN_KINSOKU" 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=""/>

               <string constant="true" helpurl="flash.text.engine:JustificationStyle:PUSH_OUT_ONLY" name="PUSH_OUT_ONLY" object="[flash.text.engine.JustificationStyle]" playername="" text="JustificationStyle.PUSH_OUT_ONLY" tiptext="通过扩展行进行对齐。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:Kerning" id="[flash.text.engine.Kerning]" index="true" name="Kerning" sort="true" tiptext="Kerning 类是与 ElementFormat.kerning 一起使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:Kerning" id="Properties" name="属性" tiptext="Kerning 类的属性">

               <string constant="true" helpurl="flash.text.engine:Kerning:AUTO" name="AUTO" object="[flash.text.engine.Kerning]" playername="" text="Kerning.AUTO" 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=""/>

               <string constant="true" helpurl="flash.text.engine:Kerning:OFF" name="OFF" object="[flash.text.engine.Kerning]" playername="" text="Kerning.OFF" tiptext="用于指示禁用字距调整。" version=""/>

               <string constant="true" helpurl="flash.text.engine:Kerning:ON" name="ON" object="[flash.text.engine.Kerning]" playername="" text="Kerning.ON" tiptext="用于指示启用字距调整。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:LigatureLevel" id="[flash.text.engine.LigatureLevel]" index="true" name="LigatureLevel" sort="true" tiptext="LigatureLevel 类是在设置 ElementFormat 类的 ligatureLevel 属性时使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:LigatureLevel" id="Properties" name="属性" tiptext="LigatureLevel 类的属性">

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:COMMON" name="COMMON" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.COMMON" tiptext="用于指定常见连字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:EXOTIC" name="EXOTIC" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.EXOTIC" tiptext="用于指定外来连字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:MINIMUM" name="MINIMUM" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.MINIMUM" tiptext="用于指定最少的连字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:NONE" name="NONE" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.NONE" tiptext="用于指定没有连字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:UNCOMMON" name="UNCOMMON" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.UNCOMMON" tiptext="用于指定非常见连字。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:LineJustification" id="[flash.text.engine.LineJustification]" index="true" name="LineJustification" sort="true" tiptext="LineJustification 类是在设置 TextJustifier 子类的 lineJustfication 属性时使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:LineJustification" id="Properties" name="属性" tiptext="LineJustification 类的属性">

               <string constant="true" helpurl="flash.text.engine:LineJustification:ALL_BUT_LAST" name="ALL_BUT_LAST" object="[flash.text.engine.LineJustification]" playername="" text="LineJustification.ALL_BUT_LAST" tiptext="全部两端对齐，最后一行除外。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LineJustification:ALL_INCLUDING_LAST" name="ALL_INCLUDING_LAST" object="[flash.text.engine.LineJustification]" playername="" text="LineJustification.ALL_INCLUDING_LAST" tiptext="全部两端对齐。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LineJustification:UNJUSTIFIED" name="UNJUSTIFIED" object="[flash.text.engine.LineJustification]" playername="" text="LineJustification.UNJUSTIFIED" tiptext="不要对齐行。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:RenderingMode" id="[flash.text.engine.RenderingMode]" index="true" name="RenderingMode" sort="true" tiptext="RenderingMode 类提供 FontDescription 类中呈现模式的值。">

            <folder helpurl="flash.text.engine:RenderingMode" id="Properties" name="属性" tiptext="RenderingMode 类的属性">

               <string constant="true" helpurl="flash.text.engine:RenderingMode:CFF" name="CFF" object="[flash.text.engine.RenderingMode]" playername="" text="RenderingMode.CFF" tiptext="将呈现模式设置为 CFF（压缩字体格式）。" version=""/>

               <string constant="true" helpurl="flash.text.engine:RenderingMode:NORMAL" name="NORMAL" object="[flash.text.engine.RenderingMode]" playername="" text="RenderingMode.NORMAL" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:TextJustifier,Object" helpurl="flash.text.engine:SpaceJustifier" id="[flash.text.engine.SpaceJustifier]" index="true" name="SpaceJustifier" sort="true" tiptext="SpaceJustifier 类表示控制文本块中文本行的对齐选项的属性。">

            <folder helpurl="flash.text.engine:SpaceJustifier" id="Methods" name="方法" tiptext="SpaceJustifier 类的方法">

               <string constructor="true" helpurl="flash.text.engine:SpaceJustifier:SpaceJustifier" name="SpaceJustifier" object="[flash.text.engine.SpaceJustifier]" playername="" text="new SpaceJustifier(%[区域设置:String=en,行对齐方式:String=unjustified,字母间距:Boolean=false]%)" tiptext="创建 SpaceJustifier 对象。" version="4"/>

               <string helpurl="flash.text.engine:SpaceJustifier:clone" name="clone" object="[flash.text.engine.SpaceJustifier]" playername="" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="构造 SpaceJustifier 的克隆副本。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:SpaceJustifier" id="Properties" name="属性" tiptext="SpaceJustifier 类的属性">

               <string helpurl="flash.text.engine:SpaceJustifier:letterSpacing:get" name="letterSpacing" object="[flash.text.engine.SpaceJustifier]" playername="" text=".letterSpacing" tiptext="指定对齐过程中是否使用字母间距。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TabAlignment" id="[flash.text.engine.TabAlignment]" index="true" name="TabAlignment" sort="true" tiptext="TabAlignment 类是可用于设置 TabStop 类的 tabAlignment 属性的常数值的枚举。">

            <folder helpurl="flash.text.engine:TabAlignment" id="Properties" name="属性" tiptext="TabAlignment 类的属性">

               <string constant="true" helpurl="flash.text.engine:TabAlignment:CENTER" name="CENTER" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.CENTER" tiptext="将带制表符的文本的中心位置设置为 Tab 停靠位。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TabAlignment:DECIMAL" name="DECIMAL" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.DECIMAL" tiptext="将带制表符的文本的对齐标记设置为 Tab 停靠位。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TabAlignment:END" name="END" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.END" tiptext="将带制表符的文本的结束位置设置为 Tab 停靠位。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TabAlignment:START" name="START" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.START" tiptext="将带制表符的文本的开始位置设置为 Tab 停靠位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TabStop" id="[flash.text.engine.TabStop]" index="true" name="TabStop" sort="true" tiptext="TabStop 类表示文本块中 Tab 停靠位的属性。">

            <folder helpurl="flash.text.engine:TabStop" id="Methods" name="方法" tiptext="TabStop 类的方法">

               <string constructor="true" helpurl="flash.text.engine:TabStop:TabStop" name="TabStop" object="[flash.text.engine.TabStop]" playername="" text="new TabStop(%[对齐:String=start,位置:Number=0.0,十进制数对齐标记:String]%)" tiptext="创建新的 TabStop。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:TabStop" id="Properties" name="属性" tiptext="TabStop 类的属性">

               <string helpurl="flash.text.engine:TabStop:alignment:get" name="alignment" object="[flash.text.engine.TabStop]" playername="" text=".alignment" tiptext="指定此 Tab 停靠位的 Tab 对齐方式。" version=""/>

               <string helpurl="flash.text.engine:TabStop:decimalAlignmentToken:get" name="decimalAlignmentToken" object="[flash.text.engine.TabStop]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TabStop:position:get" name="position" object="[flash.text.engine.TabStop]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextBaseline" id="[flash.text.engine.TextBaseline]" index="true" name="TextBaseline" sort="true" 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。">

            <folder helpurl="flash.text.engine:TextBaseline" id="Properties" name="属性" tiptext="TextBaseline 类的属性">

               <string constant="true" helpurl="flash.text.engine:TextBaseline:ASCENT" name="ASCENT" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.ASCENT" tiptext="指定上缘基线。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:DESCENT" name="DESCENT" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.DESCENT" tiptext="指定下缘基线。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_BOTTOM" name="IDEOGRAPHIC_BOTTOM" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.IDEOGRAPHIC_BOTTOM" tiptext="指定表意底部基线。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_CENTER" name="IDEOGRAPHIC_CENTER" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.IDEOGRAPHIC_CENTER" tiptext="指定表意中心基线。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_TOP" name="IDEOGRAPHIC_TOP" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.IDEOGRAPHIC_TOP" tiptext="指定表意顶部基线。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:ROMAN" name="ROMAN" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.ROMAN" tiptext="指定罗马字基线。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:USE_DOMINANT_BASELINE" name="USE_DOMINANT_BASELINE" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.USE_DOMINANT_BASELINE" tiptext="指定 alignmentBaseline 与 dominantBaseline 相同。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextBlock" id="[flash.text.engine.TextBlock]" index="true" name="TextBlock" sort="true" 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。">

            <folder helpurl="flash.text.engine:TextBlock" id="Methods" name="方法" tiptext="TextBlock 类的方法">

               <string constructor="true" helpurl="flash.text.engine:TextBlock:TextBlock" name="TextBlock" object="[flash.text.engine.TextBlock]" playername="" 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]%)" tiptext="创建 TextBlock 对象" version="4"/>

               <string helpurl="flash.text.engine:TextBlock:createTextLine" name="createTextLine" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:findNextAtomBoundary" name="findNextAtomBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:findNextWordBoundary" name="findNextWordBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:findPreviousAtomBoundary" name="findPreviousAtomBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:findPreviousWordBoundary" name="findPreviousWordBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:getTextLineAtCharIndex" name="getTextLineAtCharIndex" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:recreateTextLine" name="recreateTextLine" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:releaseLineCreationData" name="releaseLineCreationData" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:releaseLines" name="releaseLines" object="[flash.text.engine.TextBlock]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:TextBlock" id="Properties" name="属性" tiptext="TextBlock 类的属性">

               <string helpurl="flash.text.engine:TextBlock:userData" name="userData" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:applyNonLinearFontScaling:get" name="applyNonLinearFontScaling" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:baselineFontDescription:get" name="baselineFontDescription" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:baselineFontSize:get" name="baselineFontSize" object="[flash.text.engine.TextBlock]" playername="" text=".baselineFontSize" tiptext="用于计算从块中创建的行的基线的字体大小。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:baselineZero:get" name="baselineZero" object="[flash.text.engine.TextBlock]" playername="" text=".baselineZero" tiptext="指定哪条基线对于从此块中创建的行为 y=0。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:bidiLevel:get" name="bidiLevel" object="[flash.text.engine.TextBlock]" playername="" text=".bidiLevel" tiptext="指定文本在文本块中的默认双向嵌入级别。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:content:get" name="content" object="[flash.text.engine.TextBlock]" playername="" text=".content" tiptext="容纳文本块的内容。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:firstInvalidLine:get" name="firstInvalidLine" object="[flash.text.engine.TextBlock]" playername="" text=".firstInvalidLine" tiptext="标识文本块内 TextLine.validity 不是 TextLineValidity.VALID 的第一行。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:firstLine:get" name="firstLine" object="[flash.text.engine.TextBlock]" playername="" text=".firstLine" tiptext="TextBlock 中的第一个 TextLine（如果有）。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:lastLine:get" name="lastLine" object="[flash.text.engine.TextBlock]" playername="" text=".lastLine" tiptext="TextBlock 中的最后一个 TextLine（如果有）。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:lineRotation:get" name="lineRotation" object="[flash.text.engine.TextBlock]" playername="" text=".lineRotation" tiptext="作为一个单元旋转文本块中的文本行。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:tabStops:get" name="tabStops" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:textJustifier:get" name="textJustifier" object="[flash.text.engine.TextBlock]" playername="" text=".textJustifier" tiptext="指定要在创建行的过程中使用的 TextJustifier。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:textLineCreationResult:get" name="textLineCreationResult" object="[flash.text.engine.TextBlock]" playername="" text=".textLineCreationResult" tiptext="指示 createTextLine() 操作的结果。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:ContentElement,Object" helpurl="flash.text.engine:TextElement" id="[flash.text.engine.TextElement]" index="true" name="TextElement" sort="true" tiptext="TextElement 类表示已设置格式的文本的字符串。">

            <folder helpurl="flash.text.engine:TextElement" id="Methods" name="方法" tiptext="TextElement 类的方法">

               <string constructor="true" helpurl="flash.text.engine:TextElement:TextElement" name="TextElement" object="[flash.text.engine.TextElement]" playername="" 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]%)" tiptext="创建新的 TextElement 实例。" version="4"/>

               <string helpurl="flash.text.engine:TextElement:replaceText" name="replaceText" object="[flash.text.engine.TextElement]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:TextElement" id="Properties" name="属性" tiptext="TextElement 类的属性">

