\ufeff<?xml version="1.0" encoding="utf-8"?>
<!--  This file generated from help file documentation on 12/16/2010  -->
<toolbox>
		<actionspanel>
			<folder name="最高階" id="Top Level" sort="true" tiptext="最上層包含 ActionScript 核心類別和全域函數。">
				<folder name="ArgumentError" id="ArgumentError" sort="true" index="true" asAncestors="Error,Object" tiptext="ArgumentError 類別代表函數中提供的引數不符合針對該函數定義的引數時，所發生的錯誤。" helpurl="globalClassifier:ArgumentError">
					<folder name="方法" id="Methods" tiptext="ArgumentError 類別的方法" helpurl="globalClassifier:ArgumentError">
						<string name="ArgumentError" object="ArgumentError" text="new ArgumentError(%訊息:String%)" constructor="true" tiptext="建立 ArgumentError 物件。" version="1.0" helpurl="ArgumentError:ArgumentError" playername=""/>
					</folder>
				</folder>
				<folder name="arguments" id="arguments" sort="true" index="true" asAncestors="Object" tiptext="引數物件的用途為儲存和存取函數的引數。" helpurl="globalClassifier:arguments">
					<folder name="屬性" id="Properties" tiptext="argument 類別的屬性" helpurl="globalClassifier:arguments">
						<string name="callee" object="arguments" text=".callee" tiptext="目前正在執行之函數的參照。" version="" helpurl="arguments:callee" playername=""/>
						<string name="length" object="arguments" text=".length" tiptext="傳遞給函數的引數數目。" version="" helpurl="arguments:length" playername=""/>
					</folder>
				</folder>
				<folder name="Array" id="Array" sort="true" index="true" asAncestors="Object" tiptext="Array 類別可讓您存取及操作陣列。" helpurl="globalClassifier:Array">
					<folder name="方法" id="Methods" tiptext="Array 類別的方法" helpurl="globalClassifier:Array">
						<string name="Array" object="Array" text="new Array(%值:長度不定的引數%)" constructor="true" tiptext="可讓您建立包含指定之元素的陣列。" version="4" helpurl="Array:Array" playername=""/>
						<string name="Array" object="Array" text="new Array(%[數字元素:int=0]%)" constructor="true" tiptext="可讓您建立具有指定之元素數目的陣列。" version="4" helpurl="Array:Array" playername=""/>
						<string name="concat" object="Array" text=".concat(%引數:長度不定的引數%):Array" tiptext="連接參數中指定的元素。" version="4" helpurl="Array:AS3:concat" playername=""/>
						<string name="every" object="Array" text=".every(%回呼:Function[,這物件:*=null]%):Boolean" tiptext="針對陣列中每個項目執行測試函數，直到達到針對指定之函數傳回 false 的項目為止。" version="4" helpurl="Array:AS3:every" playername=""/>
						<string name="filter" object="Array" text=".filter(%回呼:Function[,這物件:*=null]%):Array" tiptext="針對陣列中每個項目執行測試函數，並為針對指定之函數傳回 true 的所有項目建構新的陣列。" version="4" helpurl="Array:AS3:filter" playername=""/>
						<string name="forEach" object="Array" text=".forEach(%回呼:Function[,這物件:*=null]%):void" tiptext="針對陣列中每個項目執行函數。" version="4" helpurl="Array:AS3:forEach" playername=""/>
						<string name="indexOf" object="Array" text=".indexOf(%搜尋元素:*[,從索引:int=0]%):int" tiptext="使用嚴謹相等 (===) 在陣列中搜尋項目，並傳回該項目的索引位置。" version="4" helpurl="Array:AS3:indexOf" playername=""/>
						<string name="join" object="Array" text=".join(%[分隔鍵:*=unknown]%):String" tiptext="將陣列中的項目轉換成字串。" version="4" helpurl="Array:AS3:join" playername=""/>
						<string name="lastIndexOf" object="Array" text=".lastIndexOf(%搜尋元素:*[,從索引:int=0x7fffffff]%):int" tiptext="在陣列中搜尋項目，搜尋時從最後一個項目回移，並使用嚴謹相等 (===) 傳回符合之項目的索引位置。" version="4" helpurl="Array:AS3:lastIndexOf" playername=""/>
						<string name="map" object="Array" text=".map(%回呼:Function[,這物件:*=null]%):Array" tiptext="針對陣列中每個項目執行函數，並建構新的項目陣列，其中項目會對應於原始陣列中每個項目的函數執行結果。" version="4" helpurl="Array:AS3:map" playername=""/>
						<string name="pop" object="Array" text=".pop(%%)" tiptext="移除陣列中的最後一個元素，並傳回該元素的值。" version="4" helpurl="Array:AS3:pop" playername=""/>
						<string name="push" object="Array" text=".push(%引數:長度不定的引數%):uint" tiptext="在陣列結尾加入一個或多個元素，並傳回新的陣列長度。" version="4" helpurl="Array:AS3:push" playername=""/>
						<string name="reverse" object="Array" text=".reverse(%%):Array" tiptext="在原地將陣列反轉。" version="4" helpurl="Array:AS3:reverse" playername=""/>
						<string name="shift" object="Array" text=".shift(%%)" tiptext="移除陣列中的第一個元素，並傳回該元素。" version="4" helpurl="Array:AS3:shift" playername=""/>
						<string name="slice" object="Array" text=".slice(%[開始索引:int=0,結束索引:int=16777215]%):Array" tiptext="傳回新陣列，這個新陣列是由來自原始陣列的元素範圍組成。" version="4" helpurl="Array:AS3:slice" playername=""/>
						<string name="some" object="Array" text=".some(%回呼:Function[,這物件:*=null]%):Boolean" tiptext="針對陣列中每個項目執行測試函數，直到達到傳回 true 的項目為止。" version="4" helpurl="Array:AS3:some" playername=""/>
						<string name="sortOn" object="Array" text=".sortOn(%欄位名稱:Object[,選項:Object=null]%):Array" tiptext="根據陣列中的一個或多個欄位，對該陣列中的元素進行排序。" version="4" helpurl="Array:AS3:sortOn" playername=""/>
						<string name="sort" object="Array" text=".sort(%引數:長度不定的引數%):Array" tiptext="對陣列中的元素進行排序。" version="4" helpurl="Array:AS3:sort" playername=""/>
						<string name="splice" object="Array" text=".splice(%開始索引:int,刪除次數:uint,值:長度不定的引數%):Array" tiptext="對陣列增加和移除元素。" version="4" helpurl="Array:AS3:splice" playername=""/>
						<string name="toLocaleString" object="Array" text=".toLocaleString(%%):String" tiptext="傳回字串，代表指定之陣列中的元素。" version="4" helpurl="Array:toLocaleString" playername=""/>
						<string name="toString" object="Array" text=".toString(%%):String" tiptext="傳回字串，代表指定之陣列中的元素。" version="4" helpurl="Array:toString" playername=""/>
						<string name="unshift" object="Array" text=".unshift(%引數:長度不定的引數%):uint" tiptext="在陣列開頭加入一個或多個元素，並傳回新的陣列長度。" version="4" helpurl="Array:AS3:unshift" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Array 類別的屬性" helpurl="globalClassifier:Array">
						<string name="CASEINSENSITIVE" object="Array" text="Array.CASEINSENSITIVE" constant="true" tiptext="為 Array 類別排序方法指定不區分大小寫排序。" version="" helpurl="Array:CASEINSENSITIVE" playername=""/>
						<string name="DESCENDING" object="Array" text="Array.DESCENDING" constant="true" tiptext="為 Array 類別排序方法指定遞減排序。" version="" helpurl="Array:DESCENDING" playername=""/>
						<string name="NUMERIC" object="Array" text="Array.NUMERIC" constant="true" tiptext="為 Array 類別排序方法指定數字 (而非字元字串) 排序。" version="" helpurl="Array:NUMERIC" playername=""/>
						<string name="RETURNINDEXEDARRAY" object="Array" text="Array.RETURNINDEXEDARRAY" constant="true" tiptext="指定排序傳回由陣列索引組成的陣列。" version="" helpurl="Array:RETURNINDEXEDARRAY" playername=""/>
						<string name="UNIQUESORT" object="Array" text="Array.UNIQUESORT" constant="true" tiptext="為 Array 類別排序方法指定唯一的排序需求。" version="" helpurl="Array:UNIQUESORT" playername=""/>
						<string name="length" object="Array" text=".length" tiptext="非負值的整數，指定陣列中的元素數目。" version="" helpurl="Array:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="Boolean" id="Boolean" sort="true" index="true" asAncestors="Object" tiptext="Boolean 物件是可以具有 true 或 false 其中一個值的資料類型，用於進行邏輯運算。" helpurl="globalClassifier:Boolean">
					<folder name="方法" id="Methods" tiptext="Boolean 類別的方法" helpurl="globalClassifier:Boolean">
						<string name="Boolean" object="Boolean" text="new Boolean(%[運算式:Object=false]%)" constructor="true" tiptext="建立具有指定值的 Boolean 物件。" version="4" helpurl="Boolean:Boolean" playername=""/>
						<string name="toString" object="Boolean" text=".toString(%%):String" tiptext="傳回 Boolean 物件的字串形式 (&quot;true&quot; 或 &quot;false&quot;)。" version="4" helpurl="Boolean:AS3:toString" playername=""/>
						<string name="valueOf" object="Boolean" text=".valueOf(%%):Boolean" tiptext="若指定之 Boolean 物件的值為 true;，則傳回 true；若為 false，則傳回 false。" version="4" helpurl="Boolean:AS3:valueOf" playername=""/>
					</folder>
				</folder>
				<folder name="Date" id="Date" sort="true" index="true" asAncestors="Object" tiptext="Date 類別代表日期與時間資訊。" helpurl="globalClassifier:Date">
					<folder name="方法" id="Methods" tiptext="Date 類別的方法" helpurl="globalClassifier:Date">
						<string name="Date" object="Date" text="new Date(%年或時間值:Object,月:Number[,日:Number=1,時:Number=0,分:Number=0,秒:Number=0,毫秒:Number=0]%)" constructor="true" tiptext="建構新的 Date 物件，用來存放指定的日期與時間。" version="4" helpurl="Date:Date" playername=""/>
						<string name="UTC" object="Date" text="Date.UTC(%年:Number,月:Number[,日期:Number=1,小時:Number=0,分:Number=0,秒:Number=0,毫秒:Number=0]%):Number" static="true" tiptext="傳回全球時間 1970 年 1 月 1 日午夜與參數中所指定時間之間相差的毫秒數。" version="4" helpurl="Date:UTC" playername=""/>
						<string name="getDate" object="Date" text=".getDate(%%):Number" tiptext="根據本地時間，傳回 Date 物件指定月份中的日期 (從 1 到 31 的整數)。" version="4" helpurl="Date:AS3:getDate" playername=""/>
						<string name="getDay" object="Date" text=".getDay(%%):Number" tiptext="根據本地時間，傳回此 Date 物件指定的日 (0 代表星期日，1 代表星期一，其它依此類推)。" version="4" helpurl="Date:AS3:getDay" playername=""/>
						<string name="getFullYear" object="Date" text=".getFullYear(%%):Number" tiptext="根據本地時間，傳回 Date 物件的完整年份 (四位數的數字，如 2000)。" version="4" helpurl="Date:AS3:getFullYear" playername=""/>
						<string name="getHours" object="Date" text=".getHours(%%):Number" tiptext="根據本地時間，傳回 Date 物件當天的小時部分 (從 0 到 23 的整數)。" version="4" helpurl="Date:AS3:getHours" playername=""/>
						<string name="getMilliseconds" object="Date" text=".getMilliseconds(%%):Number" tiptext="根據本地時間，傳回 Date 物件的毫秒部分 (從 0 到 999 的整數)。" version="4" helpurl="Date:AS3:getMilliseconds" playername=""/>
						<string name="getMinutes" object="Date" text=".getMinutes(%%):Number" tiptext="根據本地時間，傳回 Date 物件的分鐘部分 (從 0 到 59 的整數)。" version="4" helpurl="Date:AS3:getMinutes" playername=""/>
						<string name="getMonth" object="Date" text=".getMonth(%%):Number" tiptext="根據本地時間，傳回此 Date 的月份 (0 代表一月，1 代表二月，其它依此類推) 部分。" version="4" helpurl="Date:AS3:getMonth" playername=""/>
						<string name="getSeconds" object="Date" text=".getSeconds(%%):Number" tiptext="根據本地時間，傳回 Date 物件的秒數部分 (從 0 到 59 的整數)。" version="4" helpurl="Date:AS3:getSeconds" playername=""/>
						<string name="getTime" object="Date" text=".getTime(%%):Number" tiptext="傳回 Date 物件從全球時間 1970 年 1 月 1 日午夜開始計算的毫秒數。" version="4" helpurl="Date:AS3:getTime" playername=""/>
						<string name="getTimezoneOffset" object="Date" text=".getTimezoneOffset(%%):Number" tiptext="傳回全球時間 (UTC) 與電腦本地時間之間相差的分鐘數。" version="4" helpurl="Date:AS3:getTimezoneOffset" playername=""/>
						<string name="getUTCDate" object="Date" text=".getUTCDate(%%):Number" tiptext="根據全球時間 (UTC)，傳回 Date 物件中月份的日期 (從 1 到 31 的整數)。" version="4" helpurl="Date:AS3:getUTCDate" playername=""/>
						<string name="getUTCDay" object="Date" text=".getUTCDay(%%):Number" tiptext="會根據全球時間 (UTC)，傳回此 Date 的日期 (0 代表星期日，1 代表星期一，其它依此類推)。" version="4" helpurl="Date:AS3:getUTCDay" playername=""/>
						<string name="getUTCFullYear" object="Date" text=".getUTCFullYear(%%):Number" tiptext="根據全球時間 (UTC)，傳回 Date 物件的四位數年份。" version="4" helpurl="Date:AS3:getUTCFullYear" playername=""/>
						<string name="getUTCHours" object="Date" text=".getUTCHours(%%):Number" tiptext="根據全球時間 (UTC)，傳回 Date 物件當天的小時數 (從 0 到 23 的整數)。" version="4" helpurl="Date:AS3:getUTCHours" playername=""/>
						<string name="getUTCMilliseconds" object="Date" text=".getUTCMilliseconds(%%):Number" tiptext="根據全球時間 (UTC)，傳回 Date 物件的毫秒 (從 0 到 999 的整數) 部分。" version="4" helpurl="Date:AS3:getUTCMilliseconds" playername=""/>
						<string name="getUTCMinutes" object="Date" text=".getUTCMinutes(%%):Number" tiptext="根據全球時間 (UTC)，傳回 Date 物件的分鐘 (從 0 到 59 的整數) 部分。" version="4" helpurl="Date:AS3:getUTCMinutes" playername=""/>
						<string name="getUTCMonth" object="Date" text=".getUTCMonth(%%):Number" tiptext="根據全球時間 (UTC)，傳回 Date 物件的月份 (從 0 [一月] 到 11 [十二月]) 部分。" version="4" helpurl="Date:AS3:getUTCMonth" playername=""/>
						<string name="getUTCSeconds" object="Date" text=".getUTCSeconds(%%):Number" tiptext="根據全球時間 (UTC) 傳回 Date 物件的秒數 (從 0 到 59 的整數) 部分。" version="4" helpurl="Date:AS3:getUTCSeconds" playername=""/>
						<string name="parse" object="Date" text="Date.parse(%日期:String%):Number" static="true" tiptext="將代表日期的字串轉換成數字形式，該數字等於從 UTC 時間 1970 年 1 月 1 日所經過的毫秒數。" version="4" helpurl="Date:parse" playername=""/>
						<string name="setDate" object="Date" text=".setDate(%日期:Number%):Number" tiptext="根據本地時間設定月份中的日期，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setDate" playername=""/>
						<string name="setFullYear" object="Date" text=".setFullYear(%年:Number,月:Number,日:Number%):Number" tiptext="根據本地時間設定年份，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setFullYear" playername=""/>
						<string name="setHours" object="Date" text=".setHours(%小時:Number,分:Number,秒:Number,毫秒:Number%):Number" tiptext="根據本地時間設定小時，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setHours" playername=""/>
						<string name="setMilliseconds" object="Date" text=".setMilliseconds(%毫秒:Number%):Number" tiptext="根據本地時間設定毫秒，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setMilliseconds" playername=""/>
						<string name="setMinutes" object="Date" text=".setMinutes(%分:Number,秒:Number,毫秒:Number%):Number" tiptext="根據本地時間設定分鐘，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setMinutes" playername=""/>
						<string name="setMonth" object="Date" text=".setMonth(%月:Number,日:Number%):Number" tiptext="根據本地時間設定月份及選擇性地設定月份日期，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setMonth" playername=""/>
						<string name="setSeconds" object="Date" text=".setSeconds(%秒:Number,毫秒:Number%):Number" tiptext="根據本地時間設定秒數，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setSeconds" playername=""/>
						<string name="setTime" object="Date" text=".setTime(%毫秒:Number%):Number" tiptext="使用從 1970 年 1 月 1 日午夜到當時的毫秒數來設定日期，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setTime" playername=""/>
						<string name="setUTCDate" object="Date" text=".setUTCDate(%日期:Number%):Number" tiptext="使用全球時間 (UTC) 設定月份中的日期，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setUTCDate" playername=""/>
						<string name="setUTCFullYear" object="Date" text=".setUTCFullYear(%年:Number,月:Number,日:Number%):Number" tiptext="使用全球時間 (UTC) 設定年份，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setUTCFullYear" playername=""/>
						<string name="setUTCHours" object="Date" text=".setUTCHours(%小時:Number,分:Number,秒:Number,毫秒:Number%):Number" tiptext="使用全球時間 (UTC) 設定小時，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setUTCHours" playername=""/>
						<string name="setUTCMilliseconds" object="Date" text=".setUTCMilliseconds(%毫秒:Number%):Number" tiptext="使用全球時間 (UTC) 設定毫秒，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setUTCMilliseconds" playername=""/>
						<string name="setUTCMinutes" object="Date" text=".setUTCMinutes(%分:Number,秒:Number,毫秒:Number%):Number" tiptext="使用全球時間 (UTC) 設定分鐘，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setUTCMinutes" playername=""/>
						<string name="setUTCMonth" object="Date" text=".setUTCMonth(%月:Number,日:Number%):Number" tiptext="使用全球時間 (UTC) 設定月份及選擇性地設定日期，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setUTCMonth" playername=""/>
						<string name="setUTCSeconds" object="Date" text=".setUTCSeconds(%秒:Number,毫秒:Number%):Number" tiptext="使用全球時間 (UTC) 設定秒鐘及選擇性地設定毫秒，並傳回以毫秒為單位的新時間。" version="4" helpurl="Date:AS3:setUTCSeconds" playername=""/>
						<string name="toDateString" object="Date" text=".toDateString(%%):String" tiptext="只傳回日與日期的字串形式，而不包括時間或時區。" version="4" helpurl="Date:AS3:toDateString" playername=""/>
						<string name="toLocaleDateString" object="Date" text=".toLocaleDateString(%%):String" tiptext="只傳回日與日期的字串形式，而不包括時間或時區。" version="4" helpurl="Date:AS3:toLocaleDateString" playername=""/>
						<string name="toLocaleString" object="Date" text=".toLocaleString(%%):String" tiptext="傳回本地時間之日、日期、時間的字串形式。" version="4" helpurl="Date:AS3:toLocaleString" playername=""/>
						<string name="toLocaleTimeString" object="Date" text=".toLocaleTimeString(%%):String" tiptext="只傳回時間的字串形式，而不包括日、日期、年份或時區。" version="4" helpurl="Date:AS3:toLocaleTimeString" playername=""/>
						<string name="toString" object="Date" text=".toString(%%):String" tiptext="傳回日、日期、時間及時區的字串形式。" version="4" helpurl="Date:AS3:toString" playername=""/>
						<string name="toTimeString" object="Date" text=".toTimeString(%%):String" tiptext="只傳回時間與時區的字串形式，而不包括日與日期。" version="4" helpurl="Date:AS3:toTimeString" playername=""/>
						<string name="toUTCString" object="Date" text=".toUTCString(%%):String" tiptext="傳回全球時間 (UTC) 之日、日期及時間的字串形式。" version="4" helpurl="Date:AS3:toUTCString" playername=""/>
						<string name="valueOf" object="Date" text=".valueOf(%%):Number" tiptext="傳回 Date 物件從全球時間 1970 年 1 月 1 日午夜開始計算的毫秒數。" version="4" helpurl="Date:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Date 類別的屬性" helpurl="globalClassifier:Date">
						<string name="dateUTC" object="Date" text=".dateUTC" tiptext="根據全球時間 (UTC)，Date 物件月份中的日期 (從 1 到 31 的整數)。" version="" helpurl="Date:AS3:dateUTC:get" playername=""/>
						<string name="date" object="Date" text=".date" tiptext="根據本地時間，Date 物件所指定月份中的日期 (從 1 到 31 的整數)。" version="" helpurl="Date:AS3:date:get" playername=""/>
						<string name="dayUTC" object="Date" text=".dayUTC" tiptext="根據全球時間 (UTC)，此 Date 的日期 (0 代表星期天，1 代表星期一，其它依此類推)。" version="" helpurl="Date:AS3:dayUTC:get" playername=""/>
						<string name="day" object="Date" text=".day" tiptext="根據本地時間，由此 Date 指定的日期 (0 代表星期日，1 代表星期一，其它依此類推)。" version="" helpurl="Date:AS3:day:get" playername=""/>
						<string name="fullYearUTC" object="Date" text=".fullYearUTC" tiptext="根據全球時間 (UTC)，Date 物件的四位數年份。" version="" helpurl="Date:AS3:fullYearUTC:get" playername=""/>
						<string name="fullYear" object="Date" text=".fullYear" tiptext="根據本地時間，Date 物件的完整年份 (四位數的數字，如 2000)。" version="" helpurl="Date:AS3:fullYear:get" playername=""/>
						<string name="hoursUTC" object="Date" text=".hoursUTC" tiptext="根據全球時間 (UTC)，Date 物件當天的小時數 (從 0 到 23 的整數)。" version="" helpurl="Date:AS3:hoursUTC:get" playername=""/>
						<string name="hours" object="Date" text=".hours" tiptext="根據本地時間，Date 物件當天的小時部分 (從 0 到 23 的整數)。" version="" helpurl="Date:AS3:hours:get" playername=""/>
						<string name="millisecondsUTC" object="Date" text=".millisecondsUTC" tiptext="根據全球時間 (UTC)，Date 物件的毫秒 (從 0 到 999 的整數) 部分。" version="" helpurl="Date:AS3:millisecondsUTC:get" playername=""/>
						<string name="milliseconds" object="Date" text=".milliseconds" tiptext="根據本地時間，Date 物件的毫秒 (從 0 到 999 的整數) 部分。" version="" helpurl="Date:AS3:milliseconds:get" playername=""/>
						<string name="minutesUTC" object="Date" text=".minutesUTC" tiptext="根據全球時間 (UTC)，Date 物件的分鐘 (從 0 到 59 的整數) 部分。" version="" helpurl="Date:AS3:minutesUTC:get" playername=""/>
						<string name="minutes" object="Date" text=".minutes" tiptext="根據本地時間，Date 物件的分鐘部分 (從 0 到 59 的整數)。" version="" helpurl="Date:AS3:minutes:get" playername=""/>
						<string name="monthUTC" object="Date" text=".monthUTC" tiptext="根據全球時間 (UTC)，Date 物件的月份 (從 0 [一月] 到 11 [十二月) 部分。" version="" helpurl="Date:AS3:monthUTC:get" playername=""/>
						<string name="month" object="Date" text=".month" tiptext="根據本地時間，Date 物件的月份 (0 代表一月，1 代表二月，其它依此類推) 部分。" version="" helpurl="Date:AS3:month:get" playername=""/>
						<string name="secondsUTC" object="Date" text=".secondsUTC" tiptext="根據全球時間 (UTC)，Date 物件的秒鐘 (從 0 到 59 的整數) 部分。" version="" helpurl="Date:AS3:secondsUTC:get" playername=""/>
						<string name="seconds" object="Date" text=".seconds" tiptext="根據本地時間，Date 物件的秒鐘 (從 0 到 59 的整數) 部分。" version="" helpurl="Date:AS3:seconds:get" playername=""/>
						<string name="time" object="Date" text=".time" tiptext="Date 物件從全球時間 1970 年 1 月 1 日午夜開始計算的毫秒數。" version="" helpurl="Date:AS3:time:get" playername=""/>
						<string name="timezoneOffset" object="Date" text=".timezoneOffset" tiptext="全球時間 (UTC) 與電腦本地時間之間相差的分鐘數。" version="" helpurl="Date:AS3:timezoneOffset:get" playername=""/>
					</folder>
				</folder>
				<folder name="DefinitionError" id="DefinitionError" sort="true" index="true" asAncestors="Error,Object" tiptext="DefinitionError 類別代表當使用者程式碼試圖定義已定義的識別名稱時，所發生的錯誤。" helpurl="globalClassifier:DefinitionError">
					<folder name="方法" id="Methods" tiptext="DefinitionError 類別的方法" helpurl="globalClassifier:DefinitionError">
						<string name="DefinitionError" object="DefinitionError" text="new DefinitionError(%訊息:String%)" constructor="true" tiptext="建立新的 DefinitionError 物件。" version="1.0" helpurl="DefinitionError:DefinitionError" playername=""/>
					</folder>
				</folder>
				<folder name="Error" id="Error" sort="true" index="true" asAncestors="Object" tiptext="Error 類別含有在 Script 中發生之錯誤的相關資訊。" helpurl="globalClassifier:Error">
					<folder name="方法" id="Methods" tiptext="Error 類別的方法" helpurl="globalClassifier:Error">
						<string name="Error" object="Error" text="new Error(%訊息:String[,id:int=0]%)" constructor="true" tiptext="以指定的錯誤訊息建立新的 Error 實體。" version="4" helpurl="Error:Error" playername=""/>
						<string name="getStackTrace" object="Error" text=".getStackTrace(%%):String" tiptext="傳回可讀取形式的錯誤呼叫堆疊。" version="4" helpurl="Error:getStackTrace" playername=""/>
						<string name="toString" object="Error" text=".toString(%%):String" tiptext="傳回錯誤訊息；或是在未定義訊息時，傳回 &quot;Error&quot; 這個字。" version="4" helpurl="Error:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Error 類別的屬性" helpurl="globalClassifier:Error">
						<string name="message" object="Error" text=".message" tiptext="包含與 Error 物件有關聯的訊息。" version="" helpurl="Error:message" playername=""/>
						<string name="name" object="Error" text=".name" tiptext="包含 Error 物件的名稱。" version="" helpurl="Error:name" playername=""/>
						<string name="errorID" object="Error" text=".errorID" tiptext="包含與特定錯誤訊息相關聯的參照號碼。" version="" helpurl="Error:errorID:get" playername=""/>
					</folder>
				</folder>
				<folder name="EvalError" id="EvalError" sort="true" index="true" asAncestors="Error,Object" tiptext="EvalError 類別代表當使用者程式碼呼叫 eval() 函數，或嘗試以 Function 物件使用 new 運算子時，所發生的錯誤。" helpurl="globalClassifier:EvalError">
					<folder name="方法" id="Methods" tiptext="EvalError 類別的方法" helpurl="globalClassifier:EvalError">
						<string name="EvalError" object="EvalError" text="new EvalError(%訊息:String%)" constructor="true" tiptext="建立新的 EvalError 物件。" version="1.0" helpurl="EvalError:EvalError" playername=""/>
					</folder>
				</folder>
				<folder name="Function" id="Function" sort="true" index="true" asAncestors="Object" tiptext="函數是可在 ActionScript 中叫用的程式碼基本單位。" helpurl="globalClassifier:Function">
					<folder name="方法" id="Methods" tiptext="Function 類別的方法" helpurl="globalClassifier:Function">
						<string name="apply" object="Function" text=".apply(%[this引數:*=unknown,引數陣列:*=unknown]%)" tiptext="指定呼叫 Function 的物件實體。" version="4" helpurl="Function:AS3:apply" playername=""/>
						<string name="call" object="Function" text=".call(%[this引數:*=unknown,引數:restParam]%)" tiptext="叫用這個 Function。" version="4" helpurl="Function:AS3:call" playername=""/>
					</folder>
				</folder>
				<folder name="int" id="int" sort="true" index="true" asAncestors="Object" tiptext="int 類別可讓您使用代表 32 位元且具有正負號整數的資料類型。" helpurl="globalClassifier:int">
					<folder name="方法" id="Methods" tiptext="int 類別的方法" helpurl="globalClassifier:int">
						<string name="int" object="int" text="new int(%數值:Object%)" constructor="true" tiptext="建構函數；會建立新的 int 物件。" version="4" helpurl="int:int" playername=""/>
						<string name="toExponential" object="int" text=".toExponential(%小數點位元:uint%):String" tiptext="使用指數標記法傳回數字的字串形式。" version="4" helpurl="int:AS3:toExponential" playername=""/>
						<string name="toFixed" object="int" text=".toFixed(%小數點位元:uint%):String" tiptext="使用定點標記法傳回數字的字串形式。" version="4" helpurl="int:AS3:toFixed" playername=""/>
						<string name="toPrecision" object="int" text=".toPrecision(%精確度:uint%):String" tiptext="使用指數標記法或定點標記法，傳回數字的字串形式。" version="4" helpurl="int:AS3:toPrecision" playername=""/>
						<string name="toString" object="int" text=".toString(%進位基數:uint%):String" tiptext="傳回 int 物件的字串形式。" version="4" helpurl="int:AS3:toString" playername=""/>
						<string name="valueOf" object="int" text=".valueOf(%%):int" tiptext="傳回所指定 int 物件的基本值。" version="4" helpurl="int:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="int 類別的屬性" helpurl="globalClassifier:int">
						<string name="MAX_VALUE" object="int" text="int.MAX_VALUE" constant="true" tiptext="可表示的 32 位元具有正負號的最大整數，也就是 2,147,483,647。" version="" helpurl="int:MAX_VALUE" playername=""/>
						<string name="MIN_VALUE" object="int" text="int.MIN_VALUE" constant="true" tiptext="可表示的 32 位元具有正負號的最小整數，也就是 -2,147,483,648。" version="" helpurl="int:MIN_VALUE" playername=""/>
					</folder>
				</folder>
				<folder name="Math" id="Math" sort="true" index="true" asAncestors="Object" tiptext="Math 類別包含了代表常用數學函數與值的方法和常數。" helpurl="globalClassifier:Math">
					<folder name="方法" id="Methods" tiptext="Math 類別的方法" helpurl="globalClassifier:Math">
						<string name="abs" object="Math" text="Math.abs(%值:Number%):Number" static="true" tiptext="傳回指定之 Number 的絕對值。" version="4" helpurl="Math:abs" playername=""/>
						<string name="acos" object="Math" text="Math.acos(%值:Number%):Number" static="true" tiptext="傳回指定之 Number 的反餘弦值，以弧度為單位。" version="4" helpurl="Math:acos" playername=""/>
						<string name="asin" object="Math" text="Math.asin(%值:Number%):Number" static="true" tiptext="傳回指定之 Number 參數的反正弦值，以弧度為單位。" version="4" helpurl="Math:asin" playername=""/>
						<string name="atan2" object="Math" text="Math.atan2(%y:Number,x:Number%):Number" static="true" tiptext="以弧度為單位，傳回從圓的 x 軸逆時針測量時，該點之 y/x 的角度。" version="4" helpurl="Math:atan2" playername=""/>
						<string name="atan" object="Math" text="Math.atan(%值:Number%):Number" static="true" tiptext="傳回以弧度為單位的夾角，其正切值由參數值指定。" version="4" helpurl="Math:atan" playername=""/>
						<string name="ceil" object="Math" text="Math.ceil(%值:Number%):Number" static="true" tiptext="傳回指定之數字或運算式的最小整數。" version="4" helpurl="Math:ceil" playername=""/>
						<string name="cos" object="Math" text="Math.cos(%角度弧度:Number%):Number" static="true" tiptext="傳回指定之夾角的餘弦值。" version="4" helpurl="Math:cos" playername=""/>
						<string name="exp" object="Math" text="Math.exp(%值:Number%):Number" static="true" tiptext="傳回自然對數之底數 (e) 的次方值，此值是參數值中指定的指數。" version="4" helpurl="Math:exp" playername=""/>
						<string name="floor" object="Math" text="Math.floor(%值:Number%):Number" static="true" tiptext="傳回參數值中指定之數字或運算式的最大整數。" version="4" helpurl="Math:floor" playername=""/>
						<string name="log" object="Math" text="Math.log(%值:Number%):Number" static="true" tiptext="傳回參數值的自然對數。" version="4" helpurl="Math:log" playername=""/>
						<string name="max" object="Math" text="Math.max(%值1:Number,值2:Number,無限的參數數目:長度不定的引數%):Number" static="true" tiptext="評估參數 值1 與 值2 並傳回較大的值。" version="4" helpurl="Math:max" playername=""/>
						<string name="min" object="Math" text="Math.min(%值1:Number,值2:Number,其他:長度不定的引數%):Number" static="true" tiptext="評估參數 值1 與 值2 並傳回較小的值。" version="4" helpurl="Math:min" playername=""/>
						<string name="pow" object="Math" text="Math.pow(%底數:Number,指數:Number%):Number" static="true" tiptext="傳回 值1 的 值2 次方。" version="4" helpurl="Math:pow" playername=""/>
						<string name="random" object="Math" text="Math.random(%%):Number" static="true" tiptext="傳回虛擬亂數 n，其中 0 &amp;lt;= n &amp;lt; 1。" version="4" helpurl="Math:random" playername=""/>
						<string name="round" object="Math" text="Math.round(%值:Number%):Number" static="true" tiptext="傳回參數值四捨五入為最接近整數的值。" version="4" helpurl="Math:round" playername=""/>
						<string name="sin" object="Math" text="Math.sin(%角度弧度:Number%):Number" static="true" tiptext="傳回指定之夾角的正弦值。" version="4" helpurl="Math:sin" playername=""/>
						<string name="sqrt" object="Math" text="Math.sqrt(%值:Number%):Number" static="true" tiptext="傳回指定之數字的平方根。" version="4" helpurl="Math:sqrt" playername=""/>
						<string name="tan" object="Math" text="Math.tan(%角度弧度:Number%):Number" static="true" tiptext="傳回指定之夾角的正切值。" version="4" helpurl="Math:tan" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Math 類別的屬性" helpurl="globalClassifier:Math">
						<string name="E" object="Math" text="Math.E" constant="true" tiptext="數學常數，代表自然對數的底數，以 e 表示。" version="" helpurl="Math:E" playername=""/>
						<string name="LN10" object="Math" text="Math.LN10" constant="true" tiptext="數學常數，代表 10 的自然對數，以 loge10 表示，近似值為 2.302585092994046。" version="" helpurl="Math:LN10" playername=""/>
						<string name="LN2" object="Math" text="Math.LN2" constant="true" tiptext="數學常數，代表 2 的自然對數，以 loge2 表示，近似值為 0.6931471805599453。" version="" helpurl="Math:LN2" playername=""/>
						<string name="LOG10E" object="Math" text="Math.LOG10E" constant="true" tiptext="數學常數，代表常數 e (Math.E) 的對數 (以 10 為底)，以 log10e 表示，近似值為 0.4342944819032518。" version="" helpurl="Math:LOG10E" playername=""/>
						<string name="LOG2E" object="Math" text="Math.LOG2E" constant="true" tiptext="數學常數，代表常數 e 的對數 (以 2 為底)，以 log2e 表示，近似值為 1.442695040888963387。" version="" helpurl="Math:LOG2E" playername=""/>
						<string name="PI" object="Math" text="Math.PI" constant="true" tiptext="數學常數，代表圓周與直徑的比例，以 pi 表示，其值為 3.141592653589793。" version="" helpurl="Math:PI" playername=""/>
						<string name="SQRT1_2" object="Math" text="Math.SQRT1_2" constant="true" tiptext="數學常數，代表 1/2 的平方根，近似值為 0.7071067811865476。" version="" helpurl="Math:SQRT1_2" playername=""/>
						<string name="SQRT2" object="Math" text="Math.SQRT2" constant="true" tiptext="數學常數，代表 2 的平方根，近似值為 1.4142135623730951。" version="" helpurl="Math:SQRT2" playername=""/>
					</folder>
				</folder>
				<folder name="Namespace" id="Namespace" sort="true" index="true" asAncestors="Object" tiptext="Namespace 類別包含用來定義及使用命名空間的方法和屬性。" helpurl="globalClassifier:Namespace">
					<folder name="方法" id="Methods" tiptext="Namespace 類別的方法" helpurl="globalClassifier:Namespace">
						<string name="Namespace" object="Namespace" text="new Namespace(%prefix值:*,uri值:*%)" constructor="true" tiptext="建立 Namespace 物件，指定 prefix值 與 uri值。" version="9" helpurl="Namespace:Namespace" playername=""/>
						<string name="Namespace" object="Namespace" text="new Namespace(%uri值:*%)" constructor="true" tiptext="建立 Namespace 物件，指定 uri 值。" version="9" helpurl="Namespace:Namespace" playername=""/>
						<string name="toString" object="Namespace" text=".toString(%%):String" tiptext="相當於 Namespace.uri 屬性。" version="9" helpurl="Namespace:AS3:toString" playername=""/>
						<string name="valueOf" object="Namespace" text=".valueOf(%%):String" tiptext="相當於 Namespace.uri 屬性。" version="9" helpurl="Namespace:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Namespace 類別的屬性" helpurl="globalClassifier:Namespace">
						<string name="prefix" object="Namespace" text=".prefix" tiptext="命名空間的前置詞。" version="" helpurl="Namespace:prefix:get" playername=""/>
						<string name="uri" object="Namespace" text=".uri" tiptext="命名空間的統一資源識別名稱 (URI)。" version="" helpurl="Namespace:uri:get" playername=""/>
					</folder>
				</folder>
				<folder name="Number" id="Number" sort="true" index="true" asAncestors="Object" tiptext="代表 IEEE-754 雙精度浮點數的資料類型。" helpurl="globalClassifier:Number">
					<folder name="方法" id="Methods" tiptext="Number 類別的方法" helpurl="globalClassifier:Number">
						<string name="Number" object="Number" text="new Number(%數字:Object%)" constructor="true" tiptext="建立具有指定值的 Number。" version="4" helpurl="Number:Number" playername=""/>
						<string name="toExponential" object="Number" text=".toExponential(%小數點位元:uint%):String" tiptext="使用指數標記法傳回數字的字串形式。" version="4" helpurl="Number:AS3:toExponential" playername=""/>
						<string name="toFixed" object="Number" text=".toFixed(%小數點位元:uint%):String" tiptext="使用定點標記法傳回數字的字串形式。" version="4" helpurl="Number:AS3:toFixed" playername=""/>
						<string name="toPrecision" object="Number" text=".toPrecision(%精確度:uint%):String" tiptext="使用指數標記法或定點標記法，傳回數字的字串形式。" version="4" helpurl="Number:AS3:toPrecision" playername=""/>
						<string name="toString" object="Number" text=".toString(%[進位基數:Number=10]%):String" tiptext="使用指定的進位基數參數做為底數，傳回此 Number 的字串形式。" version="4" helpurl="Number:AS3:toString" playername=""/>
						<string name="valueOf" object="Number" text=".valueOf(%%):Number" tiptext="傳回指定之 Number 物件的基本值類型。" version="4" helpurl="Number:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Number 類別的屬性" helpurl="globalClassifier:Number">
						<string name="MAX_VALUE" object="Number" text="Number.MAX_VALUE" constant="true" tiptext="最大的可表示數字 (雙精度 IEEE-754)。" version="" helpurl="Number:MAX_VALUE" playername=""/>
						<string name="MIN_VALUE" object="Number" text="Number.MIN_VALUE" constant="true" tiptext="最小的可表示非負數、非零數字 (雙精度 IEEE-754)。" version="" helpurl="Number:MIN_VALUE" playername=""/>
						<string name="NEGATIVE_INFINITY" object="Number" text="Number.NEGATIVE_INFINITY" constant="true" tiptext="指定代表負無限大的 IEEE-754 值。" version="" helpurl="Number:NEGATIVE_INFINITY" playername=""/>
						<string name="NaN" object="Number" text="Number.NaN" constant="true" tiptext="代表「非數字」(NaN) 的 IEEE-754 值。" version="" helpurl="Number:NaN" playername=""/>
						<string name="POSITIVE_INFINITY" object="Number" text="Number.POSITIVE_INFINITY" constant="true" tiptext="指定代表正無限大的 IEEE-754 值。" version="" helpurl="Number:POSITIVE_INFINITY" playername=""/>
					</folder>
				</folder>
				<folder name="Object" id="Object" sort="true" index="true" tiptext="Object 類別位於 ActionScript 執行階段類別階層架構的根部。" helpurl="globalClassifier:Object">
					<folder name="方法" id="Methods" tiptext="Object 類別的方法" helpurl="globalClassifier:Object">
						<string name="Object" object="Object" text="new Object(%%)" constructor="true" tiptext="建立 Object 物件，並且在該物件的建構函式屬性中，儲存該物件的建構函式方法參照。" version="4" helpurl="Object:Object" playername=""/>
						<string name="hasOwnProperty" object="Object" text=".hasOwnProperty(%名稱:String%):Boolean" tiptext="指出物件是否有已定義的指定屬性。" version="4" helpurl="Object:AS3:hasOwnProperty" playername=""/>
						<string name="isPrototypeOf" object="Object" text=".isPrototypeOf(%類別:Object%):Boolean" tiptext="指出 Object 類別的實體是否位於指定為參數的物件原型鏈中。" version="4" helpurl="Object:AS3:isPrototypeOf" playername=""/>
						<string name="propertyIsEnumerable" object="Object" text=".propertyIsEnumerable(%名稱:String%):Boolean" tiptext="指出指定的屬性是否存在，以及是否可列舉。" version="4" helpurl="Object:AS3:propertyIsEnumerable" playername=""/>
						<string name="setPropertyIsEnumerable" object="Object" text=".setPropertyIsEnumerable(%名稱:String[,可列舉:Boolean=true]%):void" tiptext="設定動態屬性的可用性以進行迴圈運算。" version="4" helpurl="Object:setPropertyIsEnumerable" playername=""/>
						<string name="toLocaleString" object="Object" text=".toLocaleString(%%):String" tiptext="傳回代表此物件的字串，根據地區特定慣例進行格式化。" version="4" helpurl="Object:toLocaleString" playername=""/>
						<string name="toString" object="Object" text=".toString(%%):String" tiptext="傳回指定之物件的字串形式。" version="4" helpurl="Object:toString" playername=""/>
						<string name="valueOf" object="Object" text=".valueOf(%%):Object" tiptext="傳回指定之物件的基本值。" version="4" helpurl="Object:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Object 類別的屬性" helpurl="globalClassifier:Object">
						<string name="constructor" object="Object" text=".constructor" tiptext="類別物件的參照或是特定物件實體的建構函數。" version="" helpurl="Object:constructor" playername=""/>
						<string name="prototype" object="Object" text=".prototype" tiptext="類別或函數物件之原型物件的參照。" version="" helpurl="Object:prototype" playername=""/>
					</folder>
				</folder>
				<folder name="QName" id="QName" sort="true" index="true" asAncestors="Object" tiptext="QName 物件代表 XML 元素與屬性的限定名稱。" helpurl="globalClassifier:QName">
					<folder name="方法" id="Methods" tiptext="QName 類別的方法" helpurl="globalClassifier:QName">
						<string name="QName" object="QName" text="new QName(%Q名稱:QName%)" constructor="true" tiptext="建立 QName 物件，該物件是另一個 QName 物件的副本。" version="9" helpurl="QName:QName" playername=""/>
						<string name="QName" object="QName" text="new QName(%uri:Namespace,區域名稱:QName%)" constructor="true" tiptext="使用 Namespace 物件中的 URI 物件以及 QName 物件中的 localName 來建立 QName 物件。" version="9" helpurl="QName:QName" playername=""/>
						<string name="toString" object="QName" text=".toString(%%):String" tiptext="傳回字串，該字串由 URI 及 QName 物件的區域名稱組成，兩者以 &quot;::&quot; 分隔。" version="9" helpurl="QName:AS3:toString" playername=""/>
						<string name="valueOf" object="QName" text=".valueOf(%%):QName" tiptext="傳回 QName 物件。" version="9" helpurl="QName:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="QName 類別的屬性" helpurl="globalClassifier:QName">
						<string name="localName" object="QName" text=".localName" tiptext="QName 物件的區域名稱。" version="" helpurl="QName:localName:get" playername=""/>
						<string name="uri" object="QName" text=".uri" tiptext="QName 物件的統一資源識別名稱 (URI)。" version="" helpurl="QName:uri:get" playername=""/>
					</folder>
				</folder>
				<folder name="RangeError" id="RangeError" sort="true" index="true" asAncestors="Error,Object" tiptext="當數值位於可接受範圍之外時，便會擲回 RangeError 例外。" helpurl="globalClassifier:RangeError">
					<folder name="方法" id="Methods" tiptext="RangeError 類別的方法" helpurl="globalClassifier:RangeError">
						<string name="RangeError" object="RangeError" text="new RangeError(%訊息:String%)" constructor="true" tiptext="建立新的 RangeError 物件。" version="1.0" helpurl="RangeError:RangeError" playername=""/>
					</folder>
				</folder>
				<folder name="ReferenceError" id="ReferenceError" sort="true" index="true" asAncestors="Error,Object" tiptext="嘗試對密封 (非動態) 的物件參照未定義的屬性時，便會擲回 ReferenceError 例外。" helpurl="globalClassifier:ReferenceError">
					<folder name="方法" id="Methods" tiptext="ReferenceError 類別的方法" helpurl="globalClassifier:ReferenceError">
						<string name="ReferenceError" object="ReferenceError" text="new ReferenceError(%訊息:Stringg%)" constructor="true" tiptext="建立新的 ReferenceError 物件。" version="1.0" helpurl="ReferenceError:ReferenceError" playername=""/>
					</folder>
				</folder>
				<folder name="RegExp" id="RegExp" sort="true" index="true" asAncestors="Object" tiptext="RegExp 類別可讓您使用規則運算式，也就是能夠用來在字串中執行搜尋，並取代字串中之文字的樣式。" helpurl="globalClassifier:RegExp">
					<folder name="方法" id="Methods" tiptext="RegExp 類別的方法" helpurl="globalClassifier:RegExp">
						<string name="RegExp" object="RegExp" text="new RegExp(%re:String,旗標:String%)" constructor="true" tiptext="可讓您透過兩個字串建構規則運算式。" version="9" helpurl="RegExp:RegExp" playername=""/>
						<string name="exec" object="RegExp" text=".exec(%字串:String%):Object" tiptext="利用規則運算式，以指定的字串字串執行「字串」搜尋。" version="4" helpurl="RegExp:AS3:exec" playername=""/>
						<string name="test" object="RegExp" text=".test(%字串:String%):Boolean" tiptext="測試指定字串「字串」中，規則運算式的相符情形。" version="4" helpurl="RegExp:AS3:test" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RegExp 類別的屬性" helpurl="globalClassifier:RegExp">
						<string name="dotall" object="RegExp" text=".dotall" tiptext="指定規則運算式樣式中的點字元 (.) 是否符合換行字元。" version="" helpurl="RegExp:dotall:get" playername=""/>
						<string name="extended" object="RegExp" text=".extended" tiptext="指定是否針對規則運算式使用延伸模式。" version="" helpurl="RegExp:extended:get" playername=""/>
						<string name="global" object="RegExp" text=".global" tiptext="指定是否針對規則運算式使用全域模式。" version="" helpurl="RegExp:global:get" playername=""/>
						<string name="ignoreCase" object="RegExp" text=".ignoreCase" tiptext="指定規則運算式是否忽略大小寫。" version="" helpurl="RegExp:ignoreCase:get" playername=""/>
						<string name="lastIndex" object="RegExp" text=".lastIndex" tiptext="指定字串中開始下一次搜尋的索引位置。" version="" helpurl="RegExp:lastIndex:get" playername=""/>
						<string name="multiline" object="RegExp" text=".multiline" tiptext="指定是否設定 m (multiline) 旗標。" version="" helpurl="RegExp:multiline:get" playername=""/>
						<string name="source" object="RegExp" text=".source" tiptext="指定規則運算式的樣式部分。" version="" helpurl="RegExp:source:get" playername=""/>
					</folder>
				</folder>
				<folder name="SecurityError" id="SecurityError" sort="true" index="true" asAncestors="Error,Object" tiptext="發生某種安全性違規時，便會擲回 SecurityError 例外。" helpurl="globalClassifier:SecurityError">
					<folder name="方法" id="Methods" tiptext="SecurityError 類別的方法" helpurl="globalClassifier:SecurityError">
						<string name="SecurityError" object="SecurityError" text="new SecurityError(%訊息:String%)" constructor="true" tiptext="建立新的 SecurityError 物件。" version="1.0" helpurl="SecurityError:SecurityError" playername=""/>
					</folder>
				</folder>
				<folder name="String" id="String" sort="true" index="true" asAncestors="Object" tiptext="String 類別是代表字元字串的資料類型。" helpurl="globalClassifier:String">
					<folder name="方法" id="Methods" tiptext="String 類別的方法" helpurl="globalClassifier:String">
						<string name="String" object="String" text="new String(%值:String%)" constructor="true" tiptext="建立初始化為所指定字串的新 String 物件。" version="4" helpurl="String:String" playername=""/>
						<string name="charAt" object="String" text=".charAt(%[索引::Number=0]%):String" tiptext="傳回位於 index 參數所指定位置的字元。" version="4" helpurl="String:AS3:charAt" playername=""/>
						<string name="charCodeAt" object="String" text=".charCodeAt(%[索引::Number=0]%):Number" tiptext="傳回位於指定 index 之字元的數字 Unicode 字元碼。" version="4" helpurl="String:AS3:charCodeAt" playername=""/>
						<string name="concat" object="String" text=".concat(%引數:長度不定的引數%):String" tiptext="將所提供的引數附加至 String 物件的結尾、視需要將這些引數轉換成字串，並傳回所產生的字串。" version="4" helpurl="String:AS3:concat" playername=""/>
						<string name="fromCharCode" object="String" text="String.fromCharCode(%字元碼:長度不定的引數%):String" static="true" tiptext="會傳回參數中 Unicode 字元碼代表之字元所組成的字串。" version="4" helpurl="String:AS3:fromCharCode" playername=""/>
						<string name="indexOf" object="String" text=".indexOf(%值:String[,開始索引:Number=0]%):int" tiptext="搜尋字串，並傳回在呼叫字串內 開始索引 或之後所找到第一個值的位置。" version="4" helpurl="String:AS3:indexOf" playername=""/>
						<string name="lastIndexOf" object="String" text=".lastIndexOf(%值:String[,開始索引:Number=0x7FFFFFFF]%):int" tiptext="由右至左搜尋字串，並傳回在 開始索引 之前找到而最後出現之值的索引。" version="4" helpurl="String:AS3:lastIndexOf" playername=""/>
						<string name="localeCompare" object="String" text=".localeCompare(%其它:String,值:長度不定的引數%):int" tiptext="會比較兩個或以上字串的排序順序，並以整數形式傳回比較的結果。" version="1.0" helpurl="String:AS3:localeCompare" playername=""/>
						<string name="match" object="String" text=".match(%樣式:*%):Array" tiptext="比對指定的 pattern 與字串。" version="1.0" helpurl="String:AS3:match" playername=""/>
						<string name="replace" object="String" text=".replace(%樣式:*,取代:Object%):String" tiptext="根據該字串比對指定的 pattern，並傳回新的字串，其中第一個符合的 pattern 會被 repl 指定的內容取代。" version="1.0" helpurl="String:AS3:replace" playername=""/>
						<string name="search" object="String" text=".search(%樣式:*%):int" tiptext="搜尋指定的 pattern，並傳回第一個符合子字串的索引。" version="1.0" helpurl="String:AS3:search" playername=""/>
						<string name="slice" object="String" text=".slice(%[開始索引:Number=0,結束索引:Number=0x7fffffff]%):String" tiptext="傳回字串，其中包含 開始索引 字元以及直到 結束索引 字元 (但不包括該字元) 的所有字元。" version="1.0" helpurl="String:AS3:slice" playername=""/>
						<string name="split" object="String" text=".split(%分隔符號:*[,限制:Number=0x7fffffff]%):Array" tiptext="在所指定 delimiter 參數出現的位置進行分割，將 String 物件分成子字串的陣列。" version="1.0" helpurl="String:AS3:split" playername=""/>
						<string name="substr" object="String" text=".substr(%[開始索引:Number=0,長度:Number=0x7fffffff]%):String" tiptext="傳回子字串，其中包含從指定之 開始索引 開始，並具有由 長度 指定之長度的字元。" version="1.0" helpurl="String:AS3:substr" playername=""/>
						<string name="substring" object="String" text=".substring(%[開始索引:Number=0,結束索引:Number=0x7fffffff]%):String" tiptext="傳回字串，其中包含由 開始索引 所指定的字元以及直到 結束索引 - 1 的所有字元。" version="1.0" helpurl="String:AS3:substring" playername=""/>
						<string name="toLocaleLowerCase" object="String" text=".toLocaleLowerCase(%%):String" tiptext="傳回此字串的副本，其中所有大寫字元都轉換成小寫字元。" version="1.0" helpurl="String:AS3:toLocaleLowerCase" playername=""/>
						<string name="toLocaleUpperCase" object="String" text=".toLocaleUpperCase(%%):String" tiptext="傳回此字串的副本，其中所有小寫字元都轉換成大寫字元。" version="1.0" helpurl="String:AS3:toLocaleUpperCase" playername=""/>
						<string name="toLowerCase" object="String" text=".toLowerCase(%%):String" tiptext="傳回此字串的副本，其中所有大寫字元都轉換成小寫字元。" version="1.0" helpurl="String:AS3:toLowerCase" playername=""/>
						<string name="toUpperCase" object="String" text=".toUpperCase(%%):String" tiptext="傳回此字串的副本，其中所有小寫字元都轉換成大寫字元。" version="1.0" helpurl="String:AS3:toUpperCase" playername=""/>
						<string name="valueOf" object="String" text=".valueOf(%%):String" tiptext="傳回 String 實體的基本值。" version="1.0" helpurl="String:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="String 類別的屬性" helpurl="globalClassifier:String">
						<string name="length" object="String" text=".length" tiptext="整數，指定在指定之 String 物件中的字元數。" version="" helpurl="String:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="SyntaxError" id="SyntaxError" sort="true" index="true" asAncestors="Error,Object" tiptext="由於下列其中一項原因而發生剖析錯誤時，便會擲回 SyntaxError 例外：" helpurl="globalClassifier:SyntaxError">
					<folder name="方法" id="Methods" tiptext="SyntaxError 類別的方法" helpurl="globalClassifier:SyntaxError">
						<string name="SyntaxError" object="SyntaxError" text="new SyntaxError(%訊息:String%)" constructor="true" tiptext="建立新的 SyntaxError 物件。" version="1.0" helpurl="SyntaxError:SyntaxError" playername=""/>
					</folder>
				</folder>
				<folder name="TypeError" id="TypeError" sort="true" index="true" asAncestors="Error,Object" tiptext="當運算元的實際類型不同於預期的類型時，便會擲回 TypeError 例外。" helpurl="globalClassifier:TypeError">
					<folder name="方法" id="Methods" tiptext="TypeError 類別的方法" helpurl="globalClassifier:TypeError">
						<string name="TypeError" object="TypeError" text="new TypeError(%訊息:String%)" constructor="true" tiptext="建立新的 TypeError 物件。" version="1.0" helpurl="TypeError:TypeError" playername=""/>
					</folder>
				</folder>
				<folder name="uint" id="uint" sort="true" index="true" asAncestors="Object" tiptext="uint 類別可提供方法，使用代表 32 位元無正負號整數的資料類型。" helpurl="globalClassifier:uint">
					<folder name="方法" id="Methods" tiptext="uint 類別的方法" helpurl="globalClassifier:uint">
						<string name="uint" object="uint" text="new uint(%數字:Object%)" constructor="true" tiptext="建立新的 uint 物件。" version="4" helpurl="uint:uint" playername=""/>
						<string name="toExponential" object="uint" text=".toExponential(%小數點位元:uint%):String" tiptext="使用指數標記法傳回數字的字串形式。" version="4" helpurl="uint:AS3:toExponential" playername=""/>
						<string name="toFixed" object="uint" text=".toFixed(%小數點位元:uint%):String" tiptext="使用定點標記法傳回數字的字串形式。" version="4" helpurl="uint:AS3:toFixed" playername=""/>
						<string name="toPrecision" object="uint" text=".toPrecision(%精確度:uint%):String" tiptext="使用指數標記法或定點標記法，傳回數字的字串形式。" version="4" helpurl="uint:AS3:toPrecision" playername=""/>
						<string name="toString" object="uint" text=".toString(%進位基數:uint%):String" tiptext="傳回 uint 物件的字串形式。" version="4" helpurl="uint:AS3:toString" playername=""/>
						<string name="valueOf" object="uint" text=".valueOf(%%):uint" tiptext="傳回所指定 uint 物件的基本 uint 類型值。" version="4" helpurl="uint:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="uint 類別的屬性" helpurl="globalClassifier:uint">
						<string name="MAX_VALUE" object="uint" text="uint.MAX_VALUE" constant="true" tiptext="可表示的最大 32 位元無正負號整數，也就是 4,294,967,295。" version="" helpurl="uint:MAX_VALUE" playername=""/>
						<string name="MIN_VALUE" object="uint" text="uint.MIN_VALUE" constant="true" tiptext="可表示的最小無正負號整數，也就是 0。" version="" helpurl="uint:MIN_VALUE" playername=""/>
					</folder>
				</folder>
				<folder name="URIError" id="URIError" sort="true" index="true" asAncestors="Error,Object" tiptext="當其中一個全域 URI 處理函數以不相容於其定義的方式使用時，便會擲回 URIError 例外。" helpurl="globalClassifier:URIError">
					<folder name="方法" id="Methods" tiptext="URIError 類別的方法" helpurl="globalClassifier:URIError">
						<string name="URIError" object="URIError" text="new URIError(%訊息:String%)" constructor="true" tiptext="建立新的 URIError 物件。" version="1.0" helpurl="URIError:URIError" playername=""/>
					</folder>
				</folder>
				<folder name="Vector" id="Vector" sort="true" index="true" asAncestors="Object" tiptext="Vector 類別能讓您存取及操作向量 (即所有元素都具有相同資料類型的陣列)。" helpurl="globalClassifier:Vector">
					<folder name="方法" id="Methods" tiptext="Vector 類別的方法" helpurl="globalClassifier:Vector">
						<string name="Vector" object="Vector" text="new Vector(%[長度:uint=0,固定:Boolean=false]%)" constructor="true" tiptext="建立具有指定基底類型的 Vector。" version="4" helpurl="Vector:Vector" playername=""/>
						<string name="concat" object="Vector" text=".concat(%引數:長度不定的引數%):Vector$T" tiptext="連接參數中指定的元素。" version="4" helpurl="Vector:AS3:concat" playername=""/>
						<string name="every" object="Vector" text=".every(%回呼:Function[,這物件:Object=null]%):Boolean" tiptext="針對 Vector 中的每個項目執行測試函數，直到到達針對指定之函數傳回 false 的項目為止。" version="4" helpurl="Vector:AS3:every" playername=""/>
						<string name="filter" object="Vector" text=".filter(%回呼:Function[,這物件:Object=null]%):Vector$T" tiptext="針對 Vector 中的每個項目執行測試函數，並傳回新的 Vector，其中包含針對指定之函數傳回 true 的所有項目。" version="4" helpurl="Vector:AS3:filter" playername=""/>
						<string name="forEach" object="Vector" text=".forEach(%回呼:Function[,這物件:Object=null]%):void" tiptext="針對 Vector 中的每個項目執行函數。" version="4" helpurl="Vector:AS3:forEach" playername=""/>
						<string name="indexOf" object="Vector" text=".indexOf(%搜尋元素:T[,索引:int=0]%):int" tiptext="在 Vector 中搜尋某個項目，並傳回該項目的索引位置。" version="4" helpurl="Vector:AS3:indexOf" playername=""/>
						<string name="join" object="Vector" text=".join(%[分隔鍵:String=,]%):String" tiptext="將 Vector 中的元素轉換成字串。" version="4" helpurl="Vector:AS3:join" playername=""/>
						<string name="lastIndexOf" object="Vector" text=".lastIndexOf(%搜尋元素:T[,索引:int=0x7fffffff]%):int" tiptext="在 Vector 中搜尋某個項目 (從指定的索引位置往回搜尋)，並傳回符合之項目的索引位置。" version="4" helpurl="Vector:AS3:lastIndexOf" playername=""/>
						<string name="map" object="Vector" text=".map(%回呼:Function[,這物件:Object=null]%):Vector$T" tiptext="針對 Vector 中的每個項目執行函數，並傳回新的 Vector，其中的項目會分別對應於針對此 Vector 中每個項目呼叫函數的結果。" version="4" helpurl="Vector:AS3:map" playername=""/>
						<string name="pop" object="Vector" text=".pop(%%):T" tiptext="移除 Vector 中的最後一個元素，並傳回該元素。" version="4" helpurl="Vector:AS3:pop" playername=""/>
						<string name="push" object="Vector" text=".push(%引數:長度不定的引數%):uint" tiptext="在 Vector 結尾加入一個或多個元素，並傳回新的 Vector 長度。" version="4" helpurl="Vector:AS3:push" playername=""/>
						<string name="reverse" object="Vector" text=".reverse(%%):Vector$T" tiptext="將 Vector 中的元素順序反轉。" version="4" helpurl="Vector:AS3:reverse" playername=""/>
						<string name="shift" object="Vector" text=".shift(%%):T" tiptext="移除 Vector 中的第一個元素，並傳回該元素。" version="4" helpurl="Vector:AS3:shift" playername=""/>
						<string name="slice" object="Vector" text=".slice(%[開始索引:int=0,結束索引:int=16777215]%):Vector$T" tiptext="傳回由原始 Vector 中的元素範圍組成的新 Vector。" version="4" helpurl="Vector:AS3:slice" playername=""/>
						<string name="some" object="Vector" text=".some(%回呼:Function[,這物件:Object=null]%):Boolean" tiptext="針對 Vector 中的每個項目執行測試函數，直到到達傳回 true 的項目為止。" version="4" helpurl="Vector:AS3:some" playername=""/>
						<string name="sort" object="Vector" text=".sort(%比較函數:Function%):Vector$T" tiptext="對 Vector 中的元素進行排序。" version="4" helpurl="Vector:AS3:sort" playername=""/>
						<string name="splice" object="Vector" text=".splice(%起始索引:int[,刪除計數:uint=4294967295,項目:restParam]%):Vector$T" tiptext="在 Vector 中增加和移除元素。" version="4" helpurl="Vector:AS3:splice" playername=""/>
						<string name="toLocaleString" object="Vector" text=".toLocaleString(%%):String" tiptext="傳回字串，此字串代表指定之 Vector 中的元素。" version="4" helpurl="Vector:toLocaleString" playername=""/>
						<string name="toString" object="Vector" text=".toString(%%):String" tiptext="傳回字串，此字串代表 Vector 中的元素。" version="4" helpurl="Vector:toString" playername=""/>
						<string name="unshift" object="Vector" text=".unshift(%引數:長度不定的引數%):uint" tiptext="在 Vector 開頭加入一個或多個元素，並傳回新的 Vector 長度。" version="4" helpurl="Vector:AS3:unshift" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Vector 類別的屬性" helpurl="globalClassifier:Vector">
						<string name="fixed" object="Vector" text=".fixed" tiptext="指出是否可以變更 Vector 的 length 屬性。" version="" helpurl="Vector:fixed:get" playername=""/>
						<string name="length" object="Vector" text=".length" tiptext="在 Vector 中可以使用的有效索引範圍。" version="" helpurl="Vector:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="VerifyError" id="VerifyError" sort="true" index="true" asAncestors="Error,Object" tiptext="VerifyError 類別代表遭遇格式不正確或損毀的 SWF 檔時所發生的錯誤。" helpurl="globalClassifier:VerifyError">
					<folder name="方法" id="Methods" tiptext="VerifyError 類別的方法" helpurl="globalClassifier:VerifyError">
						<string name="VerifyError" object="VerifyError" text="new VerifyError(%訊息:String%)" constructor="true" tiptext="建立新的 VerifyError 物件。" version="1.0" helpurl="VerifyError:VerifyError" playername=""/>
					</folder>
				</folder>
				<folder name="XML" id="XML" sort="true" index="true" asAncestors="Object" tiptext="XML 類別包含使用 XML 物件的方法和屬性。" helpurl="globalClassifier:XML">
					<folder name="方法" id="Methods" tiptext="XML 類別的方法" helpurl="globalClassifier:XML">
						<string name="XML" object="XML" text="new XML(%值:Object%)" constructor="true" tiptext="建立新的 XML 物件。" version="9" helpurl="XML:XML" playername=""/>
						<string name="addNamespace" object="XML" text=".addNamespace(%命名空間:Object%):XML" tiptext="將命名空間加入 XML 物件的範圍內命名空間組。" version="9" helpurl="XML:AS3:addNamespace" playername=""/>
						<string name="appendChild" object="XML" text=".appendChild(%子節點:Object%):XML" tiptext="將指定的子節點系附加到 XML 物件之屬性的結尾。" version="9" helpurl="XML:AS3:appendChild" playername=""/>
						<string name="attribute" object="XML" text=".attribute(%屬性名稱:*%):XMLList" tiptext="傳回名稱符合 attributeName 參數之特質的 XML 值。" version="9" helpurl="XML:AS3:attribute" playername=""/>
						<string name="attributes" object="XML" text=".attributes(%%):XMLList" tiptext="傳回所指定 XML 物件的屬性值清單。" version="9" helpurl="XML:AS3:attributes" playername=""/>
						<string name="childIndex" object="XML" text=".childIndex(%%):int" tiptext="識別在其父輩內容中，此 XML 物件從零開始的索引位置。" version="9" helpurl="XML:AS3:childIndex" playername=""/>
						<string name="child" object="XML" text=".child(%屬性名稱:Object%):XMLList" tiptext="列出 XML 物件的子系。" version="9" helpurl="XML:AS3:child" playername=""/>
						<string name="children" object="XML" text=".children(%%):XMLList" tiptext="以出現的序列列出 XML 物件的子系。" version="9" helpurl="XML:AS3:children" playername=""/>
						<string name="comments" object="XML" text=".comments(%%):XMLList" tiptext="列出包含 XML 註解的 XML 物件屬性。" version="9" helpurl="XML:AS3:comments" playername=""/>
						<string name="contains" object="XML" text=".contains(%值:XML%):Boolean" tiptext="比較 XML 物件與指定的值參數。" version="9" helpurl="XML:AS3:contains" playername=""/>
						<string name="copy" object="XML" text=".copy(%%):XML" tiptext="傳回指定之 XML 物件的副本。" version="9" helpurl="XML:AS3:copy" playername=""/>
						<string name="defaultSettings" object="XML" text="XML.defaultSettings(%%):Object" static="true" tiptext="傳回將下列屬性設定為預設值的物件：IgnoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9" helpurl="XML:AS3:defaultSettings" playername=""/>
						<string name="descendants" object="XML" text=".descendants(%[名稱:Object=*]%):XMLList" tiptext="傳回 XML 物件 (具有指定的名稱參數) 的所有後代 (子系、孫系、曾孫系等等)。" version="9" helpurl="XML:AS3:descendants" playername=""/>
						<string name="elements" object="XML" text=".elements(%[名稱:Object=*]%):XMLList" tiptext="列出 XML 物件的元素。" version="9" helpurl="XML:AS3:elements" playername=""/>
						<string name="hasComplexContent" object="XML" text=".hasComplexContent(%%):Boolean" tiptext="檢查 XML 物件是否包含複雜內容。" version="9" helpurl="XML:AS3:hasComplexContent" playername=""/>
						<string name="hasOwnProperty" object="XML" text=".hasOwnProperty(%p:String%):Boolean" tiptext="檢查物件是否具有 p 參數所指定的屬性。" version="9" helpurl="XML:AS3:hasOwnProperty" playername=""/>
						<string name="hasSimpleContent" object="XML" text=".hasSimpleContent(%%):Boolean" tiptext="檢查 XML 物件是否包含簡單內容。" version="9" helpurl="XML:AS3:hasSimpleContent" playername=""/>
						<string name="inScopeNamespaces" object="XML" text=".inScopeNamespaces(%%):Array" tiptext="根據物件的父輩列出 XML 物件的命名空間。" version="9" helpurl="XML:AS3:inScopeNamespaces" playername=""/>
						<string name="insertChildAfter" object="XML" text=".insertChildAfter(%子節點1:Object,子節點2:Object%)" tiptext="在此 XML 物件中的 子節點1 參數之後插入指定的 子節點2 參數，並傳回所產生的物件。" version="9" helpurl="XML:AS3:insertChildAfter" playername=""/>
						<string name="insertChildBefore" object="XML" text=".insertChildBefore(%子節點1:Object,子節點2:Object%)" tiptext="在此 XML 物件中的 子節點1 參數之前插入指定的 子節點2 參數，並傳回所產生的物件。" version="9" helpurl="XML:AS3:insertChildBefore" playername=""/>
						<string name="length" object="XML" text=".length(%%):int" tiptext="對於 XML 物件，這個方法永遠都會傳回整數 1。" version="9" helpurl="XML:AS3:length" playername=""/>
						<string name="localName" object="XML" text=".localName(%%):Object" tiptext="提供 XML 物件限定名稱的區域名稱部分。" version="9" helpurl="XML:AS3:localName" playername=""/>
						<string name="name" object="XML" text=".name(%%):Object" tiptext="提供 XML 物件的限定名稱。" version="9" helpurl="XML:AS3:name" playername=""/>
						<string name="namespaceDeclarations" object="XML" text=".namespaceDeclarations(%%):Array" tiptext="列出與父輩內容中的 XML 物件關聯之命名空間宣告。" version="9" helpurl="XML:AS3:namespaceDeclarations" playername=""/>
						<string name="namespace" object="XML" text=".namespace(%[前置詞:String=null]%)" tiptext="如果沒有提供任何參數，便會提供與此 XML 物件之限定名稱關聯的命名空間。" version="9" helpurl="XML:AS3:namespace" playername=""/>
						<string name="nodeKind" object="XML" text=".nodeKind(%%):String" tiptext="指定節點的類型：文字、註解、處理指示、屬性或元素。" version="9" helpurl="XML:AS3:nodeKind" playername=""/>
						<string name="normalize" object="XML" text=".normalize(%%):XML" tiptext="針對 XML 物件及所有後代 XML 物件，合併鄰接的文字節點並刪除空的文字節點。" version="9" helpurl="XML:AS3:normalize" playername=""/>
						<string name="parent" object="XML" text=".parent(%%)" tiptext="傳回 XML 物件的父輩。" version="9" helpurl="XML:AS3:parent" playername=""/>
						<string name="prependChild" object="XML" text=".prependChild(%值:Object%):XML" tiptext="將所提供 子節點 物件的副本插入 XML 元素中、任何該元素現有的 XML 屬性之前。" version="9" helpurl="XML:AS3:prependChild" playername=""/>
						<string name="processingInstructions" object="XML" text=".processingInstructions(%[名稱:String=*]%):XMLList" tiptext="如果提供名稱參數，便會列出 XML 物件 (其中包含具有該名稱的處理指示) 的所有子系。" version="9" helpurl="XML:AS3:processingInstructions" playername=""/>
						<string name="propertyIsEnumerable" object="XML" text=".propertyIsEnumerable(%p:String%):Boolean" tiptext="檢查屬性 P 是否位於屬性組 (可在套用至 XML 物件之 for..in 陳述式中重複) 中。" version="9" helpurl="XML:AS3:propertyIsEnumerable" playername=""/>
						<string name="removeNamespace" object="XML" text=".removeNamespace(%命名空間:Namespace%):XML" tiptext="移除此物件及所有後代的指定命名空間。" version="9" helpurl="XML:AS3:removeNamespace" playername=""/>
						<string name="replace" object="XML" text=".replace(%屬性名稱:Object,值:XML%):XML" tiptext="使用指定的值參數取代屬性名稱參數所指定的屬性。" version="9" helpurl="XML:AS3:replace" playername=""/>