               <string helpurl="flash.text.engine:TextElement:text:set" name="text" object="[flash.text.engine.TextElement]" playername="" text=".text" tiptext="接收作为元素内容的文本。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextJustifier" id="[flash.text.engine.TextJustifier]" index="true" name="TextJustifier" sort="true" 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。">

            <folder helpurl="flash.text.engine:TextJustifier" id="Methods" name="方法" tiptext="TextJustifier 类的方法">

               <string constructor="true" helpurl="flash.text.engine:TextJustifier:TextJustifier" name="TextJustifier" object="[flash.text.engine.TextJustifier]" playername="" text="new TextJustifier(%区域设置:String,行对齐方式:String%)" tiptext="调用 new TextJustifier() 构造函数会引发 ArgumentError 异常。" version="4"/>

               <string helpurl="flash.text.engine:TextJustifier:clone" name="clone" object="[flash.text.engine.TextJustifier]" playername="" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="构造 TextJustifier 的克隆副本。" version="4"/>

               <string helpurl="flash.text.engine:TextJustifier:getJustifierForLocale" name="getJustifierForLocale" object="[flash.text.engine.TextJustifier]" playername="" static="true" text="TextJustifier.getJustifierForLocale(%区域设置:String%):flash.text.engine:TextJustifier" tiptext="构造对应于指定的区域设置的默认 TextJustifier 子类。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:TextJustifier" id="Properties" name="属性" tiptext="TextJustifier 类的属性">

               <string helpurl="flash.text.engine:TextJustifier:lineJustification:get" name="lineJustification" object="[flash.text.engine.TextJustifier]" playername="" text=".lineJustification" tiptext="指定文本块中文本的行对齐方式。" version=""/>

               <string helpurl="flash.text.engine:TextJustifier:locale:get" name="locale" object="[flash.text.engine.TextJustifier]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.text.engine:TextLine" id="[flash.text.engine.TextLine]" index="true" name="TextLine" sort="true" tiptext="TextLine 类用于在显示列表上显示文本。">

            <folder helpurl="flash.text.engine:TextLine" id="Methods" name="方法" tiptext="TextLine 类的方法">

               <string helpurl="flash.text.engine:TextLine:getAtomBidiLevel" name="getAtomBidiLevel" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomBounds" name="getAtomBounds" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomCenter" name="getAtomCenter" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomGraphic" name="getAtomGraphic" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomIndexAtCharIndex" name="getAtomIndexAtCharIndex" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomIndexAtPoint" name="getAtomIndexAtPoint" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomTextBlockBeginIndex" name="getAtomTextBlockBeginIndex" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomTextBlockEndIndex" name="getAtomTextBlockEndIndex" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomTextRotation" name="getAtomTextRotation" object="[flash.text.engine.TextLine]" playername="" text=".getAtomTextRotation(%原子索引:int%):String" tiptext="获取指定索引处原子的旋转。" version="4"/>

               <string helpurl="flash.text.engine:TextLine:getAtomWordBoundaryOnLeft" name="getAtomWordBoundaryOnLeft" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getBaselinePosition" name="getBaselinePosition" object="[flash.text.engine.TextLine]" playername="" text=".getBaselinePosition(%基线:String%):Number" tiptext="获取相对于 TextBlock.baselineZero 的指定基线的位置。" version="4"/>

               <string helpurl="flash.text.engine:TextLine:getMirrorRegion" name="getMirrorRegion" object="[flash.text.engine.TextLine]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:TextLine" id="Properties" name="属性" tiptext="TextLine 类的属性">

               <string constant="true" helpurl="flash.text.engine:TextLine:MAX_LINE_WIDTH" name="MAX_LINE_WIDTH" object="[flash.text.engine.TextLine]" playername="" text="TextLine.MAX_LINE_WIDTH" tiptext="文本行的最大请求宽度（以像素为单位）。" version=""/>

               <string helpurl="flash.text.engine:TextLine:userData" name="userData" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:ascent:get" name="ascent" object="[flash.text.engine.TextLine]" playername="" text=".ascent" tiptext="指定从基线到行中最高字符顶部的像素数。" version=""/>

               <string helpurl="flash.text.engine:TextLine:atomCount:get" name="atomCount" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:descent:get" name="descent" object="[flash.text.engine.TextLine]" playername="" text=".descent" tiptext="指定从基线到行中最低字符底部的像素数。" version=""/>

               <string helpurl="flash.text.engine:TextLine:hasGraphicElement:get" name="hasGraphicElement" object="[flash.text.engine.TextLine]" playername="" text=".hasGraphicElement" tiptext="指示文本行是否包含任何图形元素。" version=""/>

               <string helpurl="flash.text.engine:TextLine:mirrorRegions:get" name="mirrorRegions" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:nextLine:get" name="nextLine" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:previousLine:get" name="previousLine" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:rawTextLength:get" name="rawTextLength" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:specifiedWidth:get" name="specifiedWidth" object="[flash.text.engine.TextLine]" playername="" text=".specifiedWidth" tiptext="使用 TextBlock.createTextLine() 方法创建行时为该方法指定的宽度。" version=""/>

               <string helpurl="flash.text.engine:TextLine:textBlockBeginIndex:get" name="textBlockBeginIndex" object="[flash.text.engine.TextLine]" playername="" text=".textBlockBeginIndex" tiptext="文本块原始文本中行的第一个字符的索引。" version=""/>

               <string helpurl="flash.text.engine:TextLine:textBlock:get" name="textBlock" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:textHeight:get" name="textHeight" object="[flash.text.engine.TextLine]" playername="" text=".textHeight" tiptext="文本行的逻辑高度，即 ascent + descent。" version=""/>

               <string helpurl="flash.text.engine:TextLine:textWidth:get" name="textWidth" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:unjustifiedTextWidth:get" name="unjustifiedTextWidth" object="[flash.text.engine.TextLine]" playername="" text=".unjustifiedTextWidth" tiptext="没有对齐的行的宽度。" version=""/>

               <string helpurl="flash.text.engine:TextLine:validity:get" name="validity" object="[flash.text.engine.TextLine]" playername="" text=".validity" tiptext="指定文本行的当前有效性。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextLineCreationResult" id="[flash.text.engine.TextLineCreationResult]" index="true" name="TextLineCreationResult" sort="true" tiptext="TextLineCreationResult 类是与 TextBlock.textLineCreationResult 一起使用的常数值的枚举。">

            <folder helpurl="flash.text.engine:TextLineCreationResult" id="Properties" name="属性" tiptext="TextLineCreationResult 类的属性">

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:COMPLETE" name="COMPLETE" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.COMPLETE" 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=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:EMERGENCY" name="EMERGENCY" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.EMERGENCY" 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=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:INSUFFICIENT_WIDTH" name="INSUFFICIENT_WIDTH" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.INSUFFICIENT_WIDTH" 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=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:SUCCESS" name="SUCCESS" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.SUCCESS" tiptext="指示此行已经成功断开。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextLineMirrorRegion" id="[flash.text.engine.TextLineMirrorRegion]" index="true" name="TextLineMirrorRegion" sort="true" 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。">

            <folder helpurl="flash.text.engine:TextLineMirrorRegion" id="Properties" name="属性" tiptext="TextLineMirrorRegion 类的属性">

               <string helpurl="flash.text.engine:TextLineMirrorRegion:bounds:get" name="bounds" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".bounds" tiptext="相对文本行的镜像区域范围。" version=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:element:get" name="element" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".element" tiptext="从中派生该镜像区域的 ContentElement 对象。" version=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:mirror:get" name="mirror" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".mirror" tiptext="向其镜像影响镜像区域的事件的 EventDispatcher 对象。" version=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:nextRegion:get" name="nextRegion" object="[flash.text.engine.TextLineMirrorRegion]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:previousRegion:get" name="previousRegion" object="[flash.text.engine.TextLineMirrorRegion]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:textLine:get" name="textLine" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".textLine" tiptext="包含此镜像区域的 TextLine。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextLineValidity" id="[flash.text.engine.TextLineValidity]" index="true" name="TextLineValidity" sort="true" tiptext="TextLineValidity 类是用于设置 TextLine 类的 validity 属性的常数值的枚举。">

            <folder helpurl="flash.text.engine:TextLineValidity" id="Properties" name="属性" tiptext="TextLineValidity 类的属性">

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:INVALID" name="INVALID" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.INVALID" tiptext="指定行无效。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:POSSIBLY_INVALID" name="POSSIBLY_INVALID" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.POSSIBLY_INVALID" tiptext="指定文本行可能无效。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:STATIC" name="STATIC" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.STATIC" tiptext="指定行为静态行，已切断行与文本块之间的连接。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:VALID" name="VALID" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.VALID" tiptext="指定文本行有效。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextRotation" id="[flash.text.engine.TextRotation]" index="true" name="TextRotation" sort="true" 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()。">

            <folder helpurl="flash.text.engine:TextRotation" id="Properties" name="属性" tiptext="TextRotation 类的属性">

               <string constant="true" helpurl="flash.text.engine:TextRotation:AUTO" name="AUTO" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.AUTO" 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=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_0" name="ROTATE_0" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_0" tiptext="指定不进行旋转。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_180" name="ROTATE_180" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_180" tiptext="指定 180 度旋转。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_270" name="ROTATE_270" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_270" tiptext="指定 270 度顺时针旋转。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_90" name="ROTATE_90" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_90" tiptext="指定 90 度顺时针旋转。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TypographicCase" id="[flash.text.engine.TypographicCase]" index="true" name="TypographicCase" sort="true" tiptext="TypographicCase 类是用于设置 ElementFormat 类的 typographicCase 属性的常数值的枚举。">

            <folder helpurl="flash.text.engine:TypographicCase" id="Properties" name="属性" tiptext="TypographicCase 类的属性">

               <string constant="true" helpurl="flash.text.engine:TypographicCase:CAPS_AND_SMALL_CAPS" name="CAPS_AND_SMALL_CAPS" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.CAPS_AND_SMALL_CAPS" 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=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:CAPS" name="CAPS" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.CAPS" tiptext="指定在输出时调整大写字符的间距。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:DEFAULT" name="DEFAULT" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.DEFAULT" tiptext="指定默认的印刷大小写。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:LOWERCASE" name="LOWERCASE" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.LOWERCASE" tiptext="指定所有字符在输出时都使用小写字型。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:SMALL_CAPS" name="SMALL_CAPS" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.SMALL_CAPS" tiptext="指定大写字符在输出时使用小型大写字母字型。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:TITLE" name="TITLE" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.TITLE" tiptext="指定大写字符在输出时使用标题字型。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:UPPERCASE" name="UPPERCASE" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.UPPERCASE" tiptext="指定所有字符在输出时都使用大写字型。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.ui" id="flash.ui" name="flash.ui" sort="true" tiptext="flash.ui 包的类">

         <folder asAncestors="Object" helpurl="flash.ui:Keyboard" id="[flash.ui.Keyboard]" index="true" name="Keyboard" sort="true" tiptext="Keyboard 类用于构建用户可使用标准键盘控制的界面。">

            <folder helpurl="flash.ui:Keyboard" id="Properties" name="属性" tiptext="Keyboard 类的属性">

               <string constant="true" helpurl="flash.ui:Keyboard:ALTERNATE" name="ALTERNATE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.ALTERNATE" tiptext="与 Alternate (Option) 键的键控代码值 (18) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:A" name="A" object="[flash.ui.Keyboard]" playername="" text="Keyboard.A" tiptext="与 A 键的键控代码值 (65) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:BACKQUOTE" name="BACKQUOTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.BACKQUOTE" tiptext="与 ` 键的键控代码值 (192) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:BACKSLASH" name="BACKSLASH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.BACKSLASH" tiptext="与 \ 键的键控代码值 (220) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:BACKSPACE" name="BACKSPACE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.BACKSPACE" tiptext="与 Backspace 键的键控代码值(8)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:B" name="B" object="[flash.ui.Keyboard]" playername="" text="Keyboard.B" tiptext="与 B 键的键控代码值 (66) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:CAPS_LOCK" name="CAPS_LOCK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.CAPS_LOCK" tiptext="与 Caps Lock 键的键控代码值(20)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:COMMAND" name="COMMAND" object="[flash.ui.Keyboard]" playername="" text="Keyboard.COMMAND" tiptext="与 Mac Command 键 (15) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:COMMA" name="COMMA" object="[flash.ui.Keyboard]" playername="" text="Keyboard.COMMA" tiptext="与 , 键的键控代码值 (188) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:CONTROL" name="CONTROL" object="[flash.ui.Keyboard]" playername="" text="Keyboard.CONTROL" tiptext="与 Ctrl 键的键控代码值(17)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:CharCodeStrings" name="CharCodeStrings" object="[flash.ui.Keyboard]" playername="" text="Keyboard.CharCodeStrings" tiptext="包含所有已定义键名常量的数组。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:C" name="C" object="[flash.ui.Keyboard]" playername="" text="Keyboard.C" tiptext="与 C 键的键控代码值 (67) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:DELETE" name="DELETE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.DELETE" tiptext="与 Delete 键的键控代码值(46)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:DOWN" name="DOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.DOWN" tiptext="与向下键的键控代码值(40)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:D" name="D" object="[flash.ui.Keyboard]" playername="" text="Keyboard.D" tiptext="与 D 键的键控代码值 (68) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:END" name="END" object="[flash.ui.Keyboard]" playername="" text="Keyboard.END" tiptext="与 End 键的键控代码值(35)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:ENTER" name="ENTER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.ENTER" tiptext="与 Enter 键的键控代码值(13)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:EQUAL" name="EQUAL" object="[flash.ui.Keyboard]" playername="" text="Keyboard.EQUAL" tiptext="与 = 键的键控代码值 (187) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:ESCAPE" name="ESCAPE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.ESCAPE" tiptext="与 Esc 键的键控代码值(27)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:E" name="E" object="[flash.ui.Keyboard]" playername="" text="Keyboard.E" tiptext="与 E 键的键控代码值 (69) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F10" name="F10" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F10" tiptext="与 F10 键的键控代码值(121)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F11" name="F11" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F11" tiptext="与 F11 键的键控代码值(122)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F12" name="F12" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F12" tiptext="与 F12 键的键控代码值(123)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F13" name="F13" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F13" tiptext="与 F13 键的键控代码值(124)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F14" name="F14" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F14" tiptext="与 F14 键的键控代码值(125)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F15" name="F15" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F15" tiptext="与 F15 键的键控代码值(126)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F1" name="F1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F1" tiptext="与 F1 键的键控代码值(112)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F2" name="F2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F2" tiptext="与 F2 键的键控代码值(113)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F3" name="F3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F3" tiptext="与 F3 键的键控代码值(114)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F4" name="F4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F4" tiptext="与 F4 键的键控代码值(115)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F5" name="F5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F5" tiptext="与 F5 键的键控代码值(116)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F6" name="F6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F6" tiptext="与 F6 键的键控代码值(117)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F7" name="F7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F7" tiptext="与 F7 键的键控代码值(118)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F8" name="F8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F8" tiptext="与 F8 键的键控代码值(119)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F9" name="F9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F9" tiptext="与 F9 键的键控代码值(120)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F" name="F" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F" tiptext="与 F 键的键控代码值 (70) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:G" name="G" object="[flash.ui.Keyboard]" playername="" text="Keyboard.G" tiptext="与 G 键的键控代码值 (71) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:HOME" name="HOME" object="[flash.ui.Keyboard]" playername="" text="Keyboard.HOME" tiptext="与 Home 键的键控代码值(36)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:H" name="H" object="[flash.ui.Keyboard]" playername="" text="Keyboard.H" tiptext="与 H 键的键控代码值 (72) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:INSERT" name="INSERT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.INSERT" tiptext="与 Insert 键的键控代码值(45)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:I" name="I" object="[flash.ui.Keyboard]" playername="" text="Keyboard.I" tiptext="与 I 键的键控代码值 (73) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:J" name="J" object="[flash.ui.Keyboard]" playername="" text="Keyboard.J" tiptext="与 J 键的键控代码值 (74) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_BEGIN" name="KEYNAME_BEGIN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_BEGIN" tiptext="开始键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_BREAK" name="KEYNAME_BREAK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_BREAK" tiptext="中断键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_CLEARDISPLAY" name="KEYNAME_CLEARDISPLAY" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_CLEARDISPLAY" tiptext="清除显示键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_CLEARLINE" name="KEYNAME_CLEARLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_CLEARLINE" tiptext="清除行键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DELETECHAR" name="KEYNAME_DELETECHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DELETECHAR" tiptext="删除字符键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DELETELINE" name="KEYNAME_DELETELINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DELETELINE" tiptext="删除行键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DELETE" name="KEYNAME_DELETE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DELETE" tiptext="删除键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DOWNARROW" name="KEYNAME_DOWNARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DOWNARROW" tiptext="向下箭头键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_END" name="KEYNAME_END" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_END" tiptext="结束键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_EXECUTE" name="KEYNAME_EXECUTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_EXECUTE" tiptext="执行键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F10" name="KEYNAME_F10" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F10" tiptext="F10 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F11" name="KEYNAME_F11" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F11" tiptext="F11 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F12" name="KEYNAME_F12" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F12" tiptext="F12 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F13" name="KEYNAME_F13" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F13" tiptext="F13 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F14" name="KEYNAME_F14" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F14" tiptext="F14 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F15" name="KEYNAME_F15" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F15" tiptext="F15 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F16" name="KEYNAME_F16" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F16" tiptext="F16 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F17" name="KEYNAME_F17" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F17" tiptext="F17 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F18" name="KEYNAME_F18" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F18" tiptext="F18 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F19" name="KEYNAME_F19" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F19" tiptext="F19 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F1" name="KEYNAME_F1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F1" tiptext="F1 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F20" name="KEYNAME_F20" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F20" tiptext="F20 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F21" name="KEYNAME_F21" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F21" tiptext="F21 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F22" name="KEYNAME_F22" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F22" tiptext="F22 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F23" name="KEYNAME_F23" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F23" tiptext="F23 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F24" name="KEYNAME_F24" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F24" tiptext="F24 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F25" name="KEYNAME_F25" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F25" tiptext="F25 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F26" name="KEYNAME_F26" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F26" tiptext="F26 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F27" name="KEYNAME_F27" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F27" tiptext="F27 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F28" name="KEYNAME_F28" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F28" tiptext="F28 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F29" name="KEYNAME_F29" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F29" tiptext="F29 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F2" name="KEYNAME_F2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F2" tiptext="F2 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F30" name="KEYNAME_F30" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F30" tiptext="" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F31" name="KEYNAME_F31" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F31" tiptext="F31 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F32" name="KEYNAME_F32" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F32" tiptext="F32 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F33" name="KEYNAME_F33" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F33" tiptext="F33 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F34" name="KEYNAME_F34" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F34" tiptext="F34 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F35" name="KEYNAME_F35" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F35" tiptext="F35 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F3" name="KEYNAME_F3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F3" tiptext="F3 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F4" name="KEYNAME_F4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F4" tiptext="F4 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F5" name="KEYNAME_F5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F5" tiptext="F5 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F6" name="KEYNAME_F6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F6" tiptext="F6 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F7" name="KEYNAME_F7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F7" tiptext="F7 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F8" name="KEYNAME_F8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F8" tiptext="F8 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F9" name="KEYNAME_F9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F9" tiptext="F9 键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_FIND" name="KEYNAME_FIND" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_FIND" tiptext="查找键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_HELP" name="KEYNAME_HELP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_HELP" tiptext="帮助键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_HOME" name="KEYNAME_HOME" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_HOME" tiptext="起始键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_INSERTCHAR" name="KEYNAME_INSERTCHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_INSERTCHAR" tiptext="插入字符键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_INSERTLINE" name="KEYNAME_INSERTLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_INSERTLINE" tiptext="插入行键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_INSERT" name="KEYNAME_INSERT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_INSERT" tiptext="插入键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_LEFTARROW" name="KEYNAME_LEFTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_LEFTARROW" tiptext="向左箭头键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_MENU" name="KEYNAME_MENU" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_MENU" tiptext="菜单键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_MODESWITCH" name="KEYNAME_MODESWITCH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_MODESWITCH" tiptext="模式切换键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_NEXT" name="KEYNAME_NEXT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_NEXT" tiptext="下一个键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PAGEDOWN" name="KEYNAME_PAGEDOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PAGEDOWN" tiptext="下一页键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PAGEUP" name="KEYNAME_PAGEUP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PAGEUP" tiptext="上一页键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PAUSE" name="KEYNAME_PAUSE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PAUSE" tiptext="暂停键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PREV" name="KEYNAME_PREV" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PREV" tiptext="上一个键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PRINTSCREEN" name="KEYNAME_PRINTSCREEN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PRINTSCREEN" tiptext="打印屏幕键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PRINT" name="KEYNAME_PRINT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PRINT" tiptext="打印键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_REDO" name="KEYNAME_REDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_REDO" tiptext="重做键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_RESET" name="KEYNAME_RESET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_RESET" tiptext="重置键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_RIGHTARROW" name="KEYNAME_RIGHTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_RIGHTARROW" tiptext="向右箭头键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SCROLLLOCK" name="KEYNAME_SCROLLLOCK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SCROLLLOCK" tiptext="滚动锁定键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SELECT" name="KEYNAME_SELECT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SELECT" tiptext="选择键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_STOP" name="KEYNAME_STOP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_STOP" tiptext="停止键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SYSREQ" name="KEYNAME_SYSREQ" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SYSREQ" tiptext="系统请求键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SYSTEM" name="KEYNAME_SYSTEM" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SYSTEM" tiptext="系统键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_UNDO" name="KEYNAME_UNDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_UNDO" tiptext="撤消键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_UPARROW" name="KEYNAME_UPARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_UPARROW" tiptext="向上箭头键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_USER" name="KEYNAME_USER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_USER" tiptext="用户键" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:K" name="K" object="[flash.ui.Keyboard]" playername="" text="Keyboard.K" tiptext="与 K 键的键控代码值 (75) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:LEFTBRACKET" name="LEFTBRACKET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.LEFTBRACKET" tiptext="与 [ 键的键控代码值 (219) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:LEFT" name="LEFT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.LEFT" tiptext="与向左键的键控代码值(37)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:L" name="L" object="[flash.ui.Keyboard]" playername="" text="Keyboard.L" tiptext="与 L 键的键控代码值 (76) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:MINUS" name="MINUS" object="[flash.ui.Keyboard]" playername="" text="Keyboard.MINUS" tiptext="与 - 键的键控代码值 (189) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:M" name="M" object="[flash.ui.Keyboard]" playername="" text="Keyboard.M" tiptext="与 M 键的键控代码值 (77) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_0" name="NUMBER_0" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_0" tiptext="与 0 键的键控代码值 (48) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_1" name="NUMBER_1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_1" tiptext="与 1 键的键控代码值 (49) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_2" name="NUMBER_2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_2" tiptext="与 2 键的键控代码值 (50) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_3" name="NUMBER_3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_3" tiptext="与 3 键的键控代码值 (51) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_4" name="NUMBER_4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_4" tiptext="与 4 键的键控代码值 (52) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_5" name="NUMBER_5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_5" tiptext="与 5 键的键控代码值 (53) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_6" name="NUMBER_6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_6" tiptext="与 6 键的键控代码值 (54) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_7" name="NUMBER_7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_7" tiptext="与 7 键的键控代码值 (55) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_8" name="NUMBER_8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_8" tiptext="与 8 键的键控代码值 (56) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_9" name="NUMBER_9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_9" tiptext="与 9 键的键控代码值 (57) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_0" name="NUMPAD_0" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_0" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_1" name="NUMPAD_1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_1" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_2" name="NUMPAD_2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_2" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_3" name="NUMPAD_3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_3" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_4" name="NUMPAD_4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_4" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_5" name="NUMPAD_5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_5" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_6" name="NUMPAD_6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_6" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_7" name="NUMPAD_7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_7" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_8" name="NUMPAD_8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_8" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_9" name="NUMPAD_9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_9" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_ADD" name="NUMPAD_ADD" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_ADD" tiptext="与数字键盘上的加号键(+)的键控代码值(107)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_DECIMAL" name="NUMPAD_DECIMAL" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_DECIMAL" 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=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_DIVIDE" name="NUMPAD_DIVIDE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_DIVIDE" tiptext="与数字键盘上的除号键(/)的键控代码值(111)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_ENTER" name="NUMPAD_ENTER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_ENTER" tiptext="与数字键盘上的 Enter 键的键控代码值(108)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_MULTIPLY" name="NUMPAD_MULTIPLY" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_MULTIPLY" tiptext="与数字键盘上的乘号键(*)的键控代码值(106)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_SUBTRACT" name="NUMPAD_SUBTRACT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_SUBTRACT" tiptext="与数字键盘上的减号键(-)的键控代码值(109)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD" name="NUMPAD" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD" tiptext="与数字键盘的伪键控代码 (21) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:N" name="N" object="[flash.ui.Keyboard]" playername="" text="Keyboard.N" tiptext="与 N 键的键控代码值 (78) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:O" name="O" object="[flash.ui.Keyboard]" playername="" text="Keyboard.O" tiptext="与 O 键的键控代码值 (79) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:PAGE_DOWN" name="PAGE_DOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.PAGE_DOWN" tiptext="与 Page Down 键的键控代码值(34)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:PAGE_UP" name="PAGE_UP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.PAGE_UP" tiptext="与 Page Up 键的键控代码值(33)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:PERIOD" name="PERIOD" object="[flash.ui.Keyboard]" playername="" text="Keyboard.PERIOD" tiptext="与 键的键控代码值关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:P" name="P" object="[flash.ui.Keyboard]" playername="" text="Keyboard.P" tiptext="与 P 键的键控代码值 (80) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:QUOTE" name="QUOTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.QUOTE" tiptext="与 ' 键的键控代码值 (222) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:Q" name="Q" object="[flash.ui.Keyboard]" playername="" text="Keyboard.Q" tiptext="与 Q 键的键控代码值 (81) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:RIGHTBRACKET" name="RIGHTBRACKET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.RIGHTBRACKET" tiptext="与 ] 键的键控代码值 (221) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:RIGHT" name="RIGHT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.RIGHT" tiptext="与向右键的键控代码值(39)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:R" name="R" object="[flash.ui.Keyboard]" playername="" text="Keyboard.R" tiptext="与 R 键的键控代码值 (82) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SEMICOLON" name="SEMICOLON" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SEMICOLON" tiptext="与 ; 键的键控代码值 (186) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SHIFT" name="SHIFT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SHIFT" tiptext="与 Shift 键的键控代码值(16)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SLASH" name="SLASH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SLASH" tiptext="与 / 键的键控代码值 (191) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SPACE" name="SPACE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SPACE" tiptext="与空格键的键控代码值(32)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_BEGIN" name="STRING_BEGIN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_BEGIN" tiptext="OS X Unicode 开始常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_BREAK" name="STRING_BREAK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_BREAK" tiptext="OS X Unicode 中断常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_CLEARDISPLAY" name="STRING_CLEARDISPLAY" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_CLEARDISPLAY" tiptext="OS X Unicode 清除显示常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_CLEARLINE" name="STRING_CLEARLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_CLEARLINE" tiptext="OS X Unicode 清除行常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DELETECHAR" name="STRING_DELETECHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DELETECHAR" tiptext="OS X Unicode 删除字符常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DELETELINE" name="STRING_DELETELINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DELETELINE" tiptext="OS X Unicode 删除行常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DELETE" name="STRING_DELETE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DELETE" tiptext="OS X Unicode 删除常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DOWNARROW" name="STRING_DOWNARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DOWNARROW" tiptext="OS X Unicode 向下箭头常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_END" name="STRING_END" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_END" tiptext="OS X Unicode 结束常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_EXECUTE" name="STRING_EXECUTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_EXECUTE" tiptext="OS X Unicode 执行常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F10" name="STRING_F10" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F10" tiptext="OS X Unicode F10 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F11" name="STRING_F11" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F11" tiptext="OS X Unicode F11 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F12" name="STRING_F12" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F12" tiptext="OS X Unicode F12 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F13" name="STRING_F13" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F13" tiptext="OS X Unicode F13 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F14" name="STRING_F14" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F14" tiptext="OS X Unicode F14 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F15" name="STRING_F15" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F15" tiptext="OS X Unicode F15 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F16" name="STRING_F16" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F16" tiptext="OS X Unicode F16 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F17" name="STRING_F17" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F17" tiptext="OS X Unicode F17 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F18" name="STRING_F18" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F18" tiptext="OS X Unicode F18 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F19" name="STRING_F19" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F19" tiptext="OS X Unicode F19 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F1" name="STRING_F1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F1" tiptext="OS X Unicode F1 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F20" name="STRING_F20" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F20" tiptext="OS X Unicode F20 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F21" name="STRING_F21" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F21" tiptext="OS X Unicode F21 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F22" name="STRING_F22" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F22" tiptext="OS X Unicode F22 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F23" name="STRING_F23" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F23" tiptext="OS X Unicode F23 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F24" name="STRING_F24" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F24" tiptext="OS X Unicode F24 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F25" name="STRING_F25" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F25" tiptext="OS X Unicode F25 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F26" name="STRING_F26" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F26" tiptext="OS X Unicode F26 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F27" name="STRING_F27" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F27" tiptext="OS X Unicode F27 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F28" name="STRING_F28" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F28" tiptext="OS X Unicode F28 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F29" name="STRING_F29" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F29" tiptext="OS X Unicode F29 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F2" name="STRING_F2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F2" tiptext="OS X Unicode F2 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F30" name="STRING_F30" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F30" tiptext="OS X Unicode F30 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F31" name="STRING_F31" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F31" tiptext="OS X Unicode F31 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F32" name="STRING_F32" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F32" tiptext="OS X Unicode F32 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F33" name="STRING_F33" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F33" tiptext="OS X Unicode F33 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F34" name="STRING_F34" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F34" tiptext="OS X Unicode F34 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F35" name="STRING_F35" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F35" tiptext="OS X Unicode F35 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F3" name="STRING_F3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F3" tiptext="OS X Unicode F3 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F4" name="STRING_F4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F4" tiptext="OS X Unicode F4 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F5" name="STRING_F5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F5" tiptext="OS X Unicode F5 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F6" name="STRING_F6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F6" tiptext="OS X Unicode F6 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F7" name="STRING_F7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F7" tiptext="OS X Unicode F7 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F8" name="STRING_F8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F8" tiptext="OS X Unicode F8 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F9" name="STRING_F9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F9" tiptext="OS X Unicode F9 常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_FIND" name="STRING_FIND" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_FIND" tiptext="OS X Unicode 查找常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_HELP" name="STRING_HELP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_HELP" tiptext="OS X Unicode 帮助常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_HOME" name="STRING_HOME" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_HOME" tiptext="OS X Unicode 起始常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_INSERTCHAR" name="STRING_INSERTCHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_INSERTCHAR" tiptext="OS X Unicode 插入字符常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_INSERTLINE" name="STRING_INSERTLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_INSERTLINE" tiptext="OS X Unicode 插入行常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_INSERT" name="STRING_INSERT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_INSERT" tiptext="OS X Unicode 插入常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_LEFTARROW" name="STRING_LEFTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_LEFTARROW" tiptext="OS X Unicode 向左箭头常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_MENU" name="STRING_MENU" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_MENU" tiptext="OS X Unicode 菜单常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_MODESWITCH" name="STRING_MODESWITCH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_MODESWITCH" tiptext="OS X Unicode 模式切换常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_NEXT" name="STRING_NEXT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_NEXT" tiptext="OS X Unicode 下一个常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PAGEDOWN" name="STRING_PAGEDOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PAGEDOWN" tiptext="The OS X Unicode 下一页常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PAGEUP" name="STRING_PAGEUP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PAGEUP" tiptext="OS X Unicode 上一页常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PAUSE" name="STRING_PAUSE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PAUSE" tiptext="OS X Unicode 暂停常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PREV" name="STRING_PREV" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PREV" tiptext="OS X Unicode 上一个常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PRINTSCREEN" name="STRING_PRINTSCREEN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PRINTSCREEN" tiptext="OS X Unicode 打印屏幕常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PRINT" name="STRING_PRINT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PRINT" tiptext="OS X Unicode 打印常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_REDO" name="STRING_REDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_REDO" tiptext="OS X Unicode 重做常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_RESET" name="STRING_RESET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_RESET" tiptext="OS X Unicode 重置常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_RIGHTARROW" name="STRING_RIGHTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_RIGHTARROW" tiptext="OS X Unicode 向右箭头常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SCROLLLOCK" name="STRING_SCROLLLOCK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SCROLLLOCK" tiptext="OS X Unicode 滚动锁定常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SELECT" name="STRING_SELECT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SELECT" tiptext="OS X Unicode 选择常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_STOP" name="STRING_STOP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_STOP" tiptext="OS X Unicode 停止常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SYSREQ" name="STRING_SYSREQ" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SYSREQ" tiptext="OS X Unicode 系统请求常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SYSTEM" name="STRING_SYSTEM" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SYSTEM" tiptext="OS X Unicode 系统常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_UNDO" name="STRING_UNDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_UNDO" tiptext="OS X Unicode 撤消常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_UPARROW" name="STRING_UPARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_UPARROW" tiptext="OS X Unicode 向上箭头常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_USER" name="STRING_USER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_USER" tiptext="OS X Unicode 用户常量" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:S" name="S" object="[flash.ui.Keyboard]" playername="" text="Keyboard.S" tiptext="与 S 键的键控代码值 (83) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:TAB" name="TAB" object="[flash.ui.Keyboard]" playername="" text="Keyboard.TAB" tiptext="与 Tab 键的键控代码值(9)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:T" name="T" object="[flash.ui.Keyboard]" playername="" text="Keyboard.T" tiptext="与 T 键的键控代码值 (84) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:UP" name="UP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.UP" tiptext="与向上键的键控代码值(38)关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:U" name="U" object="[flash.ui.Keyboard]" playername="" text="Keyboard.U" tiptext="与 U 键的键控代码值 (85) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:V" name="V" object="[flash.ui.Keyboard]" playername="" text="Keyboard.V" tiptext="与 V 键的键控代码值 (86) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:W" name="W" object="[flash.ui.Keyboard]" playername="" text="Keyboard.W" tiptext="与 W 键的键控代码值 (87) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:X" name="X" object="[flash.ui.Keyboard]" playername="" text="Keyboard.X" tiptext="与 X 键的键控代码值 (88) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:Y" name="Y" object="[flash.ui.Keyboard]" playername="" text="Keyboard.Y" tiptext="与 Y 键的键控代码值 (89) 关联的常数。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:Z" name="Z" object="[flash.ui.Keyboard]" playername="" text="Keyboard.Z" tiptext="与 Z 键的键控代码值 (90) 关联的常数。" version=""/>