						<string name="setChildren" object="XML" text=".setChildren(%值:Object%):XML" tiptext="使用指定的 XML 屬性組 (由值參數提供) 取代 XML 物件的子系屬性。" version="9" helpurl="XML:AS3:setChildren" playername=""/>
						<string name="setLocalName" object="XML" text=".setLocalName(%名稱:String%):void" tiptext="將 XML 物件的區域名稱變更為指定的名稱參數。" version="9" helpurl="XML:AS3:setLocalName" playername=""/>
						<string name="setName" object="XML" text=".setName(%名稱:String%):void" tiptext="將 XML 物件的名稱設定為指定的限定名稱或屬性名稱。" version="9" helpurl="XML:AS3:setName" playername=""/>
						<string name="setNamespace" object="XML" text=".setNamespace(%命名空間:Namespace%):void" tiptext="設定與 XML 物件關聯的命名空間。" version="9" helpurl="XML:AS3:setNamespace" playername=""/>
						<string name="setSettings" object="XML" text="XML.setSettings(%無限的參數數目:長度不定的引數%):void" static="true" tiptext="設定下列 XML 屬性的值： ignoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9" helpurl="XML:AS3:setSettings" playername=""/>
						<string name="settings" object="XML" text="XML.settings(%%):Object" static="true" tiptext="擷取下列屬性：IgnoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9" helpurl="XML:AS3:settings" playername=""/>
						<string name="text" object="XML" text=".text(%%):XMLList" tiptext="傳回 XML 物件 (代表 XML 文字節點) 之所有 XML 屬性的 XMLList 物件。" version="9" helpurl="XML:AS3:text" playername=""/>
						<string name="toString" object="XML" text=".toString(%%):String" tiptext="傳回 XML 物件的字串形式。" version="9" helpurl="XML:AS3:toString" playername=""/>
						<string name="toXMLString" object="XML" text=".toXMLString(%%):String" tiptext="傳回 XML 物件的字串形式。" version="9" helpurl="XML:AS3:toXMLString" playername=""/>
						<string name="valueOf" object="XML" text=".valueOf(%%):XML" tiptext="傳回 XML 物件。" version="9" helpurl="XML:AS3:valueOf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="XML 類別的屬性" helpurl="globalClassifier:XML">
						<string name="ignoreComments" object="XML" text=".ignoreComments" tiptext="決定 XML 物件剖析來源 XML 資料時，是否要忽略 XML 註解。" version="" helpurl="XML:ignoreComments:get" playername=""/>
						<string name="ignoreProcessingInstructions" object="XML" text=".ignoreProcessingInstructions" tiptext="決定 XML 物件剖析來源 XML 資料時，是否要忽略 XML 處理指示。" version="" helpurl="XML:ignoreProcessingInstructions:get" playername=""/>
						<string name="ignoreWhitespace" object="XML" text=".ignoreWhitespace" tiptext="會決定在進行解析時，是否要忽略文字節點開頭與結尾的空白字元。 " version="" helpurl="XML:ignoreWhitespace:get" playername=""/>
						<string name="prettyIndent" object="XML" text=".prettyIndent" tiptext="決定在 XML.prettyPrinting 屬性設定為 true 時，toString() 與 toXMLString() 方法所套用的縮排量。" version="" helpurl="XML:prettyIndent:get" playername=""/>
						<string name="prettyPrinting" object="XML" text=".prettyPrinting" tiptext="決定 toString() 和 toXMLString() 方法是否會一般化部分標籤之間的空白字元。" version="" helpurl="XML:prettyPrinting:get" playername=""/>
					</folder>
				</folder>
				<folder name="XMLList" id="XMLList" sort="true" index="true" asAncestors="Object" tiptext="XMLList 類別包含可使用一個或多個 XML 元素的方法。" helpurl="globalClassifier:XMLList">
					<folder name="方法" id="Methods" tiptext="XMLList 類別的方法" helpurl="globalClassifier:XMLList">
						<string name="XMLList" object="XMLList" text="new XMLList(%值:Object%)" constructor="true" tiptext="建立新的 XMLList 物件。" version="9" helpurl="XMLList:XMLList" playername=""/>
						<string name="attribute" object="XMLList" text=".attribute(%屬性名稱:*%):XMLList" tiptext="呼叫每個 XML 物件的 attribute() 方法，並傳回結果的 XMLList 物件。" version="9" helpurl="XMLList:AS3:attribute" playername=""/>
						<string name="attributes" object="XMLList" text=".attributes(%%):XMLList" tiptext="呼叫每個 XML 物件的 attributes() 方法，並傳回每個 XML 物件之屬性的 XMLList 物件。" version="9" helpurl="XMLList:AS3:attributes" playername=""/>
						<string name="child" object="XMLList" text=".child(%屬性名稱:Object%):XMLList" tiptext="呼叫每個 XML 物件的 child() 方法，並傳回包含結果而依序排列的 XMLList 物件。" version="9" helpurl="XMLList:AS3:child" playername=""/>
						<string name="children" object="XMLList" text=".children(%%):XMLList" tiptext="呼叫每個 XML 物件的 children() 方法，並傳回包含結果的 XMLList 物件。" version="9" helpurl="XMLList:AS3:children" playername=""/>
						<string name="comments" object="XMLList" text=".comments(%%):XMLList" tiptext="呼叫每個 XML 物件的 comments() 方法，並傳回註解的 XMLList。" version="9" helpurl="XMLList:AS3:comments" playername=""/>
						<string name="contains" object="XMLList" text=".contains(%值:XML%):Boolean" tiptext="檢查 XMLList 物件是否包含等於指定之值參數的 XML 物件。" version="9" helpurl="XMLList:AS3:contains" playername=""/>
						<string name="copy" object="XMLList" text=".copy(%%):XMLList" tiptext="傳回指定之 XMLList 物件的副本。" version="9" helpurl="XMLList:AS3:copy" playername=""/>
						<string name="descendants" object="XMLList" text=".descendants(%[名稱:Object=*]%):XMLList" tiptext="傳回 XML 物件 (具有指定的名稱參數) 的所有後代 (子系、孫系、曾孫系等等)。" version="9" helpurl="XMLList:AS3:descendants" playername=""/>
						<string name="elements" object="XMLList" text=".elements(%[名稱:Object=*]%):XMLList" tiptext="呼叫每個 XML 物件的 elements() 方法。" version="9" helpurl="XMLList:AS3:elements" playername=""/>
						<string name="hasComplexContent" object="XMLList" text=".hasComplexContent(%%):Boolean" tiptext="檢查 XMLList 物件是否包含複雜內容。" version="9" helpurl="XMLList:AS3:hasComplexContent" playername=""/>
						<string name="hasOwnProperty" object="XMLList" text=".hasOwnProperty(%p:String%):Boolean" tiptext="檢查 P 所指定的屬性。" version="9" helpurl="XMLList:AS3:hasOwnProperty" playername=""/>
						<string name="hasSimpleContent" object="XMLList" text=".hasSimpleContent(%%):Boolean" tiptext="檢查 XMLList 物件是否包含簡單內容。" version="9" helpurl="XMLList:AS3:hasSimpleContent" playername=""/>
						<string name="length" object="XMLList" text=".length(%%):int" tiptext="傳回 XMLList 物件中的屬性數目。" version="9" helpurl="XMLList:AS3:length" playername=""/>
						<string name="normalize" object="XMLList" text=".normalize(%%):XMLList" tiptext="針對下列各項合併相鄰的文字節點，並移除空的文字節點：XMLList 中的所有文字節點、XMLList 中的所有 XML 物件，以及 XMLList 中所有 XML 物件的後代。" version="9" helpurl="XMLList:AS3:normalize" playername=""/>
						<string name="parent" object="XMLList" text=".parent(%%):Object" tiptext="如果 XMLList 物件中的所有項目都有相同的父輩，則傳回該 XMLList 物件的父輩。" version="9" helpurl="XMLList:AS3:parent" playername=""/>
						<string name="processingInstructions" object="XMLList" text=".processingInstructions(%[名稱:String=*]%):XMLList" tiptext="如果提供名稱參數，便會列出 XMLList 物件 (其中包含具有該名稱的處理指示) 的所有子系。" version="9" helpurl="XMLList:AS3:processingInstructions" playername=""/>
						<string name="propertyIsEnumerable" object="XMLList" text=".propertyIsEnumerable(%p:String%):Boolean" tiptext="檢查屬性 P 是否位於屬性組 (可在套用至 XMLList 物件之 for..in 陳述式中重複) 中。" version="9" helpurl="XMLList:AS3:propertyIsEnumerable" playername=""/>
						<string name="text" object="XMLList" text=".text(%%):XMLList" tiptext="呼叫每個 XML 物件的 text() 方法，並傳回包含結果的 XMLList 物件。" version="9" helpurl="XMLList:AS3:text" playername=""/>
						<string name="toString" object="XMLList" text=".toString(%%):String" tiptext="傳回 XMLList 物件中所有 XML 物件的字串形式。" version="9" helpurl="XMLList:AS3:toString" playername=""/>
						<string name="toXMLString" object="XMLList" text=".toXMLString(%%):String" tiptext="傳回 XMLList 物件中所有 XML 物件的字串形式。" version="9" helpurl="XMLList:AS3:toXMLString" playername=""/>
						<string name="valueOf" object="XMLList" text=".valueOf(%%):XMLList" tiptext="傳回 XMLList 物件。" version="9" helpurl="XMLList:AS3:valueOf" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="語言元素" id="Language Elements" sort="true" index="true" tiptext="在執行階段執行或指定動作的語言元素">
				<folder name="全域函數" id="Global Functions" tiptext="在每個指令碼中都可以使用的方法" helpurl="globalClassifier:methodSummary">
					<string name="Array" text="Array(%引數:長度不定的引數%):Array" tiptext="建立新的陣列。" version="4" helpurl="globalClassifier:Array" playername=""/>
					<string name="Boolean" text="Boolean(%運算式:Object%):Boolean" tiptext="將運算式參數轉換成 Boolean 值，並傳回此值。" version="4" helpurl="globalClassifier:Boolean" playername=""/>
					<string name="Number" text="Number(%運算式:Object%):Number" tiptext="將指定的值轉換成 Number 值。" version="4" helpurl="globalClassifier:Number" playername=""/>
					<string name="Object" text="Object(%值:Object%):Object" tiptext="ActionScript 3.0 中的每個值都是物件，也就是說，針對該值呼叫 Object() 時，會傳回該值。" version="4" helpurl="globalClassifier:Object" playername=""/>
					<string name="String" text="String(%運算式:Object%):String" tiptext="傳回指定參數的字串形式。" version="4" helpurl="globalClassifier:String" playername=""/>
					<string name="Vector" text="Vector(%來源陣列:Object%):Vector$T" tiptext="建立新的 Vector 實體，其中的元素都是指定之資料類型的實體。" version="4" helpurl="globalClassifier:Vector" playername=""/>
					<string name="XMLList" text="XMLList(%運算式:Object%):XMLList" tiptext="將物件轉換成 XMLList 物件。" version="4" helpurl="globalClassifier:XMLList" playername=""/>
					<string name="XML" text="XML(%運算式:Object%):XML" tiptext="將物件轉換成 XML 物件。" version="4" helpurl="globalClassifier:XML" playername=""/>
					<string name="decodeURIComponent" text="decodeURIComponent(%URI:String%):String" tiptext="將已編碼的 URI 組件解碼成字串。" version="4" helpurl="globalClassifier:decodeURIComponent" playername=""/>
					<string name="decodeURI" text="decodeURI(%URI:String%):String" tiptext="將已編碼的 URI 解碼成字串。" version="4" helpurl="globalClassifier:decodeURI" playername=""/>
					<string name="encodeURIComponent" text="encodeURIComponent(%URI:String%):String" tiptext="將字串編碼成有效的 URI 組件。" version="4" helpurl="globalClassifier:encodeURIComponent" playername=""/>
					<string name="encodeURI" text="encodeURI(%URI:String%):String" tiptext="將字串編碼成有效的 URI (統一資源識別項)。" version="4" helpurl="globalClassifier:encodeURI" playername=""/>
					<string name="escape" text="escape(%字串:String%):String" tiptext="將參數轉換成字串，並以 URL 編碼格式進行編碼，其中所有非英數字元都會以 % 十六進位序列取代。" version="4" helpurl="globalClassifier:escape" playername=""/>
					<string name="int" text="int(%值:Number%):int" tiptext="將指定的數值轉換成整數值。" version="4" helpurl="globalClassifier:int" playername=""/>
					<string name="isFinite" text="isFinite(%數字:Number%):Boolean" tiptext="如果值是有限數字，則傳回 true；如果值是 Infinity 或 -Infinity，則傳回 false。" version="4" helpurl="globalClassifier:isFinite" playername=""/>
					<string name="isNaN" text="isNaN(%數字:Number%):Boolean" tiptext="如果值是 NaN (非數字)，則傳回 true。" version="4" helpurl="globalClassifier:isNaN" playername=""/>
					<string name="isXMLName" text="isXMLName(%字串:String%):Boolean" tiptext="決定指定的字串是否為 XML 元素或屬性的有效名稱。" version="4" helpurl="globalClassifier:isXMLName" playername=""/>
					<string name="parseFloat" text="parseFloat(%字串:String%):Number" tiptext="將字串轉換成浮點數。" version="4" helpurl="globalClassifier:parseFloat" playername=""/>
					<string name="parseInt" text="parseInt(%字串:String[,進位基數:uint=0]%):Number" tiptext="將字串轉換成整數。" version="4" helpurl="globalClassifier:parseInt" playername=""/>
					<string name="trace" quickey="tr" text="trace(%引數:長度不定的引數%):void" tiptext="在除錯時顯示運算式，或是寫入記錄檔。" version="4" helpurl="globalClassifier:trace" playername=""/>
					<string name="uint" text="uint(%值:Number%):uint" tiptext="將指定的數值轉換成無正負號的整數值。" version="4" helpurl="globalClassifier:uint" playername=""/>
					<string name="unescape" text="unescape(%字串:String%):String" tiptext="將參數「字串」 評估為字串，並將 URL 編碼格式的字串解碼(將所有十六進位序列轉換成 ASCII 字元)，然後傳回該字串。" version="4" helpurl="globalClassifier:unescape" playername=""/>
				</folder>
				<folder name="全域常數" id="Global Constants" tiptext="在每個指令碼中都可以使用的常數" helpurl="globalClassifier:constantSummary">
					<string name="-Infinity" text="-Infinity" constant="true" tiptext="代表負 Infinity 的特殊值。" version="" helpurl="globalValue:-Infinity" playername=""/>
					<string name="Infinity" text="Infinity" constant="true" tiptext="代表正 Infinity 的特殊值。" version="" helpurl="globalValue:Infinity" playername=""/>
					<string name="NaN" text="NaN" constant="true" tiptext="Number 資料類型的特殊成員，代表「非數字」(NaN) 的值。" version="" helpurl="globalValue:NaN" playername=""/>
					<string name="undefined" text="undefined" constant="true" tiptext="沒有經過初始化、套用至不具類型變數的特殊值，或是沒有初始化的動態物件屬性。" version="" helpurl="globalValue:undefined" playername=""/>
				</folder>
			</folder>
			<folder name="adobe.utils" id="adobe.utils" sort="true" tiptext="adobe.utils 套件的類別" helpurl="adobe.utils">
				<folder name="CustomActions" id="[adobe.utils.CustomActions]" sort="true" index="true" asAncestors="Object" tiptext="CustomActions 類別的方法可讓在 Flash 編寫工具中播放的 SWF 檔管理以編寫工具註冊的任何自訂動作。" helpurl="adobe.utils:CustomActions">
					<folder name="方法" id="Methods" tiptext="CustomActions 類別的方法" helpurl="adobe.utils:CustomActions">
						<string name="getActions" object="[adobe.utils.CustomActions]" text="CustomActions.getActions(%名稱:String%):String" static="true" tiptext="讀取名為名稱之自訂動作 XML 定義檔案的內容。" version="9" helpurl="adobe.utils:CustomActions:getActions" playername=""/>
						<string name="installActions" object="[adobe.utils.CustomActions]" text="CustomActions.installActions(%名稱:String,資料:String%):void" static="true" tiptext="安裝名稱參數所指定的新自訂動作 XML 定義檔案。" version="9" helpurl="adobe.utils:CustomActions:installActions" playername=""/>
						<string name="uninstallActions" object="[adobe.utils.CustomActions]" text="CustomActions.uninstallActions(%名稱:String%):void" static="true" tiptext="移除名為名稱的自訂動作 XML 定義檔案。" version="9" helpurl="adobe.utils:CustomActions:uninstallActions" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CustomActions 類別的屬性" helpurl="adobe.utils:CustomActions">
						<string name="actionsList" object="[adobe.utils.CustomActions]" text=".actionsList" tiptext="傳回 Array 物件，其中包含所有使用 Flash 編寫工具註冊的自訂動作名稱。" version="" helpurl="adobe.utils:CustomActions:actionsList:get" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="adobe.utils 套件的方法" helpurl="adobe.utils">
					<string name="MMEndCommand" text="MMEndCommand(%結束狀態:Boolean,通知字串:String%):void" tiptext="通知裝載 SWF 命令的應用程式命令已完成，並指示應用程式確認或捨棄由 MMExecute() 命令送出的變更。" version="1.5" helpurl="adobe.utils:MMEndCommand" playername=""/>
					<string name="MMExecute" text="MMExecute(%名稱:String%):String" tiptext="讓您可以透過 ActionScript 送出 Flash JavaScript API (JSAPI) 命令。" version="9" helpurl="adobe.utils:MMExecute" playername=""/>
				</folder>
				<folder name="XMLUI" id="[adobe.utils.XMLUI]" sort="true" index="true" asAncestors="Object" tiptext="XMLUI 類別會啟用與 SWF 檔的通訊，這些檔案是用來做為 Flash 編寫工具之延伸功能裡的自訂使用者介面。" helpurl="adobe.utils:XMLUI">
					<folder name="方法" id="Methods" tiptext="XMLUI 類別的方法" helpurl="adobe.utils:XMLUI">
						<string name="accept" object="[adobe.utils.XMLUI]" text="XMLUI.accept(%%):void" static="true" tiptext="讓目前的 XMLUI 對話方塊以「接受」狀態關閉。" version="9" helpurl="adobe.utils:XMLUI:accept" playername=""/>
						<string name="cancel" object="[adobe.utils.XMLUI]" text="XMLUI.cancel(%%):void" static="true" tiptext="讓目前的 XMLUI 對話方塊以「取消」狀態關閉。" version="9" helpurl="adobe.utils:XMLUI:cancel" playername=""/>
						<string name="getProperty" object="[adobe.utils.XMLUI]" text="XMLUI.getProperty(%名稱:String%):String" static="true" tiptext="擷取目前 XMLUI 對話方塊的指定屬性值。" version="9" helpurl="adobe.utils:XMLUI:getProperty" playername=""/>
						<string name="setProperty" object="[adobe.utils.XMLUI]" text="XMLUI.setProperty(%名稱:String,值:String%):void" static="true" tiptext="修改目前 XMLUI 對話方塊的指定屬性的值。" version="9" helpurl="adobe.utils:XMLUI:setProperty" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="air.desktop" id="air.desktop" sort="true" tiptext="air.desktop 套件的類別" helpurl="air.desktop">
				<folder name="URLFilePromise" id="[air.desktop.URLFilePromise]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="URLFilePromise 類別允許將可在 URL 存取的資源，以檔案承諾的形式拖離 AIR 應用程式。" helpurl="air.desktop:URLFilePromise">
					<folder name="方法" id="Methods" tiptext="URLFilePromise 類別的方法" helpurl="air.desktop:URLFilePromise">
						<string name="URLFilePromise" object="[air.desktop.URLFilePromise]" text="new URLFilePromise(%%)" constructor="true" tiptext="建立 URLFilePromise 物件。" version="2.0" helpurl="air.desktop:URLFilePromise:URLFilePromise" playername="AIR"/>
						<string name="close" object="[air.desktop.URLFilePromise]" text=".close(%%):void" tiptext="允許 AIR 執行階段在拖放作業中的適當時間關閉資料來源。" version="2.0" helpurl="air.desktop:URLFilePromise:close" playername="AIR"/>
						<string name="open" object="[air.desktop.URLFilePromise]" text=".open(%%):flash.utils:IDataInput" tiptext="允許 AIR 執行階段在拖放作業中的適當時間開啟資料來源。" version="2.0" helpurl="air.desktop:URLFilePromise:open" playername="AIR"/>
						<string name="reportError" object="[air.desktop.URLFilePromise]" text=".reportError(%e:flash.events:ErrorEvent%):void" tiptext="允許 AIR 執行階段報告在拖放作業時發生的錯誤。" version="2.0" helpurl="air.desktop:URLFilePromise:reportError" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="URLFilePromise 類別的屬性" helpurl="air.desktop:URLFilePromise">
						<string name="isAsync" object="[air.desktop.URLFilePromise]" text=".isAsync" tiptext="指出是否可以非同步取得資源資料。" version="" helpurl="air.desktop:URLFilePromise:isAsync:get" playername="AIR"/>
						<string name="relativePath" object="[air.desktop.URLFilePromise]" text=".relativePath" tiptext="建立的檔案相對於投放目的地的路徑及檔案名稱。" version="" helpurl="air.desktop:URLFilePromise:relativePath:set" playername="AIR"/>
						<string name="request" object="[air.desktop.URLFilePromise]" text=".request" tiptext="URLRequest 會識別哪些資源會被複製，做為拖放作業的結果。" version="" helpurl="air.desktop:URLFilePromise:request:set" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="URLFilePromise 類別的事件" helpurl="air.desktop:URLFilePromise">
						<string name="securityError" object="[air.desktop.URLFilePromise]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當發生安全性錯誤造成檔案無法下載時傳送。" version="" helpurl="air.desktop:URLFilePromise_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername="AIR"/>
						<string name="httpStatus" object="[air.desktop.URLFilePromise]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_STATUS{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="為 HTTP 要求來傳送，以報告要求狀態碼。" version="" helpurl="air.desktop:URLFilePromise_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername="AIR"/>
						<string name="httpResponseStatus" object="[air.desktop.URLFilePromise]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="為 HTTP 要求來傳送，以報告回應檔頭。" version="" helpurl="air.desktop:URLFilePromise_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername="AIR"/>
						<string name="ioError" object="[air.desktop.URLFilePromise]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當發生 IOError 造成檔案無法下載時傳送。" version="" helpurl="air.desktop:URLFilePromise_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="progress" object="[air.desktop.URLFilePromise]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在可以從相關 URLStream 讀取資料區塊時傳送。" version="" helpurl="air.desktop:URLFilePromise_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="complete" object="[air.desktop.URLFilePromise]" text=".addEventListener(%類型:String=Event.COMPLETE{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在檔案的資料已經完全下載後傳送。" version="" helpurl="air.desktop:URLFilePromise_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="open" object="[air.desktop.URLFilePromise]" text=".addEventListener(%類型:String=Event.OPEN{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在相關的 URLStream 連線開啟時傳送。" version="" helpurl="air.desktop:URLFilePromise_flash.events.Event.OPEN_open" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="air.net" id="air.net" sort="true" tiptext="air.net 套件的類別" helpurl="air.net">
				<folder name="SecureSocketMonitor" id="[air.net.SecureSocketMonitor]" sort="true" index="true" asAncestors="air.net:SocketMonitor,air.net:ServiceMonitor,flash.events:EventDispatcher,Object" tiptext="SecureSocketMonitor 物件會監視透過安全通訊端階層 (SSL) 及傳輸層安全性 (TLS) 通訊協定之 TCP 端點的可用性。" helpurl="air.net:SecureSocketMonitor">
					<folder name="方法" id="Methods" tiptext="SecureSocketMonitor 類別的方法" helpurl="air.net:SecureSocketMonitor">
						<string name="SecureSocketMonitor" object="[air.net.SecureSocketMonitor]" text="new SecureSocketMonitor(%主機:String,連接埠:int%)" constructor="true" tiptext="針對指定的 TCP 端點建立 SecureSocketMonitor 物件。" version="2.0" helpurl="air.net:SecureSocketMonitor:SecureSocketMonitor" playername="AIR"/>
						<string name="createSocket" object="[air.net.SecureSocketMonitor]" text=".createSocket(%%):flash.net:Socket" tiptext="建立 SecureSocket 物件。" version="2.0" helpurl="air.net:SecureSocketMonitor:createSocket" playername="AIR"/>
						<string name="toString" object="[air.net.SecureSocketMonitor]" text=".toString(%%):String" tiptext="傳回指定之物件的字串形式。" version="2.0" helpurl="air.net:SecureSocketMonitor:toString" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ServiceMonitor" id="[air.net.ServiceMonitor]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ServiceMonitor 類別會實作用於監視網路服務之狀態和可用性的架構。" helpurl="air.net:ServiceMonitor">
					<folder name="方法" id="Methods" tiptext="ServiceMonitor 類別的方法" helpurl="air.net:ServiceMonitor">
						<string name="ServiceMonitor" object="[air.net.ServiceMonitor]" text="new ServiceMonitor(%%)" constructor="true" tiptext="建立 ServiceMonitor 物件。" version="1.0" helpurl="air.net:ServiceMonitor:ServiceMonitor" playername="AIR"/>
						<string name="checkStatus" object="[air.net.ServiceMonitor]" text=".checkStatus(%%):void" tiptext="檢查服務的狀態。" version="1.0" helpurl="air.net:ServiceMonitor:checkStatus" playername="AIR"/>
						<string name="makeJavascriptSubclass" object="[air.net.ServiceMonitor]" text="ServiceMonitor.makeJavascriptSubclass(%建構函數:Object%):void" static="true" tiptext="將公用 ServiceMonitor 方法加入 JavaScript 建構函數的原型。" version="1.0" helpurl="air.net:ServiceMonitor:makeJavascriptSubclass" playername="AIR"/>
						<string name="start" object="[air.net.ServiceMonitor]" text=".start(%%):void" tiptext="啟動服務監視器。" version="1.0" helpurl="air.net:ServiceMonitor:start" playername="AIR"/>
						<string name="stop" object="[air.net.ServiceMonitor]" text=".stop(%%):void" tiptext="停止監視服務。" version="1.0" helpurl="air.net:ServiceMonitor:stop" playername="AIR"/>
						<string name="toString" object="[air.net.ServiceMonitor]" text=".toString(%%):String" tiptext="傳回指定之物件的字串形式。" version="1.0" helpurl="air.net:ServiceMonitor:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ServiceMonitor 類別的屬性" helpurl="air.net:ServiceMonitor">
						<string name="available" object="[air.net.ServiceMonitor]" text=".available" tiptext="無論服務目前是否視為「可用」。除非狀態檢查將該屬性設定為 true，或該屬性一開始初始化為 true，否則初始值都是 false。一般來說，這個屬性是由子類別中的 checkStatus() 實作或專門物件所設定，但是假如應用程式具有服務可用性的相關獨立資訊 (例如，剛才成功或失敗的要求)，則可以明確設定屬性。" version="" helpurl="air.net:ServiceMonitor:available:get" playername="AIR"/>
						<string name="lastStatusUpdate" object="[air.net.ServiceMonitor]" text=".lastStatusUpdate" tiptext="最後一次狀態更新時間。" version="" helpurl="air.net:ServiceMonitor:lastStatusUpdate:get" playername="AIR"/>
						<string name="pollInterval" object="[air.net.ServiceMonitor]" text=".pollInterval" tiptext="輪詢伺服器的間隔 (以毫秒為單位)。" version="" helpurl="air.net:ServiceMonitor:pollInterval:get" playername="AIR"/>
						<string name="running" object="[air.net.ServiceMonitor]" text=".running" tiptext="不管監視器是否已啟動。" version="" helpurl="air.net:ServiceMonitor:running:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ServiceMonitor 類別的事件" helpurl="air.net:ServiceMonitor">
						<string name="status" object="[air.net.ServiceMonitor]" text=".addEventListener(%類型:String=StatusEvent.STATUS{StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出服務狀態已變更。" version="" helpurl="air.net:ServiceMonitor_flash.events.StatusEvent.STATUS_status" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SocketMonitor" id="[air.net.SocketMonitor]" sort="true" index="true" asAncestors="air.net:ServiceMonitor,flash.events:EventDispatcher,Object" tiptext="SocketMonitor 物件會監視 TCP 端點的可用性。" helpurl="air.net:SocketMonitor">
					<folder name="方法" id="Methods" tiptext="SocketMonitor 類別的方法" helpurl="air.net:SocketMonitor">
						<string name="SocketMonitor" object="[air.net.SocketMonitor]" text="new SocketMonitor(%主機:String,連接埠:int%)" constructor="true" tiptext="針對指定的 TCP 端點建立 SocketMonitor 物件。" version="1.0" helpurl="air.net:SocketMonitor:SocketMonitor" playername="AIR"/>
						<string name="checkStatus" object="[air.net.SocketMonitor]" text=".checkStatus(%%):void" tiptext="呼叫 SocketMonitor 物件的 checkStatus() 方法會導致應用程式嘗試連線至通訊端，以檢查是否有 connect 事件。" version="1.0" helpurl="air.net:SocketMonitor:checkStatus" playername="AIR"/>
						<string name="createSocket" object="[air.net.SocketMonitor]" text=".createSocket(%%):flash.net:Socket" tiptext="會建立 Socket 物件。" version="1.0" helpurl="air.net:SocketMonitor:createSocket" playername="AIR"/>
						<string name="toString" object="[air.net.SocketMonitor]" text=".toString(%%):String" tiptext="傳回指定之物件的字串形式。" version="1.0" helpurl="air.net:SocketMonitor:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SocketMonitor 類別的屬性" helpurl="air.net:SocketMonitor">
						<string name="host" object="[air.net.SocketMonitor]" text=".host" tiptext="受監視的主機。" version="" helpurl="air.net:SocketMonitor:host:get" playername="AIR"/>
						<string name="port" object="[air.net.SocketMonitor]" text=".port" tiptext="受監視的連接埠。" version="" helpurl="air.net:SocketMonitor:port:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="URLMonitor" id="[air.net.URLMonitor]" sort="true" index="true" asAncestors="air.net:ServiceMonitor,flash.events:EventDispatcher,Object" tiptext="URLMonitor 類別會監視 HTTP 或 HTTPS 服務的可用性。" helpurl="air.net:URLMonitor">
					<folder name="方法" id="Methods" tiptext="URLMonitor 類別的方法" helpurl="air.net:URLMonitor">
						<string name="URLMonitor" object="[air.net.URLMonitor]" text="new URLMonitor(%url要求:flash.net:URLRequest[,可接受的狀況碼:Array=null]%)" constructor="true" tiptext="針對指定的 HTTP 或 HTTPS 服務建立 URLMonitor 物件。" version="1.0" helpurl="air.net:URLMonitor:URLMonitor" playername="AIR"/>
						<string name="checkStatus" object="[air.net.URLMonitor]" text=".checkStatus(%%):void" tiptext="嘗試在背景中從 URL 載入內容，以檢查傳回的 HTTP 狀態碼。" version="1.0" helpurl="air.net:URLMonitor:checkStatus" playername="AIR"/>
						<string name="toString" object="[air.net.URLMonitor]" text=".toString(%%):String" tiptext="傳回指定之物件的字串形式。" version="1.0" helpurl="air.net:URLMonitor:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="URLMonitor 類別的屬性" helpurl="air.net:URLMonitor">
						<string name="acceptableStatusCodes" object="[air.net.URLMonitor]" text=".acceptableStatusCodes" tiptext="代表成功結果的數值狀態碼。" version="" helpurl="air.net:URLMonitor:acceptableStatusCodes:get" playername="AIR"/>
						<string name="urlRequest" object="[air.net.URLMonitor]" text=".urlRequest" tiptext="代表探索要求的 URLRequest 物件。" version="" helpurl="air.net:URLMonitor:urlRequest:get" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="air.update" id="air.update" sort="true" tiptext="air.update 套件的類別" helpurl="air.update">
				<folder name="ApplicationUpdater" id="[air.update.ApplicationUpdater]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ApplicationUpdater 類別為 Adobe&amp;#xAE; AIR&amp;#xAE; 應用程式定義更新架構的基本功能，但不提供任何預設使用者介面。" helpurl="air.update:ApplicationUpdater">
					<folder name="方法" id="Methods" tiptext="ApplicationUpdater 類別的方法" helpurl="air.update:ApplicationUpdater">
						<string name="ApplicationUpdater" object="[air.update.ApplicationUpdater]" text="new ApplicationUpdater(%%)" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update:ApplicationUpdater:ApplicationUpdater" playername="AIR"/>
						<string name="cancelUpdate" object="[air.update.ApplicationUpdater]" text=".cancelUpdate(%%):void" tiptext="取消更新處理程序。" version="1.5" helpurl="air.update:ApplicationUpdater:cancelUpdate" playername="AIR"/>
						<string name="checkForUpdate" object="[air.update.ApplicationUpdater]" text=".checkForUpdate(%%):void" tiptext="非同步下載以及解譯更新描述器檔案。" version="1.5" helpurl="air.update:ApplicationUpdater:checkForUpdate" playername="AIR"/>
						<string name="checkNow" object="[air.update.ApplicationUpdater]" text=".checkNow(%%):void" tiptext="啟動更新處理程序。" version="1.5" helpurl="air.update:ApplicationUpdater:checkNow" playername="AIR"/>
						<string name="downloadUpdate" object="[air.update.ApplicationUpdater]" text=".downloadUpdate(%%):void" tiptext="非同步下載更新檔案。" version="1.5" helpurl="air.update:ApplicationUpdater:downloadUpdate" playername="AIR"/>
						<string name="initialize" object="[air.update.ApplicationUpdater]" text=".initialize(%%):void" tiptext="初始化更新程式。" version="1.5" helpurl="air.update:ApplicationUpdater:initialize" playername="AIR"/>
						<string name="installFromAIRFile" object="[air.update.ApplicationUpdater]" text=".installFromAIRFile(%檔案:flash.filesystem:File%):void" tiptext="使用本機 AIR 檔案啟動更新處理程序。" version="1.5" helpurl="air.update:ApplicationUpdater:installFromAIRFile" playername="AIR"/>
						<string name="installUpdate" object="[air.update.ApplicationUpdater]" text=".installUpdate(%%):void" tiptext="安裝更新檔案。" version="1.5" helpurl="air.update:ApplicationUpdater:installUpdate" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplicationUpdater 類別的屬性" helpurl="air.update:ApplicationUpdater">
						<string name="configurationFile" object="[air.update.ApplicationUpdater]" text=".configurationFile" tiptext="組態檔的位置，組態檔會設定 delay 和 updateURL 屬性的值。" version="" helpurl="air.update:ApplicationUpdater:configurationFile:get" playername="AIR"/>
						<string name="currentState" object="[air.update.ApplicationUpdater]" text=".currentState" tiptext="更新程式的內部狀態。" version="" helpurl="air.update:ApplicationUpdater:currentState:get" playername="AIR"/>
						<string name="currentVersion" object="[air.update.ApplicationUpdater]" text=".currentVersion" tiptext="應用程式目前的版本。" version="" helpurl="air.update:ApplicationUpdater:currentVersion:get" playername="AIR"/>
						<string name="delay" object="[air.update.ApplicationUpdater]" text=".delay" tiptext="定期檢查新更新程式的間隔 (日)。" version="" helpurl="air.update:ApplicationUpdater:delay:get" playername="AIR"/>
						<string name="isFirstRun" object="[air.update.ApplicationUpdater]" text=".isFirstRun" tiptext="是否為成功更新 (true) 或更新失敗 (false) 之後的第一次執行。" version="" helpurl="air.update:ApplicationUpdater:isFirstRun:get" playername="AIR"/>
						<string name="isNewerVersionFunction" object="[air.update.ApplicationUpdater]" text=".isNewerVersionFunction" tiptext="更新程式用於比較版本時所使用的函數。" version="" helpurl="air.update:ApplicationUpdater:isNewerVersionFunction:get" playername="AIR"/>
						<string name="previousApplicationStorageDirectory" object="[air.update.ApplicationUpdater]" text=".previousApplicationStorageDirectory" tiptext="應用程式上一個儲存目錄位置 (如果更新之後位置曾經變更)。" version="" helpurl="air.update:ApplicationUpdater:previousApplicationStorageDirectory:get" playername="AIR"/>
						<string name="previousVersion" object="[air.update.ApplicationUpdater]" text=".previousVersion" tiptext="應用程式上一個版本。" version="" helpurl="air.update:ApplicationUpdater:previousVersion:get" playername="AIR"/>
						<string name="updateDescriptor" object="[air.update.ApplicationUpdater]" text=".updateDescriptor" tiptext="從更新 URL 下載的更新描述器檔案內容。" version="" helpurl="air.update:ApplicationUpdater:updateDescriptor:get" playername="AIR"/>
						<string name="updateURL" object="[air.update.ApplicationUpdater]" text=".updateURL" tiptext="更新描述器檔案的位置。" version="" helpurl="air.update:ApplicationUpdater:updateURL:get" playername="AIR"/>
						<string name="wasPendingUpdate" object="[air.update.ApplicationUpdater]" text=".wasPendingUpdate" tiptext="如果無法安裝 (true) 時是否發生更新延遲；否則為 false。" version="" helpurl="air.update:ApplicationUpdater:wasPendingUpdate:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ApplicationUpdater 類別的事件" helpurl="air.update:ApplicationUpdater">
						<string name="error" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在初始化時發生錯誤或者在更新處理程序 (如果發生未預期事件) 發生錯誤時傳送。" version="" helpurl="air.update:ApplicationUpdater_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="progress" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="下載更新檔案時傳送。" version="" helpurl="air.update:ApplicationUpdater_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="fileUpdateError" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在呼叫 installFromAIRFile() 方法，將檔案以 airFile 參數傳送時，若驗證檔案發生錯誤時傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR_fileUpdateError" playername="AIR"/>
						<string name="fileUpdateStatus" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=StatusFileUpdateEvent.FILE_UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在更新程式成功驗證對 installFromAIRFile() 方法呼叫中的檔案後傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusFileUpdateEvent.FILE_UPDATE_STATUS_fileUpdateStatus" playername="AIR"/>
						<string name="downloadError" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=DownloadErrorEvent.DOWNLOAD_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="連接或下載更新檔案時如果發生錯誤就傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.DownloadErrorEvent.DOWNLOAD_ERROR_downloadError" playername="AIR"/>
						<string name="updateError" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=StatusUpdateErrorEvent.UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="嘗試下載或剖析更新描述器檔案時如果發生錯誤就傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusUpdateErrorEvent.UPDATE_ERROR_updateError" playername="AIR"/>
						<string name="updateStatus" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=StatusUpdateEvent.UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="更新程式成功下載以及解譯更新描述器檔案後傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusUpdateEvent.UPDATE_STATUS_updateStatus" playername="AIR"/>
						<string name="beforeInstall" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=UpdateEvent.BEFORE_INSTALL{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="呼叫 installUpdate() 方法之後，在安裝更新檔案之前傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.BEFORE_INSTALL_beforeInstall" playername="AIR"/>
						<string name="downloadComplete" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=UpdateEvent.DOWNLOAD_COMPLETE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="下載更新檔案完成時傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.DOWNLOAD_COMPLETE_downloadComplete" playername="AIR"/>
						<string name="downloadStart" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=UpdateEvent.DOWNLOAD_START{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="呼叫 downloadUpdate() 方法以及建立伺服器連線後傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.DOWNLOAD_START_downloadStart" playername="AIR"/>
						<string name="checkForUpdate" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=UpdateEvent.CHECK_FOR_UPDATE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="更新處理程序開始之前，就是在更新程式正要試著下載更新描述器檔案之前傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.CHECK_FOR_UPDATE_checkForUpdate" playername="AIR"/>
						<string name="initialized" object="[air.update.ApplicationUpdater]" text=".addEventListener(%類型:String=UpdateEvent.INITIALIZED{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在初始化完成之後傳送。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.INITIALIZED_initialized" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ApplicationUpdaterUI" id="[air.update.ApplicationUpdaterUI]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ApplicationUpdaterUI 類別為 Adobe&amp;#xAE; AIR&amp;#xAE; 應用程式定義更新架構的基本功能，並提供預設使用者介面。" helpurl="air.update:ApplicationUpdaterUI">
					<folder name="方法" id="Methods" tiptext="ApplicationUpdaterUI 類別的方法" helpurl="air.update:ApplicationUpdaterUI">
						<string name="ApplicationUpdaterUI" object="[air.update.ApplicationUpdaterUI]" text="new ApplicationUpdaterUI(%%):void" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:ApplicationUpdaterUI" playername="AIR"/>
						<string name="addResources" object="[air.update.ApplicationUpdaterUI]" text=".addResources(%語言:String,資源:Object%):void" tiptext="動態為指定的語言新增資源組合。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:addResources" playername="AIR"/>
						<string name="cancelUpdate" object="[air.update.ApplicationUpdaterUI]" text=".cancelUpdate(%%):void" tiptext="取消更新處理程序。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:cancelUpdate" playername="AIR"/>
						<string name="checkNow" object="[air.update.ApplicationUpdaterUI]" text=".checkNow(%%):void" tiptext="啟動更新處理程序。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:checkNow" playername="AIR"/>
						<string name="initialize" object="[air.update.ApplicationUpdaterUI]" text=".initialize(%%):void" tiptext="初始化更新程式。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:initialize" playername="AIR"/>
						<string name="installFromAIRFile" object="[air.update.ApplicationUpdaterUI]" text=".installFromAIRFile(%檔案:flash.filesystem:File%):void" tiptext="使用本機 AIR 檔案啟動更新處理程序。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:installFromAIRFile" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplicationUpdaterUI 類別的屬性" helpurl="air.update:ApplicationUpdaterUI">
						<string name="configurationFile" object="[air.update.ApplicationUpdaterUI]" text=".configurationFile" tiptext="組態檔的位置，組態檔會設定 delay 和 updateURL 屬性的值。" version="" helpurl="air.update:ApplicationUpdaterUI:configurationFile:get" playername="AIR"/>
						<string name="currentVersion" object="[air.update.ApplicationUpdaterUI]" text=".currentVersion" tiptext="應用程式目前的版本。" version="" helpurl="air.update:ApplicationUpdaterUI:currentVersion:get" playername="AIR"/>
						<string name="delay" object="[air.update.ApplicationUpdaterUI]" text=".delay" tiptext="定期檢查新更新程式的間隔 (日)。" version="" helpurl="air.update:ApplicationUpdaterUI:delay:get" playername="AIR"/>
						<string name="isCheckForUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isCheckForUpdateVisible" tiptext="啟用「檢查更新」、「沒有更新」和「更新錯誤」對話方塊的可見性。" version="" helpurl="air.update:ApplicationUpdaterUI:isCheckForUpdateVisible:get" playername="AIR"/>
						<string name="isDownloadProgressVisible" object="[air.update.ApplicationUpdaterUI]" text=".isDownloadProgressVisible" tiptext="啟用「下載更新」對話方塊的可見性。" version="" helpurl="air.update:ApplicationUpdaterUI:isDownloadProgressVisible:get" playername="AIR"/>
						<string name="isDownloadUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isDownloadUpdateVisible" tiptext="啟用「下載更新」對話方塊的可見性。" version="" helpurl="air.update:ApplicationUpdaterUI:isDownloadUpdateVisible:get" playername="AIR"/>
						<string name="isFileUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isFileUpdateVisible" tiptext="啟用「檔案更新」、「檔案沒有更新」和「檔案錯誤」對話方塊的可見性。" version="" helpurl="air.update:ApplicationUpdaterUI:isFileUpdateVisible:get" playername="AIR"/>
						<string name="isFirstRun" object="[air.update.ApplicationUpdaterUI]" text=".isFirstRun" tiptext="是否為成功更新 (true) 或更新失敗 (false) 之後的第一次執行。" version="" helpurl="air.update:ApplicationUpdaterUI:isFirstRun:get" playername="AIR"/>
						<string name="isInstallUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isInstallUpdateVisible" tiptext="啟用「安裝更新」對話方塊的可見性。" version="" helpurl="air.update:ApplicationUpdaterUI:isInstallUpdateVisible:get" playername="AIR"/>
						<string name="isNewerVersionFunction" object="[air.update.ApplicationUpdaterUI]" text=".isNewerVersionFunction" tiptext="更新程式用於比較版本時所使用的函數。" version="" helpurl="air.update:ApplicationUpdaterUI:isNewerVersionFunction:get" playername="AIR"/>
						<string name="isUnexpectedErrorVisible" object="[air.update.ApplicationUpdaterUI]" text=".isUnexpectedErrorVisible" tiptext="啟用「未預期的錯誤」對話方塊的可見性。" version="" helpurl="air.update:ApplicationUpdaterUI:isUnexpectedErrorVisible:get" playername="AIR"/>
						<string name="isUpdateInProgress" object="[air.update.ApplicationUpdaterUI]" text=".isUpdateInProgress" tiptext="Boolean 數性，如果正在執行更新，則為 true，否則為 false。" version="" helpurl="air.update:ApplicationUpdaterUI:isUpdateInProgress:get" playername="AIR"/>
						<string name="localeChain" object="[air.update.ApplicationUpdaterUI]" text=".localeChain" tiptext="定義使用者介面使用之地區鍊的陣列。" version="" helpurl="air.update:ApplicationUpdaterUI:localeChain:get" playername="AIR"/>
						<string name="previousApplicationStorageDirectory" object="[air.update.ApplicationUpdaterUI]" text=".previousApplicationStorageDirectory" tiptext="應用程式上一個儲存目錄位置 (如果更新之後位置曾經變更)。" version="" helpurl="air.update:ApplicationUpdaterUI:previousApplicationStorageDirectory:get" playername="AIR"/>
						<string name="previousVersion" object="[air.update.ApplicationUpdaterUI]" text=".previousVersion" tiptext="應用程式上一個版本。" version="" helpurl="air.update:ApplicationUpdaterUI:previousVersion:get" playername="AIR"/>
						<string name="updateDescriptor" object="[air.update.ApplicationUpdaterUI]" text=".updateDescriptor" tiptext="從更新 URL 下載的更新描述器檔案內容。" version="" helpurl="air.update:ApplicationUpdaterUI:updateDescriptor:get" playername="AIR"/>
						<string name="updateURL" object="[air.update.ApplicationUpdaterUI]" text=".updateURL" tiptext="更新描述器檔案的位置。" version="" helpurl="air.update:ApplicationUpdaterUI:updateURL:get" playername="AIR"/>
						<string name="wasPendingUpdate" object="[air.update.ApplicationUpdaterUI]" text=".wasPendingUpdate" tiptext="如果無法安裝 (true) 時是否發生更新延遲；否則為 false。" version="" helpurl="air.update:ApplicationUpdaterUI:wasPendingUpdate:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ApplicationUpdaterUI 類別的事件" helpurl="air.update:ApplicationUpdaterUI">
						<string name="error" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在初始化時發生錯誤或者在更新處理程序 (如果發生未預期事件) 發生錯誤時傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="progress" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="下載更新檔案時傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="fileUpdateError" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在呼叫 installFromAIRFile() 方法，將檔案以 airFile 參數傳送時，若驗證檔案發生錯誤時傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR_fileUpdateError" playername="AIR"/>
						<string name="fileUpdateStatus" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=StatusFileUpdateEvent.FILE_UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在更新程式成功驗證對 installFromAIRFile() 方法呼叫中的檔案後傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusFileUpdateEvent.FILE_UPDATE_STATUS_fileUpdateStatus" playername="AIR"/>
						<string name="downloadError" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=DownloadErrorEvent.DOWNLOAD_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="連接或下載更新檔案時如果發生錯誤就傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.DownloadErrorEvent.DOWNLOAD_ERROR_downloadError" playername="AIR"/>
						<string name="updateError" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=StatusUpdateErrorEvent.UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="嘗試下載或剖析更新描述器檔案時如果發生錯誤就傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusUpdateErrorEvent.UPDATE_ERROR_updateError" playername="AIR"/>
						<string name="updateStatus" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=StatusUpdateEvent.UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="更新程式成功下載以及解譯更新描述器檔案後傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusUpdateEvent.UPDATE_STATUS_updateStatus" playername="AIR"/>
						<string name="beforeInstall" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=UpdateEvent.BEFORE_INSTALL{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="呼叫 installUpdate() 方法之後，在安裝更新檔案之前傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.BEFORE_INSTALL_beforeInstall" playername="AIR"/>
						<string name="downloadComplete" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=UpdateEvent.DOWNLOAD_COMPLETE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="下載更新檔案完成時傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.DOWNLOAD_COMPLETE_downloadComplete" playername="AIR"/>
						<string name="downloadStart" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=UpdateEvent.DOWNLOAD_START{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="呼叫 downloadUpdate() 方法以及建立伺服器連線後傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.DOWNLOAD_START_downloadStart" playername="AIR"/>
						<string name="checkForUpdate" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=UpdateEvent.CHECK_FOR_UPDATE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="更新處理程序開始之前，就是在更新程式正要試著下載更新描述器檔案之前傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.CHECK_FOR_UPDATE_checkForUpdate" playername="AIR"/>
						<string name="initialized" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%類型:String=UpdateEvent.INITIALIZED{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在初始化完成之後傳送。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.INITIALIZED_initialized" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="air.update.events" id="air.update.events" sort="true" tiptext="air.update.events 套件的類別" helpurl="air.update.events">
				<folder name="DownloadErrorEvent" id="[air.update.events.DownloadErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="下載更新檔案時若發生錯誤，ApplicationUpdater 或 ApplicationUpdaterUI 物件會傳送 DownloadErrorEvent 物件。" helpurl="air.update.events:DownloadErrorEvent">
					<folder name="方法" id="Methods" tiptext="DownloadErrorEvent 類別的方法" helpurl="air.update.events:DownloadErrorEvent">
						<string name="DownloadErrorEvent" object="[air.update.events.DownloadErrorEvent]" text="new DownloadErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0,子錯誤ID:int=0]%)" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update.events:DownloadErrorEvent:DownloadErrorEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.DownloadErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="" helpurl="air.update.events:DownloadErrorEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.DownloadErrorEvent]" text=".toString(%%):String" tiptext="傳回包含物件所有屬性的字串。" version="" helpurl="air.update.events:DownloadErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DownloadErrorEvent 類別的屬性" helpurl="air.update.events:DownloadErrorEvent">
						<string name="DOWNLOAD_ERROR" object="[air.update.events.DownloadErrorEvent]" text="DownloadErrorEvent.DOWNLOAD_ERROR" constant="true" tiptext="DownloadErrorEvent.DOWNLOAD_ERROR 常數會定義 downloadError 事件物件的 type 屬性值。" version="" helpurl="air.update.events:DownloadErrorEvent:DOWNLOAD_ERROR" playername="AIR"/>
						<string name="subErrorID" object="[air.update.events.DownloadErrorEvent]" text=".subErrorID" tiptext="提供除 errorId 屬性以外的資訊。" version="" helpurl="air.update.events:DownloadErrorEvent:subErrorID" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusFileUpdateErrorEvent" id="[air.update.events.StatusFileUpdateErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="當呼叫 ApplicationUpdater 物件的 checkForUpdate() 方法，在下載或剖析更新描述器檔時若發生錯誤，會傳送 StatusUpdateFileErrorEvent。" helpurl="air.update.events:StatusFileUpdateErrorEvent">
					<folder name="方法" id="Methods" tiptext="StatusFileUpdateErrorEvent 類別的方法" helpurl="air.update.events:StatusFileUpdateErrorEvent">
						<string name="StatusFileUpdateErrorEvent" object="[air.update.events.StatusFileUpdateErrorEvent]" text="new StatusFileUpdateErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0]%)" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update.events:StatusFileUpdateErrorEvent:StatusFileUpdateErrorEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusFileUpdateErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="" helpurl="air.update.events:StatusFileUpdateErrorEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.StatusFileUpdateErrorEvent]" text=".toString(%%):String" tiptext="傳回包含物件所有屬性的字串。" version="" helpurl="air.update.events:StatusFileUpdateErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StatusFileUpdateErrorEvent 類別的屬性" helpurl="air.update.events:StatusFileUpdateErrorEvent">
						<string name="FILE_UPDATE_ERROR" object="[air.update.events.StatusFileUpdateErrorEvent]" text="StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR" constant="true" tiptext="StatusUpdateErrorEvent.UPDATE_ERROR 常數會定義 statusUpdateError 事件物件的 type 屬性值。" version="" helpurl="air.update.events:StatusFileUpdateErrorEvent:FILE_UPDATE_ERROR" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusFileUpdateEvent" id="[air.update.events.StatusFileUpdateEvent]" sort="true" index="true" asAncestors="air.update.events:UpdateEvent,flash.events:Event,Object" tiptext="在更新程式成功驗證對 installFromAIRFile() 方法呼叫中的檔案後傳送。" helpurl="air.update.events:StatusFileUpdateEvent">
					<folder name="方法" id="Methods" tiptext="StatusFileUpdateEvent 類別的方法" helpurl="air.update.events:StatusFileUpdateEvent">
						<string name="StatusFileUpdateEvent" object="[air.update.events.StatusFileUpdateEvent]" text="new StatusFileUpdateEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,可用:Boolean=false,版本:String,路徑:String]%)" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update.events:StatusFileUpdateEvent:StatusFileUpdateEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusFileUpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="建立物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.5" helpurl="air.update.events:StatusFileUpdateEvent:clone" playername="AIR"/>
						<string name="toString" object="[air.update.events.StatusFileUpdateEvent]" text=".toString(%%):String" tiptext="傳回包含物件所有屬性的字串。" version="1.5" helpurl="air.update.events:StatusFileUpdateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StatusFileUpdateEvent 類別的屬性" helpurl="air.update.events:StatusFileUpdateEvent">
						<string name="FILE_UPDATE_STATUS" object="[air.update.events.StatusFileUpdateEvent]" text="StatusFileUpdateEvent.FILE_UPDATE_STATUS" constant="true" tiptext="StatusUpdateEvent.UPDATE_STATUS 常數會定義 updateStatus 事件物件的 type 屬性值。" version="" helpurl="air.update.events:StatusFileUpdateEvent:FILE_UPDATE_STATUS" playername="AIR"/>
						<string name="available" object="[air.update.events.StatusFileUpdateEvent]" text=".available" tiptext="指出目前的應用程式是否有其他版本可用 (true)，如果是相同版本，則為 false。" version="" helpurl="air.update.events:StatusFileUpdateEvent:available" playername="AIR"/>
						<string name="path" object="[air.update.events.StatusFileUpdateEvent]" text=".path" tiptext="呼叫 installFromAIRFile 方法時，使用 airFile 參數指定之更新 File 物件的 nativePath 屬性。" version="" helpurl="air.update.events:StatusFileUpdateEvent:path" playername="AIR"/>
						<string name="versionLabel" object="[air.update.events.StatusFileUpdateEvent]" text=".versionLabel" tiptext="更新的版本標籤字串。" version="" helpurl="air.update.events:StatusFileUpdateEvent:versionLabel" playername="AIR"/>
						<string name="version" object="[air.update.events.StatusFileUpdateEvent]" text=".version" tiptext="更新的版本字串。" version="" helpurl="air.update.events:StatusFileUpdateEvent:version" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusUpdateErrorEvent" id="[air.update.events.StatusUpdateErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="當呼叫 ApplicationUpdater 物件的 checkForUpdate() 方法，在下載或剖析更新描述器檔發生錯誤時，會傳送 StatusUpdateErrorEvent。" helpurl="air.update.events:StatusUpdateErrorEvent">
					<folder name="方法" id="Methods" tiptext="StatusUpdateErrorEvent 類別的方法" helpurl="air.update.events:StatusUpdateErrorEvent">
						<string name="StatusUpdateErrorEvent" object="[air.update.events.StatusUpdateErrorEvent]" text="new StatusUpdateErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0,子錯誤ID:int=0]%)" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update.events:StatusUpdateErrorEvent:StatusUpdateErrorEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusUpdateErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.StatusUpdateErrorEvent]" text=".toString(%%):String" tiptext="傳回包含物件所有屬性的字串。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StatusUpdateErrorEvent 類別的屬性" helpurl="air.update.events:StatusUpdateErrorEvent">
						<string name="UPDATE_ERROR" object="[air.update.events.StatusUpdateErrorEvent]" text="StatusUpdateErrorEvent.UPDATE_ERROR" constant="true" tiptext="StatusUpdateErrorEvent.UPDATE_ERROR 常數會定義 statusUpdateError 事件物件的 type 屬性值。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:UPDATE_ERROR" playername="AIR"/>
						<string name="subErrorID" object="[air.update.events.StatusUpdateErrorEvent]" text=".subErrorID" tiptext="提供除 errorId 屬性以外的資訊。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:subErrorID" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusUpdateEvent" id="[air.update.events.StatusUpdateEvent]" sort="true" index="true" asAncestors="air.update.events:UpdateEvent,flash.events:Event,Object" tiptext="在更新程式成功下載並解譯更新描述器檔案後，更新程式物件會傳送 StatusUpdateEvent 物件。" helpurl="air.update.events:StatusUpdateEvent">
					<folder name="方法" id="Methods" tiptext="StatusUpdateEvent 類別的方法" helpurl="air.update.events:StatusUpdateEvent">
						<string name="StatusUpdateEvent" object="[air.update.events.StatusUpdateEvent]" text="new StatusUpdateEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,可用:Boolean=false,版本:String,詳細資料:Array=null,版本標籤:String]%)" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update.events:StatusUpdateEvent:StatusUpdateEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusUpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="建立物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.5" helpurl="air.update.events:StatusUpdateEvent:clone" playername="AIR"/>
						<string name="toString" object="[air.update.events.StatusUpdateEvent]" text=".toString(%%):String" tiptext="傳回包含物件所有屬性的字串。" version="1.5" helpurl="air.update.events:StatusUpdateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StatusUpdateEvent 類別的屬性" helpurl="air.update.events:StatusUpdateEvent">
						<string name="UPDATE_STATUS" object="[air.update.events.StatusUpdateEvent]" text="StatusUpdateEvent.UPDATE_STATUS" constant="true" tiptext="StatusUpdateEvent.UPDATE_STATUS 常數會定義 updateStatus 事件物件的 type 屬性值。" version="" helpurl="air.update.events:StatusUpdateEvent:UPDATE_STATUS" playername="AIR"/>
						<string name="available" object="[air.update.events.StatusUpdateEvent]" text=".available" tiptext="指出是否有可用的更新。" version="" helpurl="air.update.events:StatusUpdateEvent:available" playername="AIR"/>
						<string name="details" object="[air.update.events.StatusUpdateEvent]" text=".details" tiptext="定義每個支援語言之詳細字串的陣列。" version="" helpurl="air.update.events:StatusUpdateEvent:details" playername="AIR"/>
						<string name="versionLabel" object="[air.update.events.StatusUpdateEvent]" text=".versionLabel" tiptext="更新的版本標籤字串。" version="" helpurl="air.update.events:StatusUpdateEvent:versionLabel" playername="AIR"/>
						<string name="version" object="[air.update.events.StatusUpdateEvent]" text=".version" tiptext="更新的版本字串。" version="" helpurl="air.update.events:StatusUpdateEvent:version" playername="AIR"/>
					</folder>
				</folder>
				<folder name="UpdateEvent" id="[air.update.events.UpdateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在更新程序過程中，ApplicationUpdater 會傳送 UpdateEvent。" helpurl="air.update.events:UpdateEvent">
					<folder name="方法" id="Methods" tiptext="UpdateEvent 類別的方法" helpurl="air.update.events:UpdateEvent">
						<string name="UpdateEvent" object="[air.update.events.UpdateEvent]" text="new UpdateEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="建構函式函數。" version="1.5" helpurl="air.update.events:UpdateEvent:UpdateEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.UpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="建立物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="" helpurl="air.update.events:UpdateEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.UpdateEvent]" text=".toString(%%):String" tiptext="傳回包含物件所有屬性的字串。" version="" helpurl="air.update.events:UpdateEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UpdateEvent 類別的屬性" helpurl="air.update.events:UpdateEvent">
						<string name="BEFORE_INSTALL" object="[air.update.events.UpdateEvent]" text="UpdateEvent.BEFORE_INSTALL" constant="true" tiptext="UpdateEvent.BEFORE_INSTALL 常數會定義 beforeInstall 事件物件的 type 屬性值。" version="" helpurl="air.update.events:UpdateEvent:BEFORE_INSTALL" playername="AIR"/>
						<string name="CHECK_FOR_UPDATE" object="[air.update.events.UpdateEvent]" text="UpdateEvent.CHECK_FOR_UPDATE" constant="true" tiptext="UpdateEvent.CHECK_FOR_UPDATE 常數會定義 checkForUpdate 事件物件的 type 屬性值。" version="" helpurl="air.update.events:UpdateEvent:CHECK_FOR_UPDATE" playername="AIR"/>
						<string name="DOWNLOAD_COMPLETE" object="[air.update.events.UpdateEvent]" text="UpdateEvent.DOWNLOAD_COMPLETE" constant="true" tiptext="UpdateEvent.DOWNLOAD_COMPLETE 常數會定義 downloadComplete 事件物件的 type 屬性值。" version="" helpurl="air.update.events:UpdateEvent:DOWNLOAD_COMPLETE" playername="AIR"/>
						<string name="DOWNLOAD_START" object="[air.update.events.UpdateEvent]" text="UpdateEvent.DOWNLOAD_START" constant="true" tiptext="UpdateEvent.DOWNLOAD_START 常數會定義 downloadStart 事件物件的 type 屬性值。" version="" helpurl="air.update.events:UpdateEvent:DOWNLOAD_START" playername="AIR"/>
						<string name="INITIALIZED" object="[air.update.events.UpdateEvent]" text="UpdateEvent.INITIALIZED" constant="true" tiptext="UpdateEvent.INITIALIZED 常數會定義初始事件物件的 type 屬性值。" version="" helpurl="air.update.events:UpdateEvent:INITIALIZED" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.accessibility" id="fl.accessibility" sort="true" tiptext="fl.accessibility 套件的類別" helpurl="fl.accessibility">
				<folder name="AccImpl" id="[fl.accessibility.AccImpl]" sort="true" index="true" asAncestors="flash.accessibility:AccessibilityImplementation,Object" tiptext="AccImpl 類別 (也稱為「輔助功能實作」類別) 是組件中輔助功能實作的基底類別。" helpurl="fl.accessibility:AccImpl">
					<folder name="方法" id="Methods" tiptext="AccImpl 類別的方法" helpurl="fl.accessibility:AccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.AccImpl]" text="AccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用組件的輔助功能。" version="1.0" helpurl="fl.accessibility:AccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="ButtonAccImpl" id="[fl.accessibility.ButtonAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="ButtonAccImpl 類別 (也稱為「Button 輔助功能實作」類別) 會啟用 Button 組件和螢幕朗讀程式之間的通訊。" helpurl="fl.accessibility:ButtonAccImpl">
					<folder name="方法" id="Methods" tiptext="ButtonAccImpl 類別的方法" helpurl="fl.accessibility:ButtonAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.ButtonAccImpl]" text="ButtonAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 Button 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:ButtonAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="CheckBoxAccImpl" id="[fl.accessibility.CheckBoxAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="CheckBoxAccImpl 類別 (也稱為「CheckBox 輔助功能實作」類別) 可用於讓 CheckBox 組件支援輔助功能。" helpurl="fl.accessibility:CheckBoxAccImpl">
					<folder name="方法" id="Methods" tiptext="CheckBoxAccImpl 類別的方法" helpurl="fl.accessibility:CheckBoxAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.CheckBoxAccImpl]" text="CheckBoxAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 CheckBox 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:CheckBoxAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="ComboBoxAccImpl" id="[fl.accessibility.ComboBoxAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="ComboBoxAccImpl 類別 (也稱為「ComboBox 輔助功能實作」類別) 可用於讓 ComboBox 組件支援輔助功能。" helpurl="fl.accessibility:ComboBoxAccImpl">