               <string helpurl="flash.ui:Keyboard:capsLock:get" name="capsLock" object="[flash.ui.Keyboard]" playername="" text=".capsLock" tiptext="指定激活(true)或不激活(false) Caps Lock 键。" version=""/>

               <string helpurl="flash.ui:Keyboard:numLock:get" name="numLock" object="[flash.ui.Keyboard]" playername="" text=".numLock" tiptext="指定激活(true)或不激活(false) Num Lock 键。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.ui:Multitouch" id="[flash.ui.Multitouch]" index="true" name="Multitouch" sort="true" 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（例如，用户放在触摸屏上的手指）的设备。">

            <folder helpurl="flash.ui:Multitouch" id="Properties" name="属性" tiptext="Multitouch 类的属性">

               <string helpurl="flash.ui:Multitouch:inputMode:get" name="inputMode" object="[flash.ui.Multitouch]" playername="" text=".inputMode" tiptext="标识触摸和笔势事件处理的多点触控模式。" version=""/>

               <string helpurl="flash.ui:Multitouch:maxTouchPoints:get" name="maxTouchPoints" object="[flash.ui.Multitouch]" playername="" text=".maxTouchPoints" tiptext="当前环境支持的并发接触点的最大数量。" version=""/>

               <string helpurl="flash.ui:Multitouch:supportedGestures:get" name="supportedGestures" object="[flash.ui.Multitouch]" playername="" 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=""/>

               <string helpurl="flash.ui:Multitouch:supportsGestureEvents:get" name="supportsGestureEvents" object="[flash.ui.Multitouch]" playername="" text=".supportsGestureEvents" tiptext="指示当前环境是否支持笔势输入，例如绕触摸屏旋转两个手指。" version=""/>

               <string helpurl="flash.ui:Multitouch:supportsTouchEvents:get" name="supportsTouchEvents" object="[flash.ui.Multitouch]" playername="" text=".supportsTouchEvents" tiptext="指示当前环境是否支持基本触摸输入，例如，用手指单击。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.ui:MultitouchInputMode" id="[flash.ui.MultitouchInputMode]" index="true" name="MultitouchInputMode" sort="true" tiptext="MultitouchInputMode 类提供 flash.ui.Multitouch 类中的 inputMode 属性的值。">

            <folder helpurl="flash.ui:MultitouchInputMode" id="Properties" name="属性" tiptext="MultitouchInputMode 类的属性">

               <string constant="true" helpurl="flash.ui:MultitouchInputMode:GESTURE" name="GESTURE" object="[flash.ui.MultitouchInputMode]" playername="" text="MultitouchInputMode.GESTURE" 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=""/>

               <string constant="true" helpurl="flash.ui:MultitouchInputMode:NONE" name="NONE" object="[flash.ui.MultitouchInputMode]" playername="" text="MultitouchInputMode.NONE" 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=""/>

               <string constant="true" helpurl="flash.ui:MultitouchInputMode:TOUCH_POINT" name="TOUCH_POINT" object="[flash.ui.MultitouchInputMode]" playername="" text="MultitouchInputMode.TOUCH_POINT" tiptext="指定仅为基本触摸事件（例如，手指单击）调度事件。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.utils" id="flash.utils" name="flash.utils" sort="true" tiptext="flash.utils 包的类">

         <folder asAncestors="Object" helpurl="flash.utils:ByteArray" id="[flash.utils.ByteArray]" index="true" name="ByteArray" sort="true" 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。">

            <folder helpurl="flash.utils:ByteArray" id="Methods" name="方法" tiptext="ByteArray 类的方法">

               <string constructor="true" helpurl="flash.utils:ByteArray:ByteArray" name="ByteArray" object="[flash.utils.ByteArray]" playername="" text="new ByteArray(%%)" 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"/>

               <string helpurl="flash.utils:ByteArray:clear" name="clear" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:deflate" name="deflate" object="[flash.utils.ByteArray]" playername="" text=".deflate(%%):void" tiptext="使用 DEFLATE 压缩算法压缩字节数组。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readBoolean" name="readBoolean" object="[flash.utils.ByteArray]" playername="" text=".readBoolean(%%):Boolean" tiptext="从字节流中读取布尔值。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readByte" name="readByte" object="[flash.utils.ByteArray]" playername="" text=".readByte(%%):int" tiptext="从字节流中读取带符号的字节。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readBytes" name="readBytes" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readDouble" name="readDouble" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readFloat" name="readFloat" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readInt" name="readInt" object="[flash.utils.ByteArray]" playername="" text=".readInt(%%):int" tiptext="从字节流中读取一个带符号的 32 位整数。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readMultiByte" name="readMultiByte" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readObject" name="readObject" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readShort" name="readShort" object="[flash.utils.ByteArray]" playername="" text=".readShort(%%):int" tiptext="从字节流中读取一个带符号的 16 位整数。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readUTFBytes" name="readUTFBytes" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readUTF" name="readUTF" object="[flash.utils.ByteArray]" playername="" text=".readUTF(%%):String" tiptext="从字节流中读取一个 UTF-8 字符串。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readUnsignedByte" name="readUnsignedByte" object="[flash.utils.ByteArray]" playername="" text=".readUnsignedByte(%%):uint" tiptext="从字节流中读取无符号的字节。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readUnsignedInt" name="readUnsignedInt" object="[flash.utils.ByteArray]" playername="" text=".readUnsignedInt(%%):uint" tiptext="从字节流中读取一个无符号的 32 位整数。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readUnsignedShort" name="readUnsignedShort" object="[flash.utils.ByteArray]" playername="" text=".readUnsignedShort(%%):uint" tiptext="从字节流中读取一个无符号的 16 位整数。" version="4"/>

               <string helpurl="flash.utils:ByteArray:toString" name="toString" object="[flash.utils.ByteArray]" playername="" text=".toString(%%):String" tiptext="将字节数组转换为字符串。" version="4"/>

               <string helpurl="flash.utils:ByteArray:uncompress" name="uncompress" object="[flash.utils.ByteArray]" playername="" text=".uncompress(%[算法:String=unknown]%):void" tiptext="解压缩字节数组。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeBoolean" name="writeBoolean" object="[flash.utils.ByteArray]" playername="" text=".writeBoolean(%值:Boolean%):void" tiptext="写入布尔值。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeByte" name="writeByte" object="[flash.utils.ByteArray]" playername="" text=".writeByte(%值:int%):void" tiptext="在字节流中写入一个字节。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeBytes" name="writeBytes" object="[flash.utils.ByteArray]" playername="" 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， 起始偏移量为字节数 (从零开始的索引)中包含 长度 个字节的字节序列写入字节流。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeDouble" name="writeDouble" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeFloat" name="writeFloat" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeInt" name="writeInt" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeMultiByte" name="writeMultiByte" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeObject" name="writeObject" object="[flash.utils.ByteArray]" playername="" text=".writeObject(%对象:*%):void" tiptext="将对象以 AMF 序列化格式写入字节数组。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeShort" name="writeShort" object="[flash.utils.ByteArray]" playername="" text=".writeShort(%值:int%):void" tiptext="在字节流中写入一个 16 位整数。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeUTFBytes" name="writeUTFBytes" object="[flash.utils.ByteArray]" playername="" text=".writeUTFBytes(%值:String%):void" tiptext="将 UTF-8 字符串写入字节流。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeUTF" name="writeUTF" object="[flash.utils.ByteArray]" playername="" text=".writeUTF(%值:String%):void" tiptext="将 UTF-8 字符串写入字节流。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeUnsignedInt" name="writeUnsignedInt" object="[flash.utils.ByteArray]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.utils:ByteArray" id="Properties" name="属性" tiptext="ByteArray 类的属性">

               <string helpurl="flash.utils:ByteArray:bytesAvailable:get" name="bytesAvailable" object="[flash.utils.ByteArray]" playername="" 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=""/>

               <string helpurl="flash.utils:ByteArray:defaultObjectEncoding:get" name="defaultObjectEncoding" object="[flash.utils.ByteArray]" playername="" text=".defaultObjectEncoding" tiptext="指示用于新 ByteArray 实例的 ByteArray 类的默认对象编码。" version=""/>

               <string helpurl="flash.utils:ByteArray:endian:get" name="endian" object="[flash.utils.ByteArray]" playername="" text=".endian" tiptext="更改或读取数据的字节顺序；Endian.BIG_ENDIAN 或 Endian.LITTLE_ENDIAN。" version=""/>

               <string helpurl="flash.utils:ByteArray:length:get" name="length" object="[flash.utils.ByteArray]" playername="" text=".length" tiptext="ByteArray 对象的长度(以字节为单位)。" version=""/>

               <string helpurl="flash.utils:ByteArray:objectEncoding:get" name="objectEncoding" object="[flash.utils.ByteArray]" playername="" 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=""/>

               <string helpurl="flash.utils:ByteArray:position:get" name="position" object="[flash.utils.ByteArray]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.utils:Dictionary" id="[flash.utils.Dictionary]" index="true" name="Dictionary" sort="true" 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。">

            <folder helpurl="flash.utils:Dictionary" id="Methods" name="方法" tiptext="Dictionary 类的方法">

               <string constructor="true" helpurl="flash.utils:Dictionary:Dictionary" name="Dictionary" object="[flash.utils.Dictionary]" playername="" text="new Dictionary(%[弱键:Boolean=false]%)" tiptext="创建新的 Dictionary 对象。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.utils:Endian" id="[flash.utils.Endian]" index="true" name="Endian" sort="true" 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。">

            <folder helpurl="flash.utils:Endian" id="Properties" name="属性" tiptext="Endian 类的属性">

               <string constant="true" helpurl="flash.utils:Endian:BIG_ENDIAN" name="BIG_ENDIAN" object="[flash.utils.Endian]" playername="" text="Endian.BIG_ENDIAN" 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=""/>

               <string constant="true" helpurl="flash.utils:Endian:LITTLE_ENDIAN" name="LITTLE_ENDIAN" object="[flash.utils.Endian]" playername="" text="Endian.LITTLE_ENDIAN" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.utils:IDataInput" id="[flash.utils.IDataInput]" index="true" name="IDataInput" sort="true" tiptext="IDataInput 接口提供一组用于读取二进制数据的方法。">

            <folder helpurl="flash.utils:IDataInput" id="Methods" name="方法" tiptext="IDataInput 类的方法">

               <string helpurl="flash.utils:IDataInput:readBoolean" name="readBoolean" object="[flash.utils.IDataInput]" playername="" text=".readBoolean(%%):Boolean" tiptext="从文件流、字节流或字节数组中读取布尔值。" version="4"/>

               <string helpurl="flash.utils:IDataInput:readByte" name="readByte" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readBytes" name="readBytes" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readDouble" name="readDouble" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readFloat" name="readFloat" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readInt" name="readInt" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readMultiByte" name="readMultiByte" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readObject" name="readObject" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readShort" name="readShort" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUTFBytes" name="readUTFBytes" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUTF" name="readUTF" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUnsignedByte" name="readUnsignedByte" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUnsignedInt" name="readUnsignedInt" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUnsignedShort" name="readUnsignedShort" object="[flash.utils.IDataInput]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.utils:IDataInput" id="Properties" name="属性" tiptext="IDataInput 类的属性">

               <string helpurl="flash.utils:IDataInput:bytesAvailable:get" name="bytesAvailable" object="[flash.utils.IDataInput]" playername="" text=".bytesAvailable" tiptext="返回可在输入缓冲区中读取的数据的字节数。" version=""/>

               <string helpurl="flash.utils:IDataInput:endian:get" name="endian" object="[flash.utils.IDataInput]" playername="" text=".endian" tiptext="数据的字节顺序为 Endian 类中的 BIG_ENDIAN 或 LITTLE_ENDIAN 常量。" version=""/>

               <string helpurl="flash.utils:IDataInput:objectEncoding:get" name="objectEncoding" object="[flash.utils.IDataInput]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.utils:IDataOutput" id="[flash.utils.IDataOutput]" index="true" name="IDataOutput" sort="true" tiptext="IDataOutput 接口提供一组用于写入二进制数据的方法。">

            <folder helpurl="flash.utils:IDataOutput" id="Methods" name="方法" tiptext="IDataOutput 类的方法">

               <string helpurl="flash.utils:IDataOutput:writeBoolean" name="writeBoolean" object="[flash.utils.IDataOutput]" playername="" text=".writeBoolean(%值:Boolean%):void" tiptext="写入布尔值。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeByte" name="writeByte" object="[flash.utils.IDataOutput]" playername="" text=".writeByte(%值:int%):void" tiptext="写入一个字节。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeBytes" name="writeBytes" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeDouble" name="writeDouble" object="[flash.utils.IDataOutput]" playername="" text=".writeDouble(%值:Number%):void" tiptext="写入 IEEE 754 双精度(64 位)浮点数。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeFloat" name="writeFloat" object="[flash.utils.IDataOutput]" playername="" text=".writeFloat(%值:Number%):void" tiptext="写入 IEEE 754 单精度(32 位)浮点数。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeInt" name="writeInt" object="[flash.utils.IDataOutput]" playername="" text=".writeInt(%值:int%):void" tiptext="写入一个带符号的 32 位整数。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeMultiByte" name="writeMultiByte" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeObject" name="writeObject" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeShort" name="writeShort" object="[flash.utils.IDataOutput]" playername="" text=".writeShort(%值:int%):void" tiptext="写入一个 16 位整数。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeUTFBytes" name="writeUTFBytes" object="[flash.utils.IDataOutput]" playername="" text=".writeUTFBytes(%值:String%):void" tiptext="写入一个 UTF-8 字符串。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeUTF" name="writeUTF" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeUnsignedInt" name="writeUnsignedInt" object="[flash.utils.IDataOutput]" playername="" text=".writeUnsignedInt(%值:uint%):void" tiptext="写入一个无符号的 32 位整数。" version="4"/>

            </folder>

            <folder helpurl="flash.utils:IDataOutput" id="Properties" name="属性" tiptext="IDataOutput 类的属性">

               <string helpurl="flash.utils:IDataOutput:endian:get" name="endian" object="[flash.utils.IDataOutput]" playername="" text=".endian" tiptext="数据的字节顺序为 Endian 类中的 BIG_ENDIAN 或 LITTLE_ENDIAN 常量。" version=""/>

               <string helpurl="flash.utils:IDataOutput:objectEncoding:get" name="objectEncoding" object="[flash.utils.IDataOutput]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.utils:IExternalizable" id="[flash.utils.IExternalizable]" index="true" name="IExternalizable" sort="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。">

            <folder helpurl="flash.utils:IExternalizable" id="Methods" name="方法" tiptext="IExternalizable 类的方法">