					<folder name="方法" id="Methods" tiptext="ComboBoxAccImpl 類別的方法" helpurl="fl.accessibility:ComboBoxAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.ComboBoxAccImpl]" text="ComboBoxAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 ComboBox 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:ComboBoxAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridAccImpl" id="[fl.accessibility.DataGridAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="DataGridAccImpl 類別 (也稱為「DataGrid 輔助功能實作」類別) 可用於讓 DataGrid 組件支援輔助功能。" helpurl="fl.accessibility:DataGridAccImpl">
					<folder name="方法" id="Methods" tiptext="DataGridAccImpl 類別的方法" helpurl="fl.accessibility:DataGridAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.DataGridAccImpl]" text="DataGridAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 DataGrid 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:DataGridAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="LabelButtonAccImpl" id="[fl.accessibility.LabelButtonAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="LabelButtonAccImpl 類別 (也稱為「LabelButton 輔助功能實作」類別) 可用於讓 LabelButton 組件支援輔助功能。" helpurl="fl.accessibility:LabelButtonAccImpl">
					<folder name="方法" id="Methods" tiptext="LabelButtonAccImpl 類別的方法" helpurl="fl.accessibility:LabelButtonAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.LabelButtonAccImpl]" text="LabelButtonAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 LabelButton 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:LabelButtonAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="ListAccImpl" id="[fl.accessibility.ListAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="ListAccImpl 類別 (也稱為「List 輔助功能實作」類別) 可用於讓 List 組件支援輔助功能。" helpurl="fl.accessibility:ListAccImpl">
					<folder name="方法" id="Methods" tiptext="ListAccImpl 類別的方法" helpurl="fl.accessibility:ListAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.ListAccImpl]" text="ListAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 List 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:ListAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="RadioButtonAccImpl" id="[fl.accessibility.RadioButtonAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:CheckBoxAccImpl,fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="RadioButtonAccImpl 類別 (也稱為「RadioButton 輔助功能實作」類別) 可用於讓 RadioButton 組件支援輔助功能。" helpurl="fl.accessibility:RadioButtonAccImpl">
					<folder name="方法" id="Methods" tiptext="RadioButtonAccImpl 類別的方法" helpurl="fl.accessibility:RadioButtonAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.RadioButtonAccImpl]" text="RadioButtonAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 RadioButton 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:RadioButtonAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="SelectableListAccImpl" id="[fl.accessibility.SelectableListAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="SelectableListAccImpl 類別 (也稱為「SelectableList 輔助功能實作」類別) 可用於讓 SelectableList 組件支援輔助功能。" helpurl="fl.accessibility:SelectableListAccImpl">
					<folder name="方法" id="Methods" tiptext="SelectableListAccImpl 類別的方法" helpurl="fl.accessibility:SelectableListAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.SelectableListAccImpl]" text="SelectableListAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 SelectableList 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:SelectableListAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="TileListAccImpl" id="[fl.accessibility.TileListAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="TileListAccImpl 類別 (也稱為「TileList 輔助功能實作」類別) 可用於讓 TileList 組件支援輔助功能。" helpurl="fl.accessibility:TileListAccImpl">
					<folder name="方法" id="Methods" tiptext="TileListAccImpl 類別的方法" helpurl="fl.accessibility:TileListAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.TileListAccImpl]" text="TileListAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 TileList 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:TileListAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="UIComponentAccImpl" id="[fl.accessibility.UIComponentAccImpl]" sort="true" index="true" asAncestors="flash.accessibility:AccessibilityProperties,Object" tiptext="UIComponentAccImpl 類別 (也稱為「UIComponent 輔助功能實作」類別) 可用於讓 UIComponent 支援輔助功能。" helpurl="fl.accessibility:UIComponentAccImpl">
					<folder name="方法" id="Methods" tiptext="UIComponentAccImpl 類別的方法" helpurl="fl.accessibility:UIComponentAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.UIComponentAccImpl]" text="UIComponentAccImpl.enableAccessibility(%%):void" static="true" tiptext="啟用 UIComponent 組件的輔助功能。" version="1.0" helpurl="fl.accessibility:UIComponentAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.containers" id="fl.containers" sort="true" tiptext="fl.containers 套件的類別" helpurl="fl.containers">
				<folder name="BaseScrollPane" id="[fl.containers.BaseScrollPane]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="BaseScrollPane 類別會處理基本的捲動窗格功能，其中包括 事件、設定樣式、繪製遮色片和背景、捲軸的版面以及處理捲動位置。" helpurl="fl.containers:BaseScrollPane">
					<folder name="方法" id="Methods" tiptext="BaseScrollPane 類別的方法" helpurl="fl.containers:BaseScrollPane">
						<string name="BaseScrollPane" object="[fl.containers.BaseScrollPane]" text="new BaseScrollPane(%%)" constructor="true" tiptext="建立新的 BaseScrollPane 組件實體。" version="1.0" helpurl="fl.containers:BaseScrollPane:BaseScrollPane" playername=""/>
						<string name="getStyleDefinition" object="[fl.containers.BaseScrollPane]" text="BaseScrollPane.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.containers:BaseScrollPane:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BaseScrollPane 類別的屬性" helpurl="fl.containers:BaseScrollPane">
						<string name="horizontalLineScrollSize" object="[fl.containers.BaseScrollPane]" text=".horizontalLineScrollSize" tiptext="會取得或設定值，描述當按一下捲動箭頭時，內容要水平捲動的量。" version="" helpurl="fl.containers:BaseScrollPane:horizontalLineScrollSize:get" playername=""/>
						<string name="horizontalPageScrollSize" object="[fl.containers.BaseScrollPane]" text=".horizontalPageScrollSize" tiptext="會取得或設定當按下捲軸軌道時，捲動縮圖在水平捲軸上移動的像素數目。" version="" helpurl="fl.containers:BaseScrollPane:horizontalPageScrollSize:get" playername=""/>
						<string name="horizontalScrollBar" object="[fl.containers.BaseScrollPane]" text=".horizontalScrollBar" tiptext="會取得水平捲軸的參考。" version="" helpurl="fl.containers:BaseScrollPane:horizontalScrollBar:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[fl.containers.BaseScrollPane]" text=".horizontalScrollPolicy" tiptext="會取得或設定指出水平捲軸狀態的值。" version="" helpurl="fl.containers:BaseScrollPane:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".horizontalScrollPosition" tiptext="會取得或設定值，描述水平捲軸在捲動窗格中的水平位置，以像素為單位。" version="" helpurl="fl.containers:BaseScrollPane:horizontalScrollPosition:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".maxHorizontalScrollPosition" tiptext="會取得目前內容的最大水平捲動位置，以像素為單位。" version="" helpurl="fl.containers:BaseScrollPane:maxHorizontalScrollPosition:get" playername=""/>
						<string name="maxVerticalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".maxVerticalScrollPosition" tiptext="會取得目前內容的最大垂直捲動位置，以像素為單位。" version="" helpurl="fl.containers:BaseScrollPane:maxVerticalScrollPosition:get" playername=""/>
						<string name="useBitmapScrolling" object="[fl.containers.BaseScrollPane]" text=".useBitmapScrolling" tiptext="設定為 true 時，捲動內容的 cacheAsBitmap 屬性會設定為 true；設定為 false 時，則會關閉這個值。" version="" helpurl="fl.containers:BaseScrollPane:useBitmapScrolling:get" playername=""/>
						<string name="verticalLineScrollSize" object="[fl.containers.BaseScrollPane]" text=".verticalLineScrollSize" tiptext="會取得或設定值，描述當按一下捲動箭頭時，要垂直捲動多少像素。" version="" helpurl="fl.containers:BaseScrollPane:verticalLineScrollSize:get" playername=""/>
						<string name="verticalPageScrollSize" object="[fl.containers.BaseScrollPane]" text=".verticalPageScrollSize" tiptext="會取得或設定當按下捲軸軌道時，捲動縮圖在垂直捲軸上移動的像素數目。" version="" helpurl="fl.containers:BaseScrollPane:verticalPageScrollSize:get" playername=""/>
						<string name="verticalScrollBar" object="[fl.containers.BaseScrollPane]" text=".verticalScrollBar" tiptext="會取得垂直捲軸的參考。" version="" helpurl="fl.containers:BaseScrollPane:verticalScrollBar:get" playername=""/>
						<string name="verticalScrollPolicy" object="[fl.containers.BaseScrollPane]" text=".verticalScrollPolicy" tiptext="會取得或設定指出垂直捲軸狀態的值。" version="" helpurl="fl.containers:BaseScrollPane:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".verticalScrollPosition" tiptext="會取得或設定值，描述垂直捲軸在捲動窗格中的垂直位置，以像素為單位。" version="" helpurl="fl.containers:BaseScrollPane:verticalScrollPosition:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="BaseScrollPane 類別的事件" helpurl="fl.containers:BaseScrollPane">
						<string name="scroll" object="[fl.containers.BaseScrollPane]" text=".addEventListener(%類型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者使用組件上的捲軸或滑鼠裝置上的滾輪捲動內容時傳送。" version="" helpurl="fl.containers:BaseScrollPane_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollPane" id="[fl.containers.ScrollPane]" sort="true" index="true" asAncestors="fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ScrollPane 組件會在可捲動區域中顯示顯示物件、JPEG、GIF 和 PNG 檔以及 SWF 檔。" helpurl="fl.containers:ScrollPane">
					<folder name="方法" id="Methods" tiptext="ScrollPane 類別的方法" helpurl="fl.containers:ScrollPane">
						<string name="ScrollPane" object="[fl.containers.ScrollPane]" text="new ScrollPane(%%)" constructor="true" tiptext="建立新的 ScrollPane 組件實體。" version="1.0" helpurl="fl.containers:ScrollPane:ScrollPane" playername=""/>
						<string name="getStyleDefinition" object="[fl.containers.ScrollPane]" text="ScrollPane.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.containers:ScrollPane:getStyleDefinition" playername=""/>
						<string name="load" object="[fl.containers.ScrollPane]" text=".load(%要求:flash.net:URLRequest[,內容:flash.system:LoaderContext=null]%):void" tiptext="此方法的 request 參數只會接受 URLRequest 物件，此物件的 source 屬性包含字串、類別或 URLRequest 物件。" version="1.0" helpurl="fl.containers:ScrollPane:load" playername=""/>
						<string name="refreshPane" object="[fl.containers.ScrollPane]" text=".refreshPane(%%):void" tiptext="會重新載入捲動窗格的內容。" version="1.0" helpurl="fl.containers:ScrollPane:refreshPane" playername=""/>
						<string name="update" object="[fl.containers.ScrollPane]" text=".update(%%):void" tiptext="會根據內容的寬度和高度，重新整理捲軸屬性。" version="1.0" helpurl="fl.containers:ScrollPane:update" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ScrollPane 類別的屬性" helpurl="fl.containers:ScrollPane">
						<string name="bytesLoaded" object="[fl.containers.ScrollPane]" text=".bytesLoaded" tiptext="會取得已載入之內容的位元組數。" version="" helpurl="fl.containers:ScrollPane:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.containers.ScrollPane]" text=".bytesTotal" tiptext="會取得要載入的內容位元組總數。" version="" helpurl="fl.containers:ScrollPane:bytesTotal:get" playername=""/>
						<string name="content" object="[fl.containers.ScrollPane]" text=".content" tiptext="會取得捲動窗格中所載入內容的參考。" version="" helpurl="fl.containers:ScrollPane:content:get" playername=""/>
						<string name="percentLoaded" object="[fl.containers.ScrollPane]" text=".percentLoaded" tiptext="會取得介於 0 和 100 之間的數字，表示已載入內容的百分比。" version="" helpurl="fl.containers:ScrollPane:percentLoaded:get" playername=""/>
						<string name="scrollDrag" object="[fl.containers.ScrollPane]" text=".scrollDrag" tiptext="會取得或設定值，指出當使用者在捲動窗格中拖曳內容時，是否發生捲動。" version="" helpurl="fl.containers:ScrollPane:scrollDrag:get" playername=""/>
						<string name="source" object="[fl.containers.ScrollPane]" text=".source" tiptext="取得或設定絕對或相對 URL，該 URL 會識別要載入之 SWF 或影像檔的位置、元件庫中影片片段的類別名稱、顯示物件的參考，或識別相同層級上當做組件之影片片段的實體名稱。" version="" helpurl="fl.containers:ScrollPane:source:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ScrollPane 類別的事件" helpurl="fl.containers:ScrollPane">
						<string name="securityError" object="[fl.containers.ScrollPane]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入內容期間發生了安全性錯誤時傳送。" version="" helpurl="fl.containers:ScrollPane_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="open" object="[fl.containers.ScrollPane]" text=".addEventListener(%類型:String=Event.OPEN{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在網路作業開始之後傳送。" version="" helpurl="fl.containers:ScrollPane_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[fl.containers.ScrollPane]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入或輸出錯誤之後傳送。" version="" helpurl="fl.containers:ScrollPane_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="init" object="[fl.containers.ScrollPane]" text=".addEventListener(%類型:String=Event.INIT{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當您可以存取載入之 SWF 檔案的屬性和方法時傳送。" version="" helpurl="fl.containers:ScrollPane_flash.events.Event.INIT_init" playername=""/>
						<string name="complete" object="[fl.containers.ScrollPane]" text=".addEventListener(%類型:String=Event.COMPLETE{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當內容載入完成時傳送。" version="" helpurl="fl.containers:ScrollPane_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="progress" object="[fl.containers.ScrollPane]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當內容正在載入時傳送。" version="" helpurl="fl.containers:ScrollPane_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="scroll" object="[fl.containers.ScrollPane]" text=".addEventListener(%類型:String=ScrollEvent.SCROLL{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者使用組件上的捲軸或滑鼠裝置上的滾輪捲動內容時傳送。" version="" helpurl="fl.containers:ScrollPane_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
					</folder>
				</folder>
				<folder name="UILoader" id="[fl.containers.UILoader]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="UILoader 類別可讓您設定要載入的內容，然後在執行階段監視載入作業。" helpurl="fl.containers:UILoader">
					<folder name="方法" id="Methods" tiptext="UILoader 類別的方法" helpurl="fl.containers:UILoader">
						<string name="UILoader" object="[fl.containers.UILoader]" text="new UILoader(%%)" constructor="true" tiptext="建立新的 UILoader 組件實體。" version="1.0" helpurl="fl.containers:UILoader:UILoader" playername=""/>
						<string name="close" object="[fl.containers.UILoader]" text=".close(%%):void" tiptext="取消 Loader 實體目前正在進行中的 load() 方法作業。" version="1.0" helpurl="fl.containers:UILoader:close" playername=""/>
						<string name="getStyleDefinition" object="[fl.containers.UILoader]" text="UILoader.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.containers:UILoader:getStyleDefinition" playername=""/>
						<string name="loadBytes" object="[fl.containers.UILoader]" text=".loadBytes(%位元組:flash.utils:ByteArray[,快顯:flash.system:LoaderContext=null]%):void" tiptext="會載入儲存在 ByteArray 物件中的二進位資料。" version="1.0" helpurl="fl.containers:UILoader:loadBytes" playername=""/>
						<string name="load" object="[fl.containers.UILoader]" text=".load(%[要求:flash.net:URLRequest=null,快顯:flash.system:LoaderContext=null]%):void" tiptext="會載入指定的內容；如果未指定內容，則會從 source 屬性所識別的位置載入內容。" version="1.0" helpurl="fl.containers:UILoader:load" playername=""/>
						<string name="setSize" object="[fl.containers.UILoader]" text=".setSize(%寬:Number,高:Number%):void" tiptext="將組件調整為要求的大小。" version="1.0" helpurl="fl.containers:UILoader:setSize" playername=""/>
						<string name="unload" object="[fl.containers.UILoader]" text=".unload(%%):void" tiptext="會移除這個 UILoader 物件的子系，此物件是使用 load() 方法或 source 屬性載入。" version="1.0" helpurl="fl.containers:UILoader:unload" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UILoader 類別的屬性" helpurl="fl.containers:UILoader">
						<string name="autoLoad" object="[fl.containers.UILoader]" text=".autoLoad" tiptext="會取得或設定值，指出 UILoader 實體是否會自動載入指定的內容。" version="" helpurl="fl.containers:UILoader:autoLoad:get" playername=""/>
						<string name="bytesLoaded" object="[fl.containers.UILoader]" text=".bytesLoaded" tiptext="會取得已載入之內容的位元組數。" version="" helpurl="fl.containers:UILoader:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.containers.UILoader]" text=".bytesTotal" tiptext="會取得要載入的內容位元組總數。" version="" helpurl="fl.containers:UILoader:bytesTotal:get" playername=""/>
						<string name="content" object="[fl.containers.UILoader]" text=".content" tiptext="會包含使用 load() 方法或設定 source 屬性所載入之 SWF 檔或影像檔 (JPEG、PNG 或 GIF 格式的檔案) 的根顯示物件。" version="" helpurl="fl.containers:UILoader:content:get" playername=""/>
						<string name="maintainAspectRatio" object="[fl.containers.UILoader]" text=".maintainAspectRatio" tiptext="取得或設定值，指出是否要維持原始影像使用的比例，或是將影像大小調整成 UILoader 組件的目前寬度和高度。" version="" helpurl="fl.containers:UILoader:maintainAspectRatio:get" playername=""/>
						<string name="percentLoaded" object="[fl.containers.UILoader]" text=".percentLoaded" tiptext="會取得介於 0 和 100 之間的數字，表示已載入內容的百分比。" version="" helpurl="fl.containers:UILoader:percentLoaded:get" playername=""/>
						<string name="scaleContent" object="[fl.containers.UILoader]" text=".scaleContent" tiptext="會取得或設定值，指出是否要自動將影像縮放為 UILoader 實體的大小。" version="" helpurl="fl.containers:UILoader:scaleContent:get" playername=""/>
						<string name="source" object="[fl.containers.UILoader]" text=".source" tiptext="取得或設定絕對或相對 URL，該 URL 會識別要載入之 SWF 或影像檔的位置、元件庫中影片片段的類別名稱、顯示物件的參考，或識別相同層級上當做組件之影片片段的實體名稱。" version="" helpurl="fl.containers:UILoader:source:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="UILoader 類別的事件" helpurl="fl.containers:UILoader">
						<string name="securityError" object="[fl.containers.UILoader]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入內容期間發生了安全性錯誤時傳送。" version="" helpurl="fl.containers:UILoader_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="resize" object="[fl.containers.UILoader]" text=".addEventListener(%類型:String=ComponentEvent.RESIZE{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在調整組件大小之後傳送。" version="" helpurl="fl.containers:UILoader_fl.events.ComponentEvent.RESIZE_resize" playername=""/>
						<string name="progress" object="[fl.containers.UILoader]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當內容正在載入時傳送。" version="" helpurl="fl.containers:UILoader_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[fl.containers.UILoader]" text=".addEventListener(%類型:String=Event.OPEN{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在網路作業開始之後傳送。" version="" helpurl="fl.containers:UILoader_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[fl.containers.UILoader]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入或輸出錯誤之後傳送。" version="" helpurl="fl.containers:UILoader_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="init" object="[fl.containers.UILoader]" text=".addEventListener(%類型:String=Event.INIT{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當您可以存取載入之 SWF 檔案的屬性和方法時傳送。" version="" helpurl="fl.containers:UILoader_flash.events.Event.INIT_init" playername=""/>
						<string name="complete" object="[fl.containers.UILoader]" text=".addEventListener(%類型:String=Event.COMPLETE{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在內容載入完成時傳送。" version="" helpurl="fl.containers:UILoader_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls" id="fl.controls" sort="true" tiptext="fl.controls 套件的類別" helpurl="fl.controls">
				<folder name="BaseButton" id="[fl.controls.BaseButton]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="BaseButton 類別是所有按鈕組件的基底類別，會定義所有按鈕常用的屬性和方法。" helpurl="fl.controls:BaseButton">
					<folder name="方法" id="Methods" tiptext="BaseButton 類別的方法" helpurl="fl.controls:BaseButton">
						<string name="BaseButton" object="[fl.controls.BaseButton]" text="new BaseButton(%%)" constructor="true" tiptext="會建立新的 BaseButton 實體。" version="1.0" helpurl="fl.controls:BaseButton:BaseButton" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.BaseButton]" text="BaseButton.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:BaseButton:getStyleDefinition" playername=""/>
						<string name="setMouseState" object="[fl.controls.BaseButton]" text=".setMouseState(%狀態:String%):void" tiptext="經由 ActionScript 設定滑鼠狀態。" version="1.0" helpurl="fl.controls:BaseButton:setMouseState" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BaseButton 類別的屬性" helpurl="fl.controls:BaseButton">
						<string name="autoRepeat" object="[fl.controls.BaseButton]" text=".autoRepeat" tiptext="會取得或設定 Boolean 值，指出當使用者以滑鼠按鈕按住組件時，是否要多次傳送 buttonDown 事件。" version="" helpurl="fl.controls:BaseButton:autoRepeat:get" playername=""/>
						<string name="enabled" object="[fl.controls.BaseButton]" text=".enabled" tiptext="會取得或設定值，指出組件是否可以接受使用者輸入。" version="" helpurl="fl.controls:BaseButton:enabled:get" playername=""/>
						<string name="selected" object="[fl.controls.BaseButton]" text=".selected" tiptext="會取得或設定 Boolean 值，指出是否已選取切換按鈕。" version="" helpurl="fl.controls:BaseButton:selected:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="BaseButton 類別的事件" helpurl="fl.controls:BaseButton">
						<string name="change" object="[fl.controls.BaseButton]" text=".addEventListener(%類型:String=Event.CHANGE{Event.CHANGE,ComponentEvent.BUTTON_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當切換式 Button 組件的 selected 屬性值變更時傳送。" version="" helpurl="fl.controls:BaseButton_flash.events.Event.CHANGE_change" playername=""/>
						<string name="buttonDown" object="[fl.controls.BaseButton]" text=".addEventListener(%類型:String=ComponentEvent.BUTTON_DOWN{Event.CHANGE,ComponentEvent.BUTTON_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按下 Button 組件時傳送。" version="" helpurl="fl.controls:BaseButton_fl.events.ComponentEvent.BUTTON_DOWN_buttonDown" playername=""/>
					</folder>
				</folder>
				<folder name="Button" id="[fl.controls.Button]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Button 組件代表常用的矩形按鈕。" helpurl="fl.controls:Button">
					<folder name="方法" id="Methods" tiptext="Button 類別的方法" helpurl="fl.controls:Button">
						<string name="Button" object="[fl.controls.Button]" text="new Button(%%)" constructor="true" tiptext="建立新的 Button 組件實體。" version="1.0" helpurl="fl.controls:Button:Button" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.Button]" text="Button.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:Button:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Button 類別的屬性" helpurl="fl.controls:Button">
						<string name="emphasized" object="[fl.controls.Button]" text=".emphasized" tiptext="會取得或設定 Boolean 值，指出當按鈕為一般狀態時，是否在 Button 組件周圍繪製邊框。" version="" helpurl="fl.controls:Button:emphasized:get" playername=""/>
					</folder>
				</folder>
				<folder name="ButtonLabelPlacement" id="[fl.controls.ButtonLabelPlacement]" sort="true" index="true" asAncestors="Object" tiptext="ButtonLabelPlacement 類別會定義常數，做為 Button、CheckBox 或 RadioButton 組件之 labelPlacement 屬性的值。" helpurl="fl.controls:ButtonLabelPlacement">
					<folder name="屬性" id="Properties" tiptext="ButtonLabelPlacement 類別的屬性" helpurl="fl.controls:ButtonLabelPlacement">
						<string name="BOTTOM" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.BOTTOM" constant="true" tiptext="標籤會出現在圖示下方。" version="" helpurl="fl.controls:ButtonLabelPlacement:BOTTOM" playername=""/>
						<string name="LEFT" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.LEFT" constant="true" tiptext="標籤會出現在圖示左方。" version="" helpurl="fl.controls:ButtonLabelPlacement:LEFT" playername=""/>
						<string name="RIGHT" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.RIGHT" constant="true" tiptext="標籤會出現在圖示右方。" version="" helpurl="fl.controls:ButtonLabelPlacement:RIGHT" playername=""/>
						<string name="TOP" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.TOP" constant="true" tiptext="標籤會出現在圖示上方。" version="" helpurl="fl.controls:ButtonLabelPlacement:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="CheckBox" id="[fl.controls.CheckBox]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="CheckBox 組件會顯示可以包含核取標記的小方塊。" helpurl="fl.controls:CheckBox">
					<folder name="方法" id="Methods" tiptext="CheckBox 類別的方法" helpurl="fl.controls:CheckBox">
						<string name="CheckBox" object="[fl.controls.CheckBox]" text="new CheckBox(%%)" constructor="true" tiptext="建立新的 CheckBox 組件實體。" version="1.0" helpurl="fl.controls:CheckBox:CheckBox" playername=""/>
						<string name="drawFocus" object="[fl.controls.CheckBox]" text=".drawFocus(%焦點:Boolean%):void" tiptext="顯示或隱藏此組件周圍的焦點指示器。" version="1.0" helpurl="fl.controls:CheckBox:drawFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.CheckBox]" text="CheckBox.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:CheckBox:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CheckBox 類別的屬性" helpurl="fl.controls:CheckBox">
						<string name="autoRepeat" object="[fl.controls.CheckBox]" text=".autoRepeat" tiptext="CheckBox 依定義永遠無法自動重複，因此在建構函式中，CheckBox 的 autoRepeat 屬性會設定為 false，而且無法變更。" version="" helpurl="fl.controls:CheckBox:autoRepeat:get" playername=""/>
						<string name="toggle" object="[fl.controls.CheckBox]" text=".toggle" tiptext="CheckBox 會依定義切換，因此在建構函式中，CheckBox 的 toggle 屬性會設定為 true，而且無法變更。" version="" helpurl="fl.controls:CheckBox:toggle:get" playername=""/>
					</folder>
				</folder>
				<folder name="ColorPicker" id="[fl.controls.ColorPicker]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ColorPicker 組件會顯示含有一個或多個色票的清單，可供使用者從其中選取顏色。" helpurl="fl.controls:ColorPicker">
					<folder name="方法" id="Methods" tiptext="ColorPicker 類別的方法" helpurl="fl.controls:ColorPicker">
						<string name="ColorPicker" object="[fl.controls.ColorPicker]" text="new ColorPicker(%%)" constructor="true" tiptext="會建立 ColorPicker 類別的實體。" version="1.0" helpurl="fl.controls:ColorPicker:ColorPicker" playername=""/>
						<string name="close" object="[fl.controls.ColorPicker]" text=".close(%%):void" tiptext="隱藏色盤。" version="1.0" helpurl="fl.controls:ColorPicker:close" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ColorPicker]" text="ColorPicker.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:ColorPicker:getStyleDefinition" playername=""/>
						<string name="open" object="[fl.controls.ColorPicker]" text=".open(%%):void" tiptext="顯示色盤。" version="1.0" helpurl="fl.controls:ColorPicker:open" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ColorPicker 類別的屬性" helpurl="fl.controls:ColorPicker">
						<string name="textField" object="[fl.controls.ColorPicker]" text=".textField" tiptext="ColorPicker 組件內部文字欄位的參考。" version="" helpurl="fl.controls:ColorPicker:textField" playername=""/>
						<string name="colors" object="[fl.controls.ColorPicker]" text=".colors" tiptext="會取得或設定 ColorPicker 組件提供的自訂顏色陣列。" version="" helpurl="fl.controls:ColorPicker:colors:get" playername=""/>
						<string name="editable" object="[fl.controls.ColorPicker]" text=".editable" tiptext="會取得或設定 Boolean 值，指出 ColorPicker 組件的內部文字欄位是否可編輯。" version="" helpurl="fl.controls:ColorPicker:editable:get" playername=""/>
						<string name="enabled" object="[fl.controls.ColorPicker]" text=".enabled" tiptext="會取得或設定值，指出組件是否可以接受使用者互動。" version="" helpurl="fl.controls:ColorPicker:enabled:get" playername=""/>
						<string name="hexValue" object="[fl.controls.ColorPicker]" text=".hexValue" tiptext="會取得目前選取顏色的字串值。" version="" helpurl="fl.controls:ColorPicker:hexValue:get" playername=""/>
						<string name="imeMode" object="[fl.controls.ColorPicker]" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version="" helpurl="fl.controls:ColorPicker:imeMode:get" playername=""/>
						<string name="selectedColor" object="[fl.controls.ColorPicker]" text=".selectedColor" tiptext="會取得或設定目前在 ColorPicker 組件之色盤中反白標示的色票。" version="" helpurl="fl.controls:ColorPicker:selectedColor:get" playername=""/>
						<string name="showTextField" object="[fl.controls.ColorPicker]" text=".showTextField" tiptext="會取得或設定 Boolean 值，指出是否顯示 ColorPicker 組件的內部文字欄位。" version="" helpurl="fl.controls:ColorPicker:showTextField:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ColorPicker 類別的事件" helpurl="fl.controls:ColorPicker">
						<string name="enter" object="[fl.controls.ColorPicker]" text=".addEventListener(%類型:String=ColorPickerEvent.ENTER{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在編輯 ColorPicker 組件的內部文字欄位之後按下 Enter 鍵時傳送。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ENTER_enter" playername=""/>
						<string name="itemRollOut" object="[fl.controls.ColorPicker]" text=".addEventListener(%類型:String=ColorPickerEvent.ITEM_ROLL_OUT{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在滑出色盤內的某個色票時傳送。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ITEM_ROLL_OUT_itemRollOut" playername=""/>
						<string name="itemRollOver" object="[fl.controls.ColorPicker]" text=".addEventListener(%類型:String=ColorPickerEvent.ITEM_ROLL_OVER{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在滑入色盤內的某個色票時傳送。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ITEM_ROLL_OVER_itemRollOver" playername=""/>
						<string name="change" object="[fl.controls.ColorPicker]" text=".addEventListener(%類型:String=ColorPickerEvent.CHANGE{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在色盤中按下某個顏色時傳送。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.CHANGE_change" playername=""/>
						<string name="close" object="[fl.controls.ColorPicker]" text=".addEventListener(%類型:String=Event.CLOSE{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者關閉色盤時傳送。" version="" helpurl="fl.controls:ColorPicker_flash.events.Event.CLOSE_close" playername=""/>
						<string name="open" object="[fl.controls.ColorPicker]" text=".addEventListener(%類型:String=Event.OPEN{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者開啟色盤時傳送。" version="" helpurl="fl.controls:ColorPicker_flash.events.Event.OPEN_open" playername=""/>
					</folder>
				</folder>
				<folder name="ComboBox" id="[fl.controls.ComboBox]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ComboBox 組件內含下拉式清單，使用者可以從中選取一個值。" helpurl="fl.controls:ComboBox">
					<folder name="方法" id="Methods" tiptext="ComboBox 類別的方法" helpurl="fl.controls:ComboBox">
						<string name="ComboBox" object="[fl.controls.ComboBox]" text="new ComboBox(%%)" constructor="true" tiptext="建立新的 ComboBox 組件實體。" version="1.0" helpurl="fl.controls:ComboBox:ComboBox" playername=""/>
						<string name="addItemAt" object="[fl.controls.ComboBox]" text=".addItemAt(%項目:Object,索引:uint%):void" tiptext="會將項目插入清單的指定索引位置。" version="1.0" helpurl="fl.controls:ComboBox:addItemAt" playername=""/>
						<string name="addItem" object="[fl.controls.ComboBox]" text=".addItem(%項目:Object%):void" tiptext="將某一項目附加至項目清單的結尾。" version="1.0" helpurl="fl.controls:ComboBox:addItem" playername=""/>
						<string name="close" object="[fl.controls.ComboBox]" text=".close(%%):void" tiptext="關閉下拉式清單。" version="1.0" helpurl="fl.controls:ComboBox:close" playername=""/>
						<string name="getItemAt" object="[fl.controls.ComboBox]" text=".getItemAt(%索引:uint%):Object" tiptext="會擷取位於指定索引的項目。" version="1.0" helpurl="fl.controls:ComboBox:getItemAt" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ComboBox]" text="ComboBox.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:ComboBox:getStyleDefinition" playername=""/>
						<string name="itemToLabel" object="[fl.controls.ComboBox]" text=".itemToLabel(%項目:Object%):String" tiptext="會擷取字串，輸出器會根據 labelField 和 labelFunction 屬性所指定的資料物件顯示此字串。" version="1.0" helpurl="fl.controls:ComboBox:itemToLabel" playername=""/>
						<string name="open" object="[fl.controls.ComboBox]" text=".open(%%):void" tiptext="開啟下拉式清單。" version="1.0" helpurl="fl.controls:ComboBox:open" playername=""/>
						<string name="removeAll" object="[fl.controls.ComboBox]" text=".removeAll(%%):void" tiptext="移除清單中所有項目。" version="1.0" helpurl="fl.controls:ComboBox:removeAll" playername=""/>
						<string name="removeItemAt" object="[fl.controls.ComboBox]" text=".removeItemAt(%索引:uint%):void" tiptext="移除位於指定索引位置的項目。" version="1.0" helpurl="fl.controls:ComboBox:removeItemAt" playername=""/>
						<string name="removeItem" object="[fl.controls.ComboBox]" text=".removeItem(%項目:Object%):Object" tiptext="會移除清單中的指定項目。" version="1.0" helpurl="fl.controls:ComboBox:removeItem" playername=""/>
						<string name="replaceItemAt" object="[fl.controls.ComboBox]" text=".replaceItemAt(%項目:Object,索引:uint%):Object" tiptext="會以另一個項目取代位於指定索引位置的項目。" version="1.0" helpurl="fl.controls:ComboBox:replaceItemAt" playername=""/>
						<string name="sortItemsOn" object="[fl.controls.ComboBox]" text=".sortItemsOn(%欄位:String[,選項:Object=null]%)" tiptext="會依據目前資料提供者的一個或多個欄位，排序此資料提供者的元素。" version="1.0" helpurl="fl.controls:ComboBox:sortItemsOn" playername=""/>
						<string name="sortItems" object="[fl.controls.ComboBox]" text=".sortItems(%排序參數:長度不定的引數%)" tiptext="會排序目前資料提供者的元素。" version="1.0" helpurl="fl.controls:ComboBox:sortItems" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ComboBox 類別的屬性" helpurl="fl.controls:ComboBox">
						<string name="dataProvider" object="[fl.controls.ComboBox]" text=".dataProvider" tiptext="會取得或設定要檢視之項目清單的資料模型。" version="" helpurl="fl.controls:ComboBox:dataProvider:get" playername=""/>
						<string name="dropdownWidth" object="[fl.controls.ComboBox]" text=".dropdownWidth" tiptext="會以像素為單位，取得或設定下拉式清單的最大寬度。" version="" helpurl="fl.controls:ComboBox:dropdownWidth:get" playername=""/>
						<string name="dropdown" object="[fl.controls.ComboBox]" text=".dropdown" tiptext="取得 ComboBox 組件所包含之 List 組件的參考。" version="" helpurl="fl.controls:ComboBox:dropdown:get" playername=""/>
						<string name="editable" object="[fl.controls.ComboBox]" text=".editable" tiptext="取得或設定 Boolean 值，指出 ComboBox 組件是否為可編輯或是唯讀。" version="" helpurl="fl.controls:ComboBox:editable:get" playername=""/>
						<string name="labelField" object="[fl.controls.ComboBox]" text=".labelField" tiptext="會取得或設定 dataProvider 物件中，要顯示為 TextInput 欄位及下拉式清單之標籤的欄位名稱。" version="" helpurl="fl.controls:ComboBox:labelField:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.ComboBox]" text=".labelFunction" tiptext="會取得或設定要用來取得項目標籤的函數。" version="" helpurl="fl.controls:ComboBox:labelFunction:get" playername=""/>
						<string name="length" object="[fl.controls.ComboBox]" text=".length" tiptext="會取得清單中項目的數量。" version="" helpurl="fl.controls:ComboBox:length:get" playername=""/>
						<string name="prompt" object="[fl.controls.ComboBox]" text=".prompt" tiptext="取得或設定 ComboBox 組件的提示。" version="" helpurl="fl.controls:ComboBox:prompt:get" playername=""/>
						<string name="restrict" object="[fl.controls.ComboBox]" text=".restrict" tiptext="會取得或設定使用者可以在文字欄位中輸入的字元。" version="" helpurl="fl.controls:ComboBox:restrict:get" playername=""/>
						<string name="rowCount" object="[fl.controls.ComboBox]" text=".rowCount" tiptext="會取得或設定沒有捲軸的下拉式清單中所能顯示的最大列數。" version="" helpurl="fl.controls:ComboBox:rowCount:get" playername=""/>
						<string name="selectedIndex" object="[fl.controls.ComboBox]" text=".selectedIndex" tiptext="會取得或設定在單選清單中選取之項目的索引。" version="" helpurl="fl.controls:ComboBox:selectedIndex:get" playername=""/>
						<string name="selectedItem" object="[fl.controls.ComboBox]" text=".selectedItem" tiptext="會取得或設定下拉式清單中選取的項目值。" version="" helpurl="fl.controls:ComboBox:selectedItem:get" playername=""/>
						<string name="selectedLabel" object="[fl.controls.ComboBox]" text=".selectedLabel" tiptext="取得顯示於 ComboBox 組件之 TextInput 部分中的字串。" version="" helpurl="fl.controls:ComboBox:selectedLabel:get" playername=""/>
						<string name="textField" object="[fl.controls.ComboBox]" text=".textField" tiptext="會取得 ComboBox 組件所包含之 TextInput 組件的參考。" version="" helpurl="fl.controls:ComboBox:textField:get" playername=""/>
						<string name="text" object="[fl.controls.ComboBox]" text=".text" tiptext="會取得或設定可編輯之 ComboBox 組件中，文字方塊所包含的文字。" version="" helpurl="fl.controls:ComboBox:text:get" playername=""/>
						<string name="value" object="[fl.controls.ComboBox]" text=".value" tiptext="取得可編輯的 ComboBox 組件中項目的標籤。" version="" helpurl="fl.controls:ComboBox:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ComboBox 類別的事件" helpurl="fl.controls:ComboBox">
						<string name="scroll" object="[fl.controls.ComboBox]" text=".addEventListener(%類型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者捲動 ComboBox 組件的下拉式清單時傳送。" version="" helpurl="fl.controls:ComboBox_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
						<string name="open" object="[fl.controls.ComboBox]" text=".addEventListener(%類型:String=Event.OPEN{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按下拉式按鈕以顯示下拉式清單時傳送。" version="" helpurl="fl.controls:ComboBox_flash.events.Event.OPEN_open" playername=""/>
						<string name="enter" object="[fl.controls.ComboBox]" text=".addEventListener(%類型:String=ComponentEvent.ENTER{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 editable 屬性設定為 true 而且使用者在可編輯的文字欄位中輸入時按下 Enter 鍵時傳送。" version="" helpurl="fl.controls:ComboBox_fl.events.ComponentEvent.ENTER_enter" playername=""/>
						<string name="close" object="[fl.controls.ComboBox]" text=".addEventListener(%類型:String=Event.CLOSE{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當下拉式清單因為任何原因而關閉時傳送。" version="" helpurl="fl.controls:ComboBox_flash.events.Event.CLOSE_close" playername=""/>
						<string name="itemRollOut" object="[fl.controls.ComboBox]" text=".addEventListener(%類型:String=ListEvent.ITEM_ROLL_OUT{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者的滑鼠指標滑出組件中某個項目時傳送。" version="" helpurl="fl.controls:ComboBox_fl.events.ListEvent.ITEM_ROLL_OUT_itemRollOut" playername=""/>
						<string name="itemRollOver" object="[fl.controls.ComboBox]" text=".addEventListener(%類型:String=ListEvent.ITEM_ROLL_OVER{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者的滑鼠指標滑入組件中某個項目時傳送。" version="" helpurl="fl.controls:ComboBox_fl.events.ListEvent.ITEM_ROLL_OVER_itemRollOver" playername=""/>
						<string name="change" object="[fl.controls.ComboBox]" text=".addEventListener(%類型:String=Event.CHANGE{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者變更 ComboBox 組件中的選取項目時就會傳送，或者如果能編輯 ComboBox 組件，則使用者每次於文字欄位中輸入按鍵動作時都會傳送。" version="" helpurl="fl.controls:ComboBox_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="DataGrid" id="[fl.controls.DataGrid]" sort="true" index="true" asAncestors="fl.controls:SelectableList,fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="DataGrid 類別是提供由列與欄組成之資料格的清單架構組件。" helpurl="fl.controls:DataGrid">
					<folder name="方法" id="Methods" tiptext="DataGrid 類別的方法" helpurl="fl.controls:DataGrid">
						<string name="DataGrid" object="[fl.controls.DataGrid]" text="new DataGrid(%%)" constructor="true" tiptext="建立新的 DataGrid 組件實體。" version="1.0" helpurl="fl.controls:DataGrid:DataGrid" playername=""/>
						<string name="addColumnAt" object="[fl.controls.DataGrid]" text=".addColumnAt(%欄:*,索引:uint%):fl.controls.dataGridClasses:DataGridColumn" tiptext="在 columns 陣列內指定的索引位置插入一欄。" version="1.0" helpurl="fl.controls:DataGrid:addColumnAt" playername=""/>
						<string name="addColumn" object="[fl.controls.DataGrid]" text=".addColumn(%欄:*%):fl.controls.dataGridClasses:DataGridColumn" tiptext="在 columns 陣列的結尾新增一欄。" version="1.0" helpurl="fl.controls:DataGrid:addColumn" playername=""/>
						<string name="createItemEditor" object="[fl.controls.DataGrid]" text=".createItemEditor(%欄索引:uint,列索引:uint%):void" tiptext="會使用 itemEditor 屬性指定的編輯器，為位於 editedItemPosition 屬性所辨識之欄與列索引位置的項目輸出器建立項目編輯器。" version="1.0" helpurl="fl.controls:DataGrid:createItemEditor" playername=""/>
						<string name="destroyItemEditor" object="[fl.controls.DataGrid]" text=".destroyItemEditor(%%):void" tiptext="會關閉項目輸出器上目前開啟的項目編輯器。" version="1.0" helpurl="fl.controls:DataGrid:destroyItemEditor" playername=""/>
						<string name="editField" object="[fl.controls.DataGrid]" text=".editField(%索引:uint,資料欄位:String,資料:Object%):void" tiptext="編輯 DataGrid 組件中的指定欄位或屬性。" version="1.0" helpurl="fl.controls:DataGrid:editField" playername=""/>
						<string name="getCellRendererAt" object="[fl.controls.DataGrid]" text=".getCellRendererAt(%行:uint,欄:uint%):fl.controls.listClasses:ICellRenderer" tiptext="取得 DataGrid 中指定位置之儲存格輸出器的實體。" version="1.0" helpurl="fl.controls:DataGrid:getCellRendererAt" playername=""/>
						<string name="getColumnAt" object="[fl.controls.DataGrid]" text=".getColumnAt(%索引:uint%):fl.controls.dataGridClasses:DataGridColumn" tiptext="會擷取位於 columns 陣列之指定索引位置的欄。" version="1.0" helpurl="fl.controls:DataGrid:getColumnAt" playername=""/>
						<string name="getColumnCount" object="[fl.controls.DataGrid]" text=".getColumnCount(%%):uint" tiptext="擷取 DataGrid 組件中的欄數。" version="1.0" helpurl="fl.controls:DataGrid:getColumnCount" playername=""/>
						<string name="getColumnIndex" object="[fl.controls.DataGrid]" text=".getColumnIndex(%名稱:String%):int" tiptext="會擷取指定名稱的欄索引。如果找不到符合名稱的欄，則為 -1。" version="1.0" helpurl="fl.controls:DataGrid:getColumnIndex" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.DataGrid]" text="DataGrid.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:DataGrid:getStyleDefinition" playername=""/>
						<string name="itemToCellRenderer" object="[fl.controls.DataGrid]" text=".itemToCellRenderer(%項目:Object%):fl.controls.listClasses:ICellRenderer" tiptext="DataGrid 組件具有任何指定項目的多個儲存格，因此 itemToCellRenderer 方法永遠會傳回 null。" version="1.0" helpurl="fl.controls:DataGrid:itemToCellRenderer" playername=""/>
						<string name="removeAllColumns" object="[fl.controls.DataGrid]" text=".removeAllColumns(%%):void" tiptext="從 DataGrid 組件移除所有的欄。" version="1.0" helpurl="fl.controls:DataGrid:removeAllColumns" playername=""/>
						<string name="removeColumnAt" object="[fl.controls.DataGrid]" text=".removeColumnAt(%索引:uint%):fl.controls.dataGridClasses:DataGridColumn" tiptext="會移除位於 columns 陣列之指定索引位置的欄。" version="1.0" helpurl="fl.controls:DataGrid:removeColumnAt" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.DataGrid]" text=".scrollToIndex(%新跳脫符號索引:int%):void" tiptext="會將清單捲動到位於指定索引的項目。" version="1.0" helpurl="fl.controls:DataGrid:scrollToIndex" playername=""/>
						<string name="spaceColumnsEqually" object="[fl.controls.DataGrid]" text=".spaceColumnsEqually(%%):void" tiptext="會將可見欄重設為相同寬度。" version="1.0" helpurl="fl.controls:DataGrid:spaceColumnsEqually" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DataGrid 類別的屬性" helpurl="fl.controls:DataGrid">
						<string name="editable" object="[fl.controls.DataGrid]" text=".editable" tiptext="會指出使用者是否可以編輯資料提供者內的項目。" version="" helpurl="fl.controls:DataGrid:editable" playername=""/>
						<string name="itemEditorInstance" object="[fl.controls.DataGrid]" text=".itemEditorInstance" tiptext="目前作用中之項目編輯器實體的參考 (如果該實體存在)。" version="" helpurl="fl.controls:DataGrid:itemEditorInstance" playername=""/>
						<string name="resizableColumns" object="[fl.controls.DataGrid]" text=".resizableColumns" tiptext="會指出使用者是否可以變更欄的大小。" version="" helpurl="fl.controls:DataGrid:resizableColumns" playername=""/>
						<string name="sortableColumns" object="[fl.controls.DataGrid]" text=".sortableColumns" tiptext="會指出使用者是否可以透過按一下欄標題儲存格的方式，排序資料提供者中的項目。" version="" helpurl="fl.controls:DataGrid:sortableColumns" playername=""/>
						<string name="columns" object="[fl.controls.DataGrid]" text=".columns" tiptext="會取得或設定 DataGridColumn 物件的陣列，每一個物件都代表可以顯示的欄。" version="" helpurl="fl.controls:DataGrid:columns:get" playername=""/>
						<string name="editedItemPosition" object="[fl.controls.DataGrid]" text=".editedItemPosition" tiptext="會針對目前正在編輯的資料提供者項目，取得或設定其項目輸出器的欄與列索引。" version="" helpurl="fl.controls:DataGrid:editedItemPosition:get" playername=""/>
						<string name="editedItemRenderer" object="[fl.controls.DataGrid]" text=".editedItemRenderer" tiptext="取得 DataGrid 組件內項目輸出器的參考，而此控制項的項目目前正在編輯。" version="" helpurl="fl.controls:DataGrid:editedItemRenderer:get" playername=""/>
						<string name="headerHeight" object="[fl.controls.DataGrid]" text=".headerHeight" tiptext="會取得或設定 DataGrid 標題的高度，以像素為單位。" version="" helpurl="fl.controls:DataGrid:headerHeight:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[fl.controls.DataGrid]" text=".horizontalScrollPolicy" tiptext="會取得或設定 Boolean 值，指出是否永遠啟用水平捲軸。" version="" helpurl="fl.controls:DataGrid:horizontalScrollPolicy:get" playername=""/>
						<string name="imeMode" object="[fl.controls.DataGrid]" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version="" helpurl="fl.controls:DataGrid:imeMode:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.DataGrid]" text=".labelFunction" tiptext="會取得或設定函數，決定每個項目要以哪些欄位做為標籤文字。" version="" helpurl="fl.controls:DataGrid:labelFunction:get" playername=""/>
						<string name="minColumnWidth" object="[fl.controls.DataGrid]" text=".minColumnWidth" tiptext="會取得或設定 DataGrid 的最小欄寬，以像素為單位。" version="" helpurl="fl.controls:DataGrid:minColumnWidth:get" playername=""/>
						<string name="rowCount" object="[fl.controls.DataGrid]" text=".rowCount" tiptext="會取得或設定清單中至少可以看見部分的列數。" version="" helpurl="fl.controls:DataGrid:rowCount:get" playername=""/>
						<string name="rowHeight" object="[fl.controls.DataGrid]" text=".rowHeight" tiptext="取得或設定 DataGrid 組件中每一列的高度，以像素為單位。" version="" helpurl="fl.controls:DataGrid:rowHeight:get" playername=""/>
						<string name="showHeaders" object="[fl.controls.DataGrid]" text=".showHeaders" tiptext="取得或設定 Boolean 值，指出 DataGrid 組件是否顯示欄標題。" version="" helpurl="fl.controls:DataGrid:showHeaders:get" playername=""/>
						<string name="sortDescending" object="[fl.controls.DataGrid]" text=".sortDescending" tiptext="會取得當使用者按一下某一欄的標題時，排序該欄所依照的順序。" version="" helpurl="fl.controls:DataGrid:sortDescending:get" playername=""/>
						<string name="sortIndex" object="[fl.controls.DataGrid]" text=".sortIndex" tiptext="會取得要排序的欄索引。" version="" helpurl="fl.controls:DataGrid:sortIndex:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DataGrid 類別的事件" helpurl="fl.controls:DataGrid">
						<string name="itemFocusOut" object="[fl.controls.DataGrid]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在項目失去焦點之後傳送。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_FOCUS_OUT_itemFocusOut" playername=""/>
						<string name="itemFocusIn" object="[fl.controls.DataGrid]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在項目成為焦點之後傳送。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_FOCUS_IN_itemFocusIn" playername=""/>
						<string name="itemEditEnd" object="[fl.controls.DataGrid]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當項目編輯工作階段因為任何原因而結束時傳送。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_END_itemEditEnd" playername=""/>
						<string name="itemEditBegin" object="[fl.controls.DataGrid]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在設定 editedItemPosition 屬性之後，而且可以編輯該項目時傳送。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_BEGIN_itemEditBegin" playername=""/>
						<string name="itemEditBeginning" object="[fl.controls.DataGrid]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者準備編輯某個項目 (例如，藉由放開項目上方滑鼠按鈕的方式) 時傳送。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_BEGINNING_itemEditBeginning" playername=""/>
						<string name="columnStretch" object="[fl.controls.DataGrid]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者以水平方向展開某一欄之後傳送。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.COLUMN_STRETCH_columnStretch" playername=""/>
						<string name="headerRelease" object="[fl.controls.DataGrid]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者按一下標題儲存格之後傳送。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.HEADER_RELEASE_headerRelease" playername=""/>
					</folder>
				</folder>
				<folder name="Label" id="[fl.controls.Label]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Label 組件會顯示一行或多行純文字或 HTML 格式的文字，這些文字的對齊方式與大小可加以格式化。" helpurl="fl.controls:Label">
					<folder name="方法" id="Methods" tiptext="Label 類別的方法" helpurl="fl.controls:Label">
						<string name="Label" object="[fl.controls.Label]" text="new Label(%%)" constructor="true" tiptext="建立新的 Label 組件實體。" version="1.0" helpurl="fl.controls:Label:Label" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.Label]" text="Label.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:Label:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Label 類別的屬性" helpurl="fl.controls:Label">
						<string name="textField" object="[fl.controls.Label]" text=".textField" tiptext="Label 組件內部文字欄位的參考。" version="" helpurl="fl.controls:Label:textField" playername=""/>
						<string name="autoSize" object="[fl.controls.Label]" text=".autoSize" tiptext="會取得或設定字串，指出標籤要如何調整大小和對齊以符合其 text 屬性值。" version="" helpurl="fl.controls:Label:autoSize:get" playername=""/>
						<string name="condenseWhite" object="[fl.controls.Label]" text=".condenseWhite" tiptext="取得或設定值，指出是否應從包含 HTML 文字的 Label 組件中移除額外的空白字元 (如空格和斷行符號)。" version="" helpurl="fl.controls:Label:condenseWhite:get" playername=""/>
						<string name="height" object="[fl.controls.Label]" text=".height" tiptext="會取得或設定組件的高度，以像素為單位。" version="" helpurl="fl.controls:Label:height:get" playername=""/>
						<string name="htmlText" object="[fl.controls.Label]" text=".htmlText" tiptext="取得或設定 Label 組件要顯示的文字，其中包括表示該文字之樣式的 HTML 標記。" version="" helpurl="fl.controls:Label:htmlText:get" playername=""/>
						<string name="selectable" object="[fl.controls.Label]" text=".selectable" tiptext="會取得或設定值，指出是否可以選取文字。" version="" helpurl="fl.controls:Label:selectable:get" playername=""/>
						<string name="text" object="[fl.controls.Label]" text=".text" tiptext="會取得或設定 Label 組件要顯示的純文字。" version="" helpurl="fl.controls:Label:text:get" playername=""/>
						<string name="width" object="[fl.controls.Label]" text=".width" tiptext="會取得或設定組件的寬度，以像素為單位。" version="" helpurl="fl.controls:Label:width:get" playername=""/>
						<string name="wordWrap" object="[fl.controls.Label]" text=".wordWrap" tiptext="會取得或設定值，指出文字欄位是否支援文字換行。" version="" helpurl="fl.controls:Label:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Label 類別的事件" helpurl="fl.controls:Label">
						<string name="resize" object="[fl.controls.Label]" text=".addEventListener(%類型:String=ComponentEvent.RESIZE{ComponentEvent.RESIZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在組件的寬度或高度發生變更之後傳送。" version="" helpurl="fl.controls:Label_fl.events.ComponentEvent.RESIZE_resize" playername=""/>
					</folder>
				</folder>
				<folder name="LabelButton" id="[fl.controls.LabelButton]" sort="true" index="true" asAncestors="fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="LabelButton 類別是抽象類別，此類別會加入標籤、圖示及切換功能，藉以擴充 BaseButton 類別。" helpurl="fl.controls:LabelButton">
					<folder name="方法" id="Methods" tiptext="LabelButton 類別的方法" helpurl="fl.controls:LabelButton">
						<string name="LabelButton" object="[fl.controls.LabelButton]" text="new LabelButton(%%)" constructor="true" tiptext="建立新的 LabelButton 組件實體。" version="1.0" helpurl="fl.controls:LabelButton:LabelButton" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.LabelButton]" text="LabelButton.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:LabelButton:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LabelButton 類別的屬性" helpurl="fl.controls:LabelButton">
						<string name="textField" object="[fl.controls.LabelButton]" text=".textField" tiptext="組件之內部文字欄位的參照。" version="" helpurl="fl.controls:LabelButton:textField" playername=""/>
						<string name="labelPlacement" object="[fl.controls.LabelButton]" text=".labelPlacement" tiptext="相對於指定圖示的標籤位置。" version="" helpurl="fl.controls:LabelButton:labelPlacement:get" playername=""/>
						<string name="label" object="[fl.controls.LabelButton]" text=".label" tiptext="取得或設定組件的文字標籤。" version="" helpurl="fl.controls:LabelButton:label:get" playername=""/>
						<string name="selected" object="[fl.controls.LabelButton]" text=".selected" tiptext="會取得或設定 Boolean 值，指出切換後的切換按鈕是在開或關的位置。" version="" helpurl="fl.controls:LabelButton:selected:get" playername=""/>
						<string name="toggle" object="[fl.controls.LabelButton]" text=".toggle" tiptext="會取得或設定 Boolean 值，指出是否可以切換按鈕。" version="" helpurl="fl.controls:LabelButton:toggle:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LabelButton 類別的事件" helpurl="fl.controls:LabelButton">
						<string name="labelChange" object="[fl.controls.LabelButton]" text=".addEventListener(%類型:String=ComponentEvent.LABEL_CHANGE{ComponentEvent.LABEL_CHANGE,MouseEvent.CLICK},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在標籤值變更之後傳送。" version="" helpurl="fl.controls:LabelButton_fl.events.ComponentEvent.LABEL_CHANGE_labelChange" playername=""/>
						<string name="click" object="[fl.controls.LabelButton]" text=".addEventListener(%類型:String=MouseEvent.CLICK{ComponentEvent.LABEL_CHANGE,MouseEvent.CLICK},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在切換按鈕接收到滑鼠裝置或空白鍵的輸入之後傳送。" version="" helpurl="fl.controls:LabelButton_flash.events.MouseEvent.CLICK_click" playername=""/>
					</folder>
				</folder>
				<folder name="List" id="[fl.controls.List]" sort="true" index="true" asAncestors="fl.controls:SelectableList,fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="List 組件會顯示清單式的資訊，而且非常適合用來顯示資訊陣列。" helpurl="fl.controls:List">
					<folder name="方法" id="Methods" tiptext="List 類別的方法" helpurl="fl.controls:List">
						<string name="List" object="[fl.controls.List]" text="new List(%%)" constructor="true" tiptext="建立新的 List 組件實體。" version="1.0" helpurl="fl.controls:List:List" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.List]" text="List.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:List:getStyleDefinition" playername=""/>
						<string name="itemToLabel" object="[fl.controls.List]" text=".itemToLabel(%項目:Object%):String" tiptext="會擷取字串，輸出器會根據 labelField 和 labelFunction 屬性所指定的資料物件顯示此字串。" version="1.0" helpurl="fl.controls:List:itemToLabel" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.List]" text=".scrollToIndex(%新跳脫符號索引:int%):void" tiptext="會將清單捲動到位於指定索引的項目。" version="1.0" helpurl="fl.controls:List:scrollToIndex" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="List 類別的屬性" helpurl="fl.controls:List">
						<string name="iconField" object="[fl.controls.List]" text=".iconField" tiptext="會取得或設定提供項目圖示的項目欄位。" version="" helpurl="fl.controls:List:iconField:get" playername=""/>
						<string name="iconFunction" object="[fl.controls.List]" text=".iconFunction" tiptext="會取得或設定要用來取得項目圖示的函數。" version="" helpurl="fl.controls:List:iconFunction:get" playername=""/>
						<string name="labelField" object="[fl.controls.List]" text=".labelField" tiptext="會取得或設定 dataProvider 物件中，要顯示為 TextInput 欄位及下拉式清單之標籤的欄位名稱。" version="" helpurl="fl.controls:List:labelField:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.List]" text=".labelFunction" tiptext="會取得或設定要用來取得項目標籤的函數。" version="" helpurl="fl.controls:List:labelFunction:get" playername=""/>
						<string name="rowCount" object="[fl.controls.List]" text=".rowCount" tiptext="會取得或設定清單中至少可以看見部分的列數。" version="" helpurl="fl.controls:List:rowCount:get" playername=""/>
						<string name="rowHeight" object="[fl.controls.List]" text=".rowHeight" tiptext="會取得或設定清單中每一列的高度，以像素為單位。" version="" helpurl="fl.controls:List:rowHeight:get" playername=""/>
					</folder>
				</folder>
				<folder name="NumericStepper" id="[fl.controls.NumericStepper]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="NumericStepper 組件會顯示可供使用者選取之已排序的數字集合。" helpurl="fl.controls:NumericStepper">
					<folder name="方法" id="Methods" tiptext="NumericStepper 類別的方法" helpurl="fl.controls:NumericStepper">
						<string name="NumericStepper" object="[fl.controls.NumericStepper]" text="new NumericStepper(%%)" constructor="true" tiptext="建立新的 NumericStepper 組件實體。" version="1.0" helpurl="fl.controls:NumericStepper:NumericStepper" playername=""/>
						<string name="drawFocus" object="[fl.controls.NumericStepper]" text=".drawFocus(%焦點:Boolean%):void" tiptext="會顯示或隱藏此組件上的焦點指示器。" version="1.0" helpurl="fl.controls:NumericStepper:drawFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.NumericStepper]" text="NumericStepper.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:NumericStepper:getStyleDefinition" playername=""/>
						<string name="setFocus" object="[fl.controls.NumericStepper]" text=".setFocus(%%):void" tiptext="將焦點設定至這個組件實體。" version="1.0" helpurl="fl.controls:NumericStepper:setFocus" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NumericStepper 類別的屬性" helpurl="fl.controls:NumericStepper">
						<string name="enabled" object="[fl.controls.NumericStepper]" text=".enabled" tiptext="會取得或設定值，指出組件是否可以接受使用者互動。" version="" helpurl="fl.controls:NumericStepper:enabled:get" playername=""/>
						<string name="imeMode" object="[fl.controls.NumericStepper]" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version="" helpurl="fl.controls:NumericStepper:imeMode:get" playername=""/>
						<string name="maximum" object="[fl.controls.NumericStepper]" text=".maximum" tiptext="會取得或設定數值序列中的最大值。" version="" helpurl="fl.controls:NumericStepper:maximum:get" playername=""/>
						<string name="minimum" object="[fl.controls.NumericStepper]" text=".minimum" tiptext="會取得或設定數值序列中的最小值。" version="" helpurl="fl.controls:NumericStepper:minimum:get" playername=""/>
						<string name="nextValue" object="[fl.controls.NumericStepper]" text=".nextValue" tiptext="會取得值序列中的下一個值。" version="" helpurl="fl.controls:NumericStepper:nextValue:get" playername=""/>
						<string name="previousValue" object="[fl.controls.NumericStepper]" text=".previousValue" tiptext="會取得值序列中的上一個值。" version="" helpurl="fl.controls:NumericStepper:previousValue:get" playername=""/>
						<string name="stepSize" object="[fl.controls.NumericStepper]" text=".stepSize" tiptext="會取得或設定描述數值之間變動單位的非零數字。" version="" helpurl="fl.controls:NumericStepper:stepSize:get" playername=""/>
						<string name="textField" object="[fl.controls.NumericStepper]" text=".textField" tiptext="會取得 NumericStepper 組件所包含之 TextInput 組件的參考。" version="" helpurl="fl.controls:NumericStepper:textField:get" playername=""/>
						<string name="value" object="[fl.controls.NumericStepper]" text=".value" tiptext="會取得或設定 NumericStepper 組件目前的值。" version="" helpurl="fl.controls:NumericStepper:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NumericStepper 類別的事件" helpurl="fl.controls:NumericStepper">
						<string name="change" object="[fl.controls.NumericStepper]" text=".addEventListener(%類型:String=Event.CHANGE{Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者變更 NumericStepper 組件的值時傳送。" version="" helpurl="fl.controls:NumericStepper_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressBar" id="[fl.controls.ProgressBar]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ProgressBar 組件會顯示目前載入內容的進度。" helpurl="fl.controls:ProgressBar">
					<folder name="方法" id="Methods" tiptext="ProgressBar 類別的方法" helpurl="fl.controls:ProgressBar">
						<string name="ProgressBar" object="[fl.controls.ProgressBar]" text="new ProgressBar(%%)" constructor="true" tiptext="建立新的 ProgressBar 組件實體。" version="1.0" helpurl="fl.controls:ProgressBar:ProgressBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ProgressBar]" text="ProgressBar.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:ProgressBar:getStyleDefinition" playername=""/>
						<string name="reset" object="[fl.controls.ProgressBar]" text=".reset(%%):void" tiptext="會重設進度列以進行新的載入作業。" version="1.0" helpurl="fl.controls:ProgressBar:reset" playername=""/>
						<string name="setProgress" object="[fl.controls.ProgressBar]" text=".setProgress(%值:Number,最大:Number%):void" tiptext="在使用手動模式時設定進度列的狀態，以反映所達成的進度量。" version="1.0" helpurl="fl.controls:ProgressBar:setProgress" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ProgressBar 類別的屬性" helpurl="fl.controls:ProgressBar">
						<string name="direction" object="[fl.controls.ProgressBar]" text=".direction" tiptext="指出進度列的填色方向。" version="" helpurl="fl.controls:ProgressBar:direction:get" playername=""/>
						<string name="indeterminate" object="[fl.controls.ProgressBar]" text=".indeterminate" tiptext="會取得或設定值，指出進度列使用的填色類型，以及載入端是已知或未知的來源。" version="" helpurl="fl.controls:ProgressBar:indeterminate:get" playername=""/>
						<string name="maximum" object="[fl.controls.ProgressBar]" text=".maximum" tiptext="會取得或設定當 ProgressBar.mode 屬性設定為 ProgressBarMode.MANUAL 時，進度列的最大值。" version="" helpurl="fl.controls:ProgressBar:maximum:get" playername=""/>
						<string name="minimum" object="[fl.controls.ProgressBar]" text=".minimum" tiptext="會取得或設定當 ProgressBar.mode 屬性設定為 ProgressBarMode.MANUAL 時，進度列的最小值。" version="" helpurl="fl.controls:ProgressBar:minimum:get" playername=""/>
						<string name="mode" object="[fl.controls.ProgressBar]" text=".mode" tiptext="會取得或設定要用來更新進度列的方法。" version="" helpurl="fl.controls:ProgressBar:mode:get" playername=""/>
						<string name="percentComplete" object="[fl.controls.ProgressBar]" text=".percentComplete" tiptext="會取得介於 0 和 100 之間的數字，表示已載入內容的百分比。" version="" helpurl="fl.controls:ProgressBar:percentComplete:get" playername=""/>
						<string name="source" object="[fl.controls.ProgressBar]" text=".source" tiptext="會取得或設定目前載入中，且 ProgressBar 正在測量其載入作業進度之內容的參考。" version="" helpurl="fl.controls:ProgressBar:source:get" playername=""/>
						<string name="value" object="[fl.controls.ProgressBar]" text=".value" tiptext="會取得或設定值，指出已在載入作業中達成的進度量。" version="" helpurl="fl.controls:ProgressBar:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ProgressBar 類別的事件" helpurl="fl.controls:ProgressBar">
						<string name="progress" object="[fl.controls.ProgressBar]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{ProgressEvent.PROGRESS,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當內容在事件模式或輪詢模式中載入時傳送。" version="" helpurl="fl.controls:ProgressBar_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="complete" object="[fl.controls.ProgressBar]" text=".addEventListener(%類型:String=Event.COMPLETE{ProgressEvent.PROGRESS,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當載入作業完成時傳送。" version="" helpurl="fl.controls:ProgressBar_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressBarDirection" id="[fl.controls.ProgressBarDirection]" sort="true" index="true" asAncestors="Object" tiptext="ProgressBarDirection 類別會定義 ProgressBar 類別的 direction 屬性值。" helpurl="fl.controls:ProgressBarDirection">
					<folder name="屬性" id="Properties" tiptext="ProgressBarDirection 類別的屬性" helpurl="fl.controls:ProgressBarDirection">
						<string name="LEFT" object="[fl.controls.ProgressBarDirection]" text="ProgressBarDirection.LEFT" constant="true" tiptext="從右至左為進度列填色。" version="" helpurl="fl.controls:ProgressBarDirection:LEFT" playername=""/>
						<string name="RIGHT" object="[fl.controls.ProgressBarDirection]" text="ProgressBarDirection.RIGHT" constant="true" tiptext="從左至右為進度列填色。" version="" helpurl="fl.controls:ProgressBarDirection:RIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressBarMode" id="[fl.controls.ProgressBarMode]" sort="true" index="true" asAncestors="Object" tiptext="ProgressBarMode 類別會定義 ProgressBar 類別的 mode 屬性值。" helpurl="fl.controls:ProgressBarMode">
					<folder name="屬性" id="Properties" tiptext="ProgressBarMode 類別的屬性" helpurl="fl.controls:ProgressBarMode">
						<string name="EVENT" object="[fl.controls.ProgressBarMode]" text="ProgressBarMode.EVENT" constant="true" tiptext="source 屬性所指定的組件必須傳送 progress 和 complete 事件。" version="" helpurl="fl.controls:ProgressBarMode:EVENT" playername=""/>
						<string name="MANUAL" object="[fl.controls.ProgressBarMode]" text="ProgressBarMode.MANUAL" constant="true" tiptext="手動更新 ProgressBar 組件的狀態。" version="" helpurl="fl.controls:ProgressBarMode:MANUAL" playername=""/>
						<string name="POLLED" object="[fl.controls.ProgressBarMode]" text="ProgressBarMode.POLLED" constant="true" tiptext="透過輪詢來源更新進度。" version="" helpurl="fl.controls:ProgressBarMode:POLLED" playername=""/>
					</folder>
				</folder>
				<folder name="RadioButton" id="[fl.controls.RadioButton]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="RadioButton 組件可讓您強制使用者在一組選擇中進行單一選取。" helpurl="fl.controls:RadioButton">
					<folder name="方法" id="Methods" tiptext="RadioButton 類別的方法" helpurl="fl.controls:RadioButton">
						<string name="RadioButton" object="[fl.controls.RadioButton]" text="new RadioButton(%%)" constructor="true" tiptext="建立新的 RadioButton 組件實體。" version="1.0" helpurl="fl.controls:RadioButton:RadioButton" playername=""/>
						<string name="drawFocus" object="[fl.controls.RadioButton]" text=".drawFocus(%焦點:Boolean%):void" tiptext="會顯示或隱藏此組件實體周圍的焦點指示器。" version="1.0" helpurl="fl.controls:RadioButton:drawFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.RadioButton]" text="RadioButton.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:RadioButton:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RadioButton 類別的屬性" helpurl="fl.controls:RadioButton">
						<string name="autoRepeat" object="[fl.controls.RadioButton]" text=".autoRepeat" tiptext="選項按鈕依定義永遠無法自動重複，因此在建構函式中，autoRepeat 屬性會設定為 false，而且無法變更。" version="" helpurl="fl.controls:RadioButton:autoRepeat:get" playername=""/>
						<string name="groupName" object="[fl.controls.RadioButton]" text=".groupName" tiptext="選項按鈕實體或群組的群組名稱。" version="" helpurl="fl.controls:RadioButton:groupName:get" playername=""/>
						<string name="group" object="[fl.controls.RadioButton]" text=".group" tiptext="此 RadioButton 所屬的 RadioButtonGroup 物件。" version="" helpurl="fl.controls:RadioButton:group:get" playername=""/>
						<string name="selected" object="[fl.controls.RadioButton]" text=".selected" tiptext="指出選項按鈕目前已選取 (true) 或取消選取 (false)。" version="" helpurl="fl.controls:RadioButton:selected:get" playername=""/>
						<string name="toggle" object="[fl.controls.RadioButton]" text=".toggle" tiptext="選項按鈕是一個切換按鈕；在建構函式中，它的 toggle 屬性會設定為 true，而且無法變更。" version="" helpurl="fl.controls:RadioButton:toggle:get" playername=""/>
						<string name="value" object="[fl.controls.RadioButton]" text=".value" tiptext="與選項按鈕相關聯的使用者定義值。" version="" helpurl="fl.controls:RadioButton:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="RadioButton 類別的事件" helpurl="fl.controls:RadioButton">
						<string name="click" object="[fl.controls.RadioButton]" text=".addEventListener(%類型:String=MouseEvent.CLICK{MouseEvent.CLICK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者使用滑鼠或空白鍵按一下選項按鈕時傳送。" version="" helpurl="fl.controls:RadioButton_flash.events.MouseEvent.CLICK_click" playername=""/>
						<string name="change" object="[fl.controls.RadioButton]" text=".addEventListener(%類型:String=Event.CHANGE{MouseEvent.CLICK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當選項按鈕實體的 selected 屬性變更時傳送。" version="" helpurl="fl.controls:RadioButton_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="RadioButtonGroup" id="[fl.controls.RadioButtonGroup]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="RadioButtonGroup 類別會將 RadioButton 組件的群組定義為充當單一組件。" helpurl="fl.controls:RadioButtonGroup">
					<folder name="方法" id="Methods" tiptext="RadioButtonGroup 類別的方法" helpurl="fl.controls:RadioButtonGroup">
						<string name="RadioButtonGroup" object="[fl.controls.RadioButtonGroup]" text="new RadioButtonGroup(%名稱:String%)" constructor="true" tiptext="會建立新的 RadioButtonGroup 實體。" version="1.0" helpurl="fl.controls:RadioButtonGroup:RadioButtonGroup" playername=""/>
						<string name="addRadioButton" object="[fl.controls.RadioButtonGroup]" text=".addRadioButton(%選項按鈕:fl.controls:RadioButton%):void" tiptext="將選項按鈕加入至內部選項按鈕陣列，以配合選項按鈕群組索引使用，如此可允許選項按鈕群組中選取單一選項按鈕。" version="1.0" helpurl="fl.controls:RadioButtonGroup:addRadioButton" playername=""/>
						<string name="getGroup" object="[fl.controls.RadioButtonGroup]" text="RadioButtonGroup.getGroup(%名稱:String%):fl.controls:RadioButtonGroup" static="true" tiptext="擷取所指定選項按鈕群組的參考。" version="1.0" helpurl="fl.controls:RadioButtonGroup:getGroup" playername=""/>
						<string name="getRadioButtonAt" object="[fl.controls.RadioButtonGroup]" text=".getRadioButtonAt(%索引:int%):fl.controls:RadioButton" tiptext="擷取指定索引位置上的 RadioButton 組件。" version="1.0" helpurl="fl.controls:RadioButtonGroup:getRadioButtonAt" playername=""/>
						<string name="getRadioButtonIndex" object="[fl.controls.RadioButtonGroup]" text=".getRadioButtonIndex(%選項按鈕:fl.controls:RadioButton%):int" tiptext="傳回指定之 RadioButton 實體的索引。" version="1.0" helpurl="fl.controls:RadioButtonGroup:getRadioButtonIndex" playername=""/>
						<string name="removeRadioButton" object="[fl.controls.RadioButtonGroup]" text=".removeRadioButton(%選項按鈕:fl.controls:RadioButton%):void" tiptext="清除內部選項按鈕清單中的 RadioButton 實體。" version="1.0" helpurl="fl.controls:RadioButtonGroup:removeRadioButton" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RadioButtonGroup 類別的屬性" helpurl="fl.controls:RadioButtonGroup">
						<string name="name" object="[fl.controls.RadioButtonGroup]" text=".name" tiptext="取得選項按鈕的實體名稱。" version="" helpurl="fl.controls:RadioButtonGroup:name:get" playername=""/>
						<string name="numRadioButtons" object="[fl.controls.RadioButtonGroup]" text=".numRadioButtons" tiptext="取得此選項按鈕群組中的選項按鈕數。" version="" helpurl="fl.controls:RadioButtonGroup:numRadioButtons:get" playername=""/>
						<string name="selectedData" object="[fl.controls.RadioButtonGroup]" text=".selectedData" tiptext="取得或設定所選取選項按鈕的值屬性。" version="" helpurl="fl.controls:RadioButtonGroup:selectedData:get" playername=""/>
						<string name="selection" object="[fl.controls.RadioButtonGroup]" text=".selection" tiptext="取得或設定選項按鈕群組中目前選取之選項按鈕的參考。" version="" helpurl="fl.controls:RadioButtonGroup:selection:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="RadioButtonGroup 類別的事件" helpurl="fl.controls:RadioButtonGroup">
						<string name="click" object="[fl.controls.RadioButtonGroup]" text=".addEventListener(%類型:String=MouseEvent.CLICK{MouseEvent.CLICK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當您按一下 RadioButton 實體時傳送。" version="" helpurl="fl.controls:RadioButtonGroup_flash.events.MouseEvent.CLICK_click" playername=""/>
						<string name="change" object="[fl.controls.RadioButtonGroup]" text=".addEventListener(%類型:String=Event.CHANGE{MouseEvent.CLICK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當群組內已選取的 RadioButton 實體變更時傳送。" version="" helpurl="fl.controls:RadioButtonGroup_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollBar" id="[fl.controls.ScrollBar]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ScrollBar 組件可提供使用者控制方法，控制在顯示區中資料太多而無法容納時顯示的資料部分。" helpurl="fl.controls:ScrollBar">
					<folder name="方法" id="Methods" tiptext="ScrollBar 類別的方法" helpurl="fl.controls:ScrollBar">
						<string name="ScrollBar" object="[fl.controls.ScrollBar]" text="new ScrollBar(%%)" constructor="true" tiptext="會建立新的 ScrollBar 組件實體。" version="1.0" helpurl="fl.controls:ScrollBar:ScrollBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ScrollBar]" text="ScrollBar.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:ScrollBar:getStyleDefinition" playername=""/>
						<string name="setScrollProperties" object="[fl.controls.ScrollBar]" text=".setScrollProperties(%頁面大小:Number,最小捲動位置:Number,最大捲動位置:Number[,頁面捲動大小:Number=0]%):void" tiptext="會設定 ScrollBar 組件的範圍和檢視區域大小。" version="1.0" helpurl="fl.controls:ScrollBar:setScrollProperties" playername=""/>
						<string name="setSize" object="[fl.controls.ScrollBar]" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="會將組件設定為指定的寬度和高度。" version="1.0" helpurl="fl.controls:ScrollBar:setSize" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ScrollBar 類別的屬性" helpurl="fl.controls:ScrollBar">
						<string name="direction" object="[fl.controls.ScrollBar]" text=".direction" tiptext="取得或設定值，指出捲軸的捲動方向是垂直或水平。" version="" helpurl="fl.controls:ScrollBar:direction:get" playername=""/>
						<string name="enabled" object="[fl.controls.ScrollBar]" text=".enabled" tiptext="取得或設定 Boolean 值，指出捲軸是否為已啟用。" version="" helpurl="fl.controls:ScrollBar:enabled:get" playername=""/>
						<string name="height" object="[fl.controls.ScrollBar]" text=".height" tiptext="會取得或設定組件的高度，以像素為單位。" version="" helpurl="fl.controls:ScrollBar:height:get" playername=""/>
						<string name="lineScrollSize" object="[fl.controls.ScrollBar]" text=".lineScrollSize" tiptext="取得或設定按下捲軸軌道時，代表要捲動頁面之遞增量的值。" version="" helpurl="fl.controls:ScrollBar:lineScrollSize:get" playername=""/>
						<string name="maxScrollPosition" object="[fl.controls.ScrollBar]" text=".maxScrollPosition" tiptext="取得或設定表示最高捲動位置的數字。" version="" helpurl="fl.controls:ScrollBar:maxScrollPosition:get" playername=""/>
						<string name="minScrollPosition" object="[fl.controls.ScrollBar]" text=".minScrollPosition" tiptext="取得或設定表示最低捲動位置的數字。" version="" helpurl="fl.controls:ScrollBar:minScrollPosition:get" playername=""/>
						<string name="pageScrollSize" object="[fl.controls.ScrollBar]" text=".pageScrollSize" tiptext="取得或設定按下捲軸軌道時，代表頁面捲動遞增量的值。" version="" helpurl="fl.controls:ScrollBar:pageScrollSize:get" playername=""/>
						<string name="pageSize" object="[fl.controls.ScrollBar]" text=".pageSize" tiptext="取得或設定頁面包含的行數。" version="" helpurl="fl.controls:ScrollBar:pageSize:get" playername=""/>
						<string name="scrollPosition" object="[fl.controls.ScrollBar]" text=".scrollPosition" tiptext="會取得或設定目前的捲動位置，並更新縮圖的位置。" version="" helpurl="fl.controls:ScrollBar:scrollPosition:get" playername=""/>
						<string name="width" object="[fl.controls.ScrollBar]" text=".width" tiptext="會取得或設定組件的寬度，以像素為單位。" version="" helpurl="fl.controls:ScrollBar:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ScrollBar 類別的事件" helpurl="fl.controls:ScrollBar">
						<string name="scroll" object="[fl.controls.ScrollBar]" text=".addEventListener(%類型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 ScrollBar 實體的 scrollPosition 屬性變更時傳送。" version="" helpurl="fl.controls:ScrollBar_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollBarDirection" id="[fl.controls.ScrollBarDirection]" sort="true" index="true" asAncestors="Object" tiptext="定義 ScrollBar 組件的 direction 屬性值。" helpurl="fl.controls:ScrollBarDirection">
					<folder name="屬性" id="Properties" tiptext="ScrollBarDirection 類別的屬性" helpurl="fl.controls:ScrollBarDirection">
						<string name="HORIZONTAL" object="[fl.controls.ScrollBarDirection]" text="ScrollBarDirection.HORIZONTAL" constant="true" tiptext="指出 ScrollBar 組件實體是用於水平捲動。" version="" helpurl="fl.controls:ScrollBarDirection:HORIZONTAL" playername=""/>
						<string name="VERTICAL" object="[fl.controls.ScrollBarDirection]" text="ScrollBarDirection.VERTICAL" constant="true" tiptext="指出 ScrollBar 組件實體是用於垂直捲動。" version="" helpurl="fl.controls:ScrollBarDirection:VERTICAL" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollPolicy" id="[fl.controls.ScrollPolicy]" sort="true" index="true" asAncestors="Object" tiptext="BaseScrollPane 類別之 horizontalScrollPolicy 和 verticalScrollPolicy 屬性的值。" helpurl="fl.controls:ScrollPolicy">
					<folder name="屬性" id="Properties" tiptext="ScrollPolicy 類別的屬性" helpurl="fl.controls:ScrollPolicy">
						<string name="AUTO" object="[fl.controls.ScrollPolicy]" text="ScrollPolicy.AUTO" constant="true" tiptext="如果子系超過擁有者的尺寸，則顯示捲軸。" version="" helpurl="fl.controls:ScrollPolicy:AUTO" playername=""/>
						<string name="OFF" object="[fl.controls.ScrollPolicy]" text="ScrollPolicy.OFF" constant="true" tiptext="永遠不顯示捲軸。" version="" helpurl="fl.controls:ScrollPolicy:OFF" playername=""/>
						<string name="ON" object="[fl.controls.ScrollPolicy]" text="ScrollPolicy.ON" constant="true" tiptext="永遠顯示捲軸。" version="" helpurl="fl.controls:ScrollPolicy:ON" playername=""/>
					</folder>
				</folder>
				<folder name="SelectableList" id="[fl.controls.SelectableList]" sort="true" index="true" asAncestors="fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="SelectableList 是所有清單架構組件 (例如，List、TileList、DataGrid 和 ComboBox 組件) 的基底類別。" helpurl="fl.controls:SelectableList">
					<folder name="方法" id="Methods" tiptext="SelectableList 類別的方法" helpurl="fl.controls:SelectableList">
						<string name="SelectableList" object="[fl.controls.SelectableList]" text="new SelectableList(%%)" constructor="true" tiptext="建立新的 SelectableList 實體。" version="1.0" helpurl="fl.controls:SelectableList:SelectableList" playername=""/>
						<string name="addItemAt" object="[fl.controls.SelectableList]" text=".addItemAt(%項目:Object,索引:uint%):void" tiptext="會將項目插入清單的指定索引位置。" version="1.0" helpurl="fl.controls:SelectableList:addItemAt" playername=""/>
						<string name="addItem" object="[fl.controls.SelectableList]" text=".addItem(%項目:Object%):void" tiptext="將某一項目附加至項目清單的結尾。" version="1.0" helpurl="fl.controls:SelectableList:addItem" playername=""/>
						<string name="clearRendererStyle" object="[fl.controls.SelectableList]" text=".clearRendererStyle(%名稱:String[,欄:int=-1]%):void" tiptext="會清除清單中的輸出器所設定的樣式。" version="1.0" helpurl="fl.controls:SelectableList:clearRendererStyle" playername=""/>
						<string name="clearSelection" object="[fl.controls.SelectableList]" text=".clearSelection(%%):void" tiptext="會清除清單內目前選取的項目，並將 selectedIndex 屬性設定為 -1。" version="1.0" helpurl="fl.controls:SelectableList:clearSelection" playername=""/>
						<string name="getItemAt" object="[fl.controls.SelectableList]" text=".getItemAt(%索引:uint%):Object" tiptext="會擷取位於指定索引的項目。" version="1.0" helpurl="fl.controls:SelectableList:getItemAt" playername=""/>
						<string name="getNextIndexAtLetter" object="[fl.controls.SelectableList]" text=".getNextIndexAtLetter(%第一個字元:String[,起始索引:int=-1]%):int" tiptext="傳回 dataProvider 中下一個項目的索引，其中標籤的第一個字元會符合指定的字串字元。" version="1.0" helpurl="fl.controls:SelectableList:getNextIndexAtLetter" playername=""/>
						<string name="getRendererStyle" object="[fl.controls.SelectableList]" text=".getRendererStyle(%名稱:String[,欄:int=-1]%):Object" tiptext="會擷取清單中的輸出器所設定的樣式。" version="1.0" helpurl="fl.controls:SelectableList:getRendererStyle" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.SelectableList]" text="SelectableList.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:SelectableList:getStyleDefinition" playername=""/>
						<string name="invalidateItemAt" object="[fl.controls.SelectableList]" text=".invalidateItemAt(%索引:uint%):void" tiptext="讓位於指定索引位置的項目描繪器無效。" version="1.0" helpurl="fl.controls:SelectableList:invalidateItemAt" playername=""/>
						<string name="invalidateItem" object="[fl.controls.SelectableList]" text=".invalidateItem(%項目:Object%):void" tiptext="讓特定的項目描繪器無效。" version="1.0" helpurl="fl.controls:SelectableList:invalidateItem" playername=""/>
						<string name="invalidateList" object="[fl.controls.SelectableList]" text=".invalidateList(%%):void" tiptext="會使整份清單無效化，並強制重繪清單項目。" version="1.0" helpurl="fl.controls:SelectableList:invalidateList" playername=""/>
						<string name="isItemSelected" object="[fl.controls.SelectableList]" text=".isItemSelected(%項目:Object%):Boolean" tiptext="會檢查是否已選取清單中的指定項目。" version="1.0" helpurl="fl.controls:SelectableList:isItemSelected" playername=""/>
						<string name="itemToCellRenderer" object="[fl.controls.SelectableList]" text=".itemToCellRenderer(%項目:Object%):fl.controls.listClasses:ICellRenderer" tiptext="會擷取指定項目物件的 ICellRenderer (如果有的話)。" version="1.0" helpurl="fl.controls:SelectableList:itemToCellRenderer" playername=""/>
						<string name="itemToLabel" object="[fl.controls.SelectableList]" text=".itemToLabel(%項目:Object%):String" tiptext="擷取字串，而輸出器會根據物件的 label 屬性並針對指定的資料物件顯示此字串。" version="1.0" helpurl="fl.controls:SelectableList:itemToLabel" playername=""/>
						<string name="removeAll" object="[fl.controls.SelectableList]" text=".removeAll(%%):void" tiptext="移除清單中所有項目。" version="1.0" helpurl="fl.controls:SelectableList:removeAll" playername=""/>
						<string name="removeItemAt" object="[fl.controls.SelectableList]" text=".removeItemAt(%索引:uint%):Object" tiptext="移除位於指定索引位置的項目。" version="1.0" helpurl="fl.controls:SelectableList:removeItemAt" playername=""/>
						<string name="removeItem" object="[fl.controls.SelectableList]" text=".removeItem(%項目:Object%):Object" tiptext="會移除清單中的指定項目。" version="1.0" helpurl="fl.controls:SelectableList:removeItem" playername=""/>
						<string name="replaceItemAt" object="[fl.controls.SelectableList]" text=".replaceItemAt(%項目:Object,索引:uint%):Object" tiptext="會以另一個項目取代位於指定索引位置的項目。" version="1.0" helpurl="fl.controls:SelectableList:replaceItemAt" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.SelectableList]" text=".scrollToIndex(%新跳脫符號索引:int%):void" tiptext="會將清單捲動到位於指定索引的項目。" version="1.0" helpurl="fl.controls:SelectableList:scrollToIndex" playername=""/>
						<string name="scrollToSelected" object="[fl.controls.SelectableList]" text=".scrollToSelected(%%):void" tiptext="會將清單捲動到 selectedIndex 屬性目前值所示位置的項目。" version="1.0" helpurl="fl.controls:SelectableList:scrollToSelected" playername=""/>
						<string name="setRendererStyle" object="[fl.controls.SelectableList]" text=".setRendererStyle(%名稱:String,樣式: Object[,欄:uint=0]%):void" tiptext="會針對清單中的輸出器設定樣式。" version="1.0" helpurl="fl.controls:SelectableList:setRendererStyle" playername=""/>
						<string name="sortItemsOn" object="[fl.controls.SelectableList]" text=".sortItemsOn(%欄位:String[,選項:Object=null]%)" tiptext="會依據目前資料提供者的一個或多個欄位，排序此資料提供者的元素。" version="1.0" helpurl="fl.controls:SelectableList:sortItemsOn" playername=""/>
						<string name="sortItems" object="[fl.controls.SelectableList]" text=".sortItems(%排序參數:長度不定的引數%)" tiptext="會排序目前資料提供者的元素。" version="1.0" helpurl="fl.controls:SelectableList:sortItems" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SelectableList 類別的屬性" helpurl="fl.controls:SelectableList">
						<string name="allowMultipleSelection" object="[fl.controls.SelectableList]" text=".allowMultipleSelection" tiptext="會取得 Boolean 值，指出是否可以一次選取多個清單項目。" version="" helpurl="fl.controls:SelectableList:allowMultipleSelection:get" playername=""/>
						<string name="dataProvider" object="[fl.controls.SelectableList]" text=".dataProvider" tiptext="會取得或設定要檢視之項目清單的資料模型。" version="" helpurl="fl.controls:SelectableList:dataProvider:get" playername=""/>
						<string name="length" object="[fl.controls.SelectableList]" text=".length" tiptext="會取得資料提供者中的項目數。" version="" helpurl="fl.controls:SelectableList:length:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.SelectableList]" text=".maxHorizontalScrollPosition" tiptext="會取得或設定當 horizontalScrollPolicy 屬性設定為 ScrollPolicy.ON 時，清單向右捲動的像素數目。" version="" helpurl="fl.controls:SelectableList:maxHorizontalScrollPosition:get" playername=""/>
						<string name="rowCount" object="[fl.controls.SelectableList]" text=".rowCount" tiptext="會取得清單中至少可以看見部分的列數。" version="" helpurl="fl.controls:SelectableList:rowCount:get" playername=""/>
						<string name="selectable" object="[fl.controls.SelectableList]" text=".selectable" tiptext="會取得或設定 Boolean 值，指出是否可以選取清單中的項目。" version="" helpurl="fl.controls:SelectableList:selectable:get" playername=""/>
						<string name="selectedIndex" object="[fl.controls.SelectableList]" text=".selectedIndex" tiptext="會取得或設定在單選清單中選取之項目的索引。" version="" helpurl="fl.controls:SelectableList:selectedIndex:get" playername=""/>
						<string name="selectedIndices" object="[fl.controls.SelectableList]" text=".selectedIndices" tiptext="會取得或設定包含由複選清單中選取之項目的陣列。" version="" helpurl="fl.controls:SelectableList:selectedIndices:get" playername=""/>
						<string name="selectedItem" object="[fl.controls.SelectableList]" text=".selectedItem" tiptext="會取得或設定從單選清單中選取的項目。" version="" helpurl="fl.controls:SelectableList:selectedItem:get" playername=""/>
						<string name="selectedItems" object="[fl.controls.SelectableList]" text=".selectedItems" tiptext="會取得或設定包含物件的陣列，這些物件代表從複選清單中選取的項目。" version="" helpurl="fl.controls:SelectableList:selectedItems:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SelectableList 類別的事件" helpurl="fl.controls:SelectableList">
						<string name="scroll" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者水平捲動或垂直捲動時傳送。" version="" helpurl="fl.controls:SelectableList_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
						<string name="change" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當選取清單中的不同項目時傳送。" version="" helpurl="fl.controls:SelectableList_flash.events.Event.CHANGE_change" playername=""/>
						<string name="itemDoubleClick" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者連續兩次快速按一下組件中某個項目時傳送。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_DOUBLE_CLICK_itemDoubleClick" playername=""/>
						<string name="itemClick" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按一下組件中某個項目時傳送。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_CLICK_itemClick" playername=""/>
						<string name="rollOut" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者將指標滑出組件時傳送。" version="" helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OUT_rollOut" playername=""/>
						<string name="rollOver" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者將指標滑入組件時傳送。" version="" helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OVER_rollOver" playername=""/>
						<string name="itemRollOver" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者的滑鼠指標滑入組件中某個項目時傳送。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_ROLL_OVER_itemRollOver" playername=""/>
						<string name="itemRollOut" object="[fl.controls.SelectableList]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者的滑鼠指標滑出組件中某個項目時傳送。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_ROLL_OUT_itemRollOut" playername=""/>
					</folder>
				</folder>
				<folder name="Slider" id="[fl.controls.Slider]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Slider 組件可讓使用者移動滑動軸軌道端點之間的滑動軸縮圖來選取值。" helpurl="fl.controls:Slider">
					<folder name="方法" id="Methods" tiptext="Slider 類別的方法" helpurl="fl.controls:Slider">
						<string name="Slider" object="[fl.controls.Slider]" text="new Slider(%%)" constructor="true" tiptext="建立新的 Slider 組件實體。" version="1.0" helpurl="fl.controls:Slider:Slider" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.Slider]" text="Slider.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:Slider:getStyleDefinition" playername=""/>
						<string name="setSize" object="[fl.controls.Slider]" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="會將組件設定為指定的寬度和高度。" version="1.0" helpurl="fl.controls:Slider:setSize" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Slider 類別的屬性" helpurl="fl.controls:Slider">
						<string name="direction" object="[fl.controls.Slider]" text=".direction" tiptext="設定滑動軸的方向。" version="" helpurl="fl.controls:Slider:direction:get" playername=""/>
						<string name="enabled" object="[fl.controls.Slider]" text=".enabled" tiptext="會取得或設定值，指出組件是否可以接受使用者互動。" version="" helpurl="fl.controls:Slider:enabled:get" playername=""/>
						<string name="maximum" object="[fl.controls.Slider]" text=".maximum" tiptext="Slider 組件實體上允許的最大值。" version="" helpurl="fl.controls:Slider:maximum:get" playername=""/>
						<string name="minimum" object="[fl.controls.Slider]" text=".minimum" tiptext="Slider 組件實體上允許的最小值。" version="" helpurl="fl.controls:Slider:minimum:get" playername=""/>
						<string name="snapInterval" object="[fl.controls.Slider]" text=".snapInterval" tiptext="取得或設定使用者移動滑動軸縮圖時，值所要增加或減少的遞增量。" version="" helpurl="fl.controls:Slider:snapInterval:get" playername=""/>
						<string name="tickInterval" object="[fl.controls.Slider]" text=".tickInterval" tiptext="相對於組件最大值的刻度標記距離。" version="" helpurl="fl.controls:Slider:tickInterval:get" playername=""/>
						<string name="value" object="[fl.controls.Slider]" text=".value" tiptext="取得或設定 Slider 組件目前的值。" version="" helpurl="fl.controls:Slider:value:get" playername=""/>
						<string name="liveDragging" object="[fl.controls.Slider]" text=".liveDragging" tiptext="取得或設定 Boolean 值，指出使用者移動滑動軸縮圖時，是否持續傳送 SliderEvent.CHANGE 事件。" version="" helpurl="fl.controls:Slider:liveDragging:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Slider 類別的事件" helpurl="fl.controls:Slider">
						<string name="change" object="[fl.controls.Slider]" text=".addEventListener(%類型:String=SliderEvent.CHANGE{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 Slider 組件的值因滑鼠或鍵盤互動而有所變更時傳送。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.CHANGE_change" playername=""/>
						<string name="thumbDrag" object="[fl.controls.Slider]" text=".addEventListener(%類型:String=SliderEvent.THUMB_DRAG{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="按下滑動軸縮圖，然後以滑鼠移動縮圖時傳送。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_DRAG_thumbDrag" playername=""/>
						<string name="thumbRelease" object="[fl.controls.Slider]" text=".addEventListener(%類型:String=SliderEvent.THUMB_RELEASE{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="按下並放開滑動軸縮圖時傳送。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_RELEASE_thumbRelease" playername=""/>
						<string name="thumbPress" object="[fl.controls.Slider]" text=".addEventListener(%類型:String=SliderEvent.THUMB_PRESS{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="按下滑動軸縮圖時傳送。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_PRESS_thumbPress" playername=""/>
					</folder>
				</folder>
				<folder name="SliderDirection" id="[fl.controls.SliderDirection]" sort="true" index="true" asAncestors="Object" tiptext="Slider 組件的方向。" helpurl="fl.controls:SliderDirection">
					<folder name="屬性" id="Properties" tiptext="SliderDirection 類別的屬性" helpurl="fl.controls:SliderDirection">
						<string name="HORIZONTAL" object="[fl.controls.SliderDirection]" text=".HORIZONTAL" tiptext="將 Slider 組件放置在水平軸上。" version="" helpurl="fl.controls:SliderDirection:HORIZONTAL" playername=""/>
						<string name="VERTICAL" object="[fl.controls.SliderDirection]" text=".VERTICAL" tiptext="將 Slider 組件放置在垂直軸上。" version="" helpurl="fl.controls:SliderDirection:VERTICAL" playername=""/>
					</folder>
				</folder>
				<folder name="TextArea" id="[fl.controls.TextArea]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TextArea 組件是一個多行文字欄位，具有邊框和選擇性的捲軸。" helpurl="fl.controls:TextArea">
					<folder name="方法" id="Methods" tiptext="TextArea 類別的方法" helpurl="fl.controls:TextArea">
						<string name="TextArea" object="[fl.controls.TextArea]" text="new TextArea(%%)" constructor="true" tiptext="建立新的 TextArea 組件實體。" version="1.0" helpurl="fl.controls:TextArea:TextArea" playername=""/>
						<string name="appendText" object="[fl.controls.TextArea]" text=".appendText(%文字:String%):void" tiptext="在 TextArea 組件包含的最後一個字元之後附加指定字串。" version="1.0" helpurl="fl.controls:TextArea:appendText" playername=""/>
						<string name="drawFocus" object="[fl.controls.TextArea]" text=".drawFocus(%焦點:Boolean%):void" tiptext="會顯示或隱藏此組件上的焦點指示器。" version="1.0" helpurl="fl.controls:TextArea:drawFocus" playername=""/>
						<string name="getLineMetrics" object="[fl.controls.TextArea]" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="會擷取指定之文字行的相關資訊。" version="1.0" helpurl="fl.controls:TextArea:getLineMetrics" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.TextArea]" text="TextArea.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:TextArea:getStyleDefinition" playername=""/>
						<string name="setSelection" object="[fl.controls.TextArea]" text=".setSelection(%設定選取範圍:int,結束索引:int%):void" tiptext="會設定在成為焦點之文字區域內所選取的範圍。" version="1.0" helpurl="fl.controls:TextArea:setSelection" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextArea 類別的屬性" helpurl="fl.controls:TextArea">
						<string name="textField" object="[fl.controls.TextArea]" text=".textField" tiptext="TextArea 組件內部文字欄位的參考。" version="" helpurl="fl.controls:TextArea:textField" playername=""/>
						<string name="alwaysShowSelection" object="[fl.controls.TextArea]" text=".alwaysShowSelection" tiptext="會取得或設定 Boolean 值，指出當文字欄位未成為焦點時，Flash Player 是否反白標示文字欄位中的選取範圍。" version="" helpurl="fl.controls:TextArea:alwaysShowSelection:get" playername=""/>
						<string name="condenseWhite" object="[fl.controls.TextArea]" text=".condenseWhite" tiptext="取得或設定 Boolean 值，指出是否從內含 HTML 文字的 TextArea 組件中移除多餘的空白。" version="" helpurl="fl.controls:TextArea:condenseWhite:get" playername=""/>
						<string name="displayAsPassword" object="[fl.controls.TextArea]" text=".displayAsPassword" tiptext="取得或設定 Boolean 值，指出 TextArea 組件實體是否為密碼的文字欄位。" version="" helpurl="fl.controls:TextArea:displayAsPassword:get" playername=""/>
						<string name="editable" object="[fl.controls.TextArea]" text=".editable" tiptext="會取得或設定 Boolean 值，指出是否使用者可以編輯組件中的文字。" version="" helpurl="fl.controls:TextArea:editable:get" playername=""/>
						<string name="enabled" object="[fl.controls.TextArea]" text=".enabled" tiptext="會取得或設定值，指出組件是否可以接受使用者互動。" version="" helpurl="fl.controls:TextArea:enabled:get" playername=""/>
						<string name="horizontalScrollBar" object="[fl.controls.TextArea]" text=".horizontalScrollBar" tiptext="會取得水平捲軸的參考。" version="" helpurl="fl.controls:TextArea:horizontalScrollBar:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[fl.controls.TextArea]" text=".horizontalScrollPolicy" tiptext="會取得或設定水平捲軸的捲動原則。" version="" helpurl="fl.controls:TextArea:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[fl.controls.TextArea]" text=".horizontalScrollPosition" tiptext="會取得或設定使用者水平捲動文字欄位之後，捲軸縮圖位置的變更 (以像素為單位)。" version="" helpurl="fl.controls:TextArea:horizontalScrollPosition:get" playername=""/>
						<string name="htmlText" object="[fl.controls.TextArea]" text=".htmlText" tiptext="會取得或設定文字欄位所含字串的 HTML 表示形式。" version="" helpurl="fl.controls:TextArea:htmlText:get" playername=""/>
						<string name="imeMode" object="[fl.controls.TextArea]" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version="" helpurl="fl.controls:TextArea:imeMode:get" playername=""/>
						<string name="length" object="[fl.controls.TextArea]" text=".length" tiptext="取得 TextArea 組件包含的字元數。" version="" helpurl="fl.controls:TextArea:length:get" playername=""/>
						<string name="maxChars" object="[fl.controls.TextArea]" text=".maxChars" tiptext="會取得或設定使用者最多可在文字欄位中輸入的字元數。" version="" helpurl="fl.controls:TextArea:maxChars:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.TextArea]" text=".maxHorizontalScrollPosition" tiptext="會取得 horizontalScrollPosition 屬性的最大值。" version="" helpurl="fl.controls:TextArea:maxHorizontalScrollPosition:get" playername=""/>
						<string name="maxVerticalScrollPosition" object="[fl.controls.TextArea]" text=".maxVerticalScrollPosition" tiptext="會取得 verticalScrollPosition 屬性的最大值。" version="" helpurl="fl.controls:TextArea:maxVerticalScrollPosition:get" playername=""/>
						<string name="restrict" object="[fl.controls.TextArea]" text=".restrict" tiptext="會取得或設定字串，指出文字欄位對使用者輸入所能接受的字元。" version="" helpurl="fl.controls:TextArea:restrict:get" playername=""/>
						<string name="selectionBeginIndex" object="[fl.controls.TextArea]" text=".selectionBeginIndex" tiptext="會取得在一個或多個字元的選取範圍中，第一個選取字元的索引位置。" version="" helpurl="fl.controls:TextArea:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[fl.controls.TextArea]" text=".selectionEndIndex" tiptext="會取得在一個或多個字元的選取範圍中，最後一個選取字元的索引位置。" version="" helpurl="fl.controls:TextArea:selectionEndIndex:get" playername=""/>
						<string name="textHeight" object="[fl.controls.TextArea]" text=".textHeight" tiptext="會以像素為單位，取得文字的高度。" version="" helpurl="fl.controls:TextArea:textHeight:get" playername=""/>
						<string name="textWidth" object="[fl.controls.TextArea]" text=".textWidth" tiptext="會以像素為單位，取得文字的寬度。" version="" helpurl="fl.controls:TextArea:textWidth:get" playername=""/>
						<string name="text" object="[fl.controls.TextArea]" text=".text" tiptext="會取得或設定字串，此字串包含目前在 TextInput 組件中的文字。" version="" helpurl="fl.controls:TextArea:text:get" playername=""/>
						<string name="verticalScrollBar" object="[fl.controls.TextArea]" text=".verticalScrollBar" tiptext="會取得垂直捲軸的參考。" version="" helpurl="fl.controls:TextArea:verticalScrollBar:get" playername=""/>
						<string name="verticalScrollPolicy" object="[fl.controls.TextArea]" text=".verticalScrollPolicy" tiptext="會取得或設定垂直捲軸的捲動原則。" version="" helpurl="fl.controls:TextArea:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[fl.controls.TextArea]" text=".verticalScrollPosition" tiptext="會取得或設定使用者垂直捲動文字欄位之後，捲軸縮圖位置的變更 (以像素為單位)。" version="" helpurl="fl.controls:TextArea:verticalScrollPosition:get" playername=""/>
						<string name="wordWrap" object="[fl.controls.TextArea]" text=".wordWrap" tiptext="會取得或設定 Boolean 值，指出文字是否會在行的結尾換行。" version="" helpurl="fl.controls:TextArea:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextArea 類別的事件" helpurl="fl.controls:TextArea">
						<string name="scroll" object="[fl.controls.TextArea]" text=".addEventListener(%類型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當捲動內容時傳送。" version="" helpurl="fl.controls:TextArea_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
						<string name="enter" object="[fl.controls.TextArea]" text=".addEventListener(%類型:String=ComponentEvent.ENTER{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在組件內按下 Enter 鍵時傳送。" version="" helpurl="fl.controls:TextArea_fl.events.ComponentEvent.ENTER_enter" playername=""/>
						<string name="textInput" object="[fl.controls.TextArea]" text=".addEventListener(%類型:String=TextEvent.TEXT_INPUT{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者輸入、刪除或將文字貼入組件時傳送。" version="" helpurl="fl.controls:TextArea_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="change" object="[fl.controls.TextArea]" text=".addEventListener(%類型:String=Event.CHANGE{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 TextArea 組件內的文字變更時傳送。" version="" helpurl="fl.controls:TextArea_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="TextInput" id="[fl.controls.TextInput]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TextInput 組件是包含原生 ActionScript TextField 物件的單行文字組件。" helpurl="fl.controls:TextInput">
					<folder name="方法" id="Methods" tiptext="TextInput 類別的方法" helpurl="fl.controls:TextInput">
						<string name="TextInput" object="[fl.controls.TextInput]" text="new TextInput(%%)" constructor="true" tiptext="建立新的 TextInput 組件實體。" version="1.0" helpurl="fl.controls:TextInput:TextInput" playername=""/>
						<string name="appendText" object="[fl.controls.TextInput]" text=".appendText(%文字:String%):void" tiptext="在 TextArea 包含的最後一個字元之後附加指定字串。" version="1.0" helpurl="fl.controls:TextInput:appendText" playername=""/>
						<string name="drawFocus" object="[fl.controls.TextInput]" text=".drawFocus(%焦點:Boolean%):void" tiptext="會顯示或隱藏此組件上的焦點指示器。" version="1.0" helpurl="fl.controls:TextInput:drawFocus" playername=""/>
						<string name="getLineMetrics" object="[fl.controls.TextInput]" text=".getLineMetrics(%索引:int%):flash.text:TextLineMetrics" tiptext="會擷取指定之文字行的相關資訊。" version="1.0" helpurl="fl.controls:TextInput:getLineMetrics" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.TextInput]" text="TextInput.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:TextInput:getStyleDefinition" playername=""/>
						<string name="setSelection" object="[fl.controls.TextInput]" text=".setSelection(%起點索引:int,終點索引:int%):void" tiptext="會設定在成為焦點之文字區域內所選取的範圍。" version="1.0" helpurl="fl.controls:TextInput:setSelection" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextInput 類別的屬性" helpurl="fl.controls:TextInput">
						<string name="textField" object="[fl.controls.TextInput]" text=".textField" tiptext="TextInput 組件內部文字欄位的參考。" version="" helpurl="fl.controls:TextInput:textField" playername=""/>
						<string name="alwaysShowSelection" object="[fl.controls.TextInput]" text=".alwaysShowSelection" tiptext="會取得或設定 Boolean 值，指出當文字欄位未成為焦點時，顯示選取範圍的方式。" version="" helpurl="fl.controls:TextInput:alwaysShowSelection:get" playername=""/>
						<string name="condenseWhite" object="[fl.controls.TextInput]" text=".condenseWhite" tiptext="取得或設定 Boolean 值，指出是否從內含 HTML 文字的 TextInput 組件中移除多餘的空白。" version="" helpurl="fl.controls:TextInput:condenseWhite:get" playername=""/>
						<string name="displayAsPassword" object="[fl.controls.TextInput]" text=".displayAsPassword" tiptext="取得或設定 Boolean 值，指出目前 TextInput 組件實體是為了包含密碼，或為了包含文字而建立。" version="" helpurl="fl.controls:TextInput:displayAsPassword:get" playername=""/>
						<string name="editable" object="[fl.controls.TextInput]" text=".editable" tiptext="會取得或設定 Boolean 值，指出文字欄位是否可由使用者編輯。" version="" helpurl="fl.controls:TextInput:editable:get" playername=""/>
						<string name="enabled" object="[fl.controls.TextInput]" text=".enabled" tiptext="會取得或設定值，指出組件是否可以接受使用者互動。" version="" helpurl="fl.controls:TextInput:enabled:get" playername=""/>
						<string name="horizontalScrollPosition" object="[fl.controls.TextInput]" text=".horizontalScrollPosition" tiptext="會取得或設定水平捲軸的縮圖位置。" version="" helpurl="fl.controls:TextInput:horizontalScrollPosition:get" playername=""/>
						<string name="htmlText" object="[fl.controls.TextInput]" text=".htmlText" tiptext="會包括文字欄位所含字串的 HTML 表示形式。" version="" helpurl="fl.controls:TextInput:htmlText:get" playername=""/>
						<string name="imeMode" object="[fl.controls.TextInput]" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version="" helpurl="fl.controls:TextInput:imeMode:get" playername=""/>
						<string name="length" object="[fl.controls.TextInput]" text=".length" tiptext="會取得 TextInput 組件中的字元數。" version="" helpurl="fl.controls:TextInput:length:get" playername=""/>
						<string name="maxChars" object="[fl.controls.TextInput]" text=".maxChars" tiptext="會取得或設定使用者最多可在文字欄位中輸入的字元數。" version="" helpurl="fl.controls:TextInput:maxChars:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.TextInput]" text=".maxHorizontalScrollPosition" tiptext="會取得值，說明在文字欄位中向右捲動最遠可達到的位置。" version="" helpurl="fl.controls:TextInput:maxHorizontalScrollPosition:get" playername=""/>
						<string name="restrict" object="[fl.controls.TextInput]" text=".restrict" tiptext="會取得或設定字串，指出文字欄位對使用者輸入所能接受的字元。" version="" helpurl="fl.controls:TextInput:restrict:get" playername=""/>
						<string name="selectionBeginIndex" object="[fl.controls.TextInput]" text=".selectionBeginIndex" tiptext="會取得在一個或多個字元的選取範圍中，第一個選取字元的索引值。" version="" helpurl="fl.controls:TextInput:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[fl.controls.TextInput]" text=".selectionEndIndex" tiptext="會取得在一個或多個字元的選取範圍中，最後一個選取字元的索引位置。" version="" helpurl="fl.controls:TextInput:selectionEndIndex:get" playername=""/>
						<string name="textHeight" object="[fl.controls.TextInput]" text=".textHeight" tiptext="文字的高度，以像素為單位。" version="" helpurl="fl.controls:TextInput:textHeight:get" playername=""/>
						<string name="textWidth" object="[fl.controls.TextInput]" text=".textWidth" tiptext="文字的寬度，以像素為單位。" version="" helpurl="fl.controls:TextInput:textWidth:get" playername=""/>
						<string name="text" object="[fl.controls.TextInput]" text=".text" tiptext="會取得或設定字串，此字串包含目前在 TextInput 組件中的文字。" version="" helpurl="fl.controls:TextInput:text:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextInput 類別的事件" helpurl="fl.controls:TextInput">
						<string name="textInput" object="[fl.controls.TextInput]" text=".addEventListener(%類型:String=TextEvent.TEXT_INPUT{TextEvent.TEXT_INPUT,ComponentEvent.ENTER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者輸入文字時傳送。" version="" helpurl="fl.controls:TextInput_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="enter" object="[fl.controls.TextInput]" text=".addEventListener(%類型:String=ComponentEvent.ENTER{TextEvent.TEXT_INPUT,ComponentEvent.ENTER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按下 Enter 鍵時傳送。" version="" helpurl="fl.controls:TextInput_fl.events.ComponentEvent.ENTER_enter" playername=""/>
						<string name="change" object="[fl.controls.TextInput]" text=".addEventListener(%類型:String=Event.CHANGE{TextEvent.TEXT_INPUT,ComponentEvent.ENTER,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者輸入變更 TextInput 組件中的文字時傳送。" version="" helpurl="fl.controls:TextInput_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="TileList" id="[fl.controls.TileList]" sort="true" index="true" asAncestors="fl.controls:SelectableList,fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TileList 類別可提供行列交錯的格線，通常會以「並排」形式用來格式化和顯示影像。" helpurl="fl.controls:TileList">
					<folder name="方法" id="Methods" tiptext="TileList 類別的方法" helpurl="fl.controls:TileList">
						<string name="TileList" object="[fl.controls.TileList]" text="new TileList(%%)" constructor="true" tiptext="建立新的 List 組件實體。" version="1.0" helpurl="fl.controls:TileList:TileList" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.TileList]" text="TileList.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:TileList:getStyleDefinition" playername=""/>
						<string name="itemToLabel" object="[fl.controls.TileList]" text=".itemToLabel(%項目:Object%):String" tiptext="會擷取字串，輸出器會根據 labelField 和 labelFunction 屬性所指定的資料物件顯示此字串。" version="1.0" helpurl="fl.controls:TileList:itemToLabel" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.TileList]" text=".scrollToIndex(%新跳脫符號索引:int%):void" tiptext="會將清單捲動到位於指定索引的項目。" version="1.0" helpurl="fl.controls:TileList:scrollToIndex" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TileList 類別的屬性" helpurl="fl.controls:TileList">
						<string name="columnCount" object="[fl.controls.TileList]" text=".columnCount" tiptext="會取得或設定清單中至少可以看見部分的欄數。" version="" helpurl="fl.controls:TileList:columnCount:get" playername=""/>
						<string name="columnWidth" object="[fl.controls.TileList]" text=".columnWidth" tiptext="會取得或設定套用到清單中每一欄的寬度，以像素為單位。" version="" helpurl="fl.controls:TileList:columnWidth:get" playername=""/>
						<string name="dataProvider" object="[fl.controls.TileList]" text=".dataProvider" tiptext="會取得或設定要檢視之項目清單的資料模型。" version="" helpurl="fl.controls:TileList:dataProvider:get" playername=""/>
						<string name="direction" object="[fl.controls.TileList]" text=".direction" tiptext="取得或設定值，指出 TileList 組件的捲動方向是垂直或水平。" version="" helpurl="fl.controls:TileList:direction:get" playername=""/>
						<string name="iconField" object="[fl.controls.TileList]" text=".iconField" tiptext="會取得或設定提供項目圖示的項目欄位。" version="" helpurl="fl.controls:TileList:iconField:get" playername=""/>
						<string name="iconFunction" object="[fl.controls.TileList]" text=".iconFunction" tiptext="會取得或設定要用來取得項目圖示的函數。" version="" helpurl="fl.controls:TileList:iconFunction:get" playername=""/>
						<string name="innerHeight" object="[fl.controls.TileList]" text=".innerHeight" tiptext="會取得內容區域的高度，以像素為單位。" version="" helpurl="fl.controls:TileList:innerHeight:get" playername=""/>
						<string name="innerWidth" object="[fl.controls.TileList]" text=".innerWidth" tiptext="會取得內容區域的寬度，以像素為單位。" version="" helpurl="fl.controls:TileList:innerWidth:get" playername=""/>
						<string name="labelField" object="[fl.controls.TileList]" text=".labelField" tiptext="會在每一個包含個別拼貼之標籤的項目中，取得或設定欄位。" version="" helpurl="fl.controls:TileList:labelField:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.TileList]" text=".labelFunction" tiptext="會取得函數，指出為拼貼提供標籤文字的項目欄位。" version="" helpurl="fl.controls:TileList:labelFunction:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.TileList]" text=".maxHorizontalScrollPosition" tiptext="會取得目前內容的最大水平捲動位置，以像素為單位。" version="" helpurl="fl.controls:TileList:maxHorizontalScrollPosition:get" playername=""/>
						<string name="rowCount" object="[fl.controls.TileList]" text=".rowCount" tiptext="會取得或設定清單中至少可以看見部分的列數。" version="" helpurl="fl.controls:TileList:rowCount:get" playername=""/>
						<string name="rowHeight" object="[fl.controls.TileList]" text=".rowHeight" tiptext="會取得或設定套用到清單中每一列的高度，以像素為單位。" version="" helpurl="fl.controls:TileList:rowHeight:get" playername=""/>
						<string name="scrollPolicy" object="[fl.controls.TileList]" text=".scrollPolicy" tiptext="會取得或設定 TileList 組件的捲動原則。" version="" helpurl="fl.controls:TileList:scrollPolicy:get" playername=""/>
						<string name="sourceField" object="[fl.controls.TileList]" text=".sourceField" tiptext="會取得或設定提供拼貼來源路徑的項目欄位。" version="" helpurl="fl.controls:TileList:sourceField:get" playername=""/>
						<string name="sourceFunction" object="[fl.controls.TileList]" text=".sourceFunction" tiptext="會取得或設定要用來取得拼貼來源路徑的函數。" version="" helpurl="fl.controls:TileList:sourceFunction:get" playername=""/>
					</folder>
				</folder>
				<folder name="UIScrollBar" id="[fl.controls.UIScrollBar]" sort="true" index="true" asAncestors="fl.controls:ScrollBar,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="UIScrollBar 類別包含所有的捲軸功能，而且還增加了 scrollTarget 屬性，如此便能附加到 TextField 實體或 TLFTextField 實體。" helpurl="fl.controls:UIScrollBar">
					<folder name="方法" id="Methods" tiptext="UIScrollBar 類別的方法" helpurl="fl.controls:UIScrollBar">
						<string name="UIScrollBar" object="[fl.controls.UIScrollBar]" text="new UIScrollBar(%%)" constructor="true" tiptext="建立新的 UIScrollBar 組件實體。" version="1.0" helpurl="fl.controls:UIScrollBar:UIScrollBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.UIScrollBar]" text="UIScrollBar.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls:UIScrollBar:getStyleDefinition" playername=""/>
						<string name="setScrollProperties" object="[fl.controls.UIScrollBar]" text=".setScrollProperties(%頁面大小:Number,最小捲動位置:Number,最大捲動位置:Number[,頁面捲動大小:Number=0]%):void" tiptext="會設定 ScrollBar 組件的範圍和檢視區域大小。" version="1.0" helpurl="fl.controls:UIScrollBar:setScrollProperties" playername=""/>
						<string name="update" object="[fl.controls.UIScrollBar]" text=".update(%%):void" tiptext="會強制捲軸立即更新其捲動屬性。" version="1.0" helpurl="fl.controls:UIScrollBar:update" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UIScrollBar 類別的屬性" helpurl="fl.controls:UIScrollBar">
						<string name="direction" object="[fl.controls.UIScrollBar]" text=".direction" tiptext="取得或設定值，指出捲軸的捲動方向是垂直或水平。" version="" helpurl="fl.controls:UIScrollBar:direction:get" playername=""/>
						<string name="scrollTarget" object="[fl.controls.UIScrollBar]" text=".scrollTarget" tiptext="以 ScrollBar組件實體註冊 TextField 實體或TLFTextField 實體。" version="" helpurl="fl.controls:UIScrollBar:scrollTarget:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls.dataGridClasses" id="fl.controls.dataGridClasses" sort="true" tiptext="fl.controls.dataGridClasses 套件的類別" helpurl="fl.controls.dataGridClasses">
				<folder name="DataGridCellEditor" id="[fl.controls.dataGridClasses.DataGridCellEditor]" sort="true" index="true" asAncestors="fl.controls:TextInput,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="DataGridCellEditor 類別會定義 DataGrid 控制項的預設項目編輯器。" helpurl="fl.controls.dataGridClasses:DataGridCellEditor">
					<folder name="方法" id="Methods" tiptext="DataGridCellEditor 類別的方法" helpurl="fl.controls.dataGridClasses:DataGridCellEditor">
						<string name="DataGridCellEditor" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text="new DataGridCellEditor(%%):void" constructor="true" tiptext="建立新的 DataGridCellEditor 實體。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:DataGridCellEditor" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text="DataGridCellEditor.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:getStyleDefinition" playername=""/>
						<string name="setMouseState" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".setMouseState(%狀態:String%):void" tiptext="將目前儲存格設定為特定滑鼠狀態。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:setMouseState" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DataGridCellEditor 類別的屬性" helpurl="fl.controls.dataGridClasses:DataGridCellEditor">
						<string name="data" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".data" tiptext="會取得或設定 Object，它代表與組件相關聯的資料。" version="" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:data:get" playername=""/>
						<string name="listData" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".listData" tiptext="會取得或設定套用至儲存格的清單屬性 (例如，index 和 selected 值)。" version="" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:listData:get" playername=""/>
						<string name="selected" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".selected" tiptext="會指出儲存格是否包含在擁有者選取的索引中。" version="" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:selected:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridColumn" id="[fl.controls.dataGridClasses.DataGridColumn]" sort="true" index="true" asAncestors="Object" tiptext="DataGridColumn 類別會說明 DataGrid 組件內的欄。" helpurl="fl.controls.dataGridClasses:DataGridColumn">
					<folder name="方法" id="Methods" tiptext="DataGridColumn 類別的方法" helpurl="fl.controls.dataGridClasses:DataGridColumn">
						<string name="DataGridColumn" object="[fl.controls.dataGridClasses.DataGridColumn]" text="new DataGridColumn(%[欄名稱:String=null]%)" constructor="true" tiptext="建立新的 DataGridColumn 實體。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridColumn:DataGridColumn" playername=""/>
						<string name="itemToLabel" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".itemToLabel(%資料:Object%):String" tiptext="傳回項目描繪器為指定資料物件顯示的字串。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridColumn:itemToLabel" playername=""/>
						<string name="toString" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".toString(%%):String" tiptext="會傳回 DataGridColumn 物件的字串形式。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridColumn:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DataGridColumn 類別的屬性" helpurl="fl.controls.dataGridClasses:DataGridColumn">
						<string name="dataField" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".dataField" tiptext="會識別與欄相關聯之資料提供者項目內的欄位或屬性名稱。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:dataField" playername=""/>
						<string name="editable" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".editable" tiptext="會指出是否可以編輯欄中的項目。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:editable" playername=""/>
						<string name="editorDataField" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".editorDataField" tiptext="會識別項目編輯器的屬性名稱，此項目編輯器包含清單項目的新資料。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:editorDataField" playername=""/>
						<string name="itemEditor" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".itemEditor" tiptext="會指出當該欄為可編輯時，用於該欄之項目編輯器的實體之類別。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:itemEditor" playername=""/>
						<string name="resizable" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".resizable" tiptext="會指出是否允許使用者變更欄的寬度。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:resizable" playername=""/>
						<string name="sortDescending" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortDescending" tiptext="會指出要依照遞增或遞減順序排序 DataGridColumn。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortDescending" playername=""/>
						<string name="sortOptions" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortOptions" tiptext="一個或多個已定義的常數，可由名稱或數字加以識別，並使用位元 OR (|) 運算子來分隔。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortOptions" playername=""/>
						<string name="sortable" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortable" tiptext="會指出使用者是否按一下目前的欄標題，即可排序資料提供者。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortable" playername=""/>
						<string name="cellRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".cellRenderer" tiptext="用於顯示此欄中之項目的類別。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:cellRenderer:get" playername=""/>
						<string name="headerRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".headerRenderer" tiptext="用於顯示此欄之標題的類別。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:headerRenderer:get" playername=""/>
						<string name="headerText" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".headerText" tiptext="要顯示在欄標題中的欄名稱。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:headerText:get" playername=""/>
						<string name="imeMode" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".imeMode" tiptext="輸入法編輯器 (IME) 的模式。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:imeMode:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".labelFunction" tiptext="函數，會決定此欄中顯示的文字。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:labelFunction:get" playername=""/>
						<string name="minWidth" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".minWidth" tiptext="欄的最小寬度，以像素為單位。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:minWidth:get" playername=""/>
						<string name="sortCompareFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortCompareFunction" tiptext="排序欄內的資料時會呼叫的回呼函數。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortCompareFunction:get" playername=""/>
						<string name="visible" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".visible" tiptext="會指出某欄是否為可見的。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:visible:get" playername=""/>
						<string name="width" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".width" tiptext="欄的寬度，以像素為單位。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="HeaderRenderer" id="[fl.controls.dataGridClasses.HeaderRenderer]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="HeaderRenderer 類別會顯示目前 DataGrid 欄的欄標題。" helpurl="fl.controls.dataGridClasses:HeaderRenderer">
					<folder name="方法" id="Methods" tiptext="HeaderRenderer 類別的方法" helpurl="fl.controls.dataGridClasses:HeaderRenderer">
						<string name="HeaderRenderer" object="[fl.controls.dataGridClasses.HeaderRenderer]" text="new HeaderRenderer(%%):void" constructor="true" tiptext="建立新的 HeaderRenderer 實體。" version="1.0" helpurl="fl.controls.dataGridClasses:HeaderRenderer:HeaderRenderer" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.dataGridClasses.HeaderRenderer]" text="HeaderRenderer.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls.dataGridClasses:HeaderRenderer:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="HeaderRenderer 類別的屬性" helpurl="fl.controls.dataGridClasses:HeaderRenderer">
						<string name="column" object="[fl.controls.dataGridClasses.HeaderRenderer]" text=".column" tiptext="屬於此 HeaderRenderer 實體之欄的索引。" version="" helpurl="fl.controls.dataGridClasses:HeaderRenderer:column:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls.listClasses" id="fl.controls.listClasses" sort="true" tiptext="fl.controls.listClasses 套件的類別" helpurl="fl.controls.listClasses">