               <string helpurl="flash.utils:IExternalizable:readExternal" name="readExternal" object="[flash.utils.IExternalizable]" playername="" 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"/>

               <string helpurl="flash.utils:IExternalizable:writeExternal" name="writeExternal" object="[flash.utils.IExternalizable]" playername="" 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"/>

            </folder>

         </folder>

         <folder helpurl="flash.utils" id="Methods" name="方法" tiptext="flash.utils 包的方法">

            <string helpurl="flash.utils:describeType" name="describeType" playername="" 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"/>

            <string helpurl="flash.utils:escapeMultiByte" name="escapeMultiByte" playername="" 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"/>

            <string helpurl="flash.utils:getAliasName" name="getAliasName" playername="" text="getAliasName(%值:*%):String" tiptext="" version=""/>

            <string helpurl="flash.utils:getDefinitionByName" name="getDefinitionByName" playername="" 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"/>

            <string helpurl="flash.utils:getQualifiedClassName" name="getQualifiedClassName" playername="" text="getQualifiedClassName(%值:*%):String" tiptext="返回对象的完全限定类名。" version="4"/>

            <string helpurl="flash.utils:getQualifiedSuperclassName" name="getQualifiedSuperclassName" playername="" 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"/>

            <string helpurl="flash.utils:getTimer" name="getTimer" playername="" text="getTimer(%%):int" tiptext="用于计算相对时间。" version="4"/>

            <string helpurl="flash.utils:unescapeMultiByte" name="unescapeMultiByte" playername="" 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"/>

            <string helpurl="flash.utils:clearInterval" name="clearInterval" playername="" text="clearInterval(%id:uint%):void" tiptext="取消指定的 setInterval() 调用。" version="9"/>

            <string helpurl="flash.utils:clearTimeout" name="clearTimeout" playername="" text="clearTimeout(%id:uint%):void" tiptext="取消指定的 setTimeout() 调用。" version="9"/>

            <string helpurl="flash.utils:setInterval" name="setInterval" playername="" 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"/>

            <string helpurl="flash.utils:setTimeout" name="setTimeout" playername="" 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"/>

         </folder>

         <folder asAncestors="Object" helpurl="flash.utils:Proxy" id="[flash.utils.Proxy]" index="true" name="Proxy" sort="true" 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。">

            <folder helpurl="flash.utils:Proxy" id="Methods" name="方法" tiptext="Proxy 类的方法">

               <string helpurl="flash.utils:Proxy:callProperty" name="callProperty" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:deleteProperty" name="deleteProperty" object="[flash.utils.Proxy]" playername="" text=".deleteProperty(%名称:*%):Boolean" tiptext="覆盖删除属性的请求。" version="4"/>

               <string helpurl="flash.utils:Proxy:getDescendants" name="getDescendants" object="[flash.utils.Proxy]" playername="" text=".getDescendants(%名称:*%)" tiptext="覆盖 descendant 运算符的使用。" version="4"/>

               <string helpurl="flash.utils:Proxy:getProperty" name="getProperty" object="[flash.utils.Proxy]" playername="" text=".getProperty(%名称:*%)" tiptext="覆盖对属性值的任何请求。" version="4"/>

               <string helpurl="flash.utils:Proxy:hasProperty" name="hasProperty" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:isAttribute" name="isAttribute" object="[flash.utils.Proxy]" playername="" text=".isAttribute(%名称:*%):Boolean" tiptext="检查是否还将提供的 QName 标记为属性。" version="4"/>

               <string helpurl="flash.utils:Proxy:nextNameIndex" name="nextNameIndex" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:nextName" name="nextName" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:nextValue" name="nextValue" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:setProperty" name="setProperty" object="[flash.utils.Proxy]" playername="" text=".setProperty(%名称:*,值:*%):void" tiptext="覆盖更改属性值的调用。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.utils:Timer" id="[flash.utils.Timer]" index="true" name="Timer" sort="true" 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。">

            <folder helpurl="flash.utils:Timer" id="Methods" name="方法" tiptext="Timer 类的方法">

               <string constructor="true" helpurl="flash.utils:Timer:Timer" name="Timer" object="[flash.utils.Timer]" playername="" text="new Timer(%延迟:Number[,重复计数:int=0]%)" tiptext="使用指定的 delay 和 repeatCount 状态构造新的 Timer 对象。" version="4"/>

               <string helpurl="flash.utils:Timer:reset" name="reset" object="[flash.utils.Timer]" playername="" 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"/>

               <string helpurl="flash.utils:Timer:start" name="start" object="[flash.utils.Timer]" playername="" text=".start(%%):void" tiptext="如果计时器尚未运行，则启动计时器。" version="4"/>

               <string helpurl="flash.utils:Timer:stop" name="stop" object="[flash.utils.Timer]" playername="" text=".stop(%%):void" tiptext="停止计时器。" version="4"/>

            </folder>

            <folder helpurl="flash.utils:Timer" id="Properties" name="属性" tiptext="Timer 类的属性">

               <string helpurl="flash.utils:Timer:currentCount:get" name="currentCount" object="[flash.utils.Timer]" playername="" text=".currentCount" tiptext="计时器从零开始后触发的总次数。" version=""/>

               <string helpurl="flash.utils:Timer:delay:get" name="delay" object="[flash.utils.Timer]" playername="" text=".delay" tiptext="计时器事件间的延迟(以毫秒为单位)。" version=""/>

               <string helpurl="flash.utils:Timer:repeatCount:get" name="repeatCount" object="[flash.utils.Timer]" playername="" text=".repeatCount" tiptext="设置的计时器运行总次数。" version=""/>

               <string helpurl="flash.utils:Timer:running:get" name="running" object="[flash.utils.Timer]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.utils:Timer" id="Events" name="事件" tiptext="Timer 类的事件">

               <string helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_COMPLETE_timerComplete" name="timerComplete" object="[flash.utils.Timer]" playername="" 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=""/>

               <string helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_timer" name="timer" object="[flash.utils.Timer]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.xml" id="flash.xml" name="flash.xml" sort="true" tiptext="flash.xml 包的类">

         <folder asAncestors="flash.xml:XMLNode,Object" helpurl="flash.xml:XMLDocument" id="[flash.xml.XMLDocument]" index="true" name="XMLDocument" sort="true" tiptext="XMLDocument 类表示 ActionScript 2.0 中存在的旧 XML 对象。">

            <folder helpurl="flash.xml:XMLDocument" id="Methods" name="方法" tiptext="XMLDocument 类的方法">

               <string constructor="true" helpurl="flash.xml:XMLDocument:XMLDocument" name="XMLDocument" object="[flash.xml.XMLDocument]" playername="" text="new XMLDocument(%[源:String=null]%)" tiptext="创建新的 XMLDocument 对象。" version="4"/>

               <string helpurl="flash.xml:XMLDocument:createElement" name="createElement" object="[flash.xml.XMLDocument]" playername="" 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"/>

               <string helpurl="flash.xml:XMLDocument:createTextNode" name="createTextNode" object="[flash.xml.XMLDocument]" playername="" 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"/>

               <string helpurl="flash.xml:XMLDocument:parseXML" name="parseXML" object="[flash.xml.XMLDocument]" playername="" 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"/>

               <string helpurl="flash.xml:XMLDocument:toString" name="toString" object="[flash.xml.XMLDocument]" playername="" text=".toString(%%):String" tiptext="返回 XML 对象的字符串表示形式。" version="4"/>

            </folder>

            <folder helpurl="flash.xml:XMLDocument" id="Properties" name="属性" tiptext="XMLDocument 类的属性">

               <string helpurl="flash.xml:XMLDocument:docTypeDecl" name="docTypeDecl" object="[flash.xml.XMLDocument]" playername="" text=".docTypeDecl" tiptext="指定 XML 文档的 DOCTYPE 声明的相关信息。" version=""/>

               <string helpurl="flash.xml:XMLDocument:idMap" name="idMap" object="[flash.xml.XMLDocument]" playername="" text=".idMap" tiptext="包含指定了 id 属性的 XML 节点的对象" version=""/>

               <string helpurl="flash.xml:XMLDocument:ignoreWhite" name="ignoreWhite" object="[flash.xml.XMLDocument]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLDocument:xmlDecl" name="xmlDecl" object="[flash.xml.XMLDocument]" playername="" text=".xmlDecl" tiptext="一个字符串，指定文档的 XML 声明的相关信息。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.xml:XMLNode" id="[flash.xml.XMLNode]" index="true" name="XMLNode" sort="true" 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。">

            <folder helpurl="flash.xml:XMLNode" id="Methods" name="方法" tiptext="XMLNode 类的方法">

               <string constructor="true" helpurl="flash.xml:XMLNode:XMLNode" name="XMLNode" object="[flash.xml.XMLNode]" playername="" text="new XMLNode(%类型:uint,值:String%)" tiptext="创建新的 XMLNode 对象。" version="4"/>

               <string helpurl="flash.xml:XMLNode:appendChild" name="appendChild" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:cloneNode" name="cloneNode" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:getNamespaceForPrefix" name="getNamespaceForPrefix" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:getPrefixForNamespace" name="getPrefixForNamespace" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:hasChildNodes" name="hasChildNodes" object="[flash.xml.XMLNode]" playername="" text=".hasChildNodes(%%):Boolean" tiptext="指示指定的 XMLNode 对象是否具有子节点。" version="4"/>

               <string helpurl="flash.xml:XMLNode:insertBefore" name="insertBefore" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:removeNode" name="removeNode" object="[flash.xml.XMLNode]" playername="" text=".removeNode(%%):void" tiptext="从指定 XML 对象的父级中删除该对象。" version="4"/>

               <string helpurl="flash.xml:XMLNode:toString" name="toString" object="[flash.xml.XMLNode]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.xml:XMLNode" id="Properties" name="属性" tiptext="XMLNode 类的属性">

               <string helpurl="flash.xml:XMLNode:firstChild" name="firstChild" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:lastChild" name="lastChild" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:nextSibling" name="nextSibling" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:nodeName" name="nodeName" object="[flash.xml.XMLNode]" playername="" text=".nodeName" tiptext="一个字符串，表示 XMLNode 对象的节点名称。" version=""/>

               <string helpurl="flash.xml:XMLNode:nodeType" name="nodeType" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:nodeValue" name="nodeValue" object="[flash.xml.XMLNode]" playername="" text=".nodeValue" tiptext="XMLDocument 对象的节点值。" version=""/>

               <string helpurl="flash.xml:XMLNode:parentNode" name="parentNode" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:previousSibling" name="previousSibling" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:attributes:get" name="attributes" object="[flash.xml.XMLNode]" playername="" text=".attributes" tiptext="一个对象，其中包含指定的 XMLNode 实例的所有属性。" version=""/>

               <string helpurl="flash.xml:XMLNode:childNodes:get" name="childNodes" object="[flash.xml.XMLNode]" playername="" text=".childNodes" tiptext="指定 XMLNode 对象的子级的数组。" version=""/>

               <string helpurl="flash.xml:XMLNode:localName:get" name="localName" object="[flash.xml.XMLNode]" playername="" text=".localName" tiptext="XML 节点名称的本地名称部分。" version=""/>

               <string helpurl="flash.xml:XMLNode:namespaceURI:get" name="namespaceURI" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:prefix:get" name="prefix" object="[flash.xml.XMLNode]" playername="" text=".prefix" tiptext="XML 节点名称的前缀部分。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.xml:XMLNodeType" id="[flash.xml.XMLNodeType]" index="true" name="XMLNodeType" sort="true" tiptext="XMLNodeType 类包含与 XMLNode.nodeType 一起使用的常数。">

            <folder helpurl="flash.xml:XMLNodeType" id="Properties" name="属性" tiptext="XMLNodeType 类的属性">

               <string constant="true" helpurl="flash.xml:XMLNodeType:ELEMENT_NODE" name="ELEMENT_NODE" object="[flash.xml.XMLNodeType]" playername="" text="XMLNodeType.ELEMENT_NODE" tiptext="指定该节点是一个元素。" version=""/>

               <string constant="true" helpurl="flash.xml:XMLNodeType:TEXT_NODE" name="TEXT_NODE" object="[flash.xml.XMLNodeType]" playername="" text="XMLNodeType.TEXT_NODE" tiptext="指定该节点是一个文本节点。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder id="Language Elements" name="语言元素" sort="true" tiptext="在运行时执行或指定动作的语言元素">