				<folder name="CellRenderer" id="[fl.controls.listClasses.CellRenderer]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="CellRenderer 類別會針對清單架構的組件定義方法和屬性，以便用來在這些組件的每一列中操作和顯示自訂的儲存格內容。" helpurl="fl.controls.listClasses:CellRenderer">
					<folder name="方法" id="Methods" tiptext="CellRenderer 類別的方法" helpurl="fl.controls.listClasses:CellRenderer">
						<string name="CellRenderer" object="[fl.controls.listClasses.CellRenderer]" text="new CellRenderer(%%):void" constructor="true" tiptext="建立新的 CellRenderer 實體。" version="1.0" helpurl="fl.controls.listClasses:CellRenderer:CellRenderer" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.listClasses.CellRenderer]" text="CellRenderer.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls.listClasses:CellRenderer:getStyleDefinition" playername=""/>
						<string name="setSize" object="[fl.controls.listClasses.CellRenderer]" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="會指定顯示資料時要使用的尺寸。" version="1.0" helpurl="fl.controls.listClasses:CellRenderer:setSize" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CellRenderer 類別的屬性" helpurl="fl.controls.listClasses:CellRenderer">
						<string name="data" object="[fl.controls.listClasses.CellRenderer]" text=".data" tiptext="會取得或設定 Object，它代表與組件相關聯的資料。" version="" helpurl="fl.controls.listClasses:CellRenderer:data:get" playername=""/>
						<string name="listData" object="[fl.controls.listClasses.CellRenderer]" text=".listData" tiptext="會取得或設定套用至儲存格的清單屬性 (例如，index 和 selected 值)。" version="" helpurl="fl.controls.listClasses:CellRenderer:listData:get" playername=""/>
						<string name="selected" object="[fl.controls.listClasses.CellRenderer]" text=".selected" tiptext="會取得或設定 Boolean 值，指出是否已選取目前的儲存格。" version="" helpurl="fl.controls.listClasses:CellRenderer:selected:get" playername=""/>
					</folder>
				</folder>
				<folder name="ICellRenderer" id="[fl.controls.listClasses.ICellRenderer]" sort="true" index="true" tiptext="ICellRenderer 介面會提供儲存格輸出器所需的方法和屬性。" helpurl="fl.controls.listClasses:ICellRenderer">
					<folder name="方法" id="Methods" tiptext="ICellRenderer 類別的方法" helpurl="fl.controls.listClasses:ICellRenderer">
						<string name="setMouseState" object="[fl.controls.listClasses.ICellRenderer]" text=".setMouseState(%狀態:String%):void" tiptext="將目前儲存格設定為特定滑鼠狀態。" version="1.0" helpurl="fl.controls.listClasses:ICellRenderer:setMouseState" playername=""/>
						<string name="setSize" object="[fl.controls.listClasses.ICellRenderer]" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="根據 width 和 height 參數所指定的像素值，設定資料的大小。" version="1.0" helpurl="fl.controls.listClasses:ICellRenderer:setSize" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ICellRenderer 類別的屬性" helpurl="fl.controls.listClasses:ICellRenderer">
						<string name="data" object="[fl.controls.listClasses.ICellRenderer]" text=".data" tiptext="會取得或設定 Object，它代表與組件相關聯的資料。" version="" helpurl="fl.controls.listClasses:ICellRenderer:data:get" playername=""/>
						<string name="listData" object="[fl.controls.listClasses.ICellRenderer]" text=".listData" tiptext="會取得或設定套用至儲存格的清單屬性 (例如，index 和 selected 值)。" version="" helpurl="fl.controls.listClasses:ICellRenderer:listData:get" playername=""/>
						<string name="selected" object="[fl.controls.listClasses.ICellRenderer]" text=".selected" tiptext="會取得或設定 Boolean 值，指出是否已選取目前的儲存格。" version="" helpurl="fl.controls.listClasses:ICellRenderer:selected:get" playername=""/>
						<string name="x" object="[fl.controls.listClasses.ICellRenderer]" text=".x" tiptext="設定儲存格輸出器的 x 座標" version="" helpurl="fl.controls.listClasses:ICellRenderer:x:set" playername=""/>
						<string name="y" object="[fl.controls.listClasses.ICellRenderer]" text=".y" tiptext="設定儲存格輸出器的 y 座標" version="" helpurl="fl.controls.listClasses:ICellRenderer:y:set" playername=""/>
					</folder>
				</folder>
				<folder name="ImageCell" id="[fl.controls.listClasses.ImageCell]" sort="true" index="true" asAncestors="fl.controls.listClasses:CellRenderer,fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ImageCell 是 TileList 組件的預設儲存格描繪器。" helpurl="fl.controls.listClasses:ImageCell">
					<folder name="方法" id="Methods" tiptext="ImageCell 類別的方法" helpurl="fl.controls.listClasses:ImageCell">
						<string name="ImageCell" object="[fl.controls.listClasses.ImageCell]" text="new ImageCell(%%)" constructor="true" tiptext="建立新的 ImageCell 實體。" version="1.0" helpurl="fl.controls.listClasses:ImageCell:ImageCell" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.listClasses.ImageCell]" text="ImageCell.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls.listClasses:ImageCell:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ImageCell 類別的屬性" helpurl="fl.controls.listClasses:ImageCell">
						<string name="listData" object="[fl.controls.listClasses.ImageCell]" text=".listData" tiptext="取得或設定套用至儲存格的清單屬性 (例如，index 和 selected 值)。" version="" helpurl="fl.controls.listClasses:ImageCell:listData:get" playername=""/>
						<string name="source" object="[fl.controls.listClasses.ImageCell]" text=".source" tiptext="取得或設定絕對或相對 URL，它會識別要載入之 SWF 或影像檔的位置、元件庫中影片片段的類別名稱，或識別顯示物件的參考。" version="" helpurl="fl.controls.listClasses:ImageCell:source:get" playername=""/>
					</folder>
				</folder>
				<folder name="ListData" id="[fl.controls.listClasses.ListData]" sort="true" index="true" asAncestors="Object" tiptext="ListData 是一種 messenger 類別，它會在清單架構的組件中存放與特定儲存格相關的資訊。" helpurl="fl.controls.listClasses:ListData">
					<folder name="方法" id="Methods" tiptext="ListData 類別的方法" helpurl="fl.controls.listClasses:ListData">
						<string name="ListData" object="[fl.controls.listClasses.ListData]" text="new ListData(%標籤:String,圖示:Object,所有人:fl.core:UIComponent,索引:uint,行:uint[,欄:uint=0]%)" constructor="true" tiptext="依其參數的指定，建立 ListData 類別的新實體。" version="1.0" helpurl="fl.controls.listClasses:ListData:ListData" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ListData 類別的屬性" helpurl="fl.controls.listClasses:ListData">
						<string name="column" object="[fl.controls.listClasses.ListData]" text=".column" tiptext="要在其中顯示資料項目的欄。" version="" helpurl="fl.controls.listClasses:ListData:column:get" playername=""/>
						<string name="icon" object="[fl.controls.listClasses.ListData]" text=".icon" tiptext="代表 List 組件中項目圖示的類別，從 List 類別方法計算而得。" version="" helpurl="fl.controls.listClasses:ListData:icon:get" playername=""/>
						<string name="index" object="[fl.controls.listClasses.ListData]" text=".index" tiptext="資料提供者內的項目索引。" version="" helpurl="fl.controls.listClasses:ListData:index:get" playername=""/>
						<string name="label" object="[fl.controls.listClasses.ListData]" text=".label" tiptext="要顯示在此儲存格中的標籤。" version="" helpurl="fl.controls.listClasses:ListData:label:get" playername=""/>
						<string name="owner" object="[fl.controls.listClasses.ListData]" text=".owner" tiptext="擁有此項目之 List 物件的參考。" version="" helpurl="fl.controls.listClasses:ListData:owner:get" playername=""/>
						<string name="row" object="[fl.controls.listClasses.ListData]" text=".row" tiptext="要在其中顯示資料項目的列。" version="" helpurl="fl.controls.listClasses:ListData:row:get" playername=""/>
					</folder>
				</folder>
				<folder name="TileListData" id="[fl.controls.listClasses.TileListData]" sort="true" index="true" asAncestors="fl.controls.listClasses:ListData,Object" tiptext="TileListData 是一種 messenger 類別，它會在清單架構的 TileListData 組件中存放與特定儲存格相關的資訊。" helpurl="fl.controls.listClasses:TileListData">
					<folder name="方法" id="Methods" tiptext="TileListData 類別的方法" helpurl="fl.controls.listClasses:TileListData">
						<string name="TileListData" object="[fl.controls.listClasses.TileListData]" text="new TileListData(%標籤:String,圖示:Object,來源:Object,所有人:fl.core:UIComponent,索引:uint,行:uint[,欄:uint=0]%)" constructor="true" tiptext="依 TileListData 類別之參數所指定，建立此類別的新實體。" version="1.0" helpurl="fl.controls.listClasses:TileListData:TileListData" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TileListData 類別的屬性" helpurl="fl.controls.listClasses:TileListData">
						<string name="source" object="[fl.controls.listClasses.TileListData]" text=".source" tiptext="取得或設定絕對或相對 URL，它會識別要載入之 SWF 或影像檔的位置、元件庫中影片片段的類別名稱，或識別顯示物件的參考。" version="" helpurl="fl.controls.listClasses:TileListData:source:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls.progressBarClasses" id="fl.controls.progressBarClasses" sort="true" tiptext="fl.controls.progressBarClasses 套件的類別" helpurl="fl.controls.progressBarClasses">
				<folder name="IndeterminateBar" id="[fl.controls.progressBarClasses.IndeterminateBar]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="IndeterminateBar 類別會在載入來源的大小未知的情形下，處理進度列組件的繪製作業。" helpurl="fl.controls.progressBarClasses:IndeterminateBar">
					<folder name="方法" id="Methods" tiptext="IndeterminateBar 類別的方法" helpurl="fl.controls.progressBarClasses:IndeterminateBar">
						<string name="IndeterminateBar" object="[fl.controls.progressBarClasses.IndeterminateBar]" text="new IndeterminateBar(%%)" constructor="true" tiptext="會建立 IndeterminateBar 組件的新實體。" version="1.0" helpurl="fl.controls.progressBarClasses:IndeterminateBar:IndeterminateBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.progressBarClasses.IndeterminateBar]" text="IndeterminateBar.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.controls.progressBarClasses:IndeterminateBar:getStyleDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IndeterminateBar 類別的屬性" helpurl="fl.controls.progressBarClasses:IndeterminateBar">
						<string name="visible" object="[fl.controls.progressBarClasses.IndeterminateBar]" text=".visible" tiptext="會取得或設定 Boolean 值，指出非確定式列是否為可見的。" version="" helpurl="fl.controls.progressBarClasses:IndeterminateBar:visible:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.core" id="fl.core" sort="true" tiptext="fl.core 套件的類別" helpurl="fl.core">
				<folder name="InvalidationType" id="[fl.core.InvalidationType]" sort="true" index="true" asAncestors="Object" tiptext="InvalidationType 類別會針對在組件無效化之後傳送的事件物件，定義其 type 屬性所使用的 InvalidationType 常數。" helpurl="fl.core:InvalidationType">
					<folder name="屬性" id="Properties" tiptext="InvalidationType 類別的屬性" helpurl="fl.core:InvalidationType">
						<string name="ALL" object="[fl.core.InvalidationType]" text="InvalidationType.ALL" constant="true" tiptext="InvalidationType.ALL 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出組件本身必須完全重繪。" version="" helpurl="fl.core:InvalidationType:ALL" playername=""/>
						<string name="DATA" object="[fl.core.InvalidationType]" text="InvalidationType.DATA" constant="true" tiptext="InvalidationType.DATA 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出屬於組件的資料無效。" version="" helpurl="fl.core:InvalidationType:DATA" playername=""/>
						<string name="RENDERER_STYLES" object="[fl.core.InvalidationType]" text="InvalidationType.RENDERER_STYLES" constant="true" tiptext="InvalidationType.RENDERER_STYLES 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出組件的輸出器樣式無效。" version="" helpurl="fl.core:InvalidationType:RENDERER_STYLES" playername=""/>
						<string name="SCROLL" object="[fl.core.InvalidationType]" text="InvalidationType.SCROLL" constant="true" tiptext="InvalidationType.SCROLL 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出組件的捲動位置無效。" version="" helpurl="fl.core:InvalidationType:SCROLL" playername=""/>
						<string name="SELECTED" object="[fl.core.InvalidationType]" text="InvalidationType.SELECTED" constant="true" tiptext="InvalidationType.SELECTED 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出組件的所選取的 property 屬性無效。" version="" helpurl="fl.core:InvalidationType:SELECTED" playername=""/>
						<string name="SIZE" object="[fl.core.InvalidationType]" text="InvalidationType.SIZE" constant="true" tiptext="InvalidationType.SIZE 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出組件的螢幕尺寸無效。" version="" helpurl="fl.core:InvalidationType:SIZE" playername=""/>
						<string name="STATE" object="[fl.core.InvalidationType]" text="InvalidationType.STATE" constant="true" tiptext="InvalidationType.STATE 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出組件的狀態無效。" version="" helpurl="fl.core:InvalidationType:STATE" playername=""/>
						<string name="STYLES" object="[fl.core.InvalidationType]" text="InvalidationType.STYLES" constant="true" tiptext="InvalidationType.STYLES 常數會定義所傳送事件物件的 type 屬性值，此事件物件會指出組件的樣式無效。" version="" helpurl="fl.core:InvalidationType:STYLES" playername=""/>
					</folder>
				</folder>
				<folder name="UIComponent" id="[fl.core.UIComponent]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="UIComponent 類別是所有互動式和非互動式視覺組件的基底類別。" helpurl="fl.core:UIComponent">
					<folder name="方法" id="Methods" tiptext="UIComponent 類別的方法" helpurl="fl.core:UIComponent">
						<string name="UIComponent" object="[fl.core.UIComponent]" text="new UIComponent(%%)" constructor="true" tiptext="建立新的 UIComponent 組件實體。" version="1.0" helpurl="fl.core:UIComponent:UIComponent" playername=""/>
						<string name="clearStyle" object="[fl.core.UIComponent]" text=".clearStyle(%樣式:String%):void" tiptext="從此組件實體刪除某種樣式屬性。" version="1.0" helpurl="fl.core:UIComponent:clearStyle" playername=""/>
						<string name="drawFocus" object="[fl.core.UIComponent]" text=".drawFocus(%焦點:Boolean%):void" tiptext="會顯示或隱藏此組件上的焦點指示器。" version="1.0" helpurl="fl.core:UIComponent:drawFocus" playername=""/>
						<string name="drawNow" object="[fl.core.UIComponent]" text=".drawNow(%%):void" tiptext="會起始立即繪製作業，而不需像 invalidateNow 一樣使所有項目無效化。" version="1.0" helpurl="fl.core:UIComponent:drawNow" playername=""/>
						<string name="getFocus" object="[fl.core.UIComponent]" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="會擷取目前成為焦點的物件。" version="1.0" helpurl="fl.core:UIComponent:getFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.core.UIComponent]" text="UIComponent.getStyleDefinition(%%):Object" static="true" tiptext="會擷取目前組件的預設樣式對應。" version="1.0" helpurl="fl.core:UIComponent:getStyleDefinition" playername=""/>
						<string name="getStyleValue" object="[fl.core.UIComponent]" text=".getStyleValue(%名稱:String%):Object" tiptext="考量全域層級、組件層級和實體層級上設定的所有樣式之後，傳回組件的指定樣式。" version="1.0" helpurl="fl.core:UIComponent:getStyleValue" playername=""/>
						<string name="getStyle" object="[fl.core.UIComponent]" text=".getStyle(%樣式:String%):Object" tiptext="會擷取在組件樣式查閱鏈中設定的樣式屬性。" version="1.0" helpurl="fl.core:UIComponent:getStyle" playername=""/>
						<string name="invalidate" object="[fl.core.UIComponent]" text=".invalidate(%[屬性:String=unknown,稍後呼叫:Boolean=true]%):void" tiptext="會將屬性標示為無效，除非另有指定，否則會在下一個影格上重繪組件。" version="1.0" helpurl="fl.core:UIComponent:invalidate" playername=""/>
						<string name="mergeStyles" object="[fl.core.UIComponent]" text="UIComponent.mergeStyles(%清單:長度不定的引數%):Object" static="true" tiptext="會將多種類別中的樣式合併為一個物件。" version="1.0" helpurl="fl.core:UIComponent:mergeStyles" playername=""/>
						<string name="move" object="[fl.core.UIComponent]" text=".move(%x:Number,y:Number%):void" tiptext="將組件移至其父輩內指定的位置。" version="1.0" helpurl="fl.core:UIComponent:move" playername=""/>
						<string name="setFocus" object="[fl.core.UIComponent]" text=".setFocus(%%):void" tiptext="將焦點設定至這個組件。" version="1.0" helpurl="fl.core:UIComponent:setFocus" playername=""/>
						<string name="setSize" object="[fl.core.UIComponent]" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="會將組件設定為指定的寬度和高度。" version="1.0" helpurl="fl.core:UIComponent:setSize" playername=""/>
						<string name="setStyle" object="[fl.core.UIComponent]" text=".setStyle(%樣式:String,值:Object%):void" tiptext="針對此組件實體設定樣式屬性。" version="1.0" helpurl="fl.core:UIComponent:setStyle" playername=""/>
						<string name="validateNow" object="[fl.core.UIComponent]" text=".validateNow(%%):void" tiptext="會確認此物件之屬性和版面的有效性並加以更新，並在必要時重繪此物件。" version="1.0" helpurl="fl.core:UIComponent:validateNow" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UIComponent 類別的屬性" helpurl="fl.core:UIComponent">
						<string name="version" object="[fl.core.UIComponent]" text="UIComponent.version" constant="true" tiptext="組件的版本號碼。" version="" helpurl="fl.core:UIComponent:version" playername=""/>
						<string name="enabled" object="[fl.core.UIComponent]" text=".enabled" tiptext="會取得或設定值，指出組件是否可以接受使用者互動。" version="" helpurl="fl.core:UIComponent:enabled:get" playername=""/>
						<string name="focusEnabled" object="[fl.core.UIComponent]" text=".focusEnabled" tiptext="會取得或設定 Boolean 值，指出組件是否可以在使用者按一下之後成為焦點。" version="" helpurl="fl.core:UIComponent:focusEnabled:get" playername=""/>
						<string name="focusManager" object="[fl.core.UIComponent]" text=".focusManager" tiptext="會取得或設定控制此組件及其同輩之焦點的 FocusManager。" version="" helpurl="fl.core:UIComponent:focusManager:get" playername=""/>
						<string name="height" object="[fl.core.UIComponent]" text=".height" tiptext="會取得或設定組件的高度，以像素為單位。" version="" helpurl="fl.core:UIComponent:height:get" playername=""/>
						<string name="mouseFocusEnabled" object="[fl.core.UIComponent]" text=".mouseFocusEnabled" tiptext="會取得或設定值，指出組件是否可以在使用者按一下之後成為焦點。" version="" helpurl="fl.core:UIComponent:mouseFocusEnabled:get" playername=""/>
						<string name="scaleX" object="[fl.core.UIComponent]" text=".scaleX" tiptext="會將目前組件的寬度乘以縮放比例係數。" version="" helpurl="fl.core:UIComponent:scaleX:get" playername=""/>
						<string name="scaleY" object="[fl.core.UIComponent]" text=".scaleY" tiptext="會將目前組件的高度乘以縮放比例係數。" version="" helpurl="fl.core:UIComponent:scaleY:get" playername=""/>
						<string name="visible" object="[fl.core.UIComponent]" text=".visible" tiptext="會取得或設定值，指出目前組件實體是否為可見。" version="" helpurl="fl.core:UIComponent:visible:get" playername=""/>
						<string name="width" object="[fl.core.UIComponent]" text=".width" tiptext="會取得或設定組件的寬度，以像素為單位。" version="" helpurl="fl.core:UIComponent:width:get" playername=""/>
						<string name="x" object="[fl.core.UIComponent]" text=".x" tiptext="會取得或設定 x 座標，代表組件在其父輩容器內的 x 軸位置。" version="" helpurl="fl.core:UIComponent:x:get" playername=""/>
						<string name="y" object="[fl.core.UIComponent]" text=".y" tiptext="會取得或設定 y 座標，代表組件在其父輩容器內的 y 軸位置。" version="" helpurl="fl.core:UIComponent:y:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="UIComponent 類別的事件" helpurl="fl.core:UIComponent">
						<string name="hide" object="[fl.core.UIComponent]" text=".addEventListener(%類型:String=ComponentEvent.HIDE{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在組件的可見性從可見變更為隱藏之後傳送。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.HIDE_hide" playername=""/>
						<string name="show" object="[fl.core.UIComponent]" text=".addEventListener(%類型:String=ComponentEvent.SHOW{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在組件的可見性從隱藏變更為可見之後傳送。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.SHOW_show" playername=""/>
						<string name="resize" object="[fl.core.UIComponent]" text=".addEventListener(%類型:String=ComponentEvent.RESIZE{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在調整組件大小之後傳送。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.RESIZE_resize" playername=""/>
						<string name="move" object="[fl.core.UIComponent]" text=".addEventListener(%類型:String=ComponentEvent.MOVE{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在移動組件之後傳送。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.MOVE_move" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.data" id="fl.data" sort="true" tiptext="fl.data 套件的類別" helpurl="fl.data">
				<folder name="DataProvider" id="[fl.data.DataProvider]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DataProvider 類別可提供方法和屬性，讓您在任何清單架構的組件 (例如，List、DataGrid、TileList 和 ComboBox 組件) 中查詢及修改資料。" helpurl="fl.data:DataProvider">
					<folder name="方法" id="Methods" tiptext="DataProvider 類別的方法" helpurl="fl.data:DataProvider">
						<string name="DataProvider" object="[fl.data.DataProvider]" text="new DataProvider(%[值:Object=null]%)" constructor="true" tiptext="會使用資料物件的清單、XML 實體或陣列做為資料來源，以建立新的 DataProvider 物件。" version="1.0" helpurl="fl.data:DataProvider:DataProvider" playername=""/>
						<string name="addItemAt" object="[fl.data.DataProvider]" text=".addItemAt(%項目:Object,索引:uint%):void" tiptext="在資料提供者中指定的索引位置加入新項目。" version="1.0" helpurl="fl.data:DataProvider:addItemAt" playername=""/>
						<string name="addItem" object="[fl.data.DataProvider]" text=".addItem(%項目:Object%):void" tiptext="會將項目附加至資料提供者的結尾。" version="1.0" helpurl="fl.data:DataProvider:addItem" playername=""/>
						<string name="addItemsAt" object="[fl.data.DataProvider]" text=".addItemsAt(%項目:Object,索引:uint%):void" tiptext="將幾個項目加入至資料提供者中的指定索引位置，並傳送 DataChangeType.ADD 事件。" version="1.0" helpurl="fl.data:DataProvider:addItemsAt" playername=""/>
						<string name="addItems" object="[fl.data.DataProvider]" text=".addItems(%項目:Object%):void" tiptext="會將多個項目附加至 DataProvider 的結尾，並傳送 DataChangeType.ADD 事件。" version="1.0" helpurl="fl.data:DataProvider:addItems" playername=""/>
						<string name="clone" object="[fl.data.DataProvider]" text=".clone(%%):fl.data:DataProvider" tiptext="會建立目前 DataProvider 物件的副本。" version="1.0" helpurl="fl.data:DataProvider:clone" playername=""/>
						<string name="concat" object="[fl.data.DataProvider]" text=".concat(%項目:Object%):void" tiptext="會將指定的項目連接到目前資料提供者的結尾。" version="1.0" helpurl="fl.data:DataProvider:concat" playername=""/>
						<string name="getItemAt" object="[fl.data.DataProvider]" text=".getItemAt(%索引:uint%):Object" tiptext="傳回指定索引位置的項目。" version="1.0" helpurl="fl.data:DataProvider:getItemAt" playername=""/>
						<string name="getItemIndex" object="[fl.data.DataProvider]" text=".getItemIndex(%項目:Object%):int" tiptext="傳回指定項目的索引。" version="1.0" helpurl="fl.data:DataProvider:getItemIndex" playername=""/>
						<string name="invalidateItemAt" object="[fl.data.DataProvider]" text=".invalidateItemAt(%索引:int%):void" tiptext="將位於指定索引位置的項目無效化。" version="1.0" helpurl="fl.data:DataProvider:invalidateItemAt" playername=""/>
						<string name="invalidateItem" object="[fl.data.DataProvider]" text=".invalidateItem(%項目:Object%):void" tiptext="將指定的項目無效化。" version="1.0" helpurl="fl.data:DataProvider:invalidateItem" playername=""/>
						<string name="invalidate" object="[fl.data.DataProvider]" text=".invalidate(%%):void" tiptext="會使 DataProvider 包含的所有資料項目無效化，並傳送 DataChangeEvent.INVALIDATE_ALL 事件。" version="1.0" helpurl="fl.data:DataProvider:invalidate" playername=""/>
						<string name="merge" object="[fl.data.DataProvider]" text=".merge(%新資料:Object%):void" tiptext="會將指定的資料附加至資料提供者包含的資料中，並移除所有重複的項目。" version="1.0" helpurl="fl.data:DataProvider:merge" playername=""/>
						<string name="removeAll" object="[fl.data.DataProvider]" text=".removeAll(%%):void" tiptext="從資料提供者移除所有項目，並傳送 DataChangeType.REMOVE_ALL 事件。" version="1.0" helpurl="fl.data:DataProvider:removeAll" playername=""/>
						<string name="removeItemAt" object="[fl.data.DataProvider]" text=".removeItemAt(%索引:uint%):Object" tiptext="移除位於指定索引的項目，並傳送 DataChangeType.REMOVE 事件。" version="1.0" helpurl="fl.data:DataProvider:removeItemAt" playername=""/>
						<string name="removeItem" object="[fl.data.DataProvider]" text=".removeItem(%項目:Object%):Object" tiptext="會從資料提供者移除項目，並傳送 DataChangeType.REMOVE 事件。" version="1.0" helpurl="fl.data:DataProvider:removeItem" playername=""/>
						<string name="replaceItemAt" object="[fl.data.DataProvider]" text=".replaceItemAt(%新項目:Object,索引:uint%):Object" tiptext="會取代位於指定索引位置的項目，並傳送 DataChangeType.REPLACE 事件。" version="1.0" helpurl="fl.data:DataProvider:replaceItemAt" playername=""/>
						<string name="replaceItem" object="[fl.data.DataProvider]" text=".replaceItem(%新項目:Object,舊項目:Object%):Object" tiptext="會以新項目取代現有的項目，並傳送 DataChangeType.REPLACE 事件。" version="1.0" helpurl="fl.data:DataProvider:replaceItem" playername=""/>
						<string name="sortOn" object="[fl.data.DataProvider]" text=".sortOn(%欄位名稱:Object[,選項:Object=null]%)" tiptext="依照指定的欄位排序資料提供者包含的項目，並傳送 DataChangeType.SORT 事件。" version="1.0" helpurl="fl.data:DataProvider:sortOn" playername=""/>
						<string name="sort" object="[fl.data.DataProvider]" text=".sort(%排序參數:長度不定的引數%)" tiptext="排序資料提供者包含的項目，並傳送 DataChangeType.SORT 事件。" version="1.0" helpurl="fl.data:DataProvider:sort" playername=""/>
						<string name="toArray" object="[fl.data.DataProvider]" text=".toArray(%%):Array" tiptext="變更資料提供者包含之資料的 Array 物件形式。" version="1.0" helpurl="fl.data:DataProvider:toArray" playername=""/>
						<string name="toString" object="[fl.data.DataProvider]" text=".toString(%%):String" tiptext="變更資料提供者包含之資料的字串形式。" version="1.0" helpurl="fl.data:DataProvider:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DataProvider 類別的屬性" helpurl="fl.data:DataProvider">
						<string name="length" object="[fl.data.DataProvider]" text=".length" tiptext="資料提供者包含的項目數。" version="" helpurl="fl.data:DataProvider:length:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DataProvider 類別的事件" helpurl="fl.data:DataProvider">
						<string name="dataChange" object="[fl.data.DataProvider]" text=".addEventListener(%類型:String=DataChangeEvent.DATA_CHANGE{DataChangeEvent.DATA_CHANGE,DataChangeEvent.PRE_DATA_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在變更資料之後傳送。" version="" helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.DATA_CHANGE_dataChange" playername=""/>
						<string name="preDataChange" object="[fl.data.DataProvider]" text=".addEventListener(%類型:String=DataChangeEvent.PRE_DATA_CHANGE{DataChangeEvent.DATA_CHANGE,DataChangeEvent.PRE_DATA_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在變更資料之前傳送。" version="" helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.PRE_DATA_CHANGE_preDataChange" playername=""/>
					</folder>
				</folder>
				<folder name="SimpleCollectionItem" id="[fl.data.SimpleCollectionItem]" sort="true" index="true" asAncestors="Object" tiptext="SimpleCollectionItem 類別會定義 inspectable 屬性中代表資料提供者的單一項目。" helpurl="fl.data:SimpleCollectionItem">
					<folder name="方法" id="Methods" tiptext="SimpleCollectionItem 類別的方法" helpurl="fl.data:SimpleCollectionItem">
						<string name="SimpleCollectionItem" object="[fl.data.SimpleCollectionItem]" text="new SimpleCollectionItem(%%)" constructor="true" tiptext="建立新的 SimpleCollectionItem 物件。" version="1.0" helpurl="fl.data:SimpleCollectionItem:SimpleCollectionItem" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SimpleCollectionItem 類別的屬性" helpurl="fl.data:SimpleCollectionItem">
						<string name="data" object="[fl.data.SimpleCollectionItem]" text=".data" tiptext="物件的 data 屬性。" version="" helpurl="fl.data:SimpleCollectionItem:data" playername=""/>
						<string name="label" object="[fl.data.SimpleCollectionItem]" text=".label" tiptext="物件的 label 屬性。" version="" helpurl="fl.data:SimpleCollectionItem:label" playername=""/>
					</folder>
				</folder>
				<folder name="TileListCollectionItem" id="[fl.data.TileListCollectionItem]" sort="true" index="true" asAncestors="Object" tiptext="TileListCollectionItem 類別會定義 inspectable 屬性中代表資料提供者的單一項目。" helpurl="fl.data:TileListCollectionItem">
					<folder name="方法" id="Methods" tiptext="TileListCollectionItem 類別的方法" helpurl="fl.data:TileListCollectionItem">
						<string name="TileListCollectionItem" object="[fl.data.TileListCollectionItem]" text="new TileListCollectionItem(%%)" constructor="true" tiptext="會建立新的 TileListCollectionItem 物件。" version="1.0" helpurl="fl.data:TileListCollectionItem:TileListCollectionItem" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TileListCollectionItem 類別的屬性" helpurl="fl.data:TileListCollectionItem">
						<string name="label" object="[fl.data.TileListCollectionItem]" text=".label" tiptext="物件的 label 屬性。" version="" helpurl="fl.data:TileListCollectionItem:label" playername=""/>
						<string name="source" object="[fl.data.TileListCollectionItem]" text=".source" tiptext="物件的 source 屬性。" version="" helpurl="fl.data:TileListCollectionItem:source" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.display" id="fl.display" sort="true" tiptext="fl.display 套件的類別" helpurl="fl.display">
				<folder name="ProLoader" id="[fl.display.ProLoader]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="用以載入 SWF 檔案或影像。" helpurl="fl.display:ProLoader">
					<folder name="方法" id="Methods" tiptext="ProLoader 類別的方法" helpurl="fl.display:ProLoader">
						<string name="ProLoader" object="[fl.display.ProLoader]" text="new ProLoader(%%)" constructor="true" tiptext="用以載入 SWF 檔案或影像。" version="" helpurl="fl.display:ProLoader:ProLoader" playername=""/>
						<string name="close" object="[fl.display.ProLoader]" text=".close(%%):void" tiptext="模擬 Loader API" version="" helpurl="fl.display:ProLoader:close" playername=""/>
						<string name="loadBytes" object="[fl.display.ProLoader]" text=".loadBytes(%位元組:flash.utils:ByteArray[,快顯:flash.system:LoaderContext=null]%):void" tiptext="模擬 Loader API" version="" helpurl="fl.display:ProLoader:loadBytes" playername=""/>
						<string name="loadFilePromise" object="[fl.display.ProLoader]" text=".loadFilePromise(%承諾:Object[,內容flash.system:LoaderContext=null]%):void" tiptext="模擬 loadFilePromise() API。" version="2.0" helpurl="fl.display:ProLoader:loadFilePromise" playername="AIR"/>
						<string name="load" object="[fl.display.ProLoader]" text=".load(%要求:flash.net:URLRequest[,內容:flash.system:LoaderContext=null]%):void" tiptext="模擬 Loader API" version="" helpurl="fl.display:ProLoader:load" playername=""/>
						<string name="unloadAndStop" object="[fl.display.ProLoader]" text=".unloadAndStop(%[gc:Boolean=true]%):void" tiptext="在不支援的播放程式中呼叫此 API 將擲出 Error。" version="1.5" helpurl="fl.display:ProLoader:unloadAndStop" playername=""/>
						<string name="unload" object="[fl.display.ProLoader]" text=".unload(%%):void" tiptext="模擬 Loader API" version="" helpurl="fl.display:ProLoader:unload" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ProLoader 類別的屬性" helpurl="fl.display:ProLoader">
						<string name="contentLoaderInfo" object="[fl.display.ProLoader]" text=".contentLoaderInfo" tiptext="模擬 Loader API。" version="" helpurl="fl.display:ProLoader:contentLoaderInfo:get" playername=""/>
						<string name="content" object="[fl.display.ProLoader]" text=".content" tiptext="模擬 Loader API" version="" helpurl="fl.display:ProLoader:content:get" playername=""/>
						<string name="uncaughtErrorEvents" object="[fl.display.ProLoader]" text=".uncaughtErrorEvents" tiptext="模擬 uncaughtErrorEvents API。" version="" helpurl="fl.display:ProLoader:uncaughtErrorEvents:get" playername=""/>
					</folder>
				</folder>
				<folder name="ProLoaderInfo" id="[fl.display.ProLoaderInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="由 ProLoader 使用而非 LoaderInfo。" helpurl="fl.display:ProLoaderInfo">
					<folder name="屬性" id="Properties" tiptext="ProLoaderInfo 類別的屬性" helpurl="fl.display:ProLoaderInfo">
						<string name="actionScriptVersion" object="[fl.display.ProLoaderInfo]" text=".actionScriptVersion" tiptext="載入的 SWF 檔之 ActionScript 版本。" version="" helpurl="fl.display:ProLoaderInfo:actionScriptVersion:get" playername=""/>
						<string name="applicationDomain" object="[fl.display.ProLoaderInfo]" text=".applicationDomain" tiptext="當載入外部 SWF 檔時，所有包含在載入類別中的 ActionScript 3.0 定義都會儲存在 applicationDomain 屬性中。" version="" helpurl="fl.display:ProLoaderInfo:applicationDomain:get" playername=""/>
						<string name="bytesLoaded" object="[fl.display.ProLoaderInfo]" text=".bytesLoaded" tiptext="媒體所載入的位元組數。" version="" helpurl="fl.display:ProLoaderInfo:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.display.ProLoaderInfo]" text=".bytesTotal" tiptext="在此 ProLoaderInfo 物件的對應 ProLoader 物件傳送第一個 progress 事件之前，bytesTotal 為 0。" version="" helpurl="fl.display:ProLoaderInfo:bytesTotal:get" playername=""/>
						<string name="bytes" object="[fl.display.ProLoaderInfo]" text=".bytes" tiptext="與 ProLoaderInfo 物件關聯的位元組。" version="" helpurl="fl.display:ProLoaderInfo:bytes:get" playername=""/>
						<string name="childAllowsParent" object="[fl.display.ProLoaderInfo]" text=".childAllowsParent" tiptext="表示內容 (子系) 對 ProLoader (父輩) 的信任關係。" version="" helpurl="fl.display:ProLoaderInfo:childAllowsParent:get" playername=""/>
						<string name="childSandboxBridge" object="[fl.display.ProLoaderInfo]" text=".childSandboxBridge" tiptext="一種物件，可以由載入的內容程式碼來加以設定並公開屬性及方法，這些屬性及方法可利用 Loader 物件之執行程序的程式碼進行存取。" version="" helpurl="fl.display:ProLoaderInfo:childSandboxBridge:get" playername="AIR"/>
						<string name="contentType" object="[fl.display.ProLoaderInfo]" text=".contentType" tiptext="載入檔案的 MIME 類型。" version="" helpurl="fl.display:ProLoaderInfo:contentType:get" playername=""/>
						<string name="content" object="[fl.display.ProLoaderInfo]" text=".content" tiptext="與此 ProLoaderInfo 物件相關聯的載入物件。" version="" helpurl="fl.display:ProLoaderInfo:content:get" playername=""/>
						<string name="frameRate" object="[fl.display.ProLoaderInfo]" text=".frameRate" tiptext="載入的 SWF 檔之名目影格速率，以每秒影格數為單位。" version="" helpurl="fl.display:ProLoaderInfo:frameRate:get" playername=""/>
						<string name="height" object="[fl.display.ProLoaderInfo]" text=".height" tiptext="載入檔案的名目高度。" version="" helpurl="fl.display:ProLoaderInfo:height:get" playername=""/>
						<string name="isURLInaccessible" object="[fl.display.ProLoaderInfo]" text=".isURLInaccessible" tiptext="指出 LoaderInfo.url 屬性是否已經被截斷。" version="" helpurl="fl.display:ProLoaderInfo:isURLInaccessible:get" playername=""/>
						<string name="loaderURL" object="[fl.display.ProLoaderInfo]" text=".loaderURL" tiptext="針對這個 LoaderInfo 物件所描述的媒體，負責將其載入作業初始化的 SWF 檔案之 URL。" version="" helpurl="fl.display:ProLoaderInfo:loaderURL:get" playername=""/>
						<string name="loader" object="[fl.display.ProLoaderInfo]" text=".loader" tiptext="與此 ProLoaderInfo 物件相關聯的 ProLoader 物件。" version="" helpurl="fl.display:ProLoaderInfo:loader:get" playername=""/>
						<string name="parameters" object="[fl.display.ProLoaderInfo]" text=".parameters" tiptext="包含名稱/數值配對的物件，可代表提供給載入之 SWF 檔案的參數。" version="" helpurl="fl.display:ProLoaderInfo:parameters:get" playername=""/>
						<string name="parentAllowsChild" object="[fl.display.ProLoaderInfo]" text=".parentAllowsChild" tiptext="表示 ProLoader (父輩) 對內容 (子系) 的信任關係。" version="" helpurl="fl.display:ProLoaderInfo:parentAllowsChild:get" playername=""/>
						<string name="parentSandboxBridge" object="[fl.display.ProLoaderInfo]" text=".parentSandboxBridge" tiptext="一種物件，可以由 Loader物件之執行程序的程式碼來加以設定並公開始性和程式碼，這些屬性和方法可利用載入的內容程式碼進行存取。" version="" helpurl="fl.display:ProLoaderInfo:parentSandboxBridge:get" playername="AIR"/>
						<string name="sameDomain" object="[fl.display.ProLoaderInfo]" text=".sameDomain" tiptext="表示載入器與內容之間的關係：如果來自相同的原始網域，則為 true；否則為 false。" version="" helpurl="fl.display:ProLoaderInfo:sameDomain:get" playername=""/>
						<string name="sharedEvents" object="[fl.display.ProLoaderInfo]" text=".sharedEvents" tiptext="因為載入 RSL 預先載入的內容時的時間問題，建議等到收到 init 事件，才新增事件偵聽程式至 sharedEvents 物件，或是在收到 init 事件時再次新增事件偵聽程式。" version="" helpurl="fl.display:ProLoaderInfo:sharedEvents:get" playername=""/>
						<string name="swfVersion" object="[fl.display.ProLoaderInfo]" text=".swfVersion" tiptext="載入的 SWF 檔之檔案格式版本。" version="" helpurl="fl.display:ProLoaderInfo:swfVersion:get" playername=""/>
						<string name="url" object="[fl.display.ProLoaderInfo]" text=".url" tiptext="要載入的媒體 URL。" version="" helpurl="fl.display:ProLoaderInfo:url:get" playername=""/>
						<string name="width" object="[fl.display.ProLoaderInfo]" text=".width" tiptext="載入內容的名目寬度。" version="" helpurl="fl.display:ProLoaderInfo:width:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.events" id="fl.events" sort="true" tiptext="fl.events 套件的類別" helpurl="fl.events">
				<folder name="ColorPickerEvent" id="[fl.events.ColorPickerEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ColorPickerEvent 類別會定義與 ColorPicker 組件有關聯的事件。" helpurl="fl.events:ColorPickerEvent">
					<folder name="方法" id="Methods" tiptext="ColorPickerEvent 類別的方法" helpurl="fl.events:ColorPickerEvent">
						<string name="ColorPickerEvent" object="[fl.events.ColorPickerEvent]" text="new ColorPickerEvent(%類型:String,顏色:uint%)" constructor="true" tiptext="建立新的 ColorPickerEvent 物件。" version="1.0" helpurl="fl.events:ColorPickerEvent:ColorPickerEvent" playername=""/>
						<string name="clone" object="[fl.events.ColorPickerEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ColorPickerEvent 物件的副本，並設定每個參數的值以符合原始物件的參數值。" version="1.0" helpurl="fl.events:ColorPickerEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ColorPickerEvent]" text=".toString(%%):String" tiptext="傳回包含 ColorPickerEvent 物件所有屬性的字串。" version="1.0" helpurl="fl.events:ColorPickerEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ColorPickerEvent 類別的屬性" helpurl="fl.events:ColorPickerEvent">
						<string name="CHANGE" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.CHANGE" constant="true" tiptext="會定義 change 事件物件的 type 屬性值。" version="" helpurl="fl.events:ColorPickerEvent:CHANGE" playername=""/>
						<string name="ENTER" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.ENTER" constant="true" tiptext="會定義 enter 事件物件的 type 屬性值。" version="" helpurl="fl.events:ColorPickerEvent:ENTER" playername=""/>
						<string name="ITEM_ROLL_OUT" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.ITEM_ROLL_OUT" constant="true" tiptext="會定義 itemRollOut 事件物件的 type 屬性值。" version="" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OUT" playername=""/>
						<string name="ITEM_ROLL_OVER" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.ITEM_ROLL_OVER" constant="true" tiptext="會定義 itemRollOver 事件物件的 type 屬性值。" version="" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OVER" playername=""/>
						<string name="color" object="[fl.events.ColorPickerEvent]" text=".color" tiptext="會取得與事件相關聯的顏色值。" version="" helpurl="fl.events:ColorPickerEvent:color:get" playername=""/>
					</folder>
				</folder>
				<folder name="ComponentEvent" id="[fl.events.ComponentEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ComponentEvent 類別會定義與 UIComponent 類別有關聯的事件。" helpurl="fl.events:ComponentEvent">
					<folder name="方法" id="Methods" tiptext="ComponentEvent 類別的方法" helpurl="fl.events:ComponentEvent">
						<string name="ComponentEvent" object="[fl.events.ComponentEvent]" text="new ComponentEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="建立包含組件事件相關資訊的新 ComponentEvent 物件。" version="1.0" helpurl="fl.events:ComponentEvent:ComponentEvent" playername=""/>
						<string name="clone" object="[fl.events.ComponentEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ComponentEvent 物件的副本，並設定每個參數的值以符合原始物件的參數值。" version="1.0" helpurl="fl.events:ComponentEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ComponentEvent]" text=".toString(%%):String" tiptext="傳回包含 ComponentEvent 物件所有屬性的字串。" version="1.0" helpurl="fl.events:ComponentEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ComponentEvent 類別的屬性" helpurl="fl.events:ComponentEvent">
						<string name="BUTTON_DOWN" object="[fl.events.ComponentEvent]" text="ComponentEvent.BUTTON_DOWN" constant="true" tiptext="會定義 buttonDown 事件物件的 type 屬性值。" version="" helpurl="fl.events:ComponentEvent:BUTTON_DOWN" playername=""/>
						<string name="ENTER" object="[fl.events.ComponentEvent]" text="ComponentEvent.ENTER" constant="true" tiptext="會定義 enter 事件物件的 type 屬性值。" version="" helpurl="fl.events:ComponentEvent:ENTER" playername=""/>
						<string name="HIDE" object="[fl.events.ComponentEvent]" text="ComponentEvent.HIDE" constant="true" tiptext="定義 hide 事件物件的 type 屬性值。" version="" helpurl="fl.events:ComponentEvent:HIDE" playername=""/>
						<string name="LABEL_CHANGE" object="[fl.events.ComponentEvent]" text="ComponentEvent.LABEL_CHANGE" constant="true" tiptext="會定義 labelChange 事件物件的 type 屬性值。" version="" helpurl="fl.events:ComponentEvent:LABEL_CHANGE" playername=""/>
						<string name="MOVE" object="[fl.events.ComponentEvent]" text="ComponentEvent.MOVE" constant="true" tiptext="定義 move 事件物件的 type 屬性值。" version="" helpurl="fl.events:ComponentEvent:MOVE" playername=""/>
						<string name="RESIZE" object="[fl.events.ComponentEvent]" text="ComponentEvent.RESIZE" constant="true" tiptext="定義 resize 事件物件的 type 屬性值。" version="" helpurl="fl.events:ComponentEvent:RESIZE" playername=""/>
						<string name="SHOW" object="[fl.events.ComponentEvent]" text="ComponentEvent.SHOW" constant="true" tiptext="會定義 show 事件物件的 type 屬性值。" version="" helpurl="fl.events:ComponentEvent:SHOW" playername=""/>
					</folder>
				</folder>
				<folder name="DataChangeEvent" id="[fl.events.DataChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="DataChangeEvent 類別會定義在與組件有關聯的資料變更時所傳送的事件。" helpurl="fl.events:DataChangeEvent">
					<folder name="方法" id="Methods" tiptext="DataChangeEvent 類別的方法" helpurl="fl.events:DataChangeEvent">
						<string name="DataChangeEvent" object="[fl.events.DataChangeEvent]" text="new DataChangeEvent(%事件類型:String,變更類型:String,項目:Array[,起始索引:int=-1,結束索引:int=-1]%):void" constructor="true" tiptext="以指定的參數建立新的 DataChangeEvent 物件。" version="1.0" helpurl="fl.events:DataChangeEvent:DataChangeEvent" playername=""/>
						<string name="clone" object="[fl.events.DataChangeEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DataEvent 物件的副本，並設定每個參數的值以符合原始物件的參數值。" version="1.0" helpurl="fl.events:DataChangeEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.DataChangeEvent]" text=".toString(%%):String" tiptext="傳回包含 DataChangeEvent 物件所有屬性的字串。" version="1.0" helpurl="fl.events:DataChangeEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DataChangeEvent 類別的屬性" helpurl="fl.events:DataChangeEvent">
						<string name="DATA_CHANGE" object="[fl.events.DataChangeEvent]" text="DataChangeEvent.DATA_CHANGE" constant="true" tiptext="會定義 dataChange 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataChangeEvent:DATA_CHANGE" playername=""/>
						<string name="PRE_DATA_CHANGE" object="[fl.events.DataChangeEvent]" text="DataChangeEvent.PRE_DATA_CHANGE" constant="true" tiptext="會定義 preDataChange 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataChangeEvent:PRE_DATA_CHANGE" playername=""/>
						<string name="changeType" object="[fl.events.DataChangeEvent]" text=".changeType" tiptext="會取得觸發事件的變更類型。" version="" helpurl="fl.events:DataChangeEvent:changeType:get" playername=""/>
						<string name="endIndex" object="[fl.events.DataChangeEvent]" text=".endIndex" tiptext="會取得在已變更項目的陣列中，最後一個變更項目的索引。" version="" helpurl="fl.events:DataChangeEvent:endIndex:get" playername=""/>
						<string name="items" object="[fl.events.DataChangeEvent]" text=".items" tiptext="會取得包含所變更項目的陣列。" version="" helpurl="fl.events:DataChangeEvent:items:get" playername=""/>
						<string name="startIndex" object="[fl.events.DataChangeEvent]" text=".startIndex" tiptext="會取得在已變更項目的陣列中，第一個變更項目的索引。" version="" helpurl="fl.events:DataChangeEvent:startIndex:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataChangeType" id="[fl.events.DataChangeType]" sort="true" index="true" asAncestors="Object" tiptext="DataChangeType 類別會定義 DataChangeEvent.changeType 事件的常數。" helpurl="fl.events:DataChangeType">
					<folder name="屬性" id="Properties" tiptext="DataChangeType 類別的屬性" helpurl="fl.events:DataChangeType">
						<string name="ADD" object="[fl.events.DataChangeType]" text="DataChangeType.ADD" constant="true" tiptext="已將項目加入至資料提供者。" version="" helpurl="fl.events:DataChangeType:ADD" playername=""/>
						<string name="CHANGE" object="[fl.events.DataChangeType]" text="DataChangeType.CHANGE" constant="true" tiptext="已對組件資料進行變更。" version="" helpurl="fl.events:DataChangeType:CHANGE" playername=""/>
						<string name="INVALIDATE_ALL" object="[fl.events.DataChangeType]" text="DataChangeType.INVALIDATE_ALL" constant="true" tiptext="資料集無效。" version="" helpurl="fl.events:DataChangeType:INVALIDATE_ALL" playername=""/>
						<string name="INVALIDATE" object="[fl.events.DataChangeType]" text="DataChangeType.INVALIDATE" constant="true" tiptext="已對項目中包含的資料進行變更。" version="" helpurl="fl.events:DataChangeType:INVALIDATE" playername=""/>
						<string name="REMOVE_ALL" object="[fl.events.DataChangeType]" text="DataChangeType.REMOVE_ALL" constant="true" tiptext="已移除資料提供者中的所有項目。" version="" helpurl="fl.events:DataChangeType:REMOVE_ALL" playername=""/>
						<string name="REMOVE" object="[fl.events.DataChangeType]" text="DataChangeType.REMOVE" constant="true" tiptext="已移除資料提供者中的項目。" version="" helpurl="fl.events:DataChangeType:REMOVE" playername=""/>
						<string name="REPLACE" object="[fl.events.DataChangeType]" text="DataChangeType.REPLACE" constant="true" tiptext="資料提供者中的項目已由新項目取代。" version="" helpurl="fl.events:DataChangeType:REPLACE" playername=""/>
						<string name="SORT" object="[fl.events.DataChangeType]" text="DataChangeType.SORT" constant="true" tiptext="資料提供者已經過排序。" version="" helpurl="fl.events:DataChangeType:SORT" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridEvent" id="[fl.events.DataGridEvent]" sort="true" index="true" asAncestors="fl.events:ListEvent,flash.events:Event,Object" tiptext="DataGridEvent 類別會定義與 DataGrid 組件有關聯的事件。" helpurl="fl.events:DataGridEvent">
					<folder name="方法" id="Methods" tiptext="DataGridEvent 類別的方法" helpurl="fl.events:DataGridEvent">
						<string name="DataGridEvent" object="[fl.events.DataGridEvent]" text="new DataGridEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,欄索引:int=-1,列索引:int=-1,項目描繪器:Object=null,資料欄位:String=null,原因:String=null]%)" constructor="true" tiptext="以指定的參數建立新的 DataGridEvent 物件。" version="1.0" helpurl="fl.events:DataGridEvent:DataGridEvent" playername=""/>
						<string name="clone" object="[fl.events.DataGridEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DataGridEvent 物件的副本，並設定每個屬性的值以符合原始物件的屬性值。" version="1.0" helpurl="fl.events:DataGridEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.DataGridEvent]" text=".toString(%%):String" tiptext="傳回包含 DataGridEvent 物件所有屬性的字串。" version="1.0" helpurl="fl.events:DataGridEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DataGridEvent 類別的屬性" helpurl="fl.events:DataGridEvent">
						<string name="COLUMN_STRETCH" object="[fl.events.DataGridEvent]" text="DataGridEvent.COLUMN_STRETCH" constant="true" tiptext="DataGridEvent.COLUMN_STRETCH 常數會定義 columnStretch 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataGridEvent:COLUMN_STRETCH" playername=""/>
						<string name="HEADER_RELEASE" object="[fl.events.DataGridEvent]" text="DataGridEvent.HEADER_RELEASE" constant="true" tiptext="DataGridEvent.HEADER_RELEASE 常數會定義 headerRelease 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataGridEvent:HEADER_RELEASE" playername=""/>
						<string name="ITEM_EDIT_BEGINNING" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_EDIT_BEGINNING" constant="true" tiptext="DataGridEvent.ITEM__EDIT_BEGINNING 常數會定義 itemEditBeginning 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGINNING" playername=""/>
						<string name="ITEM_EDIT_BEGIN" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_EDIT_BEGIN" constant="true" tiptext="DataGridEvent.ITEM_EDIT_BEGIN 常數會定義 itemEditBegin 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGIN" playername=""/>
						<string name="ITEM_EDIT_END" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_EDIT_END" constant="true" tiptext="DataGridEvent.ITEM_EDIT_END 常數會定義 itemEditEnd 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_EDIT_END" playername=""/>
						<string name="ITEM_FOCUS_IN" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_FOCUS_IN" constant="true" tiptext="DataGridEvent.ITEM_FOCUS_IN 常數會定義 itemFocusIn 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_IN" playername=""/>
						<string name="ITEM_FOCUS_OUT" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_FOCUS_OUT" constant="true" tiptext="DataGridEvent.ITEM_FOCUS_OUT 常數會定義 itemFocusOut 事件物件的 type 屬性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_OUT" playername=""/>
						<string name="dataField" object="[fl.events.DataGridEvent]" text=".dataField" tiptext="取得或設定與欄相關聯之資料中的欄位或屬性名稱。" version="" helpurl="fl.events:DataGridEvent:dataField:get" playername=""/>
						<string name="itemRenderer" object="[fl.events.DataGridEvent]" text=".itemRenderer" tiptext="會取得正在編輯之項目的項目輸出器，或正當按一下或調整大小的標題輸出器。" version="" helpurl="fl.events:DataGridEvent:itemRenderer:get" playername=""/>
						<string name="reason" object="[fl.events.DataGridEvent]" text=".reason" tiptext="會取得傳送 itemEditEnd 事件的原因。" version="" helpurl="fl.events:DataGridEvent:reason:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridEventReason" id="[fl.events.DataGridEventReason]" sort="true" index="true" asAncestors="Object" tiptext="當 type 屬性為 itemEditEnd 時，DataGridEventReason 類別就會定義常數，用來做為 DataGridEvent 物件的 reason 屬性值。" helpurl="fl.events:DataGridEventReason">
					<folder name="屬性" id="Properties" tiptext="DataGridEventReason 類別的屬性" helpurl="fl.events:DataGridEventReason">
						<string name="CANCELLED" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.CANCELLED" constant="true" tiptext="使用者已取消編輯，並且不想儲存已編輯的資料。" version="" helpurl="fl.events:DataGridEventReason:CANCELLED" playername=""/>
						<string name="NEW_COLUMN" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.NEW_COLUMN" constant="true" tiptext="使用者已將焦點移至同一列中新的一欄。" version="" helpurl="fl.events:DataGridEventReason:NEW_COLUMN" playername=""/>
						<string name="NEW_ROW" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.NEW_ROW" constant="true" tiptext="會指出使用者已將焦點移至新的一列。" version="" helpurl="fl.events:DataGridEventReason:NEW_ROW" playername=""/>
						<string name="OTHER" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.OTHER" constant="true" tiptext="清單組件失去焦點、已捲動，或者處於無法編輯的狀態中。" version="" helpurl="fl.events:DataGridEventReason:OTHER" playername=""/>
					</folder>
				</folder>
				<folder name="InteractionInputType" id="[fl.events.InteractionInputType]" sort="true" index="true" asAncestors="Object" tiptext="InteractionInputType 類別會針對 SliderEvent 物件的 triggerEvent 屬性值定義常數。" helpurl="fl.events:InteractionInputType">
					<folder name="屬性" id="Properties" tiptext="InteractionInputType 類別的屬性" helpurl="fl.events:InteractionInputType">
						<string name="KEYBOARD" object="[fl.events.InteractionInputType]" text="InteractionInputType.KEYBOARD" constant="true" tiptext="InteractionInputType.KEYBOARD 常數會定義 keyboard 事件物件的 type 屬性值。" version="" helpurl="fl.events:InteractionInputType:KEYBOARD" playername=""/>
						<string name="MOUSE" object="[fl.events.InteractionInputType]" text="InteractionInputType.MOUSE" constant="true" tiptext="InteractionInputType.MOUSE 常數會定義 mouse 事件物件的 type 屬性值。" version="" helpurl="fl.events:InteractionInputType:MOUSE" playername=""/>
					</folder>
				</folder>
				<folder name="ListEvent" id="[fl.events.ListEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ListEvent 類別會定義清單架構的組件 (包括 List、DataGrid、TileList 和 ComboBox 組件) 的事件。" helpurl="fl.events:ListEvent">
					<folder name="方法" id="Methods" tiptext="ListEvent 類別的方法" helpurl="fl.events:ListEvent">
						<string name="ListEvent" object="[fl.events.ListEvent]" text="new ListEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,欄索引:int=-1,行索引:int=-1,索引:int=-1,項目:Object=null]%)" constructor="true" tiptext="以指定的參數建立新的 ListEvent 物件。" version="1.0" helpurl="fl.events:ListEvent:ListEvent" playername=""/>
						<string name="clone" object="[fl.events.ListEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ListEvent 物件的副本，並設定每個參數的值以符合原始物件的參數值。" version="1.0" helpurl="fl.events:ListEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ListEvent]" text=".toString(%%):String" tiptext="會傳回包含 ListEvent 物件所有屬性的字串。" version="1.0" helpurl="fl.events:ListEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ListEvent 類別的屬性" helpurl="fl.events:ListEvent">
						<string name="ITEM_CLICK" object="[fl.events.ListEvent]" text="ListEvent.ITEM_CLICK" constant="true" tiptext="會定義 itemClick 事件物件的 type 屬性值。" version="" helpurl="fl.events:ListEvent:ITEM_CLICK" playername=""/>
						<string name="ITEM_DOUBLE_CLICK" object="[fl.events.ListEvent]" text="ListEvent.ITEM_DOUBLE_CLICK" constant="true" tiptext="會定義 itemDoubleClick 事件物件的 type 屬性值。" version="" helpurl="fl.events:ListEvent:ITEM_DOUBLE_CLICK" playername=""/>
						<string name="ITEM_ROLL_OUT" object="[fl.events.ListEvent]" text="ListEvent.ITEM_ROLL_OUT" constant="true" tiptext="會定義 itemRollOut 事件物件的 type 屬性值。" version="" helpurl="fl.events:ListEvent:ITEM_ROLL_OUT" playername=""/>
						<string name="ITEM_ROLL_OVER" object="[fl.events.ListEvent]" text="ListEvent.ITEM_ROLL_OVER" constant="true" tiptext="會定義 itemRollOver 事件物件的 type 屬性值。" version="" helpurl="fl.events:ListEvent:ITEM_ROLL_OVER" playername=""/>
						<string name="columnIndex" object="[fl.events.ListEvent]" text=".columnIndex" tiptext="會取得與此事件相關聯之項目的欄索引。" version="" helpurl="fl.events:ListEvent:columnIndex:get" playername=""/>
						<string name="index" object="[fl.events.ListEvent]" text=".index" tiptext="會取得包含輸出器之儲存格的索引 (從零開始)。" version="" helpurl="fl.events:ListEvent:index:get" playername=""/>
						<string name="item" object="[fl.events.ListEvent]" text=".item" tiptext="會取得屬於目前儲存格輸出器的資料。" version="" helpurl="fl.events:ListEvent:item:get" playername=""/>
						<string name="rowIndex" object="[fl.events.ListEvent]" text=".rowIndex" tiptext="會取得與此事件相關聯之項目的列索引。" version="" helpurl="fl.events:ListEvent:rowIndex:get" playername=""/>
					</folder>
				</folder>
				<folder name="RSLErrorEvent" id="[fl.events.RSLErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="RSLErrorEvent 類別定義了由 RSLPreloader 傳送的錯誤事件。" helpurl="fl.events:RSLErrorEvent">
					<folder name="方法" id="Methods" tiptext="RSLErrorEvent 類別的方法" helpurl="fl.events:RSLErrorEvent">
						<string name="RSLErrorEvent" object="[fl.events.RSLErrorEvent]" text="new RSLErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,rsl已載入:int=0,rsls已失敗:int=0,rsls總計:int=0,失敗的URL:Array=null]%)" constructor="true" tiptext="會建立包含 RSLError 事件相關資訊的 RSLErrorEvent 物件。" version="2" helpurl="fl.events:RSLErrorEvent:RSLErrorEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RSLErrorEvent 類別的屬性" helpurl="fl.events:RSLErrorEvent">
						<string name="RSL_LOAD_FAILED" object="[fl.events.RSLErrorEvent]" text="RSLErrorEvent.RSL_LOAD_FAILED" constant="true" tiptext="當所有 RSL 下載完成而且有一或多個失敗時RSLPreloader 會傳送錯誤。" version="" helpurl="fl.events:RSLErrorEvent:RSL_LOAD_FAILED" playername=""/>
						<string name="failedURLs" object="[fl.events.RSLErrorEvent]" text=".failedURLs" tiptext="傳回下載失敗的檔案陣列。" version="" helpurl="fl.events:RSLErrorEvent:failedURLs:get" playername=""/>
						<string name="rslsFailed" object="[fl.events.RSLErrorEvent]" text=".rslsFailed" tiptext="傳回下載失敗的檔案數目。" version="" helpurl="fl.events:RSLErrorEvent:rslsFailed:get" playername=""/>
						<string name="rslsLoaded" object="[fl.events.RSLErrorEvent]" text=".rslsLoaded" tiptext="傳回下載成功的檔案數目。" version="" helpurl="fl.events:RSLErrorEvent:rslsLoaded:get" playername=""/>
						<string name="rslsTotal" object="[fl.events.RSLErrorEvent]" text=".rslsTotal" tiptext="傳回下載成功與下載失敗的檔案總數。" version="" helpurl="fl.events:RSLErrorEvent:rslsTotal:get" playername=""/>
					</folder>
				</folder>
				<folder name="RSLEvent" id="[fl.events.RSLEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="RSLEvent 類別定義了由 RSLPreloader 傳送的事件。" helpurl="fl.events:RSLEvent">
					<folder name="方法" id="Methods" tiptext="RSLEvent 類別的方法" helpurl="fl.events:RSLEvent">
						<string name="RSLEvent" object="[fl.events.RSLEvent]" text="new RSLEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,rsl已載入:int=0,rsls已失敗:int=0,rsls總計:int=0,已載入位元組:int=0,總位元組:int=0]%)" constructor="true" tiptext="使用與 RSL 事件相關的特定資訊來建立 Event 物件。" version="2" helpurl="fl.events:RSLEvent:RSLEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RSLEvent 類別的屬性" helpurl="fl.events:RSLEvent">
						<string name="RSL_LOAD_COMPLETE" object="[fl.events.RSLEvent]" text="RSLEvent.RSL_LOAD_COMPLETE" constant="true" tiptext="當所有 RSL 下載成功後，由 RSLPreloader 傳送事件。" version="" helpurl="fl.events:RSLEvent:RSL_LOAD_COMPLETE" playername=""/>
						<string name="RSL_PROGRESS" object="[fl.events.RSLEvent]" text="RSLEvent.RSL_PROGRESS" constant="true" tiptext="RSLPreloader 會傳送事件，指出 RSL 檔案下載進度。" version="" helpurl="fl.events:RSLEvent:RSL_PROGRESS" playername=""/>
						<string name="bytesLoaded" object="[fl.events.RSLEvent]" text=".bytesLoaded" tiptext="針對已成功下載的檔案，傳回總共下載的位元組。" version="" helpurl="fl.events:RSLEvent:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.events.RSLEvent]" text=".bytesTotal" tiptext="針對已下載成功與失敗的檔案，傳回總共的位元組數目。" version="" helpurl="fl.events:RSLEvent:bytesTotal:get" playername=""/>
						<string name="rslsFailed" object="[fl.events.RSLEvent]" text=".rslsFailed" tiptext="傳回下載失敗的檔案數目。" version="" helpurl="fl.events:RSLEvent:rslsFailed:get" playername=""/>
						<string name="rslsLoaded" object="[fl.events.RSLEvent]" text=".rslsLoaded" tiptext="傳回下載成功的檔案數目。" version="" helpurl="fl.events:RSLEvent:rslsLoaded:get" playername=""/>
						<string name="rslsTotal" object="[fl.events.RSLEvent]" text=".rslsTotal" tiptext="傳回下載成功與下載失敗的檔案總數。" version="" helpurl="fl.events:RSLEvent:rslsTotal:get" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollEvent" id="[fl.events.ScrollEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ScrollEvent 類別會定義與 ScrollBar 組件有關聯的 scroll 事件。" helpurl="fl.events:ScrollEvent">
					<folder name="方法" id="Methods" tiptext="ScrollEvent 類別的方法" helpurl="fl.events:ScrollEvent">
						<string name="ScrollEvent" object="[fl.events.ScrollEvent]" text="new ScrollEvent(%方向:String,delta:Number,位置:Number%)" constructor="true" tiptext="以指定的參數建立新的 ScrollEvent 物件。" version="1.0" helpurl="fl.events:ScrollEvent:ScrollEvent" playername=""/>
						<string name="clone" object="[fl.events.ScrollEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ScrollEvent 物件的副本，並設定每個參數的值以符合原始物件的參數值。" version="1.0" helpurl="fl.events:ScrollEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ScrollEvent]" text=".toString(%%):String" tiptext="會傳回包含 ScrollEvent 物件所有屬性的字串。" version="1.0" helpurl="fl.events:ScrollEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ScrollEvent 類別的屬性" helpurl="fl.events:ScrollEvent">
						<string name="SCROLL" object="[fl.events.ScrollEvent]" text="ScrollEvent.SCROLL" constant="true" tiptext="定義 scroll 事件物件的 type 屬性值。" version="" helpurl="fl.events:ScrollEvent:SCROLL" playername=""/>
						<string name="delta" object="[fl.events.ScrollEvent]" text=".delta" tiptext="會取得捲動位置變更的大小，以像素為單位。" version="" helpurl="fl.events:ScrollEvent:delta:get" playername=""/>
						<string name="direction" object="[fl.events.ScrollEvent]" text=".direction" tiptext="會取得常數值，指出與事件相關聯的移動方向。" version="" helpurl="fl.events:ScrollEvent:direction:get" playername=""/>
						<string name="position" object="[fl.events.ScrollEvent]" text=".position" tiptext="會取得目前的捲動位置，以像素為單位。" version="" helpurl="fl.events:ScrollEvent:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="SliderEvent" id="[fl.events.SliderEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="SliderEvent 類別會定義與 Slider 組件有關聯的事件。" helpurl="fl.events:SliderEvent">
					<folder name="方法" id="Methods" tiptext="SliderEvent 類別的方法" helpurl="fl.events:SliderEvent">
						<string name="SliderEvent" object="[fl.events.SliderEvent]" text="new SliderEvent(%類型:String,值:Number,按下目標:String,觸發事件:String[,按鍵碼值:int=0]%)" constructor="true" tiptext="以指定的參數建立新的 SliderEvent 物件。" version="1.0" helpurl="fl.events:SliderEvent:SliderEvent" playername=""/>
						<string name="clone" object="[fl.events.SliderEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SliderEvent 物件的副本，並設定每個參數的值以符合原始物件的參數值。" version="1.0" helpurl="fl.events:SliderEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.SliderEvent]" text=".toString(%%):String" tiptext="傳回包含 SliderEvent 物件所有屬性的字串。" version="1.0" helpurl="fl.events:SliderEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SliderEvent 類別的屬性" helpurl="fl.events:SliderEvent">
						<string name="CHANGE" object="[fl.events.SliderEvent]" text="SliderEvent.CHANGE" constant="true" tiptext="定義 change 事件物件的 type 屬性值。" version="" helpurl="fl.events:SliderEvent:CHANGE" playername=""/>
						<string name="THUMB_DRAG" object="[fl.events.SliderEvent]" text="SliderEvent.THUMB_DRAG" constant="true" tiptext="會定義 thumbDrag 事件物件的 type 屬性值。" version="" helpurl="fl.events:SliderEvent:THUMB_DRAG" playername=""/>
						<string name="THUMB_PRESS" object="[fl.events.SliderEvent]" text="SliderEvent.THUMB_PRESS" constant="true" tiptext="會定義 thumbPress 事件物件的 type 屬性值。" version="" helpurl="fl.events:SliderEvent:THUMB_PRESS" playername=""/>
						<string name="THUMB_RELEASE" object="[fl.events.SliderEvent]" text="SliderEvent.THUMB_RELEASE" constant="true" tiptext="會定義 thumbRelease 事件物件的 type 屬性值。" version="" helpurl="fl.events:SliderEvent:THUMB_RELEASE" playername=""/>
						<string name="clickTarget" object="[fl.events.SliderEvent]" text=".clickTarget" tiptext="會取得字串，指出已按下的是滑動軸軌道或滑動軸縮圖。" version="" helpurl="fl.events:SliderEvent:clickTarget:get" playername=""/>
						<string name="keyCode" object="[fl.events.SliderEvent]" text=".keyCode" tiptext="會取得為了觸發事件所按下按鍵的按鍵碼。" version="" helpurl="fl.events:SliderEvent:keyCode:get" playername=""/>
						<string name="triggerEvent" object="[fl.events.SliderEvent]" text=".triggerEvent" tiptext="會取得傳送輸入所使用的裝置類型。" version="" helpurl="fl.events:SliderEvent:triggerEvent:get" playername=""/>
						<string name="value" object="[fl.events.SliderEvent]" text=".value" tiptext="會取得滑動軸的新值 (視其位置而定)。" version="" helpurl="fl.events:SliderEvent:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="SliderEventClickTarget" id="[fl.events.SliderEventClickTarget]" sort="true" index="true" asAncestors="Object" tiptext="SliderEventClickTarget 類別會針對 SliderEvent 類別的 clickTarget 屬性值定義常數。" helpurl="fl.events:SliderEventClickTarget">
					<folder name="屬性" id="Properties" tiptext="SliderEventClickTarget 類別的屬性" helpurl="fl.events:SliderEventClickTarget">
						<string name="THUMB" object="[fl.events.SliderEventClickTarget]" text="SliderEventClickTarget.THUMB" constant="true" tiptext="所按下的是 Slider 縮圖。" version="" helpurl="fl.events:SliderEventClickTarget:THUMB" playername=""/>
						<string name="TRACK" object="[fl.events.SliderEventClickTarget]" text="SliderEventClickTarget.TRACK" constant="true" tiptext="所按下的是 Slider 軌道。" version="" helpurl="fl.events:SliderEventClickTarget:TRACK" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.ik" id="fl.ik" sort="true" tiptext="fl.ik 套件的類別" helpurl="fl.ik">
				<folder name="IKArmature" id="[fl.ik.IKArmature]" sort="true" index="true" asAncestors="Object" tiptext="IKArmature 類別會描述反向運動 (IK) 骨架。" helpurl="fl.ik:IKArmature">
					<folder name="方法" id="Methods" tiptext="IKArmature 類別的方法" helpurl="fl.ik:IKArmature">
						<string name="getBoneByName" object="[fl.ik.IKArmature]" text=".getBoneByName(%目標名稱:String%):fl.ik:IKBone" tiptext="傳回指定的骨塊。" version="1.5" helpurl="fl.ik:IKArmature:getBoneByName" playername=""/>
						<string name="registerElements" object="[fl.ik.IKArmature]" text=".registerElements(%容器:flash.display:DisplayObjectContainer%)" tiptext="針對包含骨架的元件庫元件實體啟動反向運動 (IK) 移動。" version="1.5" helpurl="fl.ik:IKArmature:registerElements" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IKArmature 類別的屬性" helpurl="fl.ik:IKArmature">
						<string name="container" object="[fl.ik.IKArmature]" text=".container" tiptext="傳回傳送至 registerElements 呼叫的 DisplayObjectContainer。" version="" helpurl="fl.ik:IKArmature:container:get" playername=""/>
						<string name="name" object="[fl.ik.IKArmature]" text=".name" tiptext="骨架名稱。" version="" helpurl="fl.ik:IKArmature:name:get" playername=""/>
						<string name="rootJoint" object="[fl.ik.IKArmature]" text=".rootJoint" tiptext="骨架中的根接合。" version="" helpurl="fl.ik:IKArmature:rootJoint:get" playername=""/>
						<string name="springsEnabled" object="[fl.ik.IKArmature]" text=".springsEnabled" tiptext="指定是否啟用骨架的彈起。" version="" helpurl="fl.ik:IKArmature:springsEnabled:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKBone" id="[fl.ik.IKBone]" sort="true" index="true" asAncestors="Object" tiptext="IKBone 類別會描述單一片段，而單一片段是反向運動 (IK) 骨架的基礎組件。" helpurl="fl.ik:IKBone">
					<folder name="屬性" id="Properties" tiptext="IKBone 類別的屬性" helpurl="fl.ik:IKBone">
						<string name="headJoint" object="[fl.ik.IKBone]" text=".headJoint" tiptext="骨塊的頭部接合。" version="" helpurl="fl.ik:IKBone:headJoint:get" playername=""/>
						<string name="name" object="[fl.ik.IKBone]" text=".name" tiptext="骨塊名稱。" version="" helpurl="fl.ik:IKBone:name:get" playername=""/>
						<string name="tailJoint" object="[fl.ik.IKBone]" text=".tailJoint" tiptext="骨塊的尾部接合。" version="" helpurl="fl.ik:IKBone:tailJoint:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKEvent" id="[fl.ik.IKEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="IKEvent 類別會定義與包含反向運動 (IK) 骨架之物件相關的事件。" helpurl="fl.ik:IKEvent">
					<folder name="方法" id="Methods" tiptext="IKEvent 類別的方法" helpurl="fl.ik:IKEvent">
						<string name="IKEvent" object="[fl.ik.IKEvent]" text="new IKEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="建立包含 IK 事件相關資訊的事件物件。" version="1.5" helpurl="fl.ik:IKEvent:IKEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IKEvent 類別的屬性" helpurl="fl.ik:IKEvent">
						<string name="DISTANCE_LIMIT" object="[fl.ik.IKEvent]" text="IKEvent.DISTANCE_LIMIT" constant="true" tiptext="定義 distanceLimit 事件物件的 type 屬性值。" version="" helpurl="fl.ik:IKEvent:DISTANCE_LIMIT" playername=""/>
						<string name="ITERATION_LIMIT" object="[fl.ik.IKEvent]" text="IKEvent.ITERATION_LIMIT" constant="true" tiptext="定義 iterationLimit 事件物件的 type 屬性值。" version="" helpurl="fl.ik:IKEvent:ITERATION_LIMIT" playername=""/>
						<string name="SINGLE_STEP" object="[fl.ik.IKEvent]" text="IKEvent.SINGLE_STEP" constant="true" tiptext="定義 singleStep 事件物件的 type 屬性值。" version="" helpurl="fl.ik:IKEvent:SINGLE_STEP" playername=""/>
						<string name="TIME_LIMIT" object="[fl.ik.IKEvent]" text="IKEvent.TIME_LIMIT" constant="true" tiptext="定義 timeLimit 事件物件的 type 屬性值。" version="" helpurl="fl.ik:IKEvent:TIME_LIMIT" playername=""/>
						<string name="distance" object="[fl.ik.IKEvent]" text=".distance" tiptext="距離接合原始位置的長度 (以像素為單位)。" version="" helpurl="fl.ik:IKEvent:distance:get" playername=""/>
						<string name="iterationCount" object="[fl.ik.IKEvent]" text=".iterationCount" tiptext="已執行的 IK 移動循環次數。" version="" helpurl="fl.ik:IKEvent:iterationCount:get" playername=""/>
						<string name="joint" object="[fl.ik.IKEvent]" text=".joint" tiptext="與此事件相關的接合。" version="" helpurl="fl.ik:IKEvent:joint:get" playername=""/>
						<string name="time" object="[fl.ik.IKEvent]" text=".time" tiptext="自從上一次傳送 IKEvent 之後經過的時間 (以毫秒為單位)。" version="" helpurl="fl.ik:IKEvent:time:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKJoint" id="[fl.ik.IKJoint]" sort="true" index="true" asAncestors="Object" tiptext="IKJoint 類別會定義兩個骨塊之間的連線，而兩個骨塊是反向運動 (IK) 骨架的必要基礎組件。" helpurl="fl.ik:IKJoint">
					<folder name="方法" id="Methods" tiptext="IKJoint 類別的方法" helpurl="fl.ik:IKJoint">
						<string name="clearSpringAngle" object="[fl.ik.IKJoint]" text=".clearSpringAngle(%%):void" tiptext="清除目前的彈起角度。" version="1.5" helpurl="fl.ik:IKJoint:clearSpringAngle" playername=""/>
						<string name="clearSpringPoint" object="[fl.ik.IKJoint]" text=".clearSpringPoint(%%):void" tiptext="清除目前的彈起點。" version="1.5" helpurl="fl.ik:IKJoint:clearSpringPoint" playername=""/>
						<string name="getChildAt" object="[fl.ik.IKJoint]" text=".getChildAt(%IK 子項目:int%):fl.ik:IKJoint" tiptext="傳回位於指定索引值的 IKJoint 子物件。" version="1.5" helpurl="fl.ik:IKJoint:getChildAt" playername=""/>
						<string name="getChildIndex" object="[fl.ik.IKJoint]" text=".getChildIndex(%子項目:fl.ik:IKJoint%):int" tiptext="傳回指定之 IKJoint 物件的索引值。" version="1.5" helpurl="fl.ik:IKJoint:getChildIndex" playername=""/>
						<string name="getJointValue" object="[fl.ik.IKJoint]" text=".getJointValue(%dof:int%):Number" tiptext="擷取指定之自由度類型的目前值。" version="1.5" helpurl="fl.ik:IKJoint:getJointValue" playername=""/>
						<string name="getSpringAngle" object="[fl.ik.IKJoint]" text=".getSpringAngle(%%):Number" tiptext="傳回目前的彈起角度。" version="1.5" helpurl="fl.ik:IKJoint:getSpringAngle" playername=""/>
						<string name="getSpringPt" object="[fl.ik.IKJoint]" text=".getSpringPt(%%):flash.geom:Point" tiptext="傳回目前的彈起點。" version="1.5" helpurl="fl.ik:IKJoint:getSpringPt" playername=""/>
						<string name="hasPhysics" object="[fl.ik.IKJoint]" text=".hasPhysics(%[遞迴:Boolean=true]%):Boolean" tiptext="傳回關節的子樹狀結構 (子系) 是否套用物理。" version="1.5" helpurl="fl.ik:IKJoint:hasPhysics" playername=""/>
						<string name="hasSpringAngle" object="[fl.ik.IKJoint]" text=".hasSpringAngle(%%):Boolean" tiptext="傳回目前是否設定彈起角度。" version="1.5" helpurl="fl.ik:IKJoint:hasSpringAngle" playername=""/>
						<string name="hasSpringPoint" object="[fl.ik.IKJoint]" text=".hasSpringPoint(%%):Boolean" tiptext="傳回目前是否設定彈起點。" version="1.5" helpurl="fl.ik:IKJoint:hasSpringPoint" playername=""/>
						<string name="isConstrained" object="[fl.ik.IKJoint]" text=".isConstrained(%dof:int%):Boolean" tiptext="傳回自由度類型是否受限制。" version="1.5" helpurl="fl.ik:IKJoint:isConstrained" playername=""/>
						<string name="isEnabled" object="[fl.ik.IKJoint]" text=".isEnabled(%dof:int%)" tiptext="傳回指定的自由度類型是否啟用。" version="1.5" helpurl="fl.ik:IKJoint:isEnabled" playername=""/>
						<string name="setConstrained" object="[fl.ik.IKJoint]" text=".setConstrained(%dof:int,受限制:Boolean%):void" tiptext="設定指定之自由度類型的限制。" version="1.5" helpurl="fl.ik:IKJoint:setConstrained" playername=""/>
						<string name="setEnabled" object="[fl.ik.IKJoint]" text=".setEnabled(%dof:int,啟用:Boolean%)" tiptext="啟用或停用指定的自由度類型。" version="1.5" helpurl="fl.ik:IKJoint:setEnabled" playername=""/>
						<string name="setSpringAngle" object="[fl.ik.IKJoint]" text=".setSpringAngle(%角度:Number%):void" tiptext="設定目前的彈起角度。" version="1.5" helpurl="fl.ik:IKJoint:setSpringAngle" playername=""/>
						<string name="setSpringPt" object="[fl.ik.IKJoint]" text=".setSpringPt(%點:flash.geom:Point%):void" tiptext="設定目前的彈起點。" version="1.5" helpurl="fl.ik:IKJoint:setSpringPt" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IKJoint 類別的屬性" helpurl="fl.ik:IKJoint">
						<string name="DOF_ROTATION" object="[fl.ik.IKJoint]" text=".DOF_ROTATION" tiptext="旋轉自由度的靜態常數。" version="" helpurl="fl.ik:IKJoint:DOF_ROTATION" playername=""/>
						<string name="DOF_XTRANS" object="[fl.ik.IKJoint]" text=".DOF_XTRANS" tiptext="X 轉譯自由度的靜態常數。" version="" helpurl="fl.ik:IKJoint:DOF_XTRANS" playername=""/>
						<string name="DOF_YTRANS" object="[fl.ik.IKJoint]" text=".DOF_YTRANS" tiptext="Y 轉譯自由度的靜態常數。" version="" helpurl="fl.ik:IKJoint:DOF_YTRANS" playername=""/>
						<string name="bone" object="[fl.ik.IKJoint]" text=".bone" tiptext="與 IKJoint 物件相關聯的頭部骨塊。" version="" helpurl="fl.ik:IKJoint:bone:get" playername=""/>
						<string name="name" object="[fl.ik.IKJoint]" text=".name" tiptext="IKJoint 實體的名稱。" version="" helpurl="fl.ik:IKJoint:name:get" playername=""/>
						<string name="numChildren" object="[fl.ik.IKJoint]" text=".numChildren" tiptext="傳回從指定之 IKJoint 中分支的 IKJoint 物件數量。" version="" helpurl="fl.ik:IKJoint:numChildren:get" playername=""/>
						<string name="parent" object="[fl.ik.IKJoint]" text=".parent" tiptext="父輩 IKJoint 物件。" version="" helpurl="fl.ik:IKJoint:parent:get" playername=""/>
						<string name="position" object="[fl.ik.IKJoint]" text=".position" tiptext="IKJoint 的座標。" version="" helpurl="fl.ik:IKJoint:position:get" playername=""/>
						<string name="rotationConstrained" object="[fl.ik.IKJoint]" text=".rotationConstrained" tiptext="傳回旋轉是否受限制。" version="" helpurl="fl.ik:IKJoint:rotationConstrained:get" playername=""/>
						<string name="rotationEnabled" object="[fl.ik.IKJoint]" text=".rotationEnabled" tiptext="指定旋轉是否已啟用。" version="" helpurl="fl.ik:IKJoint:rotationEnabled:get" playername=""/>
						<string name="rotationMax" object="[fl.ik.IKJoint]" text=".rotationMax" tiptext="最大旋轉值。" version="" helpurl="fl.ik:IKJoint:rotationMax:get" playername=""/>
						<string name="rotationMin" object="[fl.ik.IKJoint]" text=".rotationMin" tiptext="最小旋轉值。" version="" helpurl="fl.ik:IKJoint:rotationMin:get" playername=""/>
						<string name="rotation" object="[fl.ik.IKJoint]" text=".rotation" tiptext="目前旋轉值。" version="" helpurl="fl.ik:IKJoint:rotation:get" playername=""/>
						<string name="speed" object="[fl.ik.IKJoint]" text=".speed" tiptext="旋轉速度自由度；xTranslation 和 yTranslation 屬性會維持相同的速度設定。" version="" helpurl="fl.ik:IKJoint:speed:get" playername=""/>
						<string name="springDamping" object="[fl.ik.IKJoint]" text=".springDamping" tiptext="彈起阻尼值。" version="" helpurl="fl.ik:IKJoint:springDamping:get" playername=""/>
						<string name="springPosition" object="[fl.ik.IKJoint]" text=".springPosition" tiptext="彈起位置 (轉移關節) 或角度 (旋轉關節)。" version="" helpurl="fl.ik:IKJoint:springPosition:get" playername=""/>
						<string name="springStrength" object="[fl.ik.IKJoint]" text=".springStrength" tiptext="彈起強度值。" version="" helpurl="fl.ik:IKJoint:springStrength:get" playername=""/>
						<string name="xTranslationConstrained" object="[fl.ik.IKJoint]" text=".xTranslationConstrained" tiptext="傳回 X 轉譯是否受限制。" version="" helpurl="fl.ik:IKJoint:xTranslationConstrained:get" playername=""/>
						<string name="xTranslationEnabled" object="[fl.ik.IKJoint]" text=".xTranslationEnabled" tiptext="指定 X 轉譯是否已啟用。" version="" helpurl="fl.ik:IKJoint:xTranslationEnabled:get" playername=""/>
						<string name="xTranslationMax" object="[fl.ik.IKJoint]" text=".xTranslationMax" tiptext="X 轉譯最大值。" version="" helpurl="fl.ik:IKJoint:xTranslationMax:get" playername=""/>
						<string name="xTranslationMin" object="[fl.ik.IKJoint]" text=".xTranslationMin" tiptext="X 轉譯最小值。" version="" helpurl="fl.ik:IKJoint:xTranslationMin:get" playername=""/>
						<string name="xTranslation" object="[fl.ik.IKJoint]" text=".xTranslation" tiptext="目前 X 轉譯值。" version="" helpurl="fl.ik:IKJoint:xTranslation:get" playername=""/>
						<string name="yTranslationConstrained" object="[fl.ik.IKJoint]" text=".yTranslationConstrained" tiptext="傳回 Y 轉譯是否受限制。" version="" helpurl="fl.ik:IKJoint:yTranslationConstrained:get" playername=""/>
						<string name="yTranslationEnabled" object="[fl.ik.IKJoint]" text=".yTranslationEnabled" tiptext="指定 Y 轉譯是否已啟用。" version="" helpurl="fl.ik:IKJoint:yTranslationEnabled:get" playername=""/>
						<string name="yTranslationMax" object="[fl.ik.IKJoint]" text=".yTranslationMax" tiptext="Y 轉譯最大值。" version="" helpurl="fl.ik:IKJoint:yTranslationMax:get" playername=""/>
						<string name="yTranslationMin" object="[fl.ik.IKJoint]" text=".yTranslationMin" tiptext="Y 轉譯最小值。" version="" helpurl="fl.ik:IKJoint:yTranslationMin:get" playername=""/>
						<string name="yTranslation" object="[fl.ik.IKJoint]" text=".yTranslation" tiptext="目前 Y 轉譯值。" version="" helpurl="fl.ik:IKJoint:yTranslation:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKManager" id="[fl.ik.IKManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="IKManager 類別是一個代表文件中所定義之所有反向運動 (IK) 樹狀結構 (骨架) 的容器類別，而且允許在執行階段管理這些骨架。" helpurl="fl.ik:IKManager">
					<folder name="方法" id="Methods" tiptext="IKManager 類別的方法" helpurl="fl.ik:IKManager">
						<string name="getArmatureAt" object="[fl.ik.IKManager]" text="IKManager.getArmatureAt(%索引:int%):fl.ik:IKArmature" static="true" tiptext="傳回位於指定索引處的骨架。" version="1.5" helpurl="fl.ik:IKManager:getArmatureAt" playername=""/>
						<string name="getArmatureByName" object="[fl.ik.IKManager]" text="IKManager.getArmatureByName(%名稱:String%):fl.ik:IKArmature" static="true" tiptext="傳回具有指定名稱的骨架。" version="1.5" helpurl="fl.ik:IKManager:getArmatureByName" playername=""/>
						<string name="setStage" object="[fl.ik.IKManager]" text="IKManager.setStage(%舞台:flash.display:DisplayObjectContainer%):void" static="true" tiptext="請使用此方法指示在載入的 SWF 檔案中，元件的容器為何。" version="1.5" helpurl="fl.ik:IKManager:setStage" playername=""/>
						<string name="trackAllArmatures" object="[fl.ik.IKManager]" text="IKManager.trackAllArmatures(%[啟用:Boolean=true]%):void" static="true" tiptext="啟用或停用所有骨架的即時追蹤。" version="1.5" helpurl="fl.ik:IKManager:trackAllArmatures" playername=""/>
						<string name="trackIKArmature" object="[fl.ik.IKManager]" text="IKManager.trackIKArmature(%樹狀結構:fl.ik:IKArmature[,啟用:Boolean=true]%):void" static="true" tiptext="啟用或停用指定之 IKArmature 實體的即時追蹤。" version="1.5" helpurl="fl.ik:IKManager:trackIKArmature" playername=""/>
						<string name="trackIKObject" object="[fl.ik.IKManager]" text="IKManager.trackIKObject(%目標:flash.display:DisplayObject[,啟用:Boolean=true]%)" static="true" tiptext="啟用或停用指定之 IK 顯示物件實體的即時追蹤。" version="1.5" helpurl="fl.ik:IKManager:trackIKObject" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IKManager 類別的屬性" helpurl="fl.ik:IKManager">
						<string name="numArmatures" object="[fl.ik.IKManager]" text=".numArmatures" tiptext="舞台上的骨架數目。" version="" helpurl="fl.ik:IKManager:numArmatures:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKMover" id="[fl.ik.IKMover]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="IKMover 類別會起始並控制骨架的反向運動 (IK) 移動。" helpurl="fl.ik:IKMover">
					<folder name="方法" id="Methods" tiptext="IKMover 類別的方法" helpurl="fl.ik:IKMover">
						<string name="IKMover" object="[fl.ik.IKMover]" text="new IKMover(%結束特效:fl.ik:IKJoint,目標位置:flash.geom:Point%)" constructor="true" tiptext="IKMover 物件的建構函式。" version="1.5" helpurl="fl.ik:IKMover:IKMover" playername=""/>
						<string name="moveTo" object="[fl.ik.IKMover]" text=".moveTo(%目標位置:flash.geom:Point%)" tiptext="將相關聯的 IKJoint 物件移至目標點，並根據其 IK 限制更新所有相關的 IKJoint 物件。" version="1.5" helpurl="fl.ik:IKMover:moveTo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IKMover 類別的屬性" helpurl="fl.ik:IKMover">
						<string name="distanceLimit" object="[fl.ik.IKMover]" text=".distanceLimit" tiptext="IK 引擎每次循環應該移動的最大距離 (以像素為單位)。" version="" helpurl="fl.ik:IKMover:distanceLimit:get" playername=""/>
						<string name="iterationLimit" object="[fl.ik.IKMover]" text=".iterationLimit" tiptext="指定 IK 引擎對每次移動所執行的最大循環次數。" version="" helpurl="fl.ik:IKMover:iterationLimit:get" playername=""/>
						<string name="limitByDistance" object="[fl.ik.IKMover]" text=".limitByDistance" tiptext="指定超過 distanceLimit 值之後，IK 引擎是否會結束移動。" version="" helpurl="fl.ik:IKMover:limitByDistance:get" playername=""/>
						<string name="limitByIteration" object="[fl.ik.IKMover]" text=".limitByIteration" tiptext="指定超過 iterationLimit 值之後，IK 引擎是否會結束移動。" version="" helpurl="fl.ik:IKMover:limitByIteration:get" playername=""/>
						<string name="limitByTime" object="[fl.ik.IKMover]" text=".limitByTime" tiptext="指定超過指定的 timeLimit 之後，IK 引擎是否會結束移動。" version="" helpurl="fl.ik:IKMover:limitByTime:get" playername=""/>
						<string name="stepCount" object="[fl.ik.IKMover]" text=".stepCount" tiptext="IK 移動的循環次數。" version="" helpurl="fl.ik:IKMover:stepCount:get" playername=""/>
						<string name="timeLimit" object="[fl.ik.IKMover]" text=".timeLimit" tiptext="指定 IK 引擎會執行移動的最大時間 (以毫秒為單位)。" version="" helpurl="fl.ik:IKMover:timeLimit:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.lang" id="fl.lang" sort="true" tiptext="fl.lang 套件的類別" helpurl="fl.lang">
				<folder name="Locale" id="[fl.lang.Locale]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="fl.lang.Locale 類別允許您控制多國語言文字在 SWF 檔中的顯示方式。" helpurl="fl.lang:Locale">
					<folder name="方法" id="Methods" tiptext="Locale 類別的方法" helpurl="fl.lang:Locale">
						<string name="addDelayedInstance" object="[fl.lang.Locale]" text="Locale.addDelayedInstance(%實體:Object,字串ID:String%)" static="true" tiptext="將 {實體, 字串ID} 配對加入至內部陣列以於日後使用。" version="1.0" helpurl="fl.lang:Locale:addDelayedInstance" playername=""/>
						<string name="addXMLPath" object="[fl.lang.Locale]" text="Locale.addXMLPath(%語言碼:String,路徑:String%):void" static="true" tiptext="將 {語言碼 and 路徑} 配對加入至內部陣列以於日後使用。" version="1.0" helpurl="fl.lang:Locale:addXMLPath" playername=""/>
						<string name="checkXMLStatus" object="[fl.lang.Locale]" text="Locale.checkXMLStatus(%%):Boolean" static="true" tiptext="如果已載入 XML 檔，則傳回 true，否則傳回 false。" version="1.0" helpurl="fl.lang:Locale:checkXMLStatus" playername=""/>
						<string name="getDefaultLang" object="[fl.lang.Locale]" text="Locale.getDefaultLang(%%):String" static="true" tiptext="預設語言碼是在「字串面板」對話方塊中設定，或藉由呼叫 setDefaultLang() 方法而設定。" version="1.0" helpurl="fl.lang:Locale:getDefaultLang" playername=""/>
						<string name="initialize" object="[fl.lang.Locale]" text="Locale.initialize(%%):void" static="true" tiptext="自動決定要使用的語言，並載入 XML 語言檔案。" version="1.0" helpurl="fl.lang:Locale:initialize" playername=""/>
						<string name="loadLanguageXML" object="[fl.lang.Locale]" text="Locale.loadLanguageXML(%xml語言碼:String[,自訂Xml完成回呼:Function=null]%):void" static="true" tiptext="載入指定的 XML 語言檔案。" version="1.0" helpurl="fl.lang:Locale:loadLanguageXML" playername=""/>
						<string name="loadStringEx" object="[fl.lang.Locale]" text="Locale.loadStringEx(%字串ID:String,語言碼:String%):String" static="true" tiptext="傳回與指定字串 ID 及語言碼關聯的字串值。" version="1.0" helpurl="fl.lang:Locale:loadStringEx" playername=""/>
						<string name="loadString" object="[fl.lang.Locale]" text="Locale.loadString(%id:String%):String" static="true" tiptext="傳回目前語言中與指定字串 ID 關聯的字串值。" version="1.0" helpurl="fl.lang:Locale:loadString" playername=""/>
						<string name="setDefaultLang" object="[fl.lang.Locale]" text="Locale.setDefaultLang(%語言碼:String%):void" static="true" tiptext="設定預設語言碼。" version="1.0" helpurl="fl.lang:Locale:setDefaultLang" playername=""/>
						<string name="setLoadCallback" object="[fl.lang.Locale]" text="Locale.setLoadCallback(%本機回呼:Function%)" static="true" tiptext="設定要在 XML 檔載入後呼叫的回呼函數。" version="1.0" helpurl="fl.lang:Locale:setLoadCallback" playername=""/>
						<string name="setString" object="[fl.lang.Locale]" text="Locale.setString(%字串ID:String,語言碼:String,字串值:String%):void" static="true" tiptext="設定指定字串 ID 和語言碼的新字串值。" version="1.0" helpurl="fl.lang:Locale:setString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Locale 類別的屬性" helpurl="fl.lang:Locale">
						<string name="autoReplace" object="[fl.lang.Locale]" text=".autoReplace" tiptext="決定是否在載入 XML 檔後自動取代字串。" version="" helpurl="fl.lang:Locale:autoReplace:get" playername=""/>
						<string name="languageCodeArray" object="[fl.lang.Locale]" text=".languageCodeArray" tiptext="陣列，其中包含已經指定或載入至 FLA 檔之語言的語言碼。" version="" helpurl="fl.lang:Locale:languageCodeArray:get" playername=""/>
						<string name="stringIDArray" object="[fl.lang.Locale]" text=".stringIDArray" tiptext="陣列，其中包含所有在 FLA 檔中的字串 ID。" version="" helpurl="fl.lang:Locale:stringIDArray:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.livepreview" id="fl.livepreview" sort="true" tiptext="fl.livepreview 套件的類別" helpurl="fl.livepreview">
				<folder name="LivePreviewParent" id="[fl.livepreview.LivePreviewParent]" sort="true" index="true" asAncestors="flash.display:MovieClip,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="LivePreviewParent 類別會為 SWC 檔案或即將在選取 ActionScript 3.0 時匯出之編譯過的片段提供時間軸。" helpurl="fl.livepreview:LivePreviewParent">
					<folder name="方法" id="Methods" tiptext="LivePreviewParent 類別的方法" helpurl="fl.livepreview:LivePreviewParent">
						<string name="LivePreviewParent" object="[fl.livepreview.LivePreviewParent]" text="new LivePreviewParent(%%)" constructor="true" tiptext="會初始化「舞臺」的縮放和對齊模式、設定 myInstance 屬性、將 myInstance 調整為正確的大小，以及使用 ExternalInterface 類別對 Flash 公開函數。" version="1.0" helpurl="fl.livepreview:LivePreviewParent:LivePreviewParent" playername=""/>
						<string name="onResize" object="[fl.livepreview.LivePreviewParent]" text=".onResize(%寬度:Number,高度:Number%):void" tiptext="會藉由呼叫使用者定義的方法，或分別設定 width 和 height 屬性，將「舞臺」上的組件實體調整為指定的尺寸。" version="1.0" helpurl="fl.livepreview:LivePreviewParent:onResize" playername=""/>
						<string name="onUpdate" object="[fl.livepreview.LivePreviewParent]" text=".onUpdate(%更新陣列:長度不定的引數%):void" tiptext="會更新組件實體的屬性。" version="1.0" helpurl="fl.livepreview:LivePreviewParent:onUpdate" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LivePreviewParent 類別的屬性" helpurl="fl.livepreview:LivePreviewParent">
						<string name="myInstance" object="[fl.livepreview.LivePreviewParent]" text=".myInstance" tiptext="與即時預覽有關的組件實體。" version="" helpurl="fl.livepreview:LivePreviewParent:myInstance" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.managers" id="fl.managers" sort="true" tiptext="fl.managers 套件的類別" helpurl="fl.managers">
				<folder name="FocusManager" id="[fl.managers.FocusManager]" sort="true" index="true" asAncestors="Object" tiptext="FocusManager 類別會管理以滑鼠或鍵盤瀏覽成定位鍵迴圈之組件集合的焦點。" helpurl="fl.managers:FocusManager">
					<folder name="方法" id="Methods" tiptext="FocusManager 類別的方法" helpurl="fl.managers:FocusManager">
						<string name="FocusManager" object="[fl.managers.FocusManager]" text="new FocusManager(%容器:flash.display:DispalyObjectContainer%)" constructor="true" tiptext="建立新的 FocusManager 實體。" version="1.0" helpurl="fl.managers:FocusManager:FocusManager" playername=""/>
						<string name="activate" object="[fl.managers.FocusManager]" text=".activate(%%):void" tiptext="啟動 FocusManager 實體。" version="1.0" helpurl="fl.managers:FocusManager:activate" playername=""/>
						<string name="deactivate" object="[fl.managers.FocusManager]" text=".deactivate(%%):void" tiptext="停用 FocusManager。" version="1.0" helpurl="fl.managers:FocusManager:deactivate" playername=""/>
						<string name="findFocusManagerComponent" object="[fl.managers.FocusManager]" text=".findFocusManagerComponent(%元件:flash.display:InteractiveObject%):flash.display:InteractiveObject" tiptext="會擷取包含指定物件的互動式物件 (如果有的話)。" version="1.0" helpurl="fl.managers:FocusManager:findFocusManagerComponent" playername=""/>
						<string name="getFocus" object="[fl.managers.FocusManager]" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="會取得目前成為焦點的互動式物件。" version="1.0" helpurl="fl.managers:FocusManager:getFocus" playername=""/>
						<string name="getNextFocusManagerComponent" object="[fl.managers.FocusManager]" text=".getNextFocusManagerComponent(%[向後:Boolean=false]%):flash.display:InteractiveObject" tiptext="會擷取互動式物件，它會在使用者按下 Tab 鍵瀏覽至下一個物件時接收焦點。" version="1.0" helpurl="fl.managers:FocusManager:getNextFocusManagerComponent" playername=""/>
						<string name="hideFocus" object="[fl.managers.FocusManager]" text=".hideFocus(%%):void" tiptext="會將 showFocusIndicator 值設定為 false，並從取得焦點的物件 (如果有的話) 移除視覺化焦點指示器。" version="1.0" helpurl="fl.managers:FocusManager:hideFocus" playername=""/>
						<string name="setFocus" object="[fl.managers.FocusManager]" text=".setFocus(%組件:flash.display:InteractiveObject%):void" tiptext="將焦點設定為 IFocusManagerComponent 組件。" version="1.0" helpurl="fl.managers:FocusManager:setFocus" playername=""/>
						<string name="showFocus" object="[fl.managers.FocusManager]" text=".showFocus(%%):void" tiptext="將 showFocusIndicator 值設定為 true，並在取得焦點的物件 (如果有的話) 上繪製視覺化焦點指示器。" version="1.0" helpurl="fl.managers:FocusManager:showFocus" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FocusManager 類別的屬性" helpurl="fl.managers:FocusManager">
						<string name="defaultButtonEnabled" object="[fl.managers.FocusManager]" text=".defaultButtonEnabled" tiptext="取得或設定值，指出預設按鈕是否已啟用。" version="" helpurl="fl.managers:FocusManager:defaultButtonEnabled:get" playername=""/>
						<string name="defaultButton" object="[fl.managers.FocusManager]" text=".defaultButton" tiptext="會取得或設定目前的預設按鈕。" version="" helpurl="fl.managers:FocusManager:defaultButton:get" playername=""/>
						<string name="nextTabIndex" object="[fl.managers.FocusManager]" text=".nextTabIndex" tiptext="會取得要在此定位鍵迴圈中使用的下一個唯一定位鍵索引。" version="" helpurl="fl.managers:FocusManager:nextTabIndex:get" playername=""/>
						<string name="showFocusIndicator" object="[fl.managers.FocusManager]" text=".showFocusIndicator" tiptext="取得或設定值，指出是否要以焦點的視覺化指示器來標示成為焦點的組件。" version="" helpurl="fl.managers:FocusManager:showFocusIndicator:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFocusManager" id="[fl.managers.IFocusManager]" sort="true" index="true" tiptext="實作 IFocusManager 介面以建立自訂的焦點管理員。" helpurl="fl.managers:IFocusManager">
					<folder name="方法" id="Methods" tiptext="IFocusManager 類別的方法" helpurl="fl.managers:IFocusManager">
						<string name="activate" object="[fl.managers.IFocusManager]" text=".activate(%%):void" tiptext="啟動焦點管理員。" version="1.0" helpurl="fl.managers:IFocusManager:activate" playername=""/>
						<string name="deactivate" object="[fl.managers.IFocusManager]" text=".deactivate(%%):void" tiptext="停用焦點管理員。" version="1.0" helpurl="fl.managers:IFocusManager:deactivate" playername=""/>
						<string name="findFocusManagerComponent" object="[fl.managers.IFocusManager]" text=".findFocusManagerComponent(%元件:flash.display:InteractiveObject%):flash.display:InteractiveObject" tiptext="擷取包含指定之物件 (如果有的話) 的 IFocusManagerComponent 物件。" version="1.0" helpurl="fl.managers:IFocusManager:findFocusManagerComponent" playername=""/>
						<string name="getFocus" object="[fl.managers.IFocusManager]" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="擷取目前成為焦點的 IFocusManagerComponent 組件。" version="1.0" helpurl="fl.managers:IFocusManager:getFocus" playername=""/>
						<string name="getNextFocusManagerComponent" object="[fl.managers.IFocusManager]" text=".getNextFocusManagerComponent(%[向後:Boolean=false]%):flash.display:InteractiveObject" tiptext="會擷取當使用者用 Tab 鍵移動焦點時，緊接著將接收焦點的組件。" version="1.0" helpurl="fl.managers:IFocusManager:getNextFocusManagerComponent" playername=""/>
						<string name="hideFocus" object="[fl.managers.IFocusManager]" text=".hideFocus(%%):void" tiptext="將 showFocusIndicator 屬性設定為 false。" version="1.0" helpurl="fl.managers:IFocusManager:hideFocus" playername=""/>
						<string name="setFocus" object="[fl.managers.IFocusManager]" text=".setFocus(%o:flash.display:InteractiveObject%):void" tiptext="將焦點設定至 IFocusManagerComponent 組件。" version="1.0" helpurl="fl.managers:IFocusManager:setFocus" playername=""/>
						<string name="showFocus" object="[fl.managers.IFocusManager]" text=".showFocus(%%):void" tiptext="將 showFocusIndicator 屬性設定為 true。" version="1.0" helpurl="fl.managers:IFocusManager:showFocus" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IFocusManager 類別的屬性" helpurl="fl.managers:IFocusManager">
						<string name="defaultButtonEnabled" object="[fl.managers.IFocusManager]" text=".defaultButtonEnabled" tiptext="取得或設定值，指出預設按鈕是否已啟用。" version="" helpurl="fl.managers:IFocusManager:defaultButtonEnabled:get" playername=""/>
						<string name="defaultButton" object="[fl.managers.IFocusManager]" text=".defaultButton" tiptext="取得或設定預設按鈕的參考。" version="" helpurl="fl.managers:IFocusManager:defaultButton:get" playername=""/>
						<string name="nextTabIndex" object="[fl.managers.IFocusManager]" text=".nextTabIndex" tiptext="取得要在目前定位鍵迴圈中使用的下一個唯一定位鍵索引。" version="" helpurl="fl.managers:IFocusManager:nextTabIndex:get" playername=""/>
						<string name="showFocusIndicator" object="[fl.managers.IFocusManager]" text=".showFocusIndicator" tiptext="取得或設定值，以便決定是使用者介面是否會變更以指出特定組件具有焦點。" version="" helpurl="fl.managers:IFocusManager:showFocusIndicator:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFocusManagerComponent" id="[fl.managers.IFocusManagerComponent]" sort="true" index="true" tiptext="IFocusManagerComponent 介面會提供方法和屬性，讓組件能夠接收焦點。" helpurl="fl.managers:IFocusManagerComponent">
					<folder name="方法" id="Methods" tiptext="IFocusManagerComponent 類別的方法" helpurl="fl.managers:IFocusManagerComponent">
						<string name="drawFocus" object="[fl.managers.IFocusManagerComponent]" text=".drawFocus(%繪製:Boolean%):void" tiptext="繪製視覺化焦點指示器。" version="1.0" helpurl="fl.managers:IFocusManagerComponent:drawFocus" playername=""/>
						<string name="setFocus" object="[fl.managers.IFocusManagerComponent]" text=".setFocus(%%):void" tiptext="設定組件的焦點。" version="1.0" helpurl="fl.managers:IFocusManagerComponent:setFocus" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IFocusManagerComponent 類別的屬性" helpurl="fl.managers:IFocusManagerComponent">
						<string name="focusEnabled" object="[fl.managers.IFocusManagerComponent]" text=".focusEnabled" tiptext="取得或設定 Boolean 值，指出選取的組件是否能從焦點管理員接收焦點。" version="" helpurl="fl.managers:IFocusManagerComponent:focusEnabled:get" playername=""/>
						<string name="mouseFocusEnabled" object="[fl.managers.IFocusManagerComponent]" text=".mouseFocusEnabled" tiptext="取得 Boolean 值，指出使用滑鼠裝置選取的組件是否能接收焦點。" version="" helpurl="fl.managers:IFocusManagerComponent:mouseFocusEnabled:get" playername=""/>
						<string name="tabEnabled" object="[fl.managers.IFocusManagerComponent]" text=".tabEnabled" tiptext="取得 Boolean 值，指出按下 Tab 鍵是否可將焦點移至此組件。" version="" helpurl="fl.managers:IFocusManagerComponent:tabEnabled:get" playername=""/>
						<string name="tabIndex" object="[fl.managers.IFocusManagerComponent]" text=".tabIndex" tiptext="如果 tabEnabled 設定為 true，則會取得組件接收焦點的順序。" version="" helpurl="fl.managers:IFocusManagerComponent:tabIndex:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFocusManagerGroup" id="[fl.managers.IFocusManagerGroup]" sort="true" index="true" tiptext="IFocusManagerGroup 介面可提供用來管理組件集合的屬性。從此集合中，一次只能選取一個組件。" helpurl="fl.managers:IFocusManagerGroup">
					<folder name="屬性" id="Properties" tiptext="IFocusManagerGroup 類別的屬性" helpurl="fl.managers:IFocusManagerGroup">
						<string name="groupName" object="[fl.managers.IFocusManagerGroup]" text=".groupName" tiptext="會取得或設定此組件所屬組件群組的名稱。" version="" helpurl="fl.managers:IFocusManagerGroup:groupName:get" playername=""/>
						<string name="selected" object="[fl.managers.IFocusManagerGroup]" text=".selected" tiptext="取得或設定 Boolean 值，指出是否已選取此組件。" version="" helpurl="fl.managers:IFocusManagerGroup:selected:get" playername=""/>
					</folder>
				</folder>
				<folder name="StyleManager" id="[fl.managers.StyleManager]" sort="true" index="true" asAncestors="Object" tiptext="StyleManager 類別會提供靜態方法，而這些方法可用來取得並設定組件實體的樣式、整個組件類型的樣式，或 Flash 文件中所有使用者介面組件的樣式。" helpurl="fl.managers:StyleManager">
					<folder name="方法" id="Methods" tiptext="StyleManager 類別的方法" helpurl="fl.managers:StyleManager">
						<string name="StyleManager" object="[fl.managers.StyleManager]" text="new StyleManager(%%)" constructor="true" tiptext="建立新的 StyleManager 物件。" version="1.0" helpurl="fl.managers:StyleManager:StyleManager" playername=""/>
						<string name="clearComponentStyle" object="[fl.managers.StyleManager]" text="StyleManager.clearComponentStyle(%組件:Object,名稱:String%):void" static="true" tiptext="移除指定組件的樣式。" version="1.0" helpurl="fl.managers:StyleManager:clearComponentStyle" playername=""/>
						<string name="clearStyle" object="[fl.managers.StyleManager]" text="StyleManager.clearStyle(%名稱:String%):void" static="true" tiptext="從文件中的所有使用者介面組件移除全域樣式。" version="1.0" helpurl="fl.managers:StyleManager:clearStyle" playername=""/>
						<string name="getComponentStyle" object="[fl.managers.StyleManager]" text="StyleManager.getComponentStyle(%組件:Object,名稱:String%):Object" static="true" tiptext="取得存在於特定組件的樣式。" version="1.0" helpurl="fl.managers:StyleManager:getComponentStyle" playername=""/>
						<string name="getStyle" object="[fl.managers.StyleManager]" text="StyleManager.getStyle(%名稱:String%):Object" static="true" tiptext="依名稱取得全域樣式。" version="1.0" helpurl="fl.managers:StyleManager:getStyle" playername=""/>
						<string name="registerInstance" object="[fl.managers.StyleManager]" text="StyleManager.registerInstance(%實體:fl.core:UIComponent%):void" static="true" tiptext="使用樣式管理員註冊組件實體。" version="1.0" helpurl="fl.managers:StyleManager:registerInstance" playername=""/>
						<string name="setComponentStyle" object="[fl.managers.StyleManager]" text="StyleManager.setComponentStyle(%組件:Object,名稱:String,樣式:Object%):void" static="true" tiptext="在某個組件類型的所有實體上設定樣式，例如在 Button 組件的所有實體上設定，或在 ComboBox 組件的所有實體上設定。" version="1.0" helpurl="fl.managers:StyleManager:setComponentStyle" playername=""/>
						<string name="setStyle" object="[fl.managers.StyleManager]" text="StyleManager.setStyle(%名稱:String,樣式:Object%):void" static="true" tiptext="針對文件中的所有使用者介面組件設定全域樣式。" version="1.0" helpurl="fl.managers:StyleManager:setStyle" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.motion" id="fl.motion" sort="true" tiptext="fl.motion 套件的類別" helpurl="fl.motion">
				<folder name="AdjustColor" id="[fl.motion.AdjustColor]" sort="true" index="true" asAncestors="Object" tiptext="AdjustColor 類別會定義不同的色彩屬性，例如 brightness、contrast、hue 與 saturation，以支援 ColorMatrixFilter 類別所需。" helpurl="fl.motion:AdjustColor">
					<folder name="方法" id="Methods" tiptext="AdjustColor 類別的方法" helpurl="fl.motion:AdjustColor">
						<string name="AdjustColor" object="[fl.motion.AdjustColor]" text="new AdjustColor(%%)" constructor="true" tiptext="AdjustColor 類別會定義不同的色彩屬性以支援 ColorMatrixFilter 所需。" version="1.0" helpurl="fl.motion:AdjustColor:AdjustColor" playername=""/>
						<string name="AllValuesAreSet" object="[fl.motion.AdjustColor]" text=".AllValuesAreSet(%%):Boolean" tiptext="確認是否已設定所有四個 AdjustColor 屬性。" version="1.0" helpurl="fl.motion:AdjustColor:AllValuesAreSet" playername=""/>
						<string name="CalculateFinalFlatArray" object="[fl.motion.AdjustColor]" text=".CalculateFinalFlatArray(%%):Array" tiptext="針對所有四個屬性傳回值的平面陣列。" version="1.0" helpurl="fl.motion:AdjustColor:CalculateFinalFlatArray" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AdjustColor 類別的屬性" helpurl="fl.motion:AdjustColor">
						<string name="brightness" object="[fl.motion.AdjustColor]" text=".brightness" tiptext="設定 AdjustColor 濾鏡的亮度。" version="" helpurl="fl.motion:AdjustColor:brightness:set" playername=""/>
						<string name="contrast" object="[fl.motion.AdjustColor]" text=".contrast" tiptext="設定 AdjustColor 濾鏡的對比。" version="" helpurl="fl.motion:AdjustColor:contrast:set" playername=""/>
						<string name="hue" object="[fl.motion.AdjustColor]" text=".hue" tiptext="設定 AdjustColor 濾鏡的色相。" version="" helpurl="fl.motion:AdjustColor:hue:set" playername=""/>
						<string name="saturation" object="[fl.motion.AdjustColor]" text=".saturation" tiptext="設定 AdjustColor 濾鏡的飽和度。" version="" helpurl="fl.motion:AdjustColor:saturation:set" playername=""/>
					</folder>
				</folder>
				<folder name="Animator" id="[fl.motion.Animator]" sort="true" index="true" asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" tiptext="Animator 類別會將移動補間動畫的 XML 說明套用至顯示物件。" helpurl="fl.motion:Animator">
					<folder name="方法" id="Methods" tiptext="Animator 類別的方法" helpurl="fl.motion:Animator">
						<string name="Animator" object="[fl.motion.Animator]" text="new Animator(%[xml:XML=null,目標:flash.display:DisplayObject=null]%)" constructor="true" tiptext="建立 Animator 物件，以便將 XML 架構的移動補間動畫說明套用至顯示物件。" version="1.0" helpurl="fl.motion:Animator:Animator" playername=""/>
						<string name="fromXMLString" object="[fl.motion.Animator]" text="Animator.fromXMLString(%xmlString:String[,目標:flash.display:DisplayObject=null]%):fl.motion:Animator" static="true" tiptext="從 XML 字串建立 Animator 物件。" version="1.0" helpurl="fl.motion:Animator:fromXMLString" playername=""/>
						<string name="matricesEqual" object="[fl.motion.Animator]" text="Animator.matricesEqual(%a:flash.geom:Matrix,b:flash.geom:Matrix%):Boolean" static="true" tiptext="比較兩個指定為參數的矩陣，如果它們彼此相等，就傳回 true。" version="2" helpurl="fl.motion:Animator:matricesEqual" playername=""/>
					</folder>
				</folder>
				<folder name="Animator3D" id="[fl.motion.Animator3D]" sort="true" index="true" asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" tiptext="Animator3D 類別會將三維移動補間動畫的 XML 說明套用至顯示物件。" helpurl="fl.motion:Animator3D">
					<folder name="方法" id="Methods" tiptext="Animator3D 類別的方法" helpurl="fl.motion:Animator3D">
						<string name="Animator3D" object="[fl.motion.Animator3D]" text="new Animator3D(%[xml:XML=null,目標:flash.display:DisplayObject=null]%)" constructor="true" tiptext="建立 Animator3D 物件，以便將 XML 架構的三維移動補間動畫說明套用至顯示物件。" version="1.0" helpurl="fl.motion:Animator3D:Animator3D" playername=""/>
						<string name="convertMatrixToMatrix3D" object="[fl.motion.Animator3D]" text="Animator3D.convertMatrixToMatrix3D(%矩陣2D:flash.geom:Matrix%):flash.geom:Matrix3D" static="true" tiptext="" version="" helpurl="fl.motion:Animator3D:convertMatrixToMatrix3D" playername=""/>
						<string name="matrices3DEqual" object="[fl.motion.Animator3D]" text="Animator3D.matrices3DEqual(%a:flash.geom:Matrix3D,b:flash.geom:Matrix3D%):Boolean" static="true" tiptext="" version="" helpurl="fl.motion:Animator3D:matrices3DEqual" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Animator3D 類別的屬性" helpurl="fl.motion:Animator3D">
						<string name="initialPosition" object="[fl.motion.Animator3D]" text=".initialPosition" tiptext="建立顯示物件的 x、y 和 z 座標。" version="" helpurl="fl.motion:Animator3D:initialPosition:set" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorBase" id="[fl.motion.AnimatorBase]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="AnimatorBase 類別會將移動補間動畫的 XML 說明套用至顯示物件。" helpurl="fl.motion:AnimatorBase">
					<folder name="方法" id="Methods" tiptext="AnimatorBase 類別的方法" helpurl="fl.motion:AnimatorBase">
						<string name="AnimatorBase" object="[fl.motion.AnimatorBase]" text="new AnimatorBase(%[xml:XML=null,目標:flash.display:DisplayObject=null]%)" constructor="true" tiptext="建立 AnimatorBase 物件，以便將 XML 架構的移動補間動畫說明套用至顯示物件。" version="1.0" helpurl="fl.motion:AnimatorBase:AnimatorBase" playername=""/>
						<string name="end" object="[fl.motion.AnimatorBase]" text=".end(%[重設:Boolean=false,停止輸入影格:Boolean=true,上一個影格:Boolean=false]%):void" tiptext="停止播放動畫，而且 Flash Player 會立即移至連續動畫的最後一個影格。" version="1.0" helpurl="fl.motion:AnimatorBase:end" playername=""/>
						<string name="nextFrame" object="[fl.motion.AnimatorBase]" text=".nextFrame(%[重設:Boolean=false,停止輸入影格:Boolean=true]%):void" tiptext="將 Flash Player 前進至連續動畫的下一個影格。" version="1.0" helpurl="fl.motion:AnimatorBase:nextFrame" playername=""/>
						<string name="pause" object="[fl.motion.AnimatorBase]" text=".pause(%%):void" tiptext="暫停播放動畫，直到您呼叫 resume() 方法為止。" version="1.0" helpurl="fl.motion:AnimatorBase:pause" playername=""/>
						<string name="play" object="[fl.motion.AnimatorBase]" text=".play(%[開始時間:int=-1,開始進入影格:Boolean=true]%):void" tiptext="開始播放動畫。" version="1.0" helpurl="fl.motion:AnimatorBase:play" playername=""/>
						<string name="processCurrentFrame" object="[fl.motion.AnimatorBase]" text="AnimatorBase.processCurrentFrame(%父輩:flash.display:MovieClip,動畫:fl.motion:AnimatorBase,開始進入影格:Boolean[,僅播放:Boolean=false]%):void" static="true" tiptext="" version="" helpurl="fl.motion:AnimatorBase:processCurrentFrame" playername=""/>
						<string name="registerParentFrameHandler" object="[fl.motion.AnimatorBase]" text="AnimatorBase.registerParentFrameHandler(%父輩:flash.display:MovieClip,動畫:fl.motion:AnimatorBase,範圍開始:int[,重複計數:int=0,使用目前影格:Boolean=false]%):void" static="true" tiptext="針對該 MovieClip 的子系註冊指定的 MovieClip 以及 AnimatorBase 實體。" version="1.0" helpurl="fl.motion:AnimatorBase:registerParentFrameHandler" playername=""/>
						<string name="resume" object="[fl.motion.AnimatorBase]" text=".resume(%%):void" tiptext="會在動畫已經由 pause() 方法暫停之後，繼續播放動畫。" version="1.0" helpurl="fl.motion:AnimatorBase:resume" playername=""/>
						<string name="rewind" object="[fl.motion.AnimatorBase]" text=".rewind(%%):void" tiptext="將 Flash Player 設定至動畫的第一個影格。" version="1.0" helpurl="fl.motion:AnimatorBase:rewind" playername=""/>
						<string name="startFrameEvents" object="[fl.motion.AnimatorBase]" text=".startFrameEvents(%%):void" tiptext="起始影格事件。" version="1.0" helpurl="fl.motion:AnimatorBase:startFrameEvents" playername=""/>
						<string name="stop" object="[fl.motion.AnimatorBase]" text=".stop(%%):void" tiptext="停止播放動畫，而且 Flash Player 會返回連續動畫的第一個影格。" version="1.0" helpurl="fl.motion:AnimatorBase:stop" playername=""/>
						<string name="useCurrentFrame" object="[fl.motion.AnimatorBase]" text=".useCurrentFrame(%啟用:Boolean,範圍開始:int%):void" tiptext="每次進入新影格時，設定 currentFrame 屬性，以及設定目標的動畫是否與其父輩 MovieClips 的時間軸中的影格同步。" version="1.0" helpurl="fl.motion:AnimatorBase:useCurrentFrame" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AnimatorBase 類別的屬性" helpurl="fl.motion:AnimatorBase">
						<string name="autoRewind" object="[fl.motion.AnimatorBase]" text=".autoRewind" tiptext="將動畫設定為完成之後重新啟動。" version="" helpurl="fl.motion:AnimatorBase:autoRewind" playername=""/>
						<string name="orientToPath" object="[fl.motion.AnimatorBase]" text=".orientToPath" tiptext="沿著移動路徑設定顯示物件的位置。" version="" helpurl="fl.motion:AnimatorBase:orientToPath" playername=""/>
						<string name="positionMatrix" object="[fl.motion.AnimatorBase]" text=".positionMatrix" tiptext="將整體轉換套用至移動路徑的 Matrix 物件。" version="" helpurl="fl.motion:AnimatorBase:positionMatrix" playername=""/>
						<string name="repeatCount" object="[fl.motion.AnimatorBase]" text=".repeatCount" tiptext="重複播放動畫的次數。" version="" helpurl="fl.motion:AnimatorBase:repeatCount" playername=""/>
						<string name="transformationPointZ" object="[fl.motion.AnimatorBase]" text=".transformationPointZ" tiptext="旋轉或縮放顯示物件的參照 z 座標點。" version="" helpurl="fl.motion:AnimatorBase:transformationPointZ" playername=""/>
						<string name="transformationPoint" object="[fl.motion.AnimatorBase]" text=".transformationPoint" tiptext="旋轉或縮放顯示物件的參照點。" version="" helpurl="fl.motion:AnimatorBase:transformationPoint" playername=""/>
						<string name="frameEvent" object="[fl.motion.AnimatorBase]" text=".frameEvent" tiptext="Event.ENTER_FRAME 事件建立之事件物件的名稱。" version="" helpurl="fl.motion:AnimatorBase:frameEvent:get" playername=""/>
						<string name="instanceFactoryClass" object="[fl.motion.AnimatorBase]" text=".instanceFactoryClass" tiptext="使用ActionScript 建立實體時，實體就是由這個類別建立的。" version="" helpurl="fl.motion:AnimatorBase:instanceFactoryClass:get" playername=""/>
						<string name="isPlaying" object="[fl.motion.AnimatorBase]" text=".isPlaying" tiptext="指出目前是否正在播放動畫。" version="" helpurl="fl.motion:AnimatorBase:isPlaying:get" playername=""/>
						<string name="motionArray" object="[fl.motion.AnimatorBase]" text=".motionArray" tiptext="包含動畫之移動補間動畫屬性的物件陣列。" version="" helpurl="fl.motion:AnimatorBase:motionArray:get" playername=""/>
						<string name="motion" object="[fl.motion.AnimatorBase]" text=".motion" tiptext="包含動畫之移動補間動畫屬性的物件。" version="" helpurl="fl.motion:AnimatorBase:motion:get" playername=""/>
						<string name="placeholderName" object="[fl.motion.AnimatorBase]" text=".placeholderName" tiptext="使用ActionScript 建立實體時，就是這個實體會顯示在我們將取代的舞台上。" version="" helpurl="fl.motion:AnimatorBase:placeholderName:get" playername=""/>
						<string name="sceneName" object="[fl.motion.AnimatorBase]" text=".sceneName" tiptext="為 3D 動作匯出之場景的參考，可讓場景載入父時間軸。" version="" helpurl="fl.motion:AnimatorBase:sceneName:get" playername=""/>
						<string name="spanEnd" object="[fl.motion.AnimatorBase]" text=".spanEnd" tiptext="傳回目標父輩的影格 (也就是目標動畫結束的地方)。" version="" helpurl="fl.motion:AnimatorBase:spanEnd:get" playername=""/>
						<string name="spanStart" object="[fl.motion.AnimatorBase]" text=".spanStart" tiptext="傳回目標父輩的影格 (也就是目標動畫開始的地方)。" version="" helpurl="fl.motion:AnimatorBase:spanStart:get" playername=""/>
						<string name="targetName" object="[fl.motion.AnimatorBase]" text=".targetName" tiptext="目標物件的名稱 (透過父輩 DisplayObjectContainer 來檢視)。" version="" helpurl="fl.motion:AnimatorBase:targetName:get" playername=""/>
						<string name="targetParentButton" object="[fl.motion.AnimatorBase]" text=".targetParentButton" tiptext="" version="" helpurl="fl.motion:AnimatorBase:targetParentButton:get" playername=""/>
						<string name="targetParent" object="[fl.motion.AnimatorBase]" text=".targetParent" tiptext="加上動畫效果的目標父輩 DisplayObjectContainer，可與 targetName 搭配使用以擷取時間軸上遭到移除與取代的目標物件。" version="" helpurl="fl.motion:AnimatorBase:targetParent:get" playername=""/>
						<string name="targetState3D" object="[fl.motion.AnimatorBase]" text=".targetState3D" tiptext="目標物件的初始方向。" version="" helpurl="fl.motion:AnimatorBase:targetState3D:get" playername=""/>
						<string name="target" object="[fl.motion.AnimatorBase]" text=".target" tiptext="製作成動畫的顯示物件。" version="" helpurl="fl.motion:AnimatorBase:target:get" playername=""/>
						<string name="time" object="[fl.motion.AnimatorBase]" text=".time" tiptext="從零開始的整數，指出並控制目前動畫的時間。" version="" helpurl="fl.motion:AnimatorBase:time:get" playername=""/>
						<string name="usingCurrentFrame" object="[fl.motion.AnimatorBase]" text=".usingCurrentFrame" tiptext="指出每當進入新影格時，是否要檢查 currentFrame 屬性、目標的動畫是否要與其父輩時間軸中的影格同步，或是不管父輩的目前影格為何，一律前進至下一個影格。" version="" helpurl="fl.motion:AnimatorBase:usingCurrentFrame:get" playername=""/>
						<string name="initialPosition" object="[fl.motion.AnimatorBase]" text=".initialPosition" tiptext="一個座標陣列，定義動畫的開始位置。" version="" helpurl="fl.motion:AnimatorBase:initialPosition:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="AnimatorBase 類別的事件" helpurl="fl.motion:AnimatorBase">
						<string name="timeChange" object="[fl.motion.AnimatorBase]" text=".addEventListener(%類型:String=MotionEvent.TIME_CHANGE{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 Animator 的時間值已變更，但是螢幕尚未更新 (亦即未傳送 motionUpdate 事件) 時傳送。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.TIME_CHANGE_timeChange" playername=""/>
						<string name="motionUpdate" object="[fl.motion.AnimatorBase]" text=".addEventListener(%類型:String=MotionEvent.MOTION_UPDATE{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當移動已變更而且螢幕已更新時傳送。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_UPDATE_motionUpdate" playername=""/>
						<string name="motionStart" object="[fl.motion.AnimatorBase]" text=".addEventListener(%類型:String=MotionEvent.MOTION_START{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當移動開始播放時傳送。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_START_motionStart" playername=""/>
						<string name="motionEnd" object="[fl.motion.AnimatorBase]" text=".addEventListener(%類型:String=MotionEvent.MOTION_END{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當移動完成播放時傳送 (當它到達結尾，或移動已經遭到 stop() 或 end() 方法的呼叫中斷時)。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_END_motionEnd" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactory" id="[fl.motion.AnimatorFactory]" sort="true" index="true" asAncestors="fl.motion:AnimatorFactoryBase,Object" tiptext="AnimatorFactory 類別可提供以 ActionScript 為基礎的支援，將一個 Motion 物件與多個顯示物件產生關聯。" helpurl="fl.motion:AnimatorFactory">
					<folder name="方法" id="Methods" tiptext="AnimatorFactory 類別的方法" helpurl="fl.motion:AnimatorFactory">
						<string name="AnimatorFactory" object="[fl.motion.AnimatorFactory]" text="new AnimatorFactory(%移動:fl.motion:MotionBase[,移動陣列:Array=null]%)" constructor="true" tiptext="建立 AnimatorFactory 實體，可用來將 MotionBase 物件的屬性指定給顯示物件。" version="1.0" helpurl="fl.motion:AnimatorFactory:AnimatorFactory" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactory3D" id="[fl.motion.AnimatorFactory3D]" sort="true" index="true" asAncestors="fl.motion:AnimatorFactoryBase,Object" tiptext="AnimatorFactory3D 類別可提供以 ActionScript 為基礎的支援，將一個包含三維屬性的 Motion 物件與多個顯示物件產生關聯。" helpurl="fl.motion:AnimatorFactory3D">
					<folder name="方法" id="Methods" tiptext="AnimatorFactory3D 類別的方法" helpurl="fl.motion:AnimatorFactory3D">
						<string name="AnimatorFactory3D" object="[fl.motion.AnimatorFactory3D]" text="new AnimatorFactory3D(%移動:fl.motion:MotionBase[,移動陣列:Array=null]%)" constructor="true" tiptext="建立 AnimatorFactory3D 實體，可用來將 MotionBase 物件的屬性指定給顯示物件。" version="1.0" helpurl="fl.motion:AnimatorFactory3D:AnimatorFactory3D" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactoryBase" id="[fl.motion.AnimatorFactoryBase]" sort="true" index="true" asAncestors="Object" tiptext="AnimatorFactoryBase 類別可提供基於 ActionScript 的支援，可在執行階段使用一個 Motion 來動態顯示多個目標物件並為其加上補間動畫。" helpurl="fl.motion:AnimatorFactoryBase">
					<folder name="方法" id="Methods" tiptext="AnimatorFactoryBase 類別的方法" helpurl="fl.motion:AnimatorFactoryBase">
						<string name="AnimatorFactoryBase" object="[fl.motion.AnimatorFactoryBase]" text="new AnimatorFactoryBase(%移動:fl.motion:MotionBase[,移動陣列:Array=null]%)" constructor="true" tiptext="建立 AnimatorFactoryBase 類別的實體。" version="1.0" helpurl="fl.motion:AnimatorFactoryBase:AnimatorFactoryBase" playername=""/>
						<string name="addTargetInfo" object="[fl.motion.AnimatorFactoryBase]" text=".addTargetInfo(%目標父輩:flash.display:DisplayObject,目標名稱:String[,重複計數:int=0,自動播放:Boolean=true,啟動影格:int=-1,使用目前影格:Boolean=false,初始位置:Array=null,z索引:int=-1,預留位置名稱:String=null,實體Factory類別:Class=null]%):fl.motion:AnimatorBase" tiptext="參照父輩 DisplayObjectContainer，然後建立並傳回 AnimatorBase 實體，此實體的 target 屬性會設為 DisplayObject (如果有的話，亦即 targetParent 的 targetName 屬性)，而其 Motion 屬性則會在建立時儲存在 AnimatorFactoryBase 實體中。" version="1.0" helpurl="fl.motion:AnimatorFactoryBase:addTargetInfo" playername=""/>
						<string name="addTarget" object="[fl.motion.AnimatorFactoryBase]" text=".addTarget(%目標:flash.display:DisplayObject[,重複計數:int=0,自動播放:Boolean=true,開始影格:int=-1,使用目前影格:Boolean=false]%):fl.motion:AnimatorBase" tiptext="建立並傳回 AnimatorBase 實體，此實體的 target 屬性會設為 DisplayObject (如果有的話，亦即 targetParent 的 targetName 屬性)，而其 Motion 屬性則會在建立時儲存在 AnimatorFactoryBase 實體中。" version="1.0" helpurl="fl.motion:AnimatorFactoryBase:addTarget" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AnimatorFactoryBase 類別的屬性" helpurl="fl.motion:AnimatorFactoryBase">
						<string name="motion" object="[fl.motion.AnimatorFactoryBase]" text=".motion" tiptext="與 AnimatorFactoryBase 實體和其目標物件相關聯的 MotionBase 實體。" version="" helpurl="fl.motion:AnimatorFactoryBase:motion:get" playername=""/>
						<string name="sceneName" object="[fl.motion.AnimatorFactoryBase]" text=".sceneName" tiptext="為 3D 動作匯出之場景的參考，可讓場景載入父時間軸。" version="" helpurl="fl.motion:AnimatorFactoryBase:sceneName:set" playername=""/>
						<string name="transformationPointZ" object="[fl.motion.AnimatorFactoryBase]" text=".transformationPointZ" tiptext="旋轉或縮放顯示物件的參照 z 座標點。" version="" helpurl="fl.motion:AnimatorFactoryBase:transformationPointZ:set" playername=""/>
						<string name="transformationPoint" object="[fl.motion.AnimatorFactoryBase]" text=".transformationPoint" tiptext="旋轉或縮放顯示物件的參照點。" version="" helpurl="fl.motion:AnimatorFactoryBase:transformationPoint:set" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactoryUniversal" id="[fl.motion.AnimatorFactoryUniversal]" sort="true" index="true" asAncestors="fl.motion:AnimatorFactoryBase,Object" tiptext="AnimatorFactoryUniversal 類別提供以 ActionScript 為基礎的支援，將一個 Motion 物件與多個顯示物件產生關聯。" helpurl="fl.motion:AnimatorFactoryUniversal">
					<folder name="方法" id="Methods" tiptext="AnimatorFactoryUniversal 類別的方法" helpurl="fl.motion:AnimatorFactoryUniversal">
						<string name="AnimatorFactoryUniversal" object="[fl.motion.AnimatorFactoryUniversal]" text="new AnimatorFactoryUniversal(%移動:fl.motion:MotionBase,移動陣列:Array%)" constructor="true" tiptext="建立 AnimatorFactory 實體，可用來將 MotionBase 物件的屬性指定給顯示物件。" version="1.0" helpurl="fl.motion:AnimatorFactoryUniversal:AnimatorFactoryUniversal" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorUniversal" id="[fl.motion.AnimatorUniversal]" sort="true" index="true" asAncestors="fl.motion:Animator3D,fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" tiptext="AnimatorUniversal 類別會將二維或三維移動的 ActionScript 說明套用至顯示物件。" helpurl="fl.motion:AnimatorUniversal">
					<folder name="方法" id="Methods" tiptext="AnimatorUniversal 類別的方法" helpurl="fl.motion:AnimatorUniversal">
						<string name="AnimatorUniversal" object="[fl.motion.AnimatorUniversal]" text="new AnimatorUniversal(%%)" constructor="true" tiptext="為顯示物件建立一個 AnimatorUniversal 物件移動。" version="1.0" helpurl="fl.motion:AnimatorUniversal:AnimatorUniversal" playername=""/>
						<string name="setTargetState" object="[fl.motion.AnimatorUniversal]" text=".setTargetState(%%):void" tiptext="" version="" helpurl="fl.motion:AnimatorUniversal:setTargetState" playername=""/>
					</folder>
				</folder>
				<folder name="BezierEase" id="[fl.motion.BezierEase]" sort="true" index="true" asAncestors="Object" tiptext="BezierEase 類別可以對兩個關鍵影格之間的移動補間動畫提供精確的加/減速控制。" helpurl="fl.motion:BezierEase">
					<folder name="方法" id="Methods" tiptext="BezierEase 類別的方法" helpurl="fl.motion:BezierEase">
						<string name="BezierEase" object="[fl.motion.BezierEase]" text="new BezierEase(%[xml:XML=null]%)" constructor="true" tiptext="BezierEase 實體的建構函式。" version="1.0" helpurl="fl.motion:BezierEase:BezierEase" playername=""/>
						<string name="getValue" object="[fl.motion.BezierEase]" text=".getValue(%時間:Number,開始:Number,變動:Number,持續時間:Number%):Number" tiptext="會使用貝茲加/減速曲線，計算動畫之數值屬性的內插補值。" version="1.0" helpurl="fl.motion:BezierEase:getValue" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BezierEase 類別的屬性" helpurl="fl.motion:BezierEase">
						<string name="points" object="[fl.motion.BezierEase]" text=".points" tiptext="加/減速曲線中點的排序集合。" version="" helpurl="fl.motion:BezierEase:points" playername=""/>
						<string name="target" object="[fl.motion.BezierEase]" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version="" helpurl="fl.motion:BezierEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="BezierSegment" id="[fl.motion.BezierSegment]" sort="true" index="true" asAncestors="Object" tiptext="貝茲曲線包含四個定義單一三次方貝茲曲線的 Point 物件。" helpurl="fl.motion:BezierSegment">
					<folder name="方法" id="Methods" tiptext="BezierSegment 類別的方法" helpurl="fl.motion:BezierSegment">
						<string name="BezierSegment" object="[fl.motion.BezierSegment]" text="new BezierSegment(%a:flash.geom:Point,b:flash.geom:Point,c:flash.geom:Point,d:flash.geom:Point%)" constructor="true" tiptext="BezierSegment 實體的建構函式。" version="1.0" helpurl="fl.motion:BezierSegment:BezierSegment" playername=""/>