         <folder helpurl="statements:" id="Statements, Keywords &amp; Directives" name="语句、关键字和指令" sort="true" tiptext="表达式中所要使用的语句">

            <folder id="statement" name="语句" sort="true" tiptext="在运行时执行或指定动作的语言元素。">

               <action helpurl="statements:break" id="break" name="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"/>

               <action helpurl="statements:case" id="case" name="case" quickey="ce" text="case condition :\n" tiptext="定义 switch 语句的条件。" version="9"/>

               <action helpurl="statements:continue" id="continue" name="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"/>

               <action helpurl="statements:default" id="default" name="default" quickey="dt" text="default :\n" tiptext="定义 switch 语句的默认情况。" version="9"/>

               <action helpurl="statements:do..while" id="do while" name="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"/>

               <action helpurl="statements:else" id="else" name="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"/>

               <action helpurl="statements:for" id="for" name="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"/>

               <action helpurl="statements:for..in" id="for in" name="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"/>

               <action helpurl="statements:for each..in" id="for each in" name="for each..in" text="for each (% $重复值$ in $对象$ %) {\n}\n" tiptext="遍历集合中的项。" version="9"/>

               <action helpurl="statements:if" id="if" name="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"/>

               <action helpurl="statements:label" id="label" name="label" text="" tiptext="将语句与可由 break 或 continue 引用的标识符相关联。" version="9"/>

               <action helpurl="statements:return" id="return" name="return" quickey="rt" text="return (%%);\n" tiptext="从函数中返回，可以选择指定返回值。" version="9"/>

               <string helpurl="statements:super" name="super" text="super" tiptext="调用方法或构造函数的超类版本。" version="9"/>

               <action helpurl="statements:switch" id="switch" name="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"/>

               <action helpurl="statements:throw" id="throw" name="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"/>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:try" id="try" name="try" quickey="ty" text="try {\n}\n" tiptext="使用异常处理调试一段代码" version="7.0"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:catch" id="catch" name="catch" quickey="ch" text="catch (% 变量 %) {\n}\n" tiptext="捕获异常" version="7.0"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:finally" id="finally" name="finally" quickey="fy" text="finally {\n}\n" tiptext="进行异常处理后执行代码" version="7.0"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_OFF">

                  <string helpurl="statements:try..catch..finally" 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"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:evaluate" id="evaluate" name="evaluate" quickey="ev" text="" tiptext="计算一个任意的表达式" version="7.0"/>

               </ifmode>

               <action helpurl="statements:while" id="while" name="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"/>

               <action helpurl="statements:with" id="with" name="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"/>

            </folder>

            <folder id="definition keyword" name="定义关键字" sort="true" tiptext="用于定义实体，例如变量、函数、类和接口。">

               <action helpurl="statements:class" id="class" name="class" quickey="cl" text="class %名称% {\n}\n" tiptext="定义一个类，它允许实例化共享您定义的方法和属性的对象。" version="9"/>

               <string helpurl="statements:extends" name="extends" text="extends" tiptext="定义一个作为其它类的子类的类。" version="9"/>

               <action helpurl="statements:function" id="function" name="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"/>

               <string helpurl="statements:get" name="get" text="get" tiptext="定义读存取器，该方法可像属性一样读取。" version="9"/>

               <string helpurl="statements:implements" 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"/>

               <action helpurl="statements:interface" id="interface" name="interface" text="interface" tiptext="定义接口。" version="9"/>

               <string helpurl="statements:package" name="package" text="package" tiptext="允许您将代码组织为可由其它脚本导入的离散组。" version="9"/>

               <string helpurl="statements:namespace" name="namespace" text="namespace" tiptext="允许您控制定义的可见性。" version="9"/>

               <string helpurl="statements:... (rest) parameter" name="... 可变长度参数" text="..." tiptext="指定函数将接受任意多个以逗号分隔的参数。" version="9"/>

               <string helpurl="statements:set" 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"/>

               <string helpurl="statements:const" name="const" text="const" tiptext="指定一个常量，它是只能赋值一次的变量。" version="9"/>

               <action helpurl="statements:var" id="var" name="var" quickey="vr" text="var %%;\n" tiptext="指定一个变量。" version="9"/>

            </folder>

            <folder id="directive" name="指令" sort="true" tiptext="在编译时或运行时起作用的语句和定义。">

               <string helpurl="statements:default xml namespace" 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"/>

               <action helpurl="statements:import" id="import" name="import" text="import" tiptext="使代码可以使用类和包。" version="9"/>

               <action helpurl="statements:include" id="include" name="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=""/>

               <string helpurl="statements:use namespace" 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"/>

            </folder>

            <folder id="attribute keyword" name="属性关键字" 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 helpurl="statements:dynamic" 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"/>

               <string helpurl="statements:private" 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"/>

               <string helpurl="statements:protected" 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"/>

               <string helpurl="statements:native" 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"/>

               <string helpurl="statements:internal" 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"/>

               <string helpurl="statements:override" name="override" text="override" tiptext="指定由一种方法替换(遮盖)继承的方法。" version="9"/>

               <string helpurl="statements:final" name="final" text="final" tiptext="指定不能覆盖方法。" version="9"/>

               <string helpurl="statements:public" 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"/>

               <string helpurl="statements:static" name="static" text="static" tiptext="指定变量、常量或方法属于类，并与类的实例等价。" version="9"/>

            </folder>

            <folder id="primary expression keyword" name="主要表达式关键字" sort="true" tiptext="用于表示字面值。">

               <string helpurl="statements:this" name="this" text="this" tiptext="对方法的包含对象的引用。" version="9"/>

               <string helpurl="statements:false" name="false" text="false" tiptext="表示 false 的布尔值。" version="9"/>

               <string helpurl="statements:null" name="null" text="null" tiptext="一个可以分配给变量的或由未提供数据的函数返回的特殊值。" version="9"/>

               <string helpurl="statements:true" name="true" text="true" tiptext="表示 true 的布尔值。" version="9"/>

            </folder>

            <folder id="namespace" name="命名空间" sort="true" tiptext="标识符的上下文。">

               <string helpurl="statements:AS3" 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=""/>

               <string helpurl="statements:flash_proxy" name="flash_proxy" text="" tiptext="定义 Proxy 类的方法。" version=""/>

               <string helpurl="statements:object_proxy" name="object_proxy" text="" tiptext="定义 ObjectProxy 类的方法。" version=""/>

            </folder>

         </folder>

         <folder helpurl="operators:" name="运算符" sort="true" tiptext="用于组合、比较或修改值的符号运算符">

            <folder name="其它" sort="false" tiptext="其他运算符">

               <string helpurl="operators:array access" 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"/>

               <string helpurl="operators:as" name="as" text="as" tiptext="检查表达式是否与数据类型 datatype 兼容。" version="9"/>

               <string helpurl="operators:comma" name=", (逗号)" text="," tiptext="计算 expression1，然后计算 expression2，依此类推。" version="9"/>

               <string helpurl="operators:conditional" name="?: (条件)" text="?:" tiptext="指示 Flash 计算 expression1，如果 expression1 的值为 true，则返回值 expression2；否则返回值 expression3。" version="9"/>

               <string helpurl="operators:delete" 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"/>

               <string helpurl="operators:dot" 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"/>

               <string helpurl="operators:in" name="in" text="in" tiptext="检查 expression1 是否为 expression2 的属性。" version="9"/>

               <string helpurl="operators:instanceof" name="instanceof" text="instanceof" tiptext="计算对象是否属于特定类。" version="9"/>

               <string helpurl="operators:is" name="is" text="is" tiptext="检查 expression1 是否与数据类型 expression2 兼容。" version="9"/>

               <string helpurl="operators:name qualifier" 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"/>

               <string helpurl="operators:new" 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"/>

               <string helpurl="operators:object initializer" 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"/>

               <string helpurl="operators:parentheses" 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"/>

               <string helpurl="operators:RegExp delimiter" name="/ (RegExp 分隔符)" text="/" tiptext="如果用在字符之前和之后，正斜杠字符(/)用来定义正则表达式文本。" version="9"/>

               <string helpurl="operators:type" 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"/>

               <string helpurl="operators:typeof" 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"/>

               <string helpurl="operators:void" 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"/>

            </folder>

            <folder name="逻辑" sort="false" tiptext="逻辑运算符">

               <string helpurl="operators:logical AND" 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"/>

               <string helpurl="operators:logical AND assignment" 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"/>

               <string helpurl="operators:logical NOT" name="! (逻辑 NOT)" text="!" tiptext="对变量或表达式的布尔值取反。" version="9"/>

               <string helpurl="operators:logical OR" 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"/>

               <string helpurl="operators:logical OR assignment" name="||= (逻辑 OR 赋值)" text="||=" tiptext="为 expression1 赋予 expression1 || expression2 的值。" version="9"/>

            </folder>

            <folder name="比较" sort="false" tiptext="比较运算符">

               <string helpurl="operators:equality" name="== (等于)" text="==" tiptext="测试两个表达式是否相等。" version="9"/>

               <string helpurl="operators:greater than" 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"/>

               <string helpurl="operators:greater than or equal to" 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"/>

               <string helpurl="operators:inequality" name="!= (不等于)" text="!=" tiptext="测试结果与等于运算符(==)正好相反。" version="9"/>

               <string helpurl="operators:less than" 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"/>

               <string helpurl="operators:less than or equal to" 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"/>

               <string helpurl="operators:strict equality" 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"/>

               <string helpurl="operators:strict inequality" name="!== (不全等)" text="!==" tiptext="测试结果与全等运算符(===)正好相反。" version="9"/>

            </folder>

            <folder name="注释" sort="false" tiptext="注释运算符">

               <action helpurl="operators:block comment delimiter" id="comment" name="/*..*/ (注释块分隔符)" text="/* %% */\n" tiptext="指示一行或多行脚本注释。" version="9"/>

               <action helpurl="operators:line comment delimiter" id="comment" name="// (注释行分隔符)" quickey="//" text="// %%\n" tiptext="指示脚本注释的开始。" version="9"/>

            </folder>

            <folder name="算术" sort="false" tiptext="算术运算符">

               <string helpurl="operators:addition" name="+ (加法)" text="+" tiptext="加上数字表达式。" version="9"/>

               <string helpurl="operators:decrement" 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"/>

               <string helpurl="operators:division" name="/ (除法)" text="/" tiptext="expression1 除以 expression2。" version="9"/>

               <string helpurl="operators:increment" 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"/>

               <string helpurl="operators:modulo" name="% (模)" text="%" tiptext="计算 expression1 除以 expression2 的余数。" version="9"/>

               <string helpurl="operators:multiplication" name="* (乘法)" text="*" tiptext="将两个数值表达式相乘。" version="9"/>

               <string helpurl="operators:subtraction" name="- (减法)" text="-" tiptext="用于执行求反或减法运算。" version="9"/>

            </folder>

            <folder name="算术组合赋值" sort="false" tiptext="复合算术运算符">

               <string helpurl="operators:addition assignment" name="+= (加法赋值)" text="+=" tiptext="对 expression1 赋予 expression1 + expression2 的值。" version="9"/>

               <string helpurl="operators:division assignment" name="/= (除法赋值)" text="/=" tiptext="对 expression1 赋予 expression1/expression2 的值。" version="9"/>

               <string helpurl="operators:modulo assignment" name="%= (模赋值)" text="%=" tiptext="对 expression1 赋予 expression1 % expression2 的值。" version="9"/>

               <string helpurl="operators:multiplication assignment" 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"/>

               <string helpurl="operators:subtraction assignment" name="-= (减法赋值)" text="-=" tiptext="对 expression1 赋予 expression1 - expression2 的值。" version="9"/>

            </folder>

            <folder name="按位" sort="false" tiptext="按位运算符">

               <string helpurl="operators:bitwise AND" 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"/>

               <string helpurl="operators:bitwise left shift" 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"/>

               <string helpurl="operators:bitwise NOT" 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"/>

               <string helpurl="operators:bitwise OR" 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"/>

               <string helpurl="operators:bitwise right shift" 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"/>

               <string helpurl="operators:bitwise unsigned right shift" name="&gt;&gt;&gt; (按位无符号向右移位)" 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"/>

               <string helpurl="operators:bitwise XOR" 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 中为 1 (但不是在两者中均为 1)的对应位的每个位的位置返回 1。" version="9"/>

            </folder>

            <folder name="按位组合赋值" sort="false" tiptext="复合按位运算符">

               <string helpurl="operators:bitwise AND assignment" name="&amp;= (按位 AND 赋值)" text="&amp;=" tiptext="对 expression1 赋予 expression1 &amp;amp; expression2 的值。" version="9"/>