						<string name="getCubicCoefficients" object="[fl.motion.BezierSegment]" text="BezierSegment.getCubicCoefficients(%a:Number,b:Number,c:Number,d:Number%):Array" static="true" tiptext="指定對應三次方貝茲方程式的值，計算三次方多項式方程式的係數。" version="1.0" helpurl="fl.motion:BezierSegment:getCubicCoefficients" playername=""/>
						<string name="getCubicRoots" object="[fl.motion.BezierSegment]" text="BezierSegment.getCubicRoots(%[a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Array" static="true" tiptext="尋找這個格式之三次方多項式方程式的真正解決方案 (如果存在的話)：at^3 + bt^2 + ct + d。" version="1.0" helpurl="fl.motion:BezierSegment:getCubicRoots" playername=""/>
						<string name="getQuadraticRoots" object="[fl.motion.BezierSegment]" text="BezierSegment.getQuadraticRoots(%a:Number,b:Number,c:Number%):Array" static="true" tiptext="尋找這個格式之二次方方程式的真正解決方案 (如果存在的話)：at^2 + bt + c。" version="1.0" helpurl="fl.motion:BezierSegment:getQuadraticRoots" playername=""/>
						<string name="getSingleValue" object="[fl.motion.BezierSegment]" text="BezierSegment.getSingleValue(%t:Number[,a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Number" static="true" tiptext="會計算一維三次方貝茲方程式在特定時間的值。" version="1.0" helpurl="fl.motion:BezierSegment:getSingleValue" playername=""/>
						<string name="getValue" object="[fl.motion.BezierSegment]" text=".getValue(%t:Number%):flash.geom:Point" tiptext="會計算二維三次方貝茲曲線在特定時間的位置。" version="1.0" helpurl="fl.motion:BezierSegment:getValue" playername=""/>
						<string name="getYForX" object="[fl.motion.BezierSegment]" text=".getYForX(%x:Number[,係數:Array=null]%):Number" tiptext="會尋找三次方貝茲曲線在指定 x 座標上的 y 值。" version="1.0" helpurl="fl.motion:BezierSegment:getYForX" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BezierSegment 類別的屬性" helpurl="fl.motion:BezierSegment">
						<string name="a" object="[fl.motion.BezierSegment]" text=".a" tiptext="貝茲曲線的第一個點。" version="" helpurl="fl.motion:BezierSegment:a" playername=""/>
						<string name="b" object="[fl.motion.BezierSegment]" text=".b" tiptext="貝茲曲線的第二個點。" version="" helpurl="fl.motion:BezierSegment:b" playername=""/>
						<string name="c" object="[fl.motion.BezierSegment]" text=".c" tiptext="貝茲曲線的第三個點。" version="" helpurl="fl.motion:BezierSegment:c" playername=""/>
						<string name="d" object="[fl.motion.BezierSegment]" text=".d" tiptext="貝茲曲線的第四個點。" version="" helpurl="fl.motion:BezierSegment:d" playername=""/>
					</folder>
				</folder>
				<folder name="Color" id="[fl.motion.Color]" sort="true" index="true" asAncestors="flash.geom:ColorTransform,Object" tiptext="Color 類別會擴充 Flash Player 的 ColorTransform 類別，並加入控制亮度和色調的功能。" helpurl="fl.motion:Color">
					<folder name="方法" id="Methods" tiptext="Color 類別的方法" helpurl="fl.motion:Color">
						<string name="Color" object="[fl.motion.Color]" text="new Color(%[紅乘數:Number=1.0,綠乘數:Number=1.0,藍乘數:Number=1.0,Alpha 乘數:Number=1.0,紅偏移:Number=0,綠偏移:Number=0,藍偏移:Number=0,Alpha 偏移:Number=0]%)" constructor="true" tiptext="Color 實體的建構函式。" version="1.0" helpurl="fl.motion:Color:Color" playername=""/>
						<string name="fromXML" object="[fl.motion.Color]" text="Color.fromXML(%xml:XML%):fl.motion:Color" static="true" tiptext="會從 XML 建立 Color 實體。" version="1.0" helpurl="fl.motion:Color:fromXML" playername=""/>
						<string name="interpolateColor" object="[fl.motion.Color]" text="Color.interpolateColor(%來源顏色:uint,目標顏色:uint,進度:Number%):uint" static="true" tiptext="從某個顏色值平順地轉換成另一個顏色值。" version="1.0" helpurl="fl.motion:Color:interpolateColor" playername=""/>
						<string name="interpolateTransform" object="[fl.motion.Color]" text="Color.interpolateTransform(%來源顏色:flash.geom:ColorTransform,目標顏色:flash.geom:ColorTransform,進度:Number%):flash.geom:ColorTransform" static="true" tiptext="從某個 ColorTransform 物件平順地轉換成另一個物件。" version="1.0" helpurl="fl.motion:Color:interpolateTransform" playername=""/>
						<string name="setTint" object="[fl.motion.Color]" text=".setTint(%著色:uint,色調倍數:Number%):void" tiptext="同時設定著色和著色量。" version="1.0" helpurl="fl.motion:Color:setTint" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Color 類別的屬性" helpurl="fl.motion:Color">
						<string name="brightness" object="[fl.motion.Color]" text=".brightness" tiptext="亮度的百分比，也就是介於 -1 和 1 之間的十進位值。" version="" helpurl="fl.motion:Color:brightness:get" playername=""/>
						<string name="tintColor" object="[fl.motion.Color]" text=".tintColor" tiptext="格式為 0xRRGGBB 的著色值。" version="" helpurl="fl.motion:Color:tintColor:get" playername=""/>
						<string name="tintMultiplier" object="[fl.motion.Color]" text=".tintMultiplier" tiptext="要套用著色的百分比，也就是介於 0 和 1 之間的十進位值。" version="" helpurl="fl.motion:Color:tintMultiplier:get" playername=""/>
					</folder>
				</folder>
				<folder name="ColorMatrix" id="[fl.motion.ColorMatrix]" sort="true" index="true" asAncestors="fl.motion:DynamicMatrix,Object" tiptext="ColorMatrix 類別會依據指定值來計算並儲存顏色矩陣。" helpurl="fl.motion:ColorMatrix">
					<folder name="方法" id="Methods" tiptext="ColorMatrix 類別的方法" helpurl="fl.motion:ColorMatrix">
						<string name="ColorMatrix" object="[fl.motion.ColorMatrix]" text="new ColorMatrix(%%)" constructor="true" tiptext="依據指定值來計算並儲存顏色矩陣。" version="1.0" helpurl="fl.motion:ColorMatrix:ColorMatrix" playername=""/>
						<string name="GetFlatArray" object="[fl.motion.ColorMatrix]" text=".GetFlatArray(%%):Array" tiptext="計算並傳回內含 20 個數值 (代表此物件中設定的四個矩陣) 的平面陣列。" version="1.0" helpurl="fl.motion:ColorMatrix:GetFlatArray" playername=""/>
						<string name="SetBrightnessMatrix" object="[fl.motion.ColorMatrix]" text=".SetBrightnessMatrix(%值:Number%):void" tiptext="依據指定值來計算並儲存亮度矩陣。" version="1.0" helpurl="fl.motion:ColorMatrix:SetBrightnessMatrix" playername=""/>
						<string name="SetContrastMatrix" object="[fl.motion.ColorMatrix]" text=".SetContrastMatrix(%值:Number%):void" tiptext="依據指定值來計算並儲存對比矩陣。" version="1.0" helpurl="fl.motion:ColorMatrix:SetContrastMatrix" playername=""/>
						<string name="SetHueMatrix" object="[fl.motion.ColorMatrix]" text=".SetHueMatrix(%角度:Number%):void" tiptext="依據指定值來計算並儲存色相矩陣。" version="1.0" helpurl="fl.motion:ColorMatrix:SetHueMatrix" playername=""/>
						<string name="SetSaturationMatrix" object="[fl.motion.ColorMatrix]" text=".SetSaturationMatrix(%值:Number%):void" tiptext="依據指定值來計算並儲存飽和度矩陣。" version="1.0" helpurl="fl.motion:ColorMatrix:SetSaturationMatrix" playername=""/>
					</folder>
				</folder>
				<folder name="CustomEase" id="[fl.motion.CustomEase]" sort="true" index="true" asAncestors="Object" tiptext="當補間動畫隨著時間進行時，CustomEase 類別可用來修改移動補間動畫之加/減速行為的特定屬性。" helpurl="fl.motion:CustomEase">
					<folder name="方法" id="Methods" tiptext="CustomEase 類別的方法" helpurl="fl.motion:CustomEase">
						<string name="CustomEase" object="[fl.motion.CustomEase]" text="new CustomEase(%[xml:XML=null]%)" constructor="true" tiptext="CustomEase 實體的建構函式。" version="1.0" helpurl="fl.motion:CustomEase:CustomEase" playername=""/>
						<string name="getValue" object="[fl.motion.CustomEase]" text=".getValue(%時間:Number,開始:Number,變動:Number,持續時間:Number%):Number" tiptext="使用自訂的加/減速曲線，計算動畫之數值屬性的內插補值。" version="1.0" helpurl="fl.motion:CustomEase:getValue" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CustomEase 類別的屬性" helpurl="fl.motion:CustomEase">
						<string name="points" object="[fl.motion.CustomEase]" text=".points" tiptext="加/減速曲線中點的排序集合。" version="" helpurl="fl.motion:CustomEase:points" playername=""/>
						<string name="target" object="[fl.motion.CustomEase]" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version="" helpurl="fl.motion:CustomEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="DynamicMatrix" id="[fl.motion.DynamicMatrix]" sort="true" index="true" asAncestors="Object" tiptext="DynamicMatrix 類別會依據指定值來計算並儲存矩陣。" helpurl="fl.motion:DynamicMatrix">
					<folder name="方法" id="Methods" tiptext="DynamicMatrix 類別的方法" helpurl="fl.motion:DynamicMatrix">
						<string name="DynamicMatrix" object="[fl.motion.DynamicMatrix]" text="new DynamicMatrix(%寬度:int,高度:int%)" constructor="true" tiptext="使用指定的列與欄數來建構矩陣。" version="1.0" helpurl="fl.motion:DynamicMatrix:DynamicMatrix" playername=""/>
						<string name="Add" object="[fl.motion.DynamicMatrix]" text=".Add(%矩陣中:fl.motion:DynamicMatrix%):Boolean" tiptext="將目前的矩陣與指定的矩陣相加。" version="1.0" helpurl="fl.motion:DynamicMatrix:Add" playername=""/>
						<string name="GetHeight" object="[fl.motion.DynamicMatrix]" text=".GetHeight(%%):Number" tiptext="傳回目前矩陣中的列數。" version="1.0" helpurl="fl.motion:DynamicMatrix:GetHeight" playername=""/>
						<string name="GetValue" object="[fl.motion.DynamicMatrix]" text=".GetValue(%列:int,欄:int%):Number" tiptext="傳回目前矩陣中指定列與欄 (從零開始) 處的值。" version="1.0" helpurl="fl.motion:DynamicMatrix:GetValue" playername=""/>
						<string name="GetWidth" object="[fl.motion.DynamicMatrix]" text=".GetWidth(%%):Number" tiptext="傳回目前矩陣中的欄數。" version="1.0" helpurl="fl.motion:DynamicMatrix:GetWidth" playername=""/>
						<string name="LoadIdentity" object="[fl.motion.DynamicMatrix]" text=".LoadIdentity(%%):void" tiptext="將目前矩陣設定為單位矩陣。" version="1.0" helpurl="fl.motion:DynamicMatrix:LoadIdentity" playername=""/>
						<string name="LoadZeros" object="[fl.motion.DynamicMatrix]" text=".LoadZeros(%%):void" tiptext="將目前矩陣中的所有值設為零。" version="1.0" helpurl="fl.motion:DynamicMatrix:LoadZeros" playername=""/>
						<string name="MultiplyNumber" object="[fl.motion.DynamicMatrix]" text=".MultiplyNumber(%值:Number%):Boolean" tiptext="將某個數字與 Matrix 中的每一個項目相乘，然後將結果儲存在目前的矩陣中。" version="1.0" helpurl="fl.motion:DynamicMatrix:MultiplyNumber" playername=""/>
						<string name="Multiply" object="[fl.motion.DynamicMatrix]" text=".Multiply(%矩陣中:fl.motion:DynamicMatrix[,順序:int=unknown]%):Boolean" tiptext="將目前的矩陣與指定矩陣相乘，並將指定矩陣附加在結尾或開頭。" version="1.0" helpurl="fl.motion:DynamicMatrix:Multiply" playername=""/>
						<string name="SetValue" object="[fl.motion.DynamicMatrix]" text=".SetValue(%列:int,欄:int,值:Number%):void" tiptext="設定目前矩陣中指定列與欄 (從零開始) 處的值。" version="1.0" helpurl="fl.motion:DynamicMatrix:SetValue" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DynamicMatrix 類別的屬性" helpurl="fl.motion:DynamicMatrix">
						<string name="MATRIX_ORDER_APPEND" object="[fl.motion.DynamicMatrix]" text="DynamicMatrix.MATRIX_ORDER_APPEND" constant="true" tiptext="指定矩陣附加至連接之後。" version="" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_APPEND" playername=""/>
						<string name="MATRIX_ORDER_PREPEND" object="[fl.motion.DynamicMatrix]" text="DynamicMatrix.MATRIX_ORDER_PREPEND" constant="true" tiptext="指定將矩陣附加至連接之前。" version="" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_PREPEND" playername=""/>
					</folder>
				</folder>
				<folder name="FunctionEase" id="[fl.motion.FunctionEase]" sort="true" index="true" asAncestors="Object" tiptext="FunctionEase 類別允許將自訂內插補點函數搭配 fl.motion framework 一起使用，以取代像是 SimpleEase 和 CustomEase 的其它內插補點。" helpurl="fl.motion:FunctionEase">
					<folder name="方法" id="Methods" tiptext="FunctionEase 類別的方法" helpurl="fl.motion:FunctionEase">
						<string name="FunctionEase" object="[fl.motion.FunctionEase]" text="new FunctionEase(%[xml:XML=null]%)" constructor="true" tiptext="FunctionEase 實體的建構函式。" version="1.0" helpurl="fl.motion:FunctionEase:FunctionEase" playername=""/>
						<string name="getValue" object="[fl.motion.FunctionEase]" text=".getValue(%時間:Number,開始:Number,變動:Number,持續時間:Number%):Number" tiptext="使用指定的加/減速函數，計算動畫之數值屬性的內插補值。" version="1.0" helpurl="fl.motion:FunctionEase:getValue" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FunctionEase 類別的屬性" helpurl="fl.motion:FunctionEase">
						<string name="easingFunction" object="[fl.motion.FunctionEase]" text=".easingFunction" tiptext="函數的參考，此函數的 (t, b, c, d) 簽名類似 fl.motion.easing 類別中的方法。" version="" helpurl="fl.motion:FunctionEase:easingFunction" playername=""/>
						<string name="parameters" object="[fl.motion.FunctionEase]" text=".parameters" tiptext="選擇性的值陣列，這些值要當做其它引數傳遞給加/減速函數。" version="" helpurl="fl.motion:FunctionEase:parameters" playername=""/>
						<string name="functionName" object="[fl.motion.FunctionEase]" text=".functionName" tiptext="加/減速函數的完整名稱，如 fl.motion.easing.Bounce.easeOut()。" version="" helpurl="fl.motion:FunctionEase:functionName:get" playername=""/>
						<string name="target" object="[fl.motion.FunctionEase]" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version="" helpurl="fl.motion:FunctionEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="ITween" id="[fl.motion.ITween]" sort="true" index="true" tiptext="ITween 介面會定義內插補點類別實作，以便使用 fl.motion 類別的應用程式設計介面 (API)。" helpurl="fl.motion:ITween">
					<folder name="方法" id="Methods" tiptext="ITween 類別的方法" helpurl="fl.motion:ITween">
						<string name="getValue" object="[fl.motion.ITween]" text=".getValue(%時間:Number,開始:Number,變動:Number,持續時間:Number%):Number" tiptext="計算動畫之數值屬性的內插補值。" version="1.0" helpurl="fl.motion:ITween:getValue" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ITween 類別的屬性" helpurl="fl.motion:ITween">
						<string name="target" object="[fl.motion.ITween]" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version="" helpurl="fl.motion:ITween:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="Keyframe" id="[fl.motion.Keyframe]" sort="true" index="true" asAncestors="fl.motion:KeyframeBase,Object" tiptext="Keyframe 類別會定義移動補間動畫中特定時間的視覺狀態。" helpurl="fl.motion:Keyframe">
					<folder name="方法" id="Methods" tiptext="Keyframe 類別的方法" helpurl="fl.motion:Keyframe">
						<string name="Keyframe" object="[fl.motion.Keyframe]" text="new Keyframe(%[xml:XML=null]%)" constructor="true" tiptext="關鍵影格實體的建構函式。" version="1.0" helpurl="fl.motion:Keyframe:Keyframe" playername=""/>
						<string name="getTween" object="[fl.motion.Keyframe]" text=".getTween(%目標:String%):fl.motion:ITween" tiptext="會擷取特定 animation 屬性的 ITween 物件。" version="1.0" helpurl="fl.motion:Keyframe:getTween" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Keyframe 類別的屬性" helpurl="fl.motion:Keyframe">
						<string name="tweenScale" object="[fl.motion.Keyframe]" text=".tweenScale" tiptext="旗標，可用來控制縮放是否會在補間動畫期間進行漸變處理。" version="" helpurl="fl.motion:Keyframe:tweenScale" playername=""/>
						<string name="tweenSnap" object="[fl.motion.Keyframe]" text=".tweenSnap" tiptext="會儲存移動補間動畫之「貼齊」核取方塊的值，此值會將物件貼齊移動導引線。" version="" helpurl="fl.motion:Keyframe:tweenSnap" playername=""/>
						<string name="tweenSync" object="[fl.motion.Keyframe]" text=".tweenSync" tiptext="會儲存移動補間動畫之「同步」核取方塊的值，此值只會影響圖像元件。" version="" helpurl="fl.motion:Keyframe:tweenSync" playername=""/>
						<string name="tweens" object="[fl.motion.Keyframe]" text=".tweens" tiptext="陣列，其中包含在特定關鍵影格要套用至目標物件的每個補間動畫物件。" version="" helpurl="fl.motion:Keyframe:tweens" playername=""/>
						<string name="tweensLength" object="[fl.motion.Keyframe]" text=".tweensLength" tiptext="補間動畫的影格數目。" version="" helpurl="fl.motion:Keyframe:tweensLength:get" playername=""/>
					</folder>
				</folder>
				<folder name="KeyframeBase" id="[fl.motion.KeyframeBase]" sort="true" index="true" asAncestors="Object" tiptext="KeyframeBase 類別會定義移動補間動畫中特定時間的視覺狀態。" helpurl="fl.motion:KeyframeBase">
					<folder name="方法" id="Methods" tiptext="KeyframeBase 類別的方法" helpurl="fl.motion:KeyframeBase">
						<string name="KeyframeBase" object="[fl.motion.KeyframeBase]" text="new KeyframeBase(%[xml:XML=null]%)" constructor="true" tiptext="關鍵影格實體的建構函式。" version="1.0" helpurl="fl.motion:KeyframeBase:KeyframeBase" playername=""/>
						<string name="affectsTweenable" object="[fl.motion.KeyframeBase]" text=".affectsTweenable(%可補間名稱:String%):Boolean" tiptext="指出關鍵影格是否會影響特定 animation 屬性。" version="1.0" helpurl="fl.motion:KeyframeBase:affectsTweenable" playername=""/>
						<string name="getValue" object="[fl.motion.KeyframeBase]" text=".getValue(%可補間名稱:String%):Number" tiptext="擷取關鍵影格上特定可補間屬性的值。" version="1.0" helpurl="fl.motion:KeyframeBase:getValue" playername=""/>
						<string name="setAdjustColorProperty" object="[fl.motion.KeyframeBase]" text=".setAdjustColorProperty(%濾鏡索引:int,屬性名稱:String,值:*%):void" tiptext="將四個 AdjustColor 屬性中的任何一個設為指定濾鏡索引的 AdjustColor 物件。" version="1.0" helpurl="fl.motion:KeyframeBase:setAdjustColorProperty" playername=""/>
						<string name="setValue" object="[fl.motion.KeyframeBase]" text=".setValue(%可補間名稱:String,新值:Number%):void" tiptext="變更關鍵影格上特定可補間屬性的值。" version="1.0" helpurl="fl.motion:KeyframeBase:setValue" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="KeyframeBase 類別的屬性" helpurl="fl.motion:KeyframeBase">
						<string name="adjustColorObjects" object="[fl.motion.KeyframeBase]" text=".adjustColorObjects" tiptext="儲存 AdjustColor 實體 (對應至其在此關鍵影格之濾鏡 Array 中的相應索引)。" version="" helpurl="fl.motion:KeyframeBase:adjustColorObjects" playername=""/>
						<string name="blank" object="[fl.motion.KeyframeBase]" text=".blank" tiptext="指出目標物件不該顯示於此關鍵影格上。" version="" helpurl="fl.motion:KeyframeBase:blank" playername=""/>
						<string name="blendMode" object="[fl.motion.KeyframeBase]" text=".blendMode" tiptext="BlendMode 類別的值，可用來指定 Flash Player 混合顯示物件的顏色與此物件底下圖像的方式。" version="" helpurl="fl.motion:KeyframeBase:blendMode" playername=""/>
						<string name="cacheAsBitmap" object="[fl.motion.KeyframeBase]" text=".cacheAsBitmap" tiptext="如果設定為 true，Flash Player 會快取顯示物件的內部點陣圖表示法。" version="" helpurl="fl.motion:KeyframeBase:cacheAsBitmap" playername=""/>
						<string name="color" object="[fl.motion.KeyframeBase]" text=".color" tiptext="在目標物件中調整顏色變化的顏色物件。" version="" helpurl="fl.motion:KeyframeBase:color" playername=""/>
						<string name="filters" object="[fl.motion.KeyframeBase]" text=".filters" tiptext="陣列，其中包含在特定關鍵影格要套用至目標物件的每個濾鏡物件。" version="" helpurl="fl.motion:KeyframeBase:filters" playername=""/>
						<string name="firstFrame" object="[fl.motion.KeyframeBase]" text=".firstFrame" tiptext="儲存移動補間動畫第一個影格的名稱，此名稱只會影響圖像元件。" version="" helpurl="fl.motion:KeyframeBase:firstFrame" playername=""/>
						<string name="label" object="[fl.motion.KeyframeBase]" text=".label" tiptext="用來描述關鍵影格的字串。" version="" helpurl="fl.motion:KeyframeBase:label" playername=""/>
						<string name="loop" object="[fl.motion.KeyframeBase]" text=".loop" tiptext="儲存移動補間動畫之「重複」核取方塊的值，此值只會影響圖像元件。" version="" helpurl="fl.motion:KeyframeBase:loop" playername=""/>
						<string name="matrix3D" object="[fl.motion.KeyframeBase]" text=".matrix3D" tiptext="如果此關鍵影格具有 matrix3d 屬性的話，則會加以儲存。" version="" helpurl="fl.motion:KeyframeBase:matrix3D" playername=""/>
						<string name="matrix" object="[fl.motion.KeyframeBase]" text=".matrix" tiptext="如果此關鍵影格具有 matrix 屬性的話，則加以儲存。" version="" helpurl="fl.motion:KeyframeBase:matrix" playername=""/>
						<string name="opaqueBackground" object="[fl.motion.KeyframeBase]" text=".opaqueBackground" tiptext="控制目標物件是否具有不透明的背景。" version="" helpurl="fl.motion:KeyframeBase:opaqueBackground" playername=""/>
						<string name="orientToPath" object="[fl.motion.KeyframeBase]" text=".orientToPath" tiptext="如果設定為 true，則此屬性會讓目標物件自動旋轉以順應路徑的角度。" version="" helpurl="fl.motion:KeyframeBase:orientToPath" playername=""/>
						<string name="rotateDirection" object="[fl.motion.KeyframeBase]" text=".rotateDirection" tiptext="使用 RotateDirection 類別的值，控制目標物件在移動補間動畫期間旋轉的方式。" version="" helpurl="fl.motion:KeyframeBase:rotateDirection" playername=""/>
						<string name="rotateTimes" object="[fl.motion.KeyframeBase]" text=".rotateTimes" tiptext="除了現有的任何旋轉以外，會在移動補間動畫期間將旋轉加入至目標物件。" version="" helpurl="fl.motion:KeyframeBase:rotateTimes" playername=""/>
						<string name="rotationConcat" object="[fl.motion.KeyframeBase]" text=".rotationConcat" tiptext="相對於先前方向，並從變形點套用的移動中目標物件之旋轉 (z 軸) 值，與絕對旋轉值相反，並與 skewY 值不同。" version="" helpurl="fl.motion:KeyframeBase:rotationConcat" playername=""/>
						<string name="rotationX" object="[fl.motion.KeyframeBase]" text=".rotationX" tiptext="儲存此關鍵影格的 rotationX 屬性。" version="" helpurl="fl.motion:KeyframeBase:rotationX" playername=""/>
						<string name="rotationY" object="[fl.motion.KeyframeBase]" text=".rotationY" tiptext="儲存此關鍵影格的 rotationY 屬性。" version="" helpurl="fl.motion:KeyframeBase:rotationY" playername=""/>
						<string name="scaleX" object="[fl.motion.KeyframeBase]" text=".scaleX" tiptext="會指出從變形點套用的物件水平縮放 (百分比)。" version="" helpurl="fl.motion:KeyframeBase:scaleX" playername=""/>
						<string name="scaleY" object="[fl.motion.KeyframeBase]" text=".scaleY" tiptext="會指出從變形點套用的物件垂直縮放 (百分比)。" version="" helpurl="fl.motion:KeyframeBase:scaleY" playername=""/>
						<string name="skewX" object="[fl.motion.KeyframeBase]" text=".skewX" tiptext="會指出從變形點套用的目標物件水平傾斜角度，以度數為單位。" version="" helpurl="fl.motion:KeyframeBase:skewX" playername=""/>
						<string name="skewY" object="[fl.motion.KeyframeBase]" text=".skewY" tiptext="會指出從變形點套用的目標物件垂直傾斜角度，以度數為單位。" version="" helpurl="fl.motion:KeyframeBase:skewY" playername=""/>
						<string name="useRotationConcat" object="[fl.motion.KeyframeBase]" text=".useRotationConcat" tiptext="如果設為 true，則當 addpropertyarray 提供了移動的資料，此屬性會導致目標物件旋轉。" version="" helpurl="fl.motion:KeyframeBase:useRotationConcat" playername=""/>
						<string name="visible" object="[fl.motion.KeyframeBase]" text=".visible" tiptext="控制目標物件是否為可見。" version="" helpurl="fl.motion:KeyframeBase:visible" playername=""/>
						<string name="x" object="[fl.motion.KeyframeBase]" text=".x" tiptext="目標物件變形點在其父輩的座標空間中的水平位置。" version="" helpurl="fl.motion:KeyframeBase:x" playername=""/>
						<string name="y" object="[fl.motion.KeyframeBase]" text=".y" tiptext="目標物件變形點在其父輩的座標空間中的垂直位置。" version="" helpurl="fl.motion:KeyframeBase:y" playername=""/>
						<string name="z" object="[fl.motion.KeyframeBase]" text=".z" tiptext="目標物件變形點在其父輩的座標空間中的深度 (z 軸) 位置。" version="" helpurl="fl.motion:KeyframeBase:z" playername=""/>
						<string name="index" object="[fl.motion.KeyframeBase]" text=".index" tiptext="關鍵影格在移動補間動畫中的唯一時間值。" version="" helpurl="fl.motion:KeyframeBase:index:get" playername=""/>
						<string name="rotation" object="[fl.motion.KeyframeBase]" text=".rotation" tiptext="會指出從變形點套用的目標物件旋轉度數 (依該物件原本的方向計算)。" version="" helpurl="fl.motion:KeyframeBase:rotation:get" playername=""/>
						<string name="tweensLength" object="[fl.motion.KeyframeBase]" text=".tweensLength" tiptext="補間動畫的影格數目。" version="" helpurl="fl.motion:KeyframeBase:tweensLength:get" playername=""/>
					</folder>
				</folder>
				<folder name="MatrixTransformer" id="[fl.motion.MatrixTransformer]" sort="true" index="true" asAncestors="Object" tiptext="MatrixTransformer 類別包含修改變形矩陣個別屬性的方法:水平與垂直縮放、水平與垂直頃斜與旋轉。" helpurl="fl.motion:MatrixTransformer">
					<folder name="方法" id="Methods" tiptext="MatrixTransformer 類別的方法" helpurl="fl.motion:MatrixTransformer">
						<string name="getRotationRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getRotationRadians(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的旋轉角度，以弧度為單位。" version="1.0" helpurl="fl.motion:MatrixTransformer:getRotationRadians" playername=""/>
						<string name="getRotation" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getRotation(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的旋轉角度，以度數為單位。" version="1.0" helpurl="fl.motion:MatrixTransformer:getRotation" playername=""/>
						<string name="getScaleX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getScaleX(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的水平縮放。" version="1.0" helpurl="fl.motion:MatrixTransformer:getScaleX" playername=""/>
						<string name="getScaleY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getScaleY(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的垂直縮放。" version="1.0" helpurl="fl.motion:MatrixTransformer:getScaleY" playername=""/>
						<string name="getSkewXRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewXRadians(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的水平傾斜角度，以弧度為單位。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewXRadians" playername=""/>
						<string name="getSkewX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewX(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的水平傾斜角度，以度數為單位。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewX" playername=""/>
						<string name="getSkewYRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewYRadians(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的垂直傾斜角度，以弧度為單位。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewYRadians" playername=""/>
						<string name="getSkewY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewY(%m:flash.geom:Matrix%):Number" static="true" tiptext="計算存在於矩陣中的垂直傾斜角度，以度數為單位。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewY" playername=""/>
						<string name="matchInternalPointWithExternal" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.matchInternalPointWithExternal(%m:flash.geom:Matrix,內部點:flash.geom:Point,外部點:flash.geom:Point%):void" static="true" tiptext="視需要移動矩陣，使內部的點對齊外部的某個點。" version="1.0" helpurl="fl.motion:MatrixTransformer:matchInternalPointWithExternal" playername=""/>
						<string name="rotateAroundExternalPoint" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.rotateAroundExternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" static="true" tiptext="將矩陣繞著在矩陣變形空間之外定義的某個點旋轉。" version="1.0" helpurl="fl.motion:MatrixTransformer:rotateAroundExternalPoint" playername=""/>
						<string name="rotateAroundInternalPoint" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.rotateAroundInternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" static="true" tiptext="將矩陣繞著在矩陣變形空間之內定義的某個點旋轉。" version="1.0" helpurl="fl.motion:MatrixTransformer:rotateAroundInternalPoint" playername=""/>
						<string name="setRotationRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setRotationRadians(%m:flash.geom:Matrix,旋轉:Number%):void" static="true" tiptext="變更矩陣中的旋轉角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setRotationRadians" playername=""/>
						<string name="setRotation" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setRotation(%m:flash.geom:Matrix,旋轉:Number%):void" static="true" tiptext="變更矩陣中的旋轉角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setRotation" playername=""/>
						<string name="setScaleX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setScaleX(%m:flash.geom:Matrix,縮放X:Number%):void" static="true" tiptext="變更矩陣中水平縮放。" version="1.0" helpurl="fl.motion:MatrixTransformer:setScaleX" playername=""/>
						<string name="setScaleY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setScaleY(%m:flash.geom:Matrix,縮放Y:Number%):void" static="true" tiptext="變更矩陣中的垂直縮放。" version="1.0" helpurl="fl.motion:MatrixTransformer:setScaleY" playername=""/>
						<string name="setSkewXRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewXRadians(%m:flash.geom:Matrix,傾斜X:Number%):void" static="true" tiptext="變更矩陣中的水平傾斜。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewXRadians" playername=""/>
						<string name="setSkewX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewX(%m:flash.geom:Matrix,傾斜X:Number%):void" static="true" tiptext="變更矩陣中的水平傾斜。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewX" playername=""/>
						<string name="setSkewYRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewYRadians(%m:flash.geom:Matrix,傾斜Y:Number%):void" static="true" tiptext="變更矩陣中的垂直傾斜。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewYRadians" playername=""/>
						<string name="setSkewY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewY(%m:flash.geom:Matrix,傾斜Y:Number%):void" static="true" tiptext="變更矩陣中的垂直傾斜。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewY" playername=""/>
					</folder>
				</folder>
				<folder name="Motion" id="[fl.motion.Motion]" sort="true" index="true" asAncestors="fl.motion:MotionBase,Object" tiptext="Motion 類別會儲存可套用至視覺物件的關鍵影格連續動畫。" helpurl="fl.motion:Motion">
					<folder name="方法" id="Methods" tiptext="Motion 類別的方法" helpurl="fl.motion:Motion">
						<string name="Motion" object="[fl.motion.Motion]" text="new Motion(%[xml:XML=null]%)" constructor="true" tiptext="Motion 實體的建構函式。" version="1.0" helpurl="fl.motion:Motion:Motion" playername=""/>
						<string name="fromXMLString" object="[fl.motion.Motion]" text="Motion.fromXMLString(%xml字串:String%):fl.motion:Motion" static="true" tiptext="從 XML 字串建立 Motion 實體所需的方法。" version="1.0" helpurl="fl.motion:Motion:fromXMLString" playername=""/>
						<string name="getColorTransform" object="[fl.motion.Motion]" text=".getColorTransform(%索引:int%):flash.geom:ColorTransform" tiptext="擷取 Motion 實體中特定時間索引的內插補 ColorTransform 物件。" version="1.0" helpurl="fl.motion:Motion:getColorTransform" playername=""/>
						<string name="getFilters" object="[fl.motion.Motion]" text=".getFilters(%索引:Number%):Array" tiptext="擷取 Motion 實體中特定時間索引的內插補濾鏡陣列。" version="1.0" helpurl="fl.motion:Motion:getFilters" playername=""/>
						<string name="interpolateFilters" object="[fl.motion.Motion]" text="Motion.interpolateFilters(%來源濾鏡:Array,目的濾鏡:Array,進度:Number%):Array" static="true" tiptext="將濾鏡從某個濾鏡物件的陣列平順地轉換成另一個陣列。" version="1.0" helpurl="fl.motion:Motion:interpolateFilters" playername=""/>
						<string name="interpolateFilter" object="[fl.motion.Motion]" text="Motion.interpolateFilter(%來源濾鏡:flash.filters:BitmapFilter,目的濾鏡:flash.filters:BitmapFilter,進度:Number%):flash.filters:BitmapFilter" static="true" tiptext="將濾鏡從某個濾鏡物件平順地轉換成另一個物件。" version="1.0" helpurl="fl.motion:Motion:interpolateFilter" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Motion 類別的屬性" helpurl="fl.motion:Motion">
						<string name="source" object="[fl.motion.Motion]" text=".source" tiptext="物件，其中儲存用於建立移動之內容的相關資訊，如影格速率、尺寸、變形點、初始位置、縮放、旋轉及傾斜。" version="" helpurl="fl.motion:Motion:source" playername=""/>
						<string name="keyframesCompact" object="[fl.motion.Motion]" text=".keyframesCompact" tiptext="精簡的關鍵影格陣列，其中每個索引都由某個關鍵影格佔用。" version="" helpurl="fl.motion:Motion:keyframesCompact:get" playername=""/>
					</folder>
				</folder>
				<folder name="MotionBase" id="[fl.motion.MotionBase]" sort="true" index="true" asAncestors="Object" tiptext="MotionBase 類別會儲存可套用至視覺物件的關鍵影格連續動畫。" helpurl="fl.motion:MotionBase">
					<folder name="方法" id="Methods" tiptext="MotionBase 類別的方法" helpurl="fl.motion:MotionBase">
						<string name="MotionBase" object="[fl.motion.MotionBase]" text="new MotionBase(%[xml:XML=null]%)" constructor="true" tiptext="MotionBase 實體的建構函式。" version="1.0" helpurl="fl.motion:MotionBase:MotionBase" playername=""/>
						<string name="addFilterPropertyArray" object="[fl.motion.MotionBase]" text=".addFilterPropertyArray(%索引:int,名稱:String,值:Array[,開始影格:int=-1,結束影格:int=-1]%):void" tiptext="修改 Motion 物件的所有對應關鍵影格中的濾鏡屬性。" version="1.0" helpurl="fl.motion:MotionBase:addFilterPropertyArray" playername=""/>
						<string name="addKeyframe" object="[fl.motion.MotionBase]" text=".addKeyframe(%新關鍵影格:fl.motion:KeyframeBase%):void" tiptext="將關鍵影格物件加入至 Motion 實體。" version="1.0" helpurl="fl.motion:MotionBase:addKeyframe" playername=""/>
						<string name="addPropertyArray" object="[fl.motion.MotionBase]" text=".addPropertyArray(%名稱:String,值:Array[,開始影格:int=-1,結束影格:int=-1]%):void" tiptext="將值陣列儲存在與 Motion 類別的已宣告屬性對應的關鍵影格中。" version="1.0" helpurl="fl.motion:MotionBase:addPropertyArray" playername=""/>
						<string name="getColorTransform" object="[fl.motion.MotionBase]" text=".getColorTransform(%索引:int%):flash.geom:ColorTransform" tiptext="擷取 Motion 實體中特定時間索引的內插補 ColorTransform 物件。" version="1.0" helpurl="fl.motion:MotionBase:getColorTransform" playername=""/>
						<string name="getCurrentKeyframe" object="[fl.motion.MotionBase]" text=".getCurrentKeyframe(%索引:int,可補間名稱:String%):fl.motion:KeyframeBase" tiptext="擷取位於 Motion 實體內特定影格之目前作用中的關鍵影格。" version="1.0" helpurl="fl.motion:MotionBase:getCurrentKeyframe" playername=""/>
						<string name="getFilters" object="[fl.motion.MotionBase]" text=".getFilters(%索引:Number%):Array" tiptext="擷取 Motion 實體中特定時間索引的內插補濾鏡陣列。" version="1.0" helpurl="fl.motion:MotionBase:getFilters" playername=""/>
						<string name="getMatrix3D" object="[fl.motion.MotionBase]" text=".getMatrix3D(%索引:int%):Object" tiptext="針對動畫影格的指定索引位置傳回 Matrix3D 物件。" version="1.0" helpurl="fl.motion:MotionBase:getMatrix3D" playername=""/>
						<string name="getMatrix" object="[fl.motion.MotionBase]" text=".getMatrix(%索引:int%):flash.geom:Matrix" tiptext="針對動畫影格的指定索引位置傳回 Matrix 物件。" version="1.0" helpurl="fl.motion:MotionBase:getMatrix" playername=""/>
						<string name="getNextKeyframe" object="[fl.motion.MotionBase]" text=".getNextKeyframe(%索引:int,可補間名稱:String%):fl.motion:KeyframeBase" tiptext="擷取 Motion 實體中特定影格之後的下一個關鍵影格。" version="1.0" helpurl="fl.motion:MotionBase:getNextKeyframe" playername=""/>
						<string name="getValue" object="[fl.motion.MotionBase]" text=".getValue(%索引:Number,可補間名稱:String%):Number" tiptext="會擷取某個時間點的 animation 屬性值。" version="1.0" helpurl="fl.motion:MotionBase:getValue" playername=""/>
						<string name="initFilters" object="[fl.motion.MotionBase]" text=".initFilters(%濾鏡類別:Array,漸層子陣列長度:Array[,開始影格:int=-1,結束影格:int=-1]%):void" tiptext="初始化目標物件的濾鏡清單，並將此濾鏡清單複製到 Motion 物件的每個 Keyframe 實體。" version="1.0" helpurl="fl.motion:MotionBase:initFilters" playername=""/>
						<string name="overrideTargetTransform" object="[fl.motion.MotionBase]" text=".overrideTargetTransform(%[縮放:Boolean=true,傾斜:Boolean=true,旋轉:Boolean=true]%):void" tiptext="" version="" helpurl="fl.motion:MotionBase:overrideTargetTransform" playername=""/>
						<string name="setValue" object="[fl.motion.MotionBase]" text=".setValue(%索引:int,可補間名稱:String,值:Number%):void" tiptext="設定 Motion 實體中所指定時間索引的特定可補間屬性值。" version="1.0" helpurl="fl.motion:MotionBase:setValue" playername=""/>
						<string name="useRotationConcat" object="[fl.motion.MotionBase]" text=".useRotationConcat(%索引:int%):Boolean" tiptext="當 addPropertyArray() 方法提供移動資料時，則旋轉目標物件。" version="1.0" helpurl="fl.motion:MotionBase:useRotationConcat" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MotionBase 類別的屬性" helpurl="fl.motion:MotionBase">
						<string name="keyframes" object="[fl.motion.MotionBase]" text=".keyframes" tiptext="關鍵影格的陣列，這些關鍵影格會定義移動在一段時間中的行為指令。" version="" helpurl="fl.motion:MotionBase:keyframes" playername=""/>
						<string name="duration" object="[fl.motion.MotionBase]" text=".duration" tiptext="控制 Motion 實體的時間長度 (以影格為單位)。" version="" helpurl="fl.motion:MotionBase:duration:get" playername=""/>
						<string name="is3D" object="[fl.motion.MotionBase]" text=".is3D" tiptext="指定此移動是否包含 3D 屬性變更。" version="" helpurl="fl.motion:MotionBase:is3D:get" playername=""/>
						<string name="initialMatrix" object="[fl.motion.MotionBase]" text=".initialMatrix" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version="" helpurl="fl.motion:MotionBase:initialMatrix:set" playername=""/>
						<string name="initialPosition" object="[fl.motion.MotionBase]" text=".initialPosition" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version="" helpurl="fl.motion:MotionBase:initialPosition:set" playername=""/>
						<string name="spanStart" object="[fl.motion.MotionBase]" text=".spanStart" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version="" helpurl="fl.motion:MotionBase:spanStart:set" playername=""/>
						<string name="transformationPointZ" object="[fl.motion.MotionBase]" text=".transformationPointZ" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version="" helpurl="fl.motion:MotionBase:transformationPointZ:set" playername=""/>
						<string name="transformationPoint" object="[fl.motion.MotionBase]" text=".transformationPoint" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version="" helpurl="fl.motion:MotionBase:transformationPoint:set" playername=""/>
					</folder>
				</folder>
				<folder name="MotionEvent" id="[fl.motion.MotionEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="MotionEvent 類別代表由 fl.motion.Animator 類別所廣播的事件。" helpurl="fl.motion:MotionEvent">
					<folder name="方法" id="Methods" tiptext="MotionEvent 類別的方法" helpurl="fl.motion:MotionEvent">
						<string name="MotionEvent" object="[fl.motion.MotionEvent]" text="new MotionEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="建構函式。" version="1.0" helpurl="fl.motion:MotionEvent:MotionEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MotionEvent 類別的屬性" helpurl="fl.motion:MotionEvent">
						<string name="MOTION_END" object="[fl.motion.MotionEvent]" text="MotionEvent.MOTION_END" constant="true" tiptext="指出移動已停止，可能是由於明確呼叫 Animator.stop() 或 Animator.end()，或到達 Motion 實體的結尾。" version="" helpurl="fl.motion:MotionEvent:MOTION_END" playername=""/>
						<string name="MOTION_START" object="[fl.motion.MotionEvent]" text="MotionEvent.MOTION_START" constant="true" tiptext="指出 Motion 實體已開始播放。" version="" helpurl="fl.motion:MotionEvent:MOTION_START" playername=""/>
						<string name="MOTION_UPDATE" object="[fl.motion.MotionEvent]" text="MotionEvent.MOTION_UPDATE" constant="true" tiptext="指出 Motion 實體已變更，而且螢幕已更新。" version="" helpurl="fl.motion:MotionEvent:MOTION_UPDATE" playername=""/>
						<string name="TIME_CHANGE" object="[fl.motion.MotionEvent]" text="MotionEvent.TIME_CHANGE" constant="true" tiptext="指出 Animator 實體的 time 值已變更，但是螢幕尚未更新 (Flash Player 尚未傳送 motionUpdate 事件)。" version="" helpurl="fl.motion:MotionEvent:TIME_CHANGE" playername=""/>
					</folder>
				</folder>
				<folder name="RotateDirection" id="[fl.motion.RotateDirection]" sort="true" index="true" asAncestors="Object" tiptext="RotateDirection 類別會在補間動畫期間針對旋轉行為提供常數值。" helpurl="fl.motion:RotateDirection">
					<folder name="屬性" id="Properties" tiptext="RotateDirection 類別的屬性" helpurl="fl.motion:RotateDirection">
						<string name="AUTO" object="[fl.motion.RotateDirection]" text="RotateDirection.AUTO" constant="true" tiptext="選擇需要最少旋轉量的旋轉方向。" version="" helpurl="fl.motion:RotateDirection:AUTO" playername=""/>
						<string name="CCW" object="[fl.motion.RotateDirection]" text="RotateDirection.CCW" constant="true" tiptext="確保物件會在補間動畫期間逆時針旋轉，以便在下列關鍵影格中符合物件的旋轉。" version="" helpurl="fl.motion:RotateDirection:CCW" playername=""/>
						<string name="CW" object="[fl.motion.RotateDirection]" text="RotateDirection.CW" constant="true" tiptext="確保物件會在補間動畫期間順時針旋轉，以便在下列關鍵影格中符合物件的旋轉。" version="" helpurl="fl.motion:RotateDirection:CW" playername=""/>
						<string name="NONE" object="[fl.motion.RotateDirection]" text="RotateDirection.NONE" constant="true" tiptext="防止物件在補間動畫期間旋轉，直到到達下一個關鍵影格為止。" version="" helpurl="fl.motion:RotateDirection:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="SimpleEase" id="[fl.motion.SimpleEase]" sort="true" index="true" asAncestors="Object" tiptext="SimpleEase 類別可讓您使用 Flash 時間軸中所用的百分比加/減速類型控制動畫。" helpurl="fl.motion:SimpleEase">
					<folder name="方法" id="Methods" tiptext="SimpleEase 類別的方法" helpurl="fl.motion:SimpleEase">
						<string name="SimpleEase" object="[fl.motion.SimpleEase]" text="new SimpleEase(%[xml:XML=null]%)" constructor="true" tiptext="SimpleEase 實體的建構函式。" version="1.0" helpurl="fl.motion:SimpleEase:SimpleEase" playername=""/>
						<string name="easeNone" object="[fl.motion.SimpleEase]" text="SimpleEase.easeNone(%時間:Number,開始:Number,變動:Number,持續時間:Number%):Number" static="true" tiptext="使用等速的線性補間動畫，計算動畫之數值屬性的內插補值。" version="1.0" helpurl="fl.motion:SimpleEase:easeNone" playername=""/>
						<string name="easeQuadPercent" object="[fl.motion.SimpleEase]" text="SimpleEase.easeQuadPercent(%時間:Number,開始:Number,變動:Number,持續時間:Number,百分比:Number%):Number" static="true" tiptext="使用二次方加/減速的百分比，計算動畫之數值屬性的內插補值。" version="1.0" helpurl="fl.motion:SimpleEase:easeQuadPercent" playername=""/>
						<string name="getValue" object="[fl.motion.SimpleEase]" text=".getValue(%時間:Number,開始:Number,變動:Number,持續時間:Number%):Number" tiptext="使用二次方加/減速的百分比，計算動畫之數值屬性的內插補值。" version="1.0" helpurl="fl.motion:SimpleEase:getValue" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SimpleEase 類別的屬性" helpurl="fl.motion:SimpleEase">
						<string name="ease" object="[fl.motion.SimpleEase]" text=".ease" tiptext="介於 -1 (100% 加速) 和 1 (100% 減速) 之間的百分比。" version="" helpurl="fl.motion:SimpleEase:ease:get" playername=""/>
						<string name="target" object="[fl.motion.SimpleEase]" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version="" helpurl="fl.motion:SimpleEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="Source" id="[fl.motion.Source]" sort="true" index="true" asAncestors="Object" tiptext="Source 類別會儲存用來產生 Motion 實體之內容的相關資訊。" helpurl="fl.motion:Source">
					<folder name="方法" id="Methods" tiptext="Source 類別的方法" helpurl="fl.motion:Source">
						<string name="Source" object="[fl.motion.Source]" text="new Source(%[xml:XML=null]%)" constructor="true" tiptext="Source 實體的建構函式。" version="1.0" helpurl="fl.motion:Source:Source" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Source 類別的屬性" helpurl="fl.motion:Source">
						<string name="dimensions" object="[fl.motion.Source]" text=".dimensions" tiptext="會指出從中產生 Motion 實體之物件的範圍框位置和大小。" version="" helpurl="fl.motion:Source:dimensions" playername=""/>
						<string name="elementType" object="[fl.motion.Source]" text=".elementType" tiptext="會指出從中產生 Motion 實體之物件的類型。" version="" helpurl="fl.motion:Source:elementType" playername=""/>
						<string name="frameRate" object="[fl.motion.Source]" text=".frameRate" tiptext="會指出用來產生 Motion 實體之影片的每秒影格數。" version="" helpurl="fl.motion:Source:frameRate" playername=""/>
						<string name="instanceName" object="[fl.motion.Source]" text=".instanceName" tiptext="會指出從中產生 Motion 實體之影片片段所指定的實體名稱。" version="" helpurl="fl.motion:Source:instanceName" playername=""/>
						<string name="linkageID" object="[fl.motion.Source]" text=".linkageID" tiptext="會指出從中產生 Motion 實體之元件的元件庫連結識別名稱。" version="" helpurl="fl.motion:Source:linkageID" playername=""/>
						<string name="rotation" object="[fl.motion.Source]" text=".rotation" tiptext="指出原始物件的旋轉值。" version="" helpurl="fl.motion:Source:rotation" playername=""/>
						<string name="scaleX" object="[fl.motion.Source]" text=".scaleX" tiptext="指出原始物件的 scaleX 值。" version="" helpurl="fl.motion:Source:scaleX" playername=""/>
						<string name="scaleY" object="[fl.motion.Source]" text=".scaleY" tiptext="指出原始物件的 scaleY 值。" version="" helpurl="fl.motion:Source:scaleY" playername=""/>
						<string name="skewX" object="[fl.motion.Source]" text=".skewX" tiptext="指出原始物件的 skewX 值。" version="" helpurl="fl.motion:Source:skewX" playername=""/>
						<string name="skewY" object="[fl.motion.Source]" text=".skewY" tiptext="指出原始物件的 skewY 值。" version="" helpurl="fl.motion:Source:skewY" playername=""/>
						<string name="symbolName" object="[fl.motion.Source]" text=".symbolName" tiptext="會指出從中產生 Motion 實體之元件的名稱。" version="" helpurl="fl.motion:Source:symbolName" playername=""/>
						<string name="transformationPoint" object="[fl.motion.Source]" text=".transformationPoint" tiptext="指定從中套用變形之原始物件的變形或「樞紐」點位置。" version="" helpurl="fl.motion:Source:transformationPoint" playername=""/>
						<string name="x" object="[fl.motion.Source]" text=".x" tiptext="指出原始物件的 x 值。" version="" helpurl="fl.motion:Source:x" playername=""/>
						<string name="y" object="[fl.motion.Source]" text=".y" tiptext="指出原始物件的 y 值。" version="" helpurl="fl.motion:Source:y" playername=""/>
					</folder>
				</folder>
				<folder name="Tweenables" id="[fl.motion.Tweenables]" sort="true" index="true" asAncestors="Object" tiptext="Tweenables 類別會提供 MotionBase 和 KeyframeBase 類別中使用之 animation 屬性名稱的常數值。" helpurl="fl.motion:Tweenables">
					<folder name="屬性" id="Properties" tiptext="Tweenables 類別的屬性" helpurl="fl.motion:Tweenables">
						<string name="ROTATION_CONCAT" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION_CONCAT" constant="true" tiptext="rotationConcat 屬性的常數。" version="" helpurl="fl.motion:Tweenables:ROTATION_CONCAT" playername=""/>
						<string name="ROTATION_X" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION_X" constant="true" tiptext="rotationX 屬性的常數。" version="" helpurl="fl.motion:Tweenables:ROTATION_X" playername=""/>
						<string name="ROTATION_Y" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION_Y" constant="true" tiptext="rotationY 屬性的常數。" version="" helpurl="fl.motion:Tweenables:ROTATION_Y" playername=""/>
						<string name="ROTATION" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION" constant="true" tiptext="旋轉屬性的常數。" version="" helpurl="fl.motion:Tweenables:ROTATION" playername=""/>
						<string name="SCALE_X" object="[fl.motion.Tweenables]" text="Tweenables.SCALE_X" constant="true" tiptext="scaleX 屬性的常數。" version="" helpurl="fl.motion:Tweenables:SCALE_X" playername=""/>
						<string name="SCALE_Y" object="[fl.motion.Tweenables]" text="Tweenables.SCALE_Y" constant="true" tiptext="scaleY 屬性的常數。" version="" helpurl="fl.motion:Tweenables:SCALE_Y" playername=""/>
						<string name="SKEW_X" object="[fl.motion.Tweenables]" text="Tweenables.SKEW_X" constant="true" tiptext="skewX 屬性的常數。" version="" helpurl="fl.motion:Tweenables:SKEW_X" playername=""/>
						<string name="SKEW_Y" object="[fl.motion.Tweenables]" text="Tweenables.SKEW_Y" constant="true" tiptext="skewY 屬性的常數。" version="" helpurl="fl.motion:Tweenables:SKEW_Y" playername=""/>
						<string name="X" object="[fl.motion.Tweenables]" text="Tweenables.X" constant="true" tiptext="x 屬性的常數。" version="" helpurl="fl.motion:Tweenables:X" playername=""/>
						<string name="Y" object="[fl.motion.Tweenables]" text="Tweenables.Y" constant="true" tiptext="y 屬性的常數。" version="" helpurl="fl.motion:Tweenables:Y" playername=""/>
						<string name="Z" object="[fl.motion.Tweenables]" text="Tweenables.Z" constant="true" tiptext="z 屬性的常數。" version="" helpurl="fl.motion:Tweenables:Z" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.motion.easing" id="fl.motion.easing" sort="true" tiptext="包裝 fl.motion.easing 的類別" helpurl="fl.motion.easing">
				<folder name="Back" id="[fl.motion.easing.Back]" sort="true" index="true" asAncestors="Object" tiptext="Back 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.motion.easing:Back">
					<folder name="方法" id="Methods" tiptext="Back 類別的方法" helpurl="fl.motion.easing:Back">
						<string name="easeInOut" object="[fl.motion.easing.Back]" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式來啟始移動，先倒退返回，再反轉方向往目標移動，一直到稍微越過目標之後，才再次反轉方向，然後移動回到目標。" version="1.0" helpurl="fl.motion.easing:Back:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Back]" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeIn() 方法啟始移動的方式是，先倒退返回，然後反轉方向往目標移動。" version="1.0" helpurl="fl.motion.easing:Back:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Back]" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeOut() 方法啟始移動的方式是，往目標移動到稍微過頭，然後反轉方向退回目標。" version="1.0" helpurl="fl.motion.easing:Back:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Bounce" id="[fl.motion.easing.Bounce]" sort="true" index="true" asAncestors="Object" tiptext="Bounce 類別會定義三個加/減速函數，以實作 ActionScript 動畫的跳躍移動，這類似落下的球在地板上產生多次的跳動，其每次彈升的幅度會逐漸減少。" helpurl="fl.motion.easing:Bounce">
					<folder name="方法" id="Methods" tiptext="Bounce 類別的方法" helpurl="fl.motion.easing:Bounce">
						<string name="easeInOut" object="[fl.motion.easing.Bounce]" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以慢速度啟始跳躍移動，先是加速，然後才減速。" version="1.0" helpurl="fl.motion.easing:Bounce:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Bounce]" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以慢速度啟始跳躍移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Bounce:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Bounce]" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始跳躍移動，然後隨著執行進展減速移動。" version="1.0" helpurl="fl.motion.easing:Bounce:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Circular" id="[fl.motion.easing.Circular]" sort="true" index="true" asAncestors="Object" tiptext="Circular 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.motion.easing:Circular">
					<folder name="方法" id="Methods" tiptext="Circular 類別的方法" helpurl="fl.motion.easing:Circular">
						<string name="easeInOut" object="[fl.motion.easing.Circular]" text="Circular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.motion.easing:Circular:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Circular]" text="Circular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Circular:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Circular]" text="Circular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.motion.easing:Circular:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Cubic" id="[fl.motion.easing.Cubic]" sort="true" index="true" asAncestors="Object" tiptext="Cubic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.motion.easing:Cubic">
					<folder name="方法" id="Methods" tiptext="Cubic 類別的方法" helpurl="fl.motion.easing:Cubic">
						<string name="easeInOut" object="[fl.motion.easing.Cubic]" text="Cubic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.motion.easing:Cubic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Cubic]" text="Cubic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Cubic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Cubic]" text="Cubic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.motion.easing:Cubic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Elastic" id="[fl.motion.easing.Elastic]" sort="true" index="true" asAncestors="Object" tiptext="Elastic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動，而此種移動是由指數性衰減正弦波所定義。" helpurl="fl.motion.easing:Elastic">
					<folder name="方法" id="Methods" tiptext="Elastic 類別的方法" helpurl="fl.motion.easing:Elastic">
						<string name="easeInOut" object="[fl.motion.easing.Elastic]" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以慢速度啟始移動，先是加速，然後才減速。" version="1.0" helpurl="fl.motion.easing:Elastic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Elastic]" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeIn() 方法會以慢速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Elastic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Elastic]" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展減速移動。" version="1.0" helpurl="fl.motion.easing:Elastic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Exponential" id="[fl.motion.easing.Exponential]" sort="true" index="true" asAncestors="Object" tiptext="Exponential 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.motion.easing:Exponential">
					<folder name="方法" id="Methods" tiptext="Exponential 類別的方法" helpurl="fl.motion.easing:Exponential">
						<string name="easeInOut" object="[fl.motion.easing.Exponential]" text="Exponential.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.motion.easing:Exponential:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Exponential]" text="Exponential.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以慢速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Exponential:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Exponential]" text="Exponential.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.motion.easing:Exponential:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Linear" id="[fl.motion.easing.Linear]" sort="true" index="true" asAncestors="Object" tiptext="Linear 類別會定義加/減速函數，以實作 ActionScript 動畫的非加速移動。" helpurl="fl.motion.easing:Linear">
					<folder name="方法" id="Methods" tiptext="Linear 類別的方法" helpurl="fl.motion.easing:Linear">
						<string name="easeInOut" object="[fl.motion.easing.Linear]" text="Linear.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.motion.easing:Linear:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Linear]" text="Linear.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.motion.easing:Linear:easeIn" playername=""/>
						<string name="easeNone" object="[fl.motion.easing.Linear]" text="Linear.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeNone() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.motion.easing:Linear:easeNone" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Linear]" text="Linear.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.motion.easing:Linear:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Quadratic" id="[fl.motion.easing.Quadratic]" sort="true" index="true" asAncestors="Object" tiptext="Quadratic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的加速移動。" helpurl="fl.motion.easing:Quadratic">
					<folder name="方法" id="Methods" tiptext="Quadratic 類別的方法" helpurl="fl.motion.easing:Quadratic">
						<string name="easeInOut" object="[fl.motion.easing.Quadratic]" text="Quadratic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.motion.easing:Quadratic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Quadratic]" text="Quadratic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Quadratic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Quadratic]" text="Quadratic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.motion.easing:Quadratic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Quartic" id="[fl.motion.easing.Quartic]" sort="true" index="true" asAncestors="Object" tiptext="Quartic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.motion.easing:Quartic">
					<folder name="方法" id="Methods" tiptext="Quartic 類別的方法" helpurl="fl.motion.easing:Quartic">
						<string name="easeInOut" object="[fl.motion.easing.Quartic]" text="Quartic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.motion.easing:Quartic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Quartic]" text="Quartic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Quartic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Quartic]" text="Quartic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.motion.easing:Quartic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Quintic" id="[fl.motion.easing.Quintic]" sort="true" index="true" asAncestors="Object" tiptext="Quintic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.motion.easing:Quintic">
					<folder name="方法" id="Methods" tiptext="Quintic 類別的方法" helpurl="fl.motion.easing:Quintic">
						<string name="easeInOut" object="[fl.motion.easing.Quintic]" text="Quintic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.motion.easing:Quintic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Quintic]" text="Quintic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Quintic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Quintic]" text="Quintic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.motion.easing:Quintic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Sine" id="[fl.motion.easing.Sine]" sort="true" index="true" asAncestors="Object" tiptext="Sine 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.motion.easing:Sine">
					<folder name="方法" id="Methods" tiptext="Sine 類別的方法" helpurl="fl.motion.easing:Sine">
						<string name="easeInOut" object="[fl.motion.easing.Sine]" text="Sine.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.motion.easing:Sine:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Sine]" text="Sine.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.motion.easing:Sine:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Sine]" text="Sine.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.motion.easing:Sine:easeOut" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.rsl" id="fl.rsl" sort="true" tiptext="fl.rsl 套件的類別" helpurl="fl.rsl">
				<folder name="RSLInfo" id="[fl.rsl.RSLInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="RSLInfo 類別可以允許您指定 RSL 的使用方式 (執行階段共用元件庫檔案)。" helpurl="fl.rsl:RSLInfo">
					<folder name="方法" id="Methods" tiptext="RSLInfo 類別的方法" helpurl="fl.rsl:RSLInfo">
						<string name="RSLInfo" object="[fl.rsl.RSLInfo]" text="new RSLInfo(%%)" constructor="true" tiptext="建構函式。" version="2" helpurl="fl.rsl:RSLInfo:RSLInfo" playername=""/>
						<string name="addEntry" object="[fl.rsl.RSLInfo]" text=".addEntry(%url:String[,原則檔案URL:String=null]%):void" tiptext="新增一系列 URL (RSL 檔案和原則檔案)。" version="2" helpurl="fl.rsl:RSLInfo:addEntry" playername=""/>
						<string name="load" object="[fl.rsl.RSLInfo]" text=".load(%%):void" tiptext="開始 RSL 下載。" version="2" helpurl="fl.rsl:RSLInfo:load" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RSLInfo 類別的屬性" helpurl="fl.rsl:RSLInfo">
						<string name="bytesLoaded" object="[fl.rsl.RSLInfo]" text=".bytesLoaded" tiptext="指出載入作業截至目前為止已載入的位元組數目。" version="" helpurl="fl.rsl:RSLInfo:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.rsl.RSLInfo]" text=".bytesTotal" tiptext="指出載入作業截至目前為止已載入的總位元組數目。" version="" helpurl="fl.rsl:RSLInfo:bytesTotal:get" playername=""/>
						<string name="complete" object="[fl.rsl.RSLInfo]" text=".complete" tiptext="如果下載成功，傳回 true 這個值；如果下載尚未完成或者失敗，則傳回 false。" version="" helpurl="fl.rsl:RSLInfo:complete:get" playername=""/>
						<string name="currentAttemptIndex" object="[fl.rsl.RSLInfo]" text=".currentAttemptIndex" tiptext="傳回目前嘗試下載的 URL 索引。" version="" helpurl="fl.rsl:RSLInfo:currentAttemptIndex:get" playername=""/>
						<string name="failed" object="[fl.rsl.RSLInfo]" text=".failed" tiptext="如果下載失敗，傳回 true 這個值；如果下載尚未完成或者已經成功完成，則傳回 false。" version="" helpurl="fl.rsl:RSLInfo:failed:get" playername=""/>
						<string name="loader" object="[fl.rsl.RSLInfo]" text=".loader" tiptext="傳回下載 RSL 所使用的載入器。" version="" helpurl="fl.rsl:RSLInfo:loader:get" playername=""/>
						<string name="policyFileURLs" object="[fl.rsl.RSLInfo]" text=".policyFileURLs" tiptext="傳回已經透過 addEntry() 新增的原則檔案 URL 陣列。" version="" helpurl="fl.rsl:RSLInfo:policyFileURLs:get" playername=""/>
						<string name="rslURLs" object="[fl.rsl.RSLInfo]" text=".rslURLs" tiptext="傳回透過 addEntry() 新增的 RSL URL 陣列。" version="" helpurl="fl.rsl:RSLInfo:rslURLs:get" playername=""/>
					</folder>
				</folder>
				<folder name="RSLPreloader" id="[fl.rsl.RSLPreloader]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="RSLPreloader 類別會管理 RSL (執行階段共用元件庫，Runtime Shared Libraries) 的預先載入，然後再播放其他內容。" helpurl="fl.rsl:RSLPreloader">
					<folder name="方法" id="Methods" tiptext="RSLPreloader 類別的方法" helpurl="fl.rsl:RSLPreloader">
						<string name="RSLPreloader" object="[fl.rsl.RSLPreloader]" text="new RSLPreloader(%[主要時間軸:flash.display:MovieClip=null]%)" constructor="true" tiptext="建構函式。" version="2" helpurl="fl.rsl:RSLPreloader:RSLPreloader" playername=""/>
						<string name="addRSLInfo" object="[fl.rsl.RSLPreloader]" text=".addRSLInfo(%資訊:fl.rsl:RSLInfo%):void" tiptext="將 RSLInfo 描述性記錄新增至目前正在下載的SWF 或 SWZ 檔案。" version="2" helpurl="fl.rsl:RSLPreloader:addRSLInfo" playername=""/>
						<string name="getRSLInfoAt" object="[fl.rsl.RSLPreloader]" text=".getRSLInfoAt(%索引:int%):fl.rsl:RSLInfo" tiptext="取得透過 addRSLInfo() 在指定索引新增的 RSLInfo 記錄。" version="2" helpurl="fl.rsl:RSLPreloader:getRSLInfoAt" playername=""/>
						<string name="loadContent" object="[fl.rsl.RSLPreloader]" text=".loadContent(%%):void" tiptext="LoadContent 方法是在提供內容類別名稱給start() 方法時，從包裝函式 SWF 的第 2 個影格呼叫的。" version="2" helpurl="fl.rsl:RSLPreloader:loadContent" playername=""/>
						<string name="start" object="[fl.rsl.RSLPreloader]" text=".start(%[預先載入程式動畫類別:Class=null,內容類別名稱:String=null]%):void" tiptext="開始下載 RSL 檔案。" version="2" helpurl="fl.rsl:RSLPreloader:start" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RSLPreloader 類別的屬性" helpurl="fl.rsl:RSLPreloader">