               <string helpurl="operators:bitwise left shift and assignment" name="&lt;&lt;= (按位向左移位并赋值)" text="&lt;&lt;=" tiptext="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"/>

               <string helpurl="operators:bitwise OR assignment" name="|= (按位 OR 赋值)" text="|=" tiptext="对 expression1 赋予 expression1 | expression2 的值。" version="9"/>

               <string helpurl="operators:bitwise right shift and assignment" 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"/>

               <string helpurl="operators:bitwise unsigned right shift and assignment" 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"/>

               <string helpurl="operators:bitwise XOR assignment" name="^= (按位 XOR 赋值)" text="^=" tiptext="对 expression1 赋予 expression1 ^ expression2 的值。" version="9"/>

            </folder>

            <folder name="字符串" sort="false" tiptext="字符串运算符">

               <string helpurl="operators:concatenation" name="+ (连接)" text="+" tiptext="连接(合并)字符串。" version="9"/>

               <string helpurl="operators:concatenation assignment" name="+= (连接赋值)" text="+=" tiptext="对 expression1 赋予 expression1 + expression2 的值。" version="9"/>

               <string helpurl="operators:string delimiter" name="&quot; (字符串分隔符)" text="&quot;" tiptext="引号(&quot;)用在字符之前和之后，表示字符具有文本值。" version="9"/>

            </folder>

            <folder name="赋值" sort="false" tiptext="赋值运算符">

               <string helpurl="operators:assignment" 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"/>

            </folder>

            <folder name="XML" sort="false" tiptext="XML 运算符">

               <string helpurl="operators:attribute identifier" 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"/>

               <string helpurl="operators:braces (XML)" name="{ } (大括号(XML))" text="{ }" tiptext="使用 XML { 和 } 运算符可以将数据按引用(从其它变量)传递到 XML 或 XMLList 文本。" version="9"/>

               <string helpurl="operators:brackets (XML)" name="[ ] (中括号(XML))" text="[ ]" tiptext="访问 XML 或 XMLList 对象的属性或特性。" version="9"/>

               <string helpurl="operators:concatenation (XMLList)" name="+ (连接(XMLList))" text="+" tiptext="使用 XML + (连接)运算符可以连接 XMLList 对象。" version="9"/>

               <string helpurl="operators:concatenation assignment (XMLList)" name="+= (连接赋值(XMLList))" text="+=" tiptext="对 XMLList 对象 expression1 赋予 expression1 + expression2 的值。" version="9"/>

               <string helpurl="operators:delete (XML)" name="delete (XML)" text="delete (XML)" tiptext="删除指定的 XML 元素或属性。" version="9"/>

               <string helpurl="operators:descendant accessor" 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"/>

               <string helpurl="operators:dot (XML)" 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"/>

               <string helpurl="operators:parentheses (XML)" name="( ) (小括号(XML))" text="( )" tiptext="使用(和)运算符可以计算 E4X XML 构造中的表达式。" version="9"/>

               <string helpurl="operators:XML literal tag delimiter" 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"/>

            </folder>

         </folder>

         <folder helpurl="specialTypes:" name="特殊类型" sort="true" tiptext="适用于强类型的特殊类型">

            <string helpurl="specialTypes:*" name="*" text="*" tiptext="指定属性是无类型的。" version="9"/>

            <string helpurl="specialTypes:void" name="void" object="void" text="void" tiptext="指定函数无法返回任何值。" version="9"/>

            <string helpurl="specialTypes:Null" name="Null" object="Null" text="Null" tiptext="一种表示没有值的特殊数据类型。" version="9"/>

         </folder>

      </folder>

   </actionspanel>

   <codehints>

      <package children="AccImpl,ButtonAccImpl,CheckBoxAccImpl,ComboBoxAccImpl,DataGridAccImpl,LabelButtonAccImpl,ListAccImpl,RadioButtonAccImpl,SelectableListAccImpl,TileListAccImpl,UIComponentAccImpl" name="fl.accessibility"/>

      <package children="BaseScrollPane,ScrollPane,UILoader" name="fl.containers"/>

      <package 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" name="fl.controls"/>

      <package children="DataGridCellEditor,DataGridColumn,HeaderRenderer" name="fl.controls.dataGridClasses"/>

      <package children="CellRenderer,ICellRenderer,ImageCell,ListData,TileListData" name="fl.controls.listClasses"/>

      <package children="IndeterminateBar" name="fl.controls.progressBarClasses"/>

      <package children="InvalidationType,UIComponent" name="fl.core"/>

      <package children="DataProvider,SimpleCollectionItem,TileListCollectionItem" name="fl.data"/>

      <package children="ColorPickerEvent,ComponentEvent,DataChangeEvent,DataChangeType,DataGridEvent,DataGridEventReason,InteractionInputType,ListEvent,RSLErrorEvent,RSLEvent,ScrollEvent,SliderEvent,SliderEventClickTarget" name="fl.events"/>

      <package children="IKArmature,IKBone,IKEvent,IKJoint,IKManager,IKMover" name="fl.ik"/>

      <package children="Locale" name="fl.lang"/>

      <package children="LivePreviewParent" name="fl.livepreview"/>

      <package children="FocusManager,IFocusManager,IFocusManagerComponent,IFocusManagerGroup,StyleManager" name="fl.managers"/>

      <package 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" name="fl.motion"/>

      <package children="Back,Bounce,Circular,Cubic,Elastic,Exponential,Linear,Quadratic,Quartic,Quintic,Sine" name="fl.motion.easing"/>

      <package children="RSLInfo,RSLPreloader,SWZInfo" name="fl.rsl"/>

      <package children="TLFTextField" name="fl.text"/>

      <package children="Blinds,Fade,Fly,Iris,Photo,PixelDissolve,Rotate,Squeeze,Transition,TransitionManager,Tween,TweenEvent,Wipe,Zoom" name="fl.transitions"/>

      <package children="Back,Bounce,Elastic,None,Regular,Strong" name="fl.transitions.easing"/>

      <package children="AutoLayoutEvent,CaptionChangeEvent,CaptionTargetEvent,CuePointType,FLVPlayback,FLVPlaybackCaptioning,INCManager,IVPEvent,LayoutEvent,MetadataEvent,NCManager,NCManagerNative,SkinErrorEvent,SoundEvent,VideoAlign,VideoError,VideoEvent,VideoPlayer,VideoProgressEvent,VideoScaleMode,VideoState" name="fl.video"/>

      <package children="ActionScriptVersion,AVM1Movie,Bitmap,BitmapData,BitmapDataChannel,DisplayObject,DisplayObjectContainer,FrameLabel,GradientType,Graphics,InteractiveObject,Loader,LoaderInfo,MovieClip,NativeWindow,PixelSnapping,Scene,Shape,SimpleButton,Sprite,Stage,StageAlign,StageAspectRatio,StageDisplayState,StageOrientation,StageQuality,StageScaleMode,SWFVersion" name="flash.display"/>

      <package children="EOFError,IllegalOperationError,InvalidSWFError,IOError,MemoryError,ScriptTimeoutError,SQLError,SQLErrorOperation,StackOverflowError" name="flash.errors"/>

      <package children="AccelerometerEvent,AsyncErrorEvent,ContextMenuEvent,DataEvent,DatagramSocketDataEvent,DNSResolverEvent,ErrorEvent,Event,EventDispatcher,EventPhase,FileListEvent,FocusEvent,FullScreenEvent,GeolocationEvent,GestureEvent,GesturePhase,HTTPStatusEvent,IEventDispatcher,IMEEvent,InvokeEvent,IOErrorEvent,KeyboardEvent,MouseEvent,NativeProcessExitEvent,NetStatusEvent,OutputProgressEvent,ProgressEvent,SampleDataEvent,SecurityErrorEvent,ServerSocketConnectEvent,StageBoundsEvent,StageOrientationEvent,StatusEvent,StorageVolumeChangeEvent,SyncEvent,TextEvent,TimerEvent,TouchEvent,TransformGestureEvent,UncaughtErrorEvent,UncaughtErrorEvents" name="flash.events"/>

      <package children="ExternalInterface" name="flash.external"/>

      <package children="File,FileMode,FileStream,StorageVolume,StorageVolumeInfo" name="flash.filesystem"/>

      <package children="ColorTransform,Matrix,Matrix3D,Orientation3D,PerspectiveProjection,Point,Rectangle,Transform,Utils3D,Vector3D" name="flash.geom"/>

      <package children="Camera,ID3Info,MediaLibrary,Microphone,Sound,SoundChannel,SoundCodec,SoundLoaderContext,SoundMixer,SoundTransform,Video,scanHardware" name="flash.media"/>

      <package children="DatagramSocket,FileFilter,FileReference,FileReferenceList,GroupSpecifier,IDynamicPropertyOutput,IDynamicPropertyWriter,InterfaceAddress,IPVersion,LocalConnection,NetConnection,NetGroup,NetGroupInfo,NetGroupReceiveMode,NetGroupReplicationStrategy,NetGroupSendMode,NetGroupSendResult,NetStream,NetStreamInfo,NetStreamMulticastInfo,NetStreamPlayOptions,NetStreamPlayTransitions,NetworkInfo,NetworkInterface,ObjectEncoding,Responder,ServerSocket,SharedObject,SharedObjectFlushStatus,Socket,URLLoader,URLLoaderDataFormat,URLRequest,URLRequestDefaults,URLRequestHeader,URLRequestMethod,URLStream,URLVariables,XMLSocket,getClassByAlias,navigateToURL,registerClassAlias,sendToURL" name="flash.net"/>

      <package children="Accelerometer,Geolocation" name="flash.sensors"/>

      <package children="ApplicationDomain,Capabilities,IME,IMEConversionMode,JPEGLoaderContext,LoaderContext,Security,SecurityDomain,SecurityPanel,System,SystemUpdater,SystemUpdaterType,TouchscreenType,fscommand" name="flash.system"/>

      <package children="AntiAliasType,CSMSettings,Font,FontStyle,FontType,GridFitType,StaticText,StyleSheet,TextColorType,TextDisplayMode,TextExtent,TextField,TextFieldAutoSize,TextFieldType,TextFormat,TextFormatAlign,TextLineMetrics,TextRenderer,TextSnapshot" name="flash.text"/>

      <package 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" name="flash.text.engine"/>

      <package children="ContextMenu,ContextMenuBuiltInItems,ContextMenuClipboardItems,ContextMenuItem,Keyboard,KeyboardType,KeyLocation,Mouse,MouseCursor,Multitouch,MultitouchInputMode" name="flash.ui"/>

      <package children="ByteArray,CompressionAlgorithm,Dictionary,Endian,IDataInput,IDataOutput,IExternalizable,Proxy,Timer,describeType,escapeMultiByte,getAliasName,getDefinitionByName,getQualifiedClassName,getQualifiedSuperclassName,getTimer,unescapeMultiByte,clearInterval,clearTimeout,setInterval,setTimeout" name="flash.utils"/>

      <package children="XMLDocument,XMLNode,XMLNodeType" name="flash.xml"/>

      <typeinfo object="flash.display.MovieClip" pattern="*_mc"/>

      <typeinfo object="Array" pattern="*_array"/>

      <typeinfo object="String" pattern="*_str"/>

      <typeinfo object="flash.display.SimpleButton" pattern="*_btn"/>

      <typeinfo object="flash.text.TextField" pattern="*_txt"/>

      <typeinfo object="flash.text.TextFormat" pattern="*_fmt"/>

      <typeinfo object="Date" pattern="*_date"/>

      <typeinfo object="flash.media.Sound" pattern="*_sound"/>

      <typeinfo object="XML" pattern="*_xml"/>

      <typeinfo object="flash.xml.XMLNode" pattern="*_xmlnode"/>

      <typeinfo object="flash.net.XMLSocket" pattern="*_xmlsocket"/>

      <typeinfo object="fl.motion.Color" pattern="*_color"/>

      <typeinfo object="Error" pattern="*_err"/>

      <typeinfo object="flash.net.LocalConnection" pattern="*_lc"/>

      <typeinfo object="flash.net.NetConnection" pattern="*_nc"/>

      <typeinfo object="flash.net.NetStream" pattern="*_ns"/>

      <typeinfo object="flash.net.SharedObject" pattern="*_so"/>

      <typeinfo object="flash.media.Video" pattern="*_video"/>

   </codehints>

</toolbox>