						<string name="debugWaitTime" object="[fl.rsl.RSLPreloader]" text=".debugWaitTime" tiptext="將此值設定成下載第一個 RSL 檔案之前，必須等候的毫秒數。" version="" helpurl="fl.rsl:RSLPreloader:debugWaitTime:get" playername=""/>
						<string name="numRSLInfos" object="[fl.rsl.RSLPreloader]" text=".numRSLInfos" tiptext="透過 addRSLInfo() 新增的 RSLInfo 實體數目。" version="" helpurl="fl.rsl:RSLPreloader:numRSLInfos:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="RSLPreloader 類別的事件" helpurl="fl.rsl:RSLPreloader">
						<string name="rslLoadFailed" object="[fl.rsl.RSLPreloader]" text=".addEventListener(%類型:String=RSLErrorEvent.RSL_LOAD_FAILED{RSLErrorEvent.RSL_LOAD_FAILED,RSLEvent.RSL_PROGRESS,RSLEvent.RSL_LOAD_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 RSL 完成下載但有一或多個檔案失敗時，由 RSLPreloader 傳送。" version="" helpurl="fl.rsl:RSLPreloader__rslLoadFailed" playername=""/>
						<string name="rslProgress" object="[fl.rsl.RSLPreloader]" text=".addEventListener(%類型:String=RSLEvent.RSL_PROGRESS{RSLErrorEvent.RSL_LOAD_FAILED,RSLEvent.RSL_PROGRESS,RSLEvent.RSL_LOAD_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="由 RSLPreloader 傳送以指示 RSL 檔案的下載進度。" version="" helpurl="fl.rsl:RSLPreloader__rslProgress" playername=""/>
						<string name="rslLoadComplete" object="[fl.rsl.RSLPreloader]" text=".addEventListener(%類型:String=RSLEvent.RSL_LOAD_COMPLETE{RSLErrorEvent.RSL_LOAD_FAILED,RSLEvent.RSL_PROGRESS,RSLEvent.RSL_LOAD_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當所有 RSL 完成下載後，由 RSLPreloader 傳送。" version="" helpurl="fl.rsl:RSLPreloader__rslLoadComplete" playername=""/>
					</folder>
				</folder>
				<folder name="SWZInfo" id="[fl.rsl.SWZInfo]" sort="true" index="true" asAncestors="fl.rsl:RSLInfo,flash.events:EventDispatcher,Object" tiptext="SWZInfo 類別會指出如何下載 SWZ 檔案 (經過簽署的執行階段共用元件庫, RSL)。" helpurl="fl.rsl:SWZInfo">
					<folder name="方法" id="Methods" tiptext="SWZInfo 類別的方法" helpurl="fl.rsl:SWZInfo">
						<string name="SWZInfo" object="[fl.rsl.SWZInfo]" text="new SWZInfo(%摘要:String%)" constructor="true" tiptext="建構函式。" version="2" helpurl="fl.rsl:SWZInfo:SWZInfo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SWZInfo 類別的屬性" helpurl="fl.rsl:SWZInfo">
						<string name="digest" object="[fl.rsl.SWZInfo]" text=".digest" tiptext="傳回已經設定在建構函式的唯讀摘要。" version="" helpurl="fl.rsl:SWZInfo:digest:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.text" id="fl.text" sort="true" tiptext="fl.text 套件的類別" helpurl="fl.text">
				<folder name="TLFTextField" id="[fl.text.TLFTextField]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="請使用 TLFTextField 類別來建立使用 Text Layout Framework (TLF) 進階文字顯示功能的文字欄位。" helpurl="fl.text:TLFTextField">
					<folder name="方法" id="Methods" tiptext="TLFTextField 類別的方法" helpurl="fl.text:TLFTextField">
						<string name="TLFTextField" object="[fl.text.TLFTextField]" text="new TLFTextField(%%)" constructor="true" tiptext="TLFTextField 物件的建構函式。" version="1.5" helpurl="fl.text:TLFTextField:TLFTextField" playername=""/>
						<string name="appendText" object="[fl.text.TLFTextField]" text=".appendText(%新文字:String%):void" tiptext="將文字附加至 TextField 之現有文字的尾端。" version="1.5" helpurl="fl.text:TLFTextField:appendText" playername=""/>
						<string name="getCharBoundaries" object="[fl.text.TLFTextField]" text=".getCharBoundaries(%字元索引:int%):flash.geom:Rectangle" tiptext="傳回做為字元之範圍框的矩形。" version="1.5" helpurl="fl.text:TLFTextField:getCharBoundaries" playername=""/>
						<string name="getCharIndexAtPoint" object="[fl.text.TLFTextField]" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="傳回字元的索引值 (從零開始)。" version="1.5" helpurl="fl.text:TLFTextField:getCharIndexAtPoint" playername=""/>
						<string name="getFirstCharInParagraph" object="[fl.text.TLFTextField]" text=".getFirstCharInParagraph(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="1.5" helpurl="fl.text:TLFTextField:getFirstCharInParagraph" playername=""/>
						<string name="getImageReference" object="[fl.text.TLFTextField]" text=".getImageReference(%id:String%):flash.display:DisplayObject" tiptext="對於使用 &amp;lt;img&amp;gt; 標籤新增至 HTML 格式之文字欄位的影像或 SWF 檔，傳回指定之 id 的 DisplayObject 參照。" version="1.5" helpurl="fl.text:TLFTextField:getImageReference" playername=""/>
						<string name="getLineIndexAtPoint" object="[fl.text.TLFTextField]" text=".getLineIndexAtPoint(%x:Number,y:Number%):int" tiptext="位於指定點之字行的索引值 (從零開始)。" version="1.5" helpurl="fl.text:TLFTextField:getLineIndexAtPoint" playername=""/>
						<string name="getLineIndexOfChar" object="[fl.text.TLFTextField]" text=".getLineIndexOfChar(%字元索引:int%):int" tiptext="字行的索引值 (從零開始)，該字行包含 charIndex 參數所指定的字元。" version="1.5" helpurl="fl.text:TLFTextField:getLineIndexOfChar" playername=""/>
						<string name="getLineLength" object="[fl.text.TLFTextField]" text=".getLineLength(%行索引:int%):int" tiptext="傳回特定文字行中的字元數。" version="1.5" helpurl="fl.text:TLFTextField:getLineLength" playername=""/>
						<string name="getLineMetrics" object="[fl.text.TLFTextField]" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="傳回關於指定之文字行的公制字資訊。" version="1.5" helpurl="fl.text:TLFTextField:getLineMetrics" playername=""/>
						<string name="getLineOffset" object="[fl.text.TLFTextField]" text=".getLineOffset(%行索引:int%):int" tiptext="字行中第一個字元的索引值 (從零開始)。" version="1.5" helpurl="fl.text:TLFTextField:getLineOffset" playername=""/>
						<string name="getLineText" object="[fl.text.TLFTextField]" text=".getLineText(%行索引:int%):String" tiptext="指定之字行所包含的文字字串。" version="1.5" helpurl="fl.text:TLFTextField:getLineText" playername=""/>
						<string name="getParagraphLength" object="[fl.text.TLFTextField]" text=".getParagraphLength(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="1.5" helpurl="fl.text:TLFTextField:getParagraphLength" playername=""/>
						<string name="getTextFormat" object="[fl.text.TLFTextField]" text=".getTextFormat(%[起點索引:int=-1,終點索引:int=-1]%):flash.text:TextFormat" tiptext="傳回 TextFormat 物件。" version="1.5" helpurl="fl.text:TLFTextField:getTextFormat" playername=""/>
						<string name="isFontCompatible" object="[fl.text.TLFTextField]" text=".isFontCompatible(%字體名稱:String,字體樣式:String%):Boolean" tiptext="如果指定的 fontName 和 fontStyle 提供內嵌字體，而 Font.fontType 為 flash.text.FontType.EMBEDDED_CFF 時，則傳回 true。" version="1.5" helpurl="fl.text:TLFTextField:isFontCompatible" playername=""/>
						<string name="replaceSelectedText" object="[fl.text.TLFTextField]" text=".replaceSelectedText(%值:String%):void" tiptext="以值參數的內容取代目前的選取範圍。" version="1.5" helpurl="fl.text:TLFTextField:replaceSelectedText" playername=""/>
						<string name="replaceText" object="[fl.text.TLFTextField]" text=".replaceText(%開始索引:int,結束索引:int,新文字:String%):void" tiptext="取代字元範圍。" version="1.5" helpurl="fl.text:TLFTextField:replaceText" playername=""/>
						<string name="setSelection" object="[fl.text.TLFTextField]" text=".setSelection(%開始索引:int,結束索引:int%):void" tiptext="設定新的文字選取範圍。" version="1.5" helpurl="fl.text:TLFTextField:setSelection" playername=""/>
						<string name="setTextFormat" object="[fl.text.TLFTextField]" text=".setTextFormat(%格式:flash.text:TextFormat[,起點索引:int=-1,終點索引:int=-1]%):void" tiptext="套用文字格式。" version="1.5" helpurl="fl.text:TLFTextField:setTextFormat" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TLFTextField 類別的屬性" helpurl="fl.text:TLFTextField">
						<string name="alwaysShowSelection" object="[fl.text.TLFTextField]" text=".alwaysShowSelection" tiptext="當設定為 true 而且文字欄位不在焦點中時，Flash Player 便會將文字欄位中的選取範圍反白標示為淺藍色。" version="" helpurl="fl.text:TLFTextField:alwaysShowSelection:get" playername=""/>
						<string name="antiAliasType" object="[fl.text.TLFTextField]" text=".antiAliasType" tiptext="對此文字欄位使用的消除鋸齒類型。" version="" helpurl="fl.text:TLFTextField:antiAliasType:get" playername=""/>
						<string name="autoSize" object="[fl.text.TLFTextField]" text=".autoSize" tiptext="控制文字欄位的自動調整大小和對齊方式。" version="" helpurl="fl.text:TLFTextField:autoSize:get" playername=""/>
						<string name="backgroundAlpha" object="[fl.text.TLFTextField]" text=".backgroundAlpha" tiptext="指定文字欄位背景的 Alpha 值。" version="" helpurl="fl.text:TLFTextField:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[fl.text.TLFTextField]" text=".backgroundColor" tiptext="指定文字欄位背景的顏色。" version="" helpurl="fl.text:TLFTextField:backgroundColor:get" playername=""/>
						<string name="background" object="[fl.text.TLFTextField]" text=".background" tiptext="指定文字欄位是否具有背景填色。" version="" helpurl="fl.text:TLFTextField:background:get" playername=""/>
						<string name="blockProgression" object="[fl.text.TLFTextField]" text=".blockProgression" tiptext="指定行位置為垂直或水平走向。" version="" helpurl="fl.text:TLFTextField:blockProgression:get" playername=""/>
						<string name="borderAlpha" object="[fl.text.TLFTextField]" text=".borderAlpha" tiptext="指定邊框的 Alpha 值。" version="" helpurl="fl.text:TLFTextField:borderAlpha:get" playername=""/>
						<string name="borderColor" object="[fl.text.TLFTextField]" text=".borderColor" tiptext="指定文字欄位邊框的顏色。" version="" helpurl="fl.text:TLFTextField:borderColor:get" playername=""/>
						<string name="borderWidth" object="[fl.text.TLFTextField]" text=".borderWidth" tiptext="指定邊框的寬度。" version="" helpurl="fl.text:TLFTextField:borderWidth:get" playername=""/>
						<string name="border" object="[fl.text.TLFTextField]" text=".border" tiptext="指定文字欄位是否具有邊框。" version="" helpurl="fl.text:TLFTextField:border:get" playername=""/>
						<string name="bottomScrollV" object="[fl.text.TLFTextField]" text=".bottomScrollV" tiptext="整數 (從 1 開始的索引)，指出目前在指定之文字欄位中，可以看見的最底端字行。" version="" helpurl="fl.text:TLFTextField:bottomScrollV:get" playername=""/>
						<string name="caretIndex" object="[fl.text.TLFTextField]" text=".caretIndex" tiptext="插入點 (跳脫字元) 位置的索引。" version="" helpurl="fl.text:TLFTextField:caretIndex:get" playername=""/>
						<string name="columnCount" object="[fl.text.TLFTextField]" text=".columnCount" tiptext="文字欄的數目 (如果在重疊顯示時未定義，則採用預設值)。" version="" helpurl="fl.text:TLFTextField:columnCount:get" playername=""/>
						<string name="columnGap" object="[fl.text.TLFTextField]" text=".columnGap" tiptext="指定欄與欄之間的間距大小 (以像素為單位)，如果重疊顯示時未定義，則採用預設值。" version="" helpurl="fl.text:TLFTextField:columnGap:get" playername=""/>
						<string name="columnWidth" object="[fl.text.TLFTextField]" text=".columnWidth" tiptext="以像素為單位的欄寬 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="fl.text:TLFTextField:columnWidth:get" playername=""/>
						<string name="condenseWhite" object="[fl.text.TLFTextField]" text=".condenseWhite" tiptext="Boolean 值，指定在具有 HTML 文字或 TLF 標記的文字欄位中，是否移除額外的空白字元 (空格、斷行符號等等)。" version="" helpurl="fl.text:TLFTextField:condenseWhite:get" playername=""/>
						<string name="defaultTextFormat" object="[fl.text.TLFTextField]" text=".defaultTextFormat" tiptext="指定要套用至新插入之文字的格式，例如使用者插入的文字或使用 replaceSelectedText() 方法插入的文字。" version="" helpurl="fl.text:TLFTextField:defaultTextFormat:get" playername=""/>
						<string name="direction" object="[fl.text.TLFTextField]" text=".direction" tiptext="指定文字區塊內之文字的預設雙向內嵌層級。" version="" helpurl="fl.text:TLFTextField:direction:get" playername=""/>
						<string name="displayAsPassword" object="[fl.text.TLFTextField]" text=".displayAsPassword" tiptext="指定文字欄位是否為密碼文字欄位。" version="" helpurl="fl.text:TLFTextField:displayAsPassword:get" playername=""/>
						<string name="embedFonts" object="[fl.text.TLFTextField]" text=".embedFonts" tiptext="會指定是否要使用內嵌的字體外框顯示。" version="" helpurl="fl.text:TLFTextField:embedFonts:get" playername=""/>
						<string name="firstBaselineOffset" object="[fl.text.TLFTextField]" text=".firstBaselineOffset" tiptext="指定容器中第一行的基線位置。" version="" helpurl="fl.text:TLFTextField:firstBaselineOffset:get" playername=""/>
						<string name="gridFitType" object="[fl.text.TLFTextField]" text=".gridFitType" tiptext="對此文字欄位使用的格線符合類型。" version="" helpurl="fl.text:TLFTextField:gridFitType:get" playername=""/>
						<string name="htmlText" object="[fl.text.TLFTextField]" text=".htmlText" tiptext="包含 HTML 表示形式的文字欄位內容。" version="" helpurl="fl.text:TLFTextField:htmlText:get" playername=""/>
						<string name="length" object="[fl.text.TLFTextField]" text=".length" tiptext="文字欄位中的字元數。" version="" helpurl="fl.text:TLFTextField:length:get" playername=""/>
						<string name="maxChars" object="[fl.text.TLFTextField]" text=".maxChars" tiptext="文字欄位可以包含的最大字元數，也就是使用者可輸入的字元數。" version="" helpurl="fl.text:TLFTextField:maxChars:get" playername=""/>
						<string name="maxScrollH" object="[fl.text.TLFTextField]" text=".maxScrollH" tiptext="scrollH 的最大值。" version="" helpurl="fl.text:TLFTextField:maxScrollH:get" playername=""/>
						<string name="maxScrollV" object="[fl.text.TLFTextField]" text=".maxScrollV" tiptext="scrollV 的最大值。" version="" helpurl="fl.text:TLFTextField:maxScrollV:get" playername=""/>
						<string name="mouseWheelEnabled" object="[fl.text.TLFTextField]" text=".mouseWheelEnabled" tiptext="Boolean 值，指出當使用者按一下文字欄位並滾動滑鼠滾輪時，Flash Player 是否會自動捲動多行文字欄位。" version="" helpurl="fl.text:TLFTextField:mouseWheelEnabled:get" playername=""/>
						<string name="multiline" object="[fl.text.TLFTextField]" text=".multiline" tiptext="指出文字欄位是否為多行文字欄位。" version="" helpurl="fl.text:TLFTextField:multiline:get" playername=""/>
						<string name="numLines" object="[fl.text.TLFTextField]" text=".numLines" tiptext="定義多行文字欄位中的文字行數。" version="" helpurl="fl.text:TLFTextField:numLines:get" playername=""/>
						<string name="paddingBottom" object="[fl.text.TLFTextField]" text=".paddingBottom" tiptext="以像素為單位的下方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="fl.text:TLFTextField:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[fl.text.TLFTextField]" text=".paddingLeft" tiptext="以像素為單位的左方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="fl.text:TLFTextField:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[fl.text.TLFTextField]" text=".paddingRight" tiptext="以像素為單位的右方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="fl.text:TLFTextField:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[fl.text.TLFTextField]" text=".paddingTop" tiptext="以像素為單位的上方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="fl.text:TLFTextField:paddingTop:get" playername=""/>
						<string name="restrict" object="[fl.text.TLFTextField]" text=".restrict" tiptext="指出使用者能夠輸入文字欄位中的字元組。" version="" helpurl="fl.text:TLFTextField:restrict:get" playername=""/>
						<string name="scrollH" object="[fl.text.TLFTextField]" text=".scrollH" tiptext="目前的水平捲動位置。" version="" helpurl="fl.text:TLFTextField:scrollH:get" playername=""/>
						<string name="scrollV" object="[fl.text.TLFTextField]" text=".scrollV" tiptext="文字欄位中文字的垂直位置。" version="" helpurl="fl.text:TLFTextField:scrollV:get" playername=""/>
						<string name="selectable" object="[fl.text.TLFTextField]" text=".selectable" tiptext="指出文字欄位是否可選取的 Boolean。" version="" helpurl="fl.text:TLFTextField:selectable:get" playername=""/>
						<string name="selectionBeginIndex" object="[fl.text.TLFTextField]" text=".selectionBeginIndex" tiptext="目前選取範圍中，第一個字元的字元索引值 (從零開始)。" version="" helpurl="fl.text:TLFTextField:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[fl.text.TLFTextField]" text=".selectionEndIndex" tiptext="目前選取範圍中，最後一個字元的字元索引值 (從零開始)。" version="" helpurl="fl.text:TLFTextField:selectionEndIndex:get" playername=""/>
						<string name="sharpness" object="[fl.text.TLFTextField]" text=".sharpness" tiptext="清晰度不適用於 TLF 文字欄位。" version="" helpurl="fl.text:TLFTextField:sharpness:get" playername=""/>
						<string name="styleSheet" object="[fl.text.TLFTextField]" text=".styleSheet" tiptext="TLF 文字欄位不支援樣式表。" version="" helpurl="fl.text:TLFTextField:styleSheet:get" playername=""/>
						<string name="textColor" object="[fl.text.TLFTextField]" text=".textColor" tiptext="文字欄位中文字的顏色，以十六進位格式表示。" version="" helpurl="fl.text:TLFTextField:textColor:get" playername=""/>
						<string name="textFlow" object="[fl.text.TLFTextField]" text=".textFlow" tiptext="使用此屬性從 flashx 套件的 TLF 類別，將格式指定至 TLFTextField 實體。" version="" helpurl="fl.text:TLFTextField:textFlow:get" playername=""/>
						<string name="textHeight" object="[fl.text.TLFTextField]" text=".textHeight" tiptext="文字的高度，以像素為單位。" version="" helpurl="fl.text:TLFTextField:textHeight:get" playername=""/>
						<string name="textWidth" object="[fl.text.TLFTextField]" text=".textWidth" tiptext="文字的寬度，以像素為單位。" version="" helpurl="fl.text:TLFTextField:textWidth:get" playername=""/>
						<string name="text" object="[fl.text.TLFTextField]" text=".text" tiptext="做為文字欄位中目前文字的字串。" version="" helpurl="fl.text:TLFTextField:text:get" playername=""/>
						<string name="thickness" object="[fl.text.TLFTextField]" text=".thickness" tiptext="thickness 屬性不適用於 TLF 文字欄位。" version="" helpurl="fl.text:TLFTextField:thickness:get" playername=""/>
						<string name="tlfMarkup" object="[fl.text.TLFTextField]" text=".tlfMarkup" tiptext="設定或取得 TLF 文字欄位中的文字 TLF 標記。" version="" helpurl="fl.text:TLFTextField:tlfMarkup:get" playername=""/>
						<string name="type" object="[fl.text.TLFTextField]" text=".type" tiptext="文字欄位的類型。" version="" helpurl="fl.text:TLFTextField:type:get" playername=""/>
						<string name="useRichTextClipboard" object="[fl.text.TLFTextField]" text=".useRichTextClipboard" tiptext="指定是否要同時將文字與文字格式複製至剪貼簿。" version="" helpurl="fl.text:TLFTextField:useRichTextClipboard:get" playername=""/>
						<string name="verticalAlign" object="[fl.text.TLFTextField]" text=".verticalAlign" tiptext="垂直對齊或齊行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="fl.text:TLFTextField:verticalAlign:get" playername=""/>
						<string name="wordWrap" object="[fl.text.TLFTextField]" text=".wordWrap" tiptext="指出文字欄位是否具有文字換行功能的 Boolean 值。" version="" helpurl="fl.text:TLFTextField:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TLFTextField 類別的事件" helpurl="fl.text:TLFTextField">
						<string name="textInput" object="[fl.text.TLFTextField]" text=".addEventListener(%類型:String=TextEvent.TEXT_INPUT{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者輸入一個或多個文字字元時，Flash Player 便會傳送 textInput 事件。" version="" helpurl="fl.text:TLFTextField_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="scroll" object="[fl.text.TLFTextField]" text=".addEventListener(%類型:String=Event.SCROLL{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者捲動之後，由 TextField 物件傳送。" version="" helpurl="fl.text:TLFTextField_flash.events.Event.SCROLL_scroll" playername=""/>
						<string name="link" object="[fl.text.TLFTextField]" text=".addEventListener(%類型:String=TextEvent.LINK{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按一下已啟用 HTML 功能之文字欄位中的超連結，並且其中的 URL 是以 &quot;event:&quot; 開始時傳送。" version="" helpurl="fl.text:TLFTextField_flash.events.TextEvent.LINK_link" playername=""/>
						<string name="change" object="[fl.text.TLFTextField]" text=".addEventListener(%類型:String=Event.CHANGE{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在修改控制項值之後傳送，不同於在修改值之前傳送的 textInput 事件。" version="" helpurl="fl.text:TLFTextField_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.transitions" id="fl.transitions" sort="true" tiptext="包裝 fl.transitions 的類別" helpurl="fl.transitions">
				<folder name="Iris" id="[fl.transitions.Iris]" sort="true" index="true" asAncestors="fl.transitions:Transition,flash.events:EventDispatcher,Object" tiptext="Iris 類別會使用縮小或放大的正方形或圓形動畫遮罩來顯現影片片段物件。" helpurl="fl.transitions:Iris">
					<folder name="屬性" id="Properties" tiptext="Iris 類別的屬性" helpurl="fl.transitions:Iris">
						<string name="CIRCLE" object="[fl.transitions.Iris]" text="Iris.CIRCLE" constant="true" tiptext="用來指定轉場效果的圓形遮色片形狀。" version="" helpurl="fl.transitions:Iris:CIRCLE" playername=""/>
						<string name="SQUARE" object="[fl.transitions.Iris]" text="Iris.SQUARE" constant="true" tiptext="用來指定轉場效果的矩形遮色片形狀。" version="" helpurl="fl.transitions:Iris:SQUARE" playername=""/>
					</folder>
				</folder>
				<folder name="Transition" id="[fl.transitions.Transition]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Transition 類別是所有轉場類別的基底類別。" helpurl="fl.transitions:Transition">
					<folder name="屬性" id="Properties" tiptext="Transition 類別的屬性" helpurl="fl.transitions:Transition">
						<string name="IN" object="[fl.transitions.Transition]" text="Transition.IN" constant="true" tiptext="決定加/減速類型的 direction 屬性常數。" version="" helpurl="fl.transitions:Transition:IN" playername=""/>
						<string name="OUT" object="[fl.transitions.Transition]" text="Transition.OUT" constant="true" tiptext="決定加/減速類型的 direction 屬性常數。" version="" helpurl="fl.transitions:Transition:OUT" playername=""/>
						<string name="direction" object="[fl.transitions.Transition]" text=".direction" tiptext="決定 Tween 實體的加/減速方向。" version="" helpurl="fl.transitions:Transition:direction:get" playername=""/>
						<string name="duration" object="[fl.transitions.Transition]" text=".duration" tiptext="決定 Tween 實體的時間長度。" version="" helpurl="fl.transitions:Transition:duration:get" playername=""/>
						<string name="easing" object="[fl.transitions.Transition]" text=".easing" tiptext="會設定動畫的補間動畫特效。" version="" helpurl="fl.transitions:Transition:easing:get" playername=""/>
					</folder>
				</folder>
				<folder name="TransitionManager" id="[fl.transitions.TransitionManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="TransitionManager 類別會定義動畫特效。" helpurl="fl.transitions:TransitionManager">
					<folder name="方法" id="Methods" tiptext="TransitionManager 類別的方法" helpurl="fl.transitions:TransitionManager">
						<string name="TransitionManager" object="[fl.transitions.TransitionManager]" text="new TransitionManager(%內容:flash.display:MovieClip%)" constructor="true" tiptext="用於建立新 TransitionManager 實體的建構函數。" version="1.0" helpurl="fl.transitions:TransitionManager:TransitionManager" playername=""/>
						<string name="startTransition" object="[fl.transitions.TransitionManager]" text=".startTransition(%轉場參數:Object%):fl.transitions:Transition" tiptext="建立 Transition 實體，然後啟動該實體。" version="1.0" helpurl="fl.transitions:TransitionManager:startTransition" playername=""/>
						<string name="start" object="[fl.transitions.TransitionManager]" text="TransitionManager.start(%內容:flash.display:MovieClip,轉場參數:Object%):fl.transitions:Transition" static="true" tiptext="建立新的 TransitionManager 實體、指定目標物件、套用轉場特效，以及啟動轉場特效。" version="1.0" helpurl="fl.transitions:TransitionManager:start" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TransitionManager 類別的屬性" helpurl="fl.transitions:TransitionManager">
						<string name="contentAppearance" object="[fl.transitions.TransitionManager]" text=".contentAppearance" tiptext="物件，包含將要套用轉場特效之內容 (目標影片片段) 的已儲存視覺屬性。" version="" helpurl="fl.transitions:TransitionManager:contentAppearance:get" playername=""/>
						<string name="content" object="[fl.transitions.TransitionManager]" text=".content" tiptext="TransitionManager 要套用轉場特效的影片片段實體。" version="" helpurl="fl.transitions:TransitionManager:content:get" playername=""/>
					</folder>
				</folder>
				<folder name="Tween" id="[fl.transitions.Tween]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Tween 類別可讓您使用 ActionScript 輕易地為影片片段進行移動、淡出及調整大小動作，只要指定目標影片片段的屬性持續幾個影格或幾秒使用動畫即可。" helpurl="fl.transitions:Tween">
					<folder name="方法" id="Methods" tiptext="Tween 類別的方法" helpurl="fl.transitions:Tween">
						<string name="Tween" object="[fl.transitions.Tween]" text="new Tween(%物件:Object,屬性:String,函數:Function,開始:Number,結束:Number,持續時間:Number[,使用秒數:Boolean=false]%)" constructor="true" tiptext="會建立 Tween 類別的實體。" version="1.0" helpurl="fl.transitions:Tween:Tween" playername=""/>
						<string name="continueTo" object="[fl.transitions.Tween]" text=".continueTo(%結束:Number,持續時間:Number%):void" tiptext="指示補間動畫從其目前的動畫點持續補間動畫到新的完成和持續時間點。" version="1.0" helpurl="fl.transitions:Tween:continueTo" playername=""/>
						<string name="fforward" object="[fl.transitions.Tween]" text=".fforward(%%):void" tiptext="直接將補間動畫快轉到補間動畫的最終值。" version="1.0" helpurl="fl.transitions:Tween:fforward" playername=""/>
						<string name="nextFrame" object="[fl.transitions.Tween]" text=".nextFrame(%%):void" tiptext="快轉補間動畫到已經停止的動畫的下一個影格。" version="1.0" helpurl="fl.transitions:Tween:nextFrame" playername=""/>
						<string name="prevFrame" object="[fl.transitions.Tween]" text=".prevFrame(%%):void" tiptext="播放補間動畫被停止的目前停止點的前一個影格。" version="1.0" helpurl="fl.transitions:Tween:prevFrame" playername=""/>
						<string name="resume" object="[fl.transitions.Tween]" text=".resume(%%):void" tiptext="繼續播放已經停止的補間動畫。" version="1.0" helpurl="fl.transitions:Tween:resume" playername=""/>
						<string name="rewind" object="[fl.transitions.Tween]" text=".rewind(%[t:Number=0]%):void" tiptext="移動補間動畫的播放點回到它的起始值。" version="1.0" helpurl="fl.transitions:Tween:rewind" playername=""/>
						<string name="start" object="[fl.transitions.Tween]" text=".start(%%):void" tiptext="從補間動畫起始點開始播放。" version="1.0" helpurl="fl.transitions:Tween:start" playername=""/>
						<string name="stop" object="[fl.transitions.Tween]" text=".stop(%%):void" tiptext="在補間動畫目前的值停止播放。" version="1.0" helpurl="fl.transitions:Tween:stop" playername=""/>
						<string name="yoyo" object="[fl.transitions.Tween]" text=".yoyo(%%):void" tiptext="指示補間動畫以補間動畫屬性遞增前一個方向的相反方向播放。" version="1.0" helpurl="fl.transitions:Tween:yoyo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Tween 類別的屬性" helpurl="fl.transitions:Tween">
						<string name="begin" object="[fl.transitions.Tween]" text=".begin" tiptext="補間動畫啟動之前，目標物件的指定屬性的初始值。" version="" helpurl="fl.transitions:Tween:begin" playername=""/>
						<string name="func" object="[fl.transitions.Tween]" text=".func" tiptext="與補間動畫搭配使用的加/減速函數。" version="" helpurl="fl.transitions:Tween:func" playername=""/>
						<string name="isPlaying" object="[fl.transitions.Tween]" text=".isPlaying" tiptext="指出目前是否正在播放補間動畫。" version="" helpurl="fl.transitions:Tween:isPlaying" playername=""/>
						<string name="looping" object="[fl.transitions.Tween]" text=".looping" tiptext="指出補間動畫是否重複。" version="" helpurl="fl.transitions:Tween:looping" playername=""/>
						<string name="obj" object="[fl.transitions.Tween]" text=".obj" tiptext="補間動畫的目標物件。" version="" helpurl="fl.transitions:Tween:obj" playername=""/>
						<string name="prop" object="[fl.transitions.Tween]" text=".prop" tiptext="受目標物件補間動畫影響之屬性的名稱。" version="" helpurl="fl.transitions:Tween:prop" playername=""/>
						<string name="useSeconds" object="[fl.transitions.Tween]" text=".useSeconds" tiptext="指出補間動畫是否播放超過影格或秒數期間。" version="" helpurl="fl.transitions:Tween:useSeconds" playername=""/>
						<string name="FPS" object="[fl.transitions.Tween]" text=".FPS" tiptext="補間動畫每秒計算的影格數。" version="" helpurl="fl.transitions:Tween:FPS:get" playername=""/>
						<string name="duration" object="[fl.transitions.Tween]" text=".duration" tiptext="以影格或秒數計算的補間動畫持續時間。" version="" helpurl="fl.transitions:Tween:duration:get" playername=""/>
						<string name="finish" object="[fl.transitions.Tween]" text=".finish" tiptext="數字，指出要接受補間動畫處理之目標物件屬性的結束值。" version="" helpurl="fl.transitions:Tween:finish:get" playername=""/>
						<string name="position" object="[fl.transitions.Tween]" text=".position" tiptext="接受補間動畫處理之目標物件屬性的目前值。" version="" helpurl="fl.transitions:Tween:position:get" playername=""/>
						<string name="time" object="[fl.transitions.Tween]" text=".time" tiptext="在動畫持續時間以內的目前時間。" version="" helpurl="fl.transitions:Tween:time:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Tween 類別的事件" helpurl="fl.transitions:Tween">
						<string name="motionStop" object="[fl.transitions.Tween]" text=".addEventListener(%類型:String=TweenEvent.MOTION_STOP{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會指出已經明確呼叫 Tween.stop() 而使 Tween 停止。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_STOP_motionStop" playername=""/>
						<string name="motionStart" object="[fl.transitions.Tween]" text=".addEventListener(%類型:String=TweenEvent.MOTION_START{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會指出移動已開始播放。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_START_motionStart" playername=""/>
						<string name="motionResume" object="[fl.transitions.Tween]" text=".addEventListener(%類型:String=TweenEvent.MOTION_RESUME{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會指出 Tween 已經在暫停之後繼續播放。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_RESUME_motionResume" playername=""/>
						<string name="motionLoop" object="[fl.transitions.Tween]" text=".addEventListener(%類型:String=TweenEvent.MOTION_LOOP{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會指出 Tween 已經在重複模式下從頭開始播放。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_LOOP_motionLoop" playername=""/>
						<string name="motionFinish" object="[fl.transitions.Tween]" text=".addEventListener(%類型:String=TweenEvent.MOTION_FINISH{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會指出 Tween 已經到達結尾並完成。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_FINISH_motionFinish" playername=""/>
						<string name="motionChange" object="[fl.transitions.Tween]" text=".addEventListener(%類型:String=TweenEvent.MOTION_CHANGE{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會指出 Tween 已變更而且螢幕已更新。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_CHANGE_motionChange" playername=""/>
					</folder>
				</folder>
				<folder name="TweenEvent" id="[fl.transitions.TweenEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TweenEvent 類別代表由 fl.transitions.Tween 類別所廣播的事件。" helpurl="fl.transitions:TweenEvent">
					<folder name="方法" id="Methods" tiptext="TweenEvent 類別的方法" helpurl="fl.transitions:TweenEvent">
						<string name="TweenEvent" object="[fl.transitions.TweenEvent]" text="new TweenEvent(%類型:String,時間:Number,位置:Number[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="TweenEvent 物件的建構函數。" version="1.0" helpurl="fl.transitions:TweenEvent:TweenEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TweenEvent 類別的屬性" helpurl="fl.transitions:TweenEvent">
						<string name="MOTION_CHANGE" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_CHANGE" constant="true" tiptext="會指出 Tween 已變更而且螢幕已更新。" version="" helpurl="fl.transitions:TweenEvent:MOTION_CHANGE" playername=""/>
						<string name="MOTION_FINISH" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_FINISH" constant="true" tiptext="會指出 Tween 已經到達結尾並完成。" version="" helpurl="fl.transitions:TweenEvent:MOTION_FINISH" playername=""/>
						<string name="MOTION_LOOP" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_LOOP" constant="true" tiptext="會指出 Tween 已經在重複模式下從頭開始播放。" version="" helpurl="fl.transitions:TweenEvent:MOTION_LOOP" playername=""/>
						<string name="MOTION_RESUME" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_RESUME" constant="true" tiptext="會指出 Tween 已經在暫停之後繼續播放。" version="" helpurl="fl.transitions:TweenEvent:MOTION_RESUME" playername=""/>
						<string name="MOTION_START" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_START" constant="true" tiptext="會指出移動已開始播放。" version="" helpurl="fl.transitions:TweenEvent:MOTION_START" playername=""/>
						<string name="MOTION_STOP" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_STOP" constant="true" tiptext="會指出已經明確呼叫 Tween.stop() 而使 Tween 停止。" version="" helpurl="fl.transitions:TweenEvent:MOTION_STOP" playername=""/>
						<string name="position" object="[fl.transitions.TweenEvent]" text=".position" tiptext="在事件發生時，由 Tween 控制的屬性值。" version="" helpurl="fl.transitions:TweenEvent:position" playername=""/>
						<string name="time" object="[fl.transitions.TweenEvent]" text=".time" tiptext="Tween 在事件發生時的時間。" version="" helpurl="fl.transitions:TweenEvent:time" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.transitions.easing" id="fl.transitions.easing" sort="true" tiptext="包裝 fl.transitions.easing 的類別" helpurl="fl.transitions.easing">
				<folder name="Back" id="[fl.transitions.easing.Back]" sort="true" index="true" asAncestors="Object" tiptext="Back 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.transitions.easing:Back">
					<folder name="方法" id="Methods" tiptext="Back 類別的方法" helpurl="fl.transitions.easing:Back">
						<string name="easeInOut" object="[fl.transitions.easing.Back]" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式來啟始移動，先倒退返回，再反轉方向往目標移動，一直到稍微越過目標之後，才再次反轉方向，然後移動回到目標。" version="1.0" helpurl="fl.transitions.easing:Back:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Back]" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeIn() 方法啟始移動的方式是，先倒退返回，然後反轉方向往目標移動。" version="1.0" helpurl="fl.transitions.easing:Back:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Back]" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeOut() 方法啟始移動的方式是，往目標移動到稍微過頭，然後反轉方向退回目標。" version="1.0" helpurl="fl.transitions.easing:Back:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Bounce" id="[fl.transitions.easing.Bounce]" sort="true" index="true" asAncestors="Object" tiptext="Bounce 類別會定義三個加/減速函數，以實作 ActionScript 動畫的跳躍移動，這類似落下的球在地板上產生多次的跳動，其每次彈升的幅度會逐漸減少。" helpurl="fl.transitions.easing:Bounce">
					<folder name="方法" id="Methods" tiptext="Bounce 類別的方法" helpurl="fl.transitions.easing:Bounce">
						<string name="easeInOut" object="[fl.transitions.easing.Bounce]" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以慢速度啟始跳躍移動，先是加速，然後才減速。" version="1.0" helpurl="fl.transitions.easing:Bounce:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Bounce]" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以慢速度啟始跳躍移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.transitions.easing:Bounce:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Bounce]" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始跳躍移動，然後隨著執行進展減速移動。" version="1.0" helpurl="fl.transitions.easing:Bounce:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Elastic" id="[fl.transitions.easing.Elastic]" sort="true" index="true" asAncestors="Object" tiptext="Elastic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動，而此種移動是由指數性衰減正弦波所定義。" helpurl="fl.transitions.easing:Elastic">
					<folder name="方法" id="Methods" tiptext="Elastic 類別的方法" helpurl="fl.transitions.easing:Elastic">
						<string name="easeInOut" object="[fl.transitions.easing.Elastic]" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以慢速度啟始移動，先是加速，然後才減速。" version="1.0" helpurl="fl.transitions.easing:Elastic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Elastic]" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeIn() 方法會以慢速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.transitions.easing:Elastic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Elastic]" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展減速移動。" version="1.0" helpurl="fl.transitions.easing:Elastic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="None" id="[fl.transitions.easing.None]" sort="true" index="true" asAncestors="Object" tiptext="None 類別會定義加/減速函數，以實作 ActionScript 動畫的非加速移動。" helpurl="fl.transitions.easing:None">
					<folder name="方法" id="Methods" tiptext="None 類別的方法" helpurl="fl.transitions.easing:None">
						<string name="easeInOut" object="[fl.transitions.easing.None]" text="None.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.transitions.easing:None:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.None]" text="None.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.transitions.easing:None:easeIn" playername=""/>
						<string name="easeNone" object="[fl.transitions.easing.None]" text="None.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeNone() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.transitions.easing:None:easeNone" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.None]" text="None.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會定義沒有加速度的等速移動。" version="1.0" helpurl="fl.transitions.easing:None:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Regular" id="[fl.transitions.easing.Regular]" sort="true" index="true" asAncestors="Object" tiptext="Regular 類別會定義三個加/減速函數，以實作 ActionScript 動畫的加速移動。" helpurl="fl.transitions.easing:Regular">
					<folder name="方法" id="Methods" tiptext="Regular 類別的方法" helpurl="fl.transitions.easing:Regular">
						<string name="easeInOut" object="[fl.transitions.easing.Regular]" text="Regular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.transitions.easing:Regular:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Regular]" text="Regular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.transitions.easing:Regular:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Regular]" text="Regular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.transitions.easing:Regular:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Strong" id="[fl.transitions.easing.Strong]" sort="true" index="true" asAncestors="Object" tiptext="Strong 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。" helpurl="fl.transitions.easing:Strong">
					<folder name="方法" id="Methods" tiptext="Strong 類別的方法" helpurl="fl.transitions.easing:Strong">
						<string name="easeInOut" object="[fl.transitions.easing.Strong]" text="Strong.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法會結合 easeIn() 和 easeOut() 方法的移動方式，以零速度啟始移動，先是加速移動，然後才減速至零速度。" version="1.0" helpurl="fl.transitions.easing:Strong:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Strong]" text="Strong.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0" helpurl="fl.transitions.easing:Strong:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Strong]" text="Strong.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展將移動減速至零速度。" version="1.0" helpurl="fl.transitions.easing:Strong:easeOut" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.video" id="fl.video" sort="true" tiptext="fl.video 套件的類別" helpurl="fl.video">
				<folder name="AutoLayoutEvent" id="[fl.video.AutoLayoutEvent]" sort="true" index="true" asAncestors="fl.video:LayoutEvent,flash.events:Event,Object" tiptext="Flash&amp;#xAE; Player 會在自動配置和調整視訊播放程式大小時傳送 AutoLayoutEvent 物件。" helpurl="fl.video:AutoLayoutEvent">
					<folder name="方法" id="Methods" tiptext="AutoLayoutEvent 類別的方法" helpurl="fl.video:AutoLayoutEvent">
						<string name="AutoLayoutEvent" object="[fl.video.AutoLayoutEvent]" text="new AutoLayoutEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,舊邊界:flash.geom:Rectangle=null,舊註冊邊界:flash.geom:Rectangle=null,vp:uint=0]%)" constructor="true" tiptext="會建立包含 autoLayout 事件相關資訊的 Event 物件。" version="1.0" helpurl="fl.video:AutoLayoutEvent:AutoLayoutEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AutoLayoutEvent 類別的屬性" helpurl="fl.video:AutoLayoutEvent">
						<string name="AUTO_LAYOUT" object="[fl.video.AutoLayoutEvent]" text="AutoLayoutEvent.AUTO_LAYOUT" constant="true" tiptext="定義 autoLayout 事件物件的 type 屬性值。" version="" helpurl="fl.video:AutoLayoutEvent:AUTO_LAYOUT" playername=""/>
						<string name="vp" object="[fl.video.AutoLayoutEvent]" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version="" helpurl="fl.video:AutoLayoutEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="CaptionChangeEvent" id="[fl.video.CaptionChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="每當在註解目標文字欄位中新增或移除註解時傳送 CaptionChangeEvent。" helpurl="fl.video:CaptionChangeEvent">
					<folder name="方法" id="Methods" tiptext="CaptionChangeEvent 類別的方法" helpurl="fl.video:CaptionChangeEvent">
						<string name="CaptionChangeEvent" object="[fl.video.CaptionChangeEvent]" text="new CaptionChangeEvent(%類別:String[,反昇:Boolean=false,可取消:Boolean=false,已新增:Boolean=true,captionCuePoint物件:Object=null]%)" constructor="true" tiptext="會建立包含 captionChange 事件相關資訊的 Event 物件。" version="9.0.28.0" helpurl="fl.video:CaptionChangeEvent:CaptionChangeEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CaptionChangeEvent 類別的屬性" helpurl="fl.video:CaptionChangeEvent">
						<string name="CAPTION_CHANGE" object="[fl.video.CaptionChangeEvent]" text="CaptionChangeEvent.CAPTION_CHANGE" constant="true" tiptext="定義 captionChange 事件物件的 type 屬性值。" version="" helpurl="fl.video:CaptionChangeEvent:CAPTION_CHANGE" playername=""/>
						<string name="added" object="[fl.video.CaptionChangeEvent]" text=".added" tiptext="Boolean 值，會判斷已加入或移除註解。" version="" helpurl="fl.video:CaptionChangeEvent:added:get" playername=""/>
						<string name="captionCuePointObject" object="[fl.video.CaptionChangeEvent]" text=".captionCuePointObject" tiptext="所加入或移除之註解的提示點物件。" version="" helpurl="fl.video:CaptionChangeEvent:captionCuePointObject:get" playername=""/>
					</folder>
				</folder>
				<folder name="CaptionTargetEvent" id="[fl.video.CaptionTargetEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="captionTargetCreated 事件的類型。此事件是在自動建立 captionTargetCreated 事件之後，而且在加入任何註解之前傳送。" helpurl="fl.video:CaptionTargetEvent">
					<folder name="方法" id="Methods" tiptext="CaptionTargetEvent 類別的方法" helpurl="fl.video:CaptionTargetEvent">
						<string name="CaptionTargetEvent" object="[fl.video.CaptionTargetEvent]" text="new CaptionTargetEvent(%類別:String[,反昇:Boolean=false,可取消:Boolean=false,captionTarget:flash.display:DisplayObject=null]%)" constructor="true" tiptext="會建立包含註解目標事件相關資訊的 Event 物件。" version="9.0.28.0" helpurl="fl.video:CaptionTargetEvent:CaptionTargetEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CaptionTargetEvent 類別的屬性" helpurl="fl.video:CaptionTargetEvent">
						<string name="CAPTION_TARGET_CREATED" object="[fl.video.CaptionTargetEvent]" text="CaptionTargetEvent.CAPTION_TARGET_CREATED" constant="true" tiptext="CaptionTargetEvent.CAPTION_TARGET_CREATED 常數會定義 captionTargetCreated 事件物件的 type 屬性值。" version="" helpurl="fl.video:CaptionTargetEvent:CAPTION_TARGET_CREATED" playername=""/>
						<string name="captionTarget" object="[fl.video.CaptionTargetEvent]" text=".captionTarget" tiptext="來自相同名稱之 FLVPlaybackCaptioning 實體屬性的註解目標。" version="" helpurl="fl.video:CaptionTargetEvent:captionTarget:get" playername=""/>
					</folder>
				</folder>
				<folder name="CuePointType" id="[fl.video.CuePointType]" sort="true" index="true" asAncestors="Object" tiptext="CuePointType 類別會針對 type CUE_POINT 之 MetadataEvent 實體的 info 物件，提供常數做為 type 屬性的值。" helpurl="fl.video:CuePointType">
					<folder name="屬性" id="Properties" tiptext="CuePointType 類別的屬性" helpurl="fl.video:CuePointType">
						<string name="ACTIONSCRIPT" object="[fl.video.CuePointType]" text="CuePointType.ACTIONSCRIPT" constant="true" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version="" helpurl="fl.video:CuePointType:ACTIONSCRIPT" playername=""/>
						<string name="ALL" object="[fl.video.CuePointType]" text="CuePointType.ALL" constant="true" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version="" helpurl="fl.video:CuePointType:ALL" playername=""/>
						<string name="EVENT" object="[fl.video.CuePointType]" text="CuePointType.EVENT" constant="true" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version="" helpurl="fl.video:CuePointType:EVENT" playername=""/>
						<string name="FLV" object="[fl.video.CuePointType]" text="CuePointType.FLV" constant="true" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version="" helpurl="fl.video:CuePointType:FLV" playername=""/>
						<string name="NAVIGATION" object="[fl.video.CuePointType]" text="CuePointType.NAVIGATION" constant="true" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version="" helpurl="fl.video:CuePointType:NAVIGATION" playername=""/>
					</folder>
				</folder>
				<folder name="FLVPlayback" id="[fl.video.FLVPlayback]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="FLVPlayback 會擴充 Sprite 類別，並包覆 VideoPlayer 物件。" helpurl="fl.video:FLVPlayback">
					<folder name="方法" id="Methods" tiptext="FLVPlayback 類別的方法" helpurl="fl.video:FLVPlayback">
						<string name="FLVPlayback" object="[fl.video.FLVPlayback]" text="new FLVPlayback(%%)" constructor="true" tiptext="FLVPlayback 建構函式" version="1.0" helpurl="fl.video:FLVPlayback:FLVPlayback" playername=""/>
						<string name="addASCuePoint" object="[fl.video.FLVPlayback]" text=".addASCuePoint(%時間或提示點:*[,名稱:String=null,參數:Object=null]%):Object" tiptext="加入 ActionScript 提示點，並且具有與使用「提示點」對話方塊加入 ActionScript 提示點相同的作用，不過只有在執行應用程式時 (而非開發應用程式期間) 才能發揮作用。" version="1.0" helpurl="fl.video:FLVPlayback:addASCuePoint" playername=""/>
						<string name="assignTabIndexes" object="[fl.video.FLVPlayback]" text=".assignTabIndexes(%開始標籤索引:int%):int" tiptext="依照位置，由左至右水平排序 FLVPlayback 控制項，以將 tabIndex 值指派給每一個控制項。" version="1.0" helpurl="fl.video:FLVPlayback:assignTabIndexes" playername=""/>
						<string name="bringVideoPlayerToFront" object="[fl.video.FLVPlayback]" text=".bringVideoPlayerToFront(%索引:uint%):void" tiptext="將某個視訊播放程式置於數個視訊播放程式的前方。" version="1.0" helpurl="fl.video:FLVPlayback:bringVideoPlayerToFront" playername=""/>
						<string name="closeVideoPlayer" object="[fl.video.FLVPlayback]" text=".closeVideoPlayer(%索引:uint%):void" tiptext="關閉 NetStream 並刪除 index 參數所指定的視訊播放程式。" version="1.0" helpurl="fl.video:FLVPlayback:closeVideoPlayer" playername=""/>
						<string name="enterFullScreenDisplayState" object="[fl.video.FLVPlayback]" text=".enterFullScreenDisplayState(%%):void" tiptext="將 FLVPlayback 視訊播放程式設定為全螢幕。" version="9.0.115.0" helpurl="fl.video:FLVPlayback:enterFullScreenDisplayState" playername=""/>
						<string name="findCuePoint" object="[fl.video.FLVPlayback]" text=".findCuePoint(%時間名稱或提示點:*[,類型:String=unknown]%):Object" tiptext="尋找 type 參數所指定且透過參數指定您想要之時間、名稱或時間與名稱組合的提示點類型。" version="1.0" helpurl="fl.video:FLVPlayback:findCuePoint" playername=""/>
						<string name="findNearestCuePoint" object="[fl.video.FLVPlayback]" text=".findNearestCuePoint(%時間名稱或提示點:*[,類型:String=unknown]%):Object" tiptext="尋找符合或早於您所指定之時間的指定提示點類型。" version="1.0" helpurl="fl.video:FLVPlayback:findNearestCuePoint" playername=""/>
						<string name="findNextCuePointWithName" object="[fl.video.FLVPlayback]" text=".findNextCuePointWithName(%提示點:Object%):Object" tiptext="在 my_cuePoint.array 中尋找具有與 my_cuePoint.name 相同名稱的下一個提示點。" version="1.0" helpurl="fl.video:FLVPlayback:findNextCuePointWithName" playername=""/>
						<string name="getVideoPlayer" object="[fl.video.FLVPlayback]" text=".getVideoPlayer(%索引:Number%):fl.video:VideoPlayer" tiptext="取得 index 參數指定的視訊播放程式。" version="1.0" helpurl="fl.video:FLVPlayback:getVideoPlayer" playername=""/>
						<string name="isFLVCuePointEnabled" object="[fl.video.FLVPlayback]" text=".isFLVCuePointEnabled(%時間名稱或提示點:*%):Boolean" tiptext="若 FLV 檔內嵌提示點已停用，便傳回 false。" version="1.0" helpurl="fl.video:FLVPlayback:isFLVCuePointEnabled" playername=""/>
						<string name="load" object="[fl.video.FLVPlayback]" text=".load(%來源:String[,總時間:Number=unknown,是即時:Boolean=false]%):void" tiptext="load 方法" version="1.0" helpurl="fl.video:FLVPlayback:load" playername=""/>
						<string name="pause" object="[fl.video.FLVPlayback]" text=".pause(%%):void" tiptext="pause 方法" version="1.0" helpurl="fl.video:FLVPlayback:pause" playername=""/>
						<string name="playWhenEnoughDownloaded" object="[fl.video.FLVPlayback]" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0" helpurl="fl.video:FLVPlayback:playWhenEnoughDownloaded" playername=""/>
						<string name="play" object="[fl.video.FLVPlayback]" text=".play(%[來源:String=null,總時間:Number=unknown,是即時:Boolean=false]%):void" tiptext="play 方法" version="1.0" helpurl="fl.video:FLVPlayback:play" playername=""/>
						<string name="removeASCuePoint" object="[fl.video.FLVPlayback]" text=".removeASCuePoint(%時間名稱或提示點:*%):Object" tiptext="從目前載入的 FLV 檔中移除 ActionScript 提示點。" version="1.0" helpurl="fl.video:FLVPlayback:removeASCuePoint" playername=""/>
						<string name="seekPercent" object="[fl.video.FLVPlayback]" text=".seekPercent(%百分比:Number%):void" tiptext="seekPercent 方法" version="1.0" helpurl="fl.video:FLVPlayback:seekPercent" playername=""/>
						<string name="seekSeconds" object="[fl.video.FLVPlayback]" text=".seekSeconds(%時間:Number%):void" tiptext="seekSeconds 方法" version="1.0" helpurl="fl.video:FLVPlayback:seekSeconds" playername=""/>
						<string name="seekToNavCuePoint" object="[fl.video.FLVPlayback]" text=".seekToNavCuePoint(%時間名稱或提示點:*%):void" tiptext="搜尋至符合指定之時間、名稱或時間和名稱的瀏覽提示點。" version="1.0" helpurl="fl.video:FLVPlayback:seekToNavCuePoint" playername=""/>
						<string name="seekToNextNavCuePoint" object="[fl.video.FLVPlayback]" text=".seekToNextNavCuePoint(%[時間:Number=unknown]%):void" tiptext="依據目前的 playheadTime 屬性值，搜尋至下一個瀏覽提示點。" version="1.0" helpurl="fl.video:FLVPlayback:seekToNextNavCuePoint" playername=""/>
						<string name="seekToPrevNavCuePoint" object="[fl.video.FLVPlayback]" text=".seekToPrevNavCuePoint(%[時間:Number=unknown]%):void" tiptext="依據目前的 playheadTime 屬性值，搜尋至上一個瀏覽提示點。" version="1.0" helpurl="fl.video:FLVPlayback:seekToPrevNavCuePoint" playername=""/>
						<string name="seek" object="[fl.video.FLVPlayback]" text=".seek(%時間:Number%):void" tiptext="seek 方法" version="1.0" helpurl="fl.video:FLVPlayback:seek" playername=""/>
						<string name="setFLVCuePointEnabled" object="[fl.video.FLVPlayback]" text=".setFLVCuePointEnabled(% 啟用:Boolean,時間名稱或提示點:*%):Number" tiptext="啟用或停用一個或多個 FLV 檔提示點。" version="1.0" helpurl="fl.video:FLVPlayback:setFLVCuePointEnabled" playername=""/>
						<string name="setScale" object="[fl.video.FLVPlayback]" text=".setScale(%縮放X:Number,縮放Y:Number%):void" tiptext="setScale 方法" version="1.0" helpurl="fl.video:FLVPlayback:setScale" playername=""/>
						<string name="setSize" object="[fl.video.FLVPlayback]" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="setSize 方法" version="1.0" helpurl="fl.video:FLVPlayback:setSize" playername=""/>
						<string name="stop" object="[fl.video.FLVPlayback]" text=".stop(%%):void" tiptext="stop 方法" version="1.0" helpurl="fl.video:FLVPlayback:stop" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FLVPlayback 類別的屬性" helpurl="fl.video:FLVPlayback">
						<string name="SHORT_VERSION" object="[fl.video.FLVPlayback]" text="FLVPlayback.SHORT_VERSION" constant="true" tiptext="狀態變數，指出組件的簡短版本號碼。" version="" helpurl="fl.video:FLVPlayback:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.FLVPlayback]" text="FLVPlayback.VERSION" constant="true" tiptext="狀態變數，指出組件的完整版本號碼。" version="" helpurl="fl.video:FLVPlayback:VERSION" playername=""/>
						<string name="activeVideoPlayerIndex" object="[fl.video.FLVPlayback]" text=".activeVideoPlayerIndex" tiptext="數字，用以指定哪一個視訊播放程式實體會受到其它應用程式介面設計 (API) 影響。" version="" helpurl="fl.video:FLVPlayback:activeVideoPlayerIndex:get" playername=""/>
						<string name="align" object="[fl.video.FLVPlayback]" text=".align" tiptext="當 scaleMode 屬性設定為 VideoScaleMode.MAINTAIN_ASPECT_RATIO 或 VideoScaleMode.NO_SCALE 時，指定視訊版面。" version="" helpurl="fl.video:FLVPlayback:align:get" playername=""/>
						<string name="autoPlay" object="[fl.video.FLVPlayback]" text=".autoPlay" tiptext="Boolean 值，如果此值設定為 true，就會在設定 source 屬性之後讓 FLV 檔自動開始播放。" version="" helpurl="fl.video:FLVPlayback:autoPlay:get" playername=""/>
						<string name="autoRewind" object="[fl.video.FLVPlayback]" text=".autoRewind" tiptext="Boolean 值，如果為 true，則會在播放停止時讓 FLV 檔倒帶到「影格 1」，這可能是因為播放程式到達串流的結尾或者呼叫了 stop() 方法所造成的。" version="" helpurl="fl.video:FLVPlayback:autoRewind:get" playername=""/>
						<string name="backButton" object="[fl.video.FLVPlayback]" text=".backButton" tiptext="BackButton 播放控制項。" version="" helpurl="fl.video:FLVPlayback:backButton:get" playername=""/>
						<string name="bitrate" object="[fl.video.FLVPlayback]" text=".bitrate" tiptext="數字，用以指定傳輸 FLV 檔的每秒位元數。" version="" helpurl="fl.video:FLVPlayback:bitrate:get" playername=""/>
						<string name="bufferTime" object="[fl.video.FLVPlayback]" text=".bufferTime" tiptext="數字，用以指定視訊串流開始播放之前，記憶體中緩衝的秒數。" version="" helpurl="fl.video:FLVPlayback:bufferTime:get" playername=""/>
						<string name="bufferingBarHidesAndDisablesOthers" object="[fl.video.FLVPlayback]" text=".bufferingBarHidesAndDisablesOthers" tiptext="如果設定為 true，則會隱藏 SeekBar 控制項，並在 FLV 檔處於緩衝狀態時停用 Play、Pause、PlayPause、BackButton 和 ForwardButton 控制項。" version="" helpurl="fl.video:FLVPlayback:bufferingBarHidesAndDisablesOthers:get" playername=""/>
						<string name="bufferingBar" object="[fl.video.FLVPlayback]" text=".bufferingBar" tiptext="緩衝列控制項。" version="" helpurl="fl.video:FLVPlayback:bufferingBar:get" playername=""/>
						<string name="buffering" object="[fl.video.FLVPlayback]" text=".buffering" tiptext="Boolean 值，當視訊處於緩衝狀態時則為 true。" version="" helpurl="fl.video:FLVPlayback:buffering:get" playername=""/>
						<string name="bytesLoaded" object="[fl.video.FLVPlayback]" text=".bytesLoaded" tiptext="數字，會指出 HTTP 下載作業的完成度，以位元組數目表示。" version="" helpurl="fl.video:FLVPlayback:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.video.FLVPlayback]" text=".bytesTotal" tiptext="數字，會指定 HTTP 下載作業的已下載總位元組數。" version="" helpurl="fl.video:FLVPlayback:bytesTotal:get" playername=""/>
						<string name="endTabIndex" object="[fl.video.FLVPlayback]" text=".endTabIndex" tiptext="傳回 FLVPlayback 控制項後方的下一個可用  tabIndex 值。" version="" helpurl="fl.video:FLVPlayback:endTabIndex:get" playername=""/>
						<string name="forwardButton" object="[fl.video.FLVPlayback]" text=".forwardButton" tiptext="「快轉」按鈕控制項。" version="" helpurl="fl.video:FLVPlayback:forwardButton:get" playername=""/>
						<string name="fullScreenBackgroundColor" object="[fl.video.FLVPlayback]" text=".fullScreenBackgroundColor" tiptext="在全螢幕佔用模式中使用的背景顏色。" version="" helpurl="fl.video:FLVPlayback:fullScreenBackgroundColor:get" playername=""/>
						<string name="fullScreenButton" object="[fl.video.FLVPlayback]" text=".fullScreenButton" tiptext="FullScreen 按鈕控制項。" version="" helpurl="fl.video:FLVPlayback:fullScreenButton:get" playername=""/>
						<string name="fullScreenSkinDelay" object="[fl.video.FLVPlayback]" text=".fullScreenSkinDelay" tiptext="指定隱藏外觀元素的延遲時間，以毫秒為單位。" version="" helpurl="fl.video:FLVPlayback:fullScreenSkinDelay:get" playername=""/>
						<string name="fullScreenTakeOver" object="[fl.video.FLVPlayback]" text=".fullScreenTakeOver" tiptext="當舞台進入全螢幕模式時，FLVPlayback 組件就會位於所有內容的最上方，而且佔用整個螢幕。" version="" helpurl="fl.video:FLVPlayback:fullScreenTakeOver:get" playername=""/>
						<string name="height" object="[fl.video.FLVPlayback]" text=".height" tiptext="數字，用以指定 FLVPlayback 實體的高度。" version="" helpurl="fl.video:FLVPlayback:height:get" playername=""/>
						<string name="idleTimeout" object="[fl.video.FLVPlayback]" text=".idleTimeout" tiptext="Flash 因為播放暫停或停止而中斷 Flash Media Server (FMS) 閒置連線之前的時間長度，以毫秒為單位。" version="" helpurl="fl.video:FLVPlayback:idleTimeout:get" playername=""/>
						<string name="isLive" object="[fl.video.FLVPlayback]" text=".isLive" tiptext="Boolean 值，當視訊串流處於即時狀態則為 true。" version="" helpurl="fl.video:FLVPlayback:isLive:get" playername=""/>
						<string name="isRTMP" object="[fl.video.FLVPlayback]" text=".isRTMP" tiptext="Boolean 值，使用 RTMP 從 Flash Media Server (FMS) 串流處理 FLV 檔時為 true。" version="" helpurl="fl.video:FLVPlayback:isRTMP:get" playername=""/>
						<string name="metadataLoaded" object="[fl.video.FLVPlayback]" text=".metadataLoaded" tiptext="Boolean 值，如果已經找到並處理了中繼資料封包，或者 FLV 檔在沒有中繼資料封包的情況下編碼，則為 true。" version="" helpurl="fl.video:FLVPlayback:metadataLoaded:get" playername=""/>
						<string name="metadata" object="[fl.video.FLVPlayback]" text=".metadata" tiptext="物件，它是從 NetSteam.onMetaData() 回呼方法之呼叫接收的中繼資料資訊封包 (如果有的話)。" version="" helpurl="fl.video:FLVPlayback:metadata:get" playername=""/>
						<string name="muteButton" object="[fl.video.FLVPlayback]" text=".muteButton" tiptext="「靜音」按鈕控制項。" version="" helpurl="fl.video:FLVPlayback:muteButton:get" playername=""/>
						<string name="ncMgr" object="[fl.video.FLVPlayback]" text=".ncMgr" tiptext="INCManager 物件，讓使用者能夠存取實作 INCManager 的類別實體，即 NCManager 類別的介面。" version="" helpurl="fl.video:FLVPlayback:ncMgr:get" playername=""/>
						<string name="pauseButton" object="[fl.video.FLVPlayback]" text=".pauseButton" tiptext="「暫停」按鈕控制項。" version="" helpurl="fl.video:FLVPlayback:pauseButton:get" playername=""/>
						<string name="paused" object="[fl.video.FLVPlayback]" text=".paused" tiptext="Boolean 值，當 FLV 檔處於暫停狀態時則為 true。" version="" helpurl="fl.video:FLVPlayback:paused:get" playername=""/>
						<string name="playButton" object="[fl.video.FLVPlayback]" text=".playButton" tiptext="「播放」按鈕控制項。" version="" helpurl="fl.video:FLVPlayback:playButton:get" playername=""/>
						<string name="playPauseButton" object="[fl.video.FLVPlayback]" text=".playPauseButton" tiptext="「播放/暫停」按鈕控制項。" version="" helpurl="fl.video:FLVPlayback:playPauseButton:get" playername=""/>
						<string name="playheadPercentage" object="[fl.video.FLVPlayback]" text=".playheadPercentage" tiptext="數字，指定目前的 playheadTime 做為 totalTime 屬性的百分比。" version="" helpurl="fl.video:FLVPlayback:playheadPercentage:get" playername=""/>
						<string name="playheadTime" object="[fl.video.FLVPlayback]" text=".playheadTime" tiptext="數字，表示目前播放磁頭時間或位置，以秒為單位，可以是分數值。" version="" helpurl="fl.video:FLVPlayback:playheadTime:get" playername=""/>
						<string name="playheadUpdateInterval" object="[fl.video.FLVPlayback]" text=".playheadUpdateInterval" tiptext="數字，表示每個 playheadUpdate 事件之間的時間長度，以毫秒為單位。" version="" helpurl="fl.video:FLVPlayback:playheadUpdateInterval:get" playername=""/>
						<string name="playing" object="[fl.video.FLVPlayback]" text=".playing" tiptext="Boolean 值，當 FLV 檔處於播放狀態時則為 true。" version="" helpurl="fl.video:FLVPlayback:playing:get" playername=""/>
						<string name="preferredHeight" object="[fl.video.FLVPlayback]" text=".preferredHeight" tiptext="數字，會指定來源 FLV 檔的高度。" version="" helpurl="fl.video:FLVPlayback:preferredHeight:get" playername=""/>
						<string name="preferredWidth" object="[fl.video.FLVPlayback]" text=".preferredWidth" tiptext="指定來源 FLV 檔的寬度。" version="" helpurl="fl.video:FLVPlayback:preferredWidth:get" playername=""/>
						<string name="progressInterval" object="[fl.video.FLVPlayback]" text=".progressInterval" tiptext="數字，表示每個 progress 事件之間的時間長度，以毫秒為單位。" version="" helpurl="fl.video:FLVPlayback:progressInterval:get" playername=""/>
						<string name="registrationHeight" object="[fl.video.FLVPlayback]" text=".registrationHeight" tiptext="在自動調整大小時，用來對齊視訊內容的高度。" version="" helpurl="fl.video:FLVPlayback:registrationHeight:get" playername=""/>
						<string name="registrationWidth" object="[fl.video.FLVPlayback]" text=".registrationWidth" tiptext="在自動調整大小時，用來對齊視訊內容的寬度。" version="" helpurl="fl.video:FLVPlayback:registrationWidth:get" playername=""/>
						<string name="registrationX" object="[fl.video.FLVPlayback]" text=".registrationX" tiptext="在自動調整大小時，用來對齊視訊內容的 x 座標。" version="" helpurl="fl.video:FLVPlayback:registrationX:get" playername=""/>
						<string name="registrationY" object="[fl.video.FLVPlayback]" text=".registrationY" tiptext="在自動調整大小時，用來對齊視訊內容的 y 座標。" version="" helpurl="fl.video:FLVPlayback:registrationY:get" playername=""/>
						<string name="scaleMode" object="[fl.video.FLVPlayback]" text=".scaleMode" tiptext="指定載入視訊之後將如何調整大小。" version="" helpurl="fl.video:FLVPlayback:scaleMode:get" playername=""/>
						<string name="scaleX" object="[fl.video.FLVPlayback]" text=".scaleX" tiptext="代表水平縮放的數字。" version="" helpurl="fl.video:FLVPlayback:scaleX:get" playername=""/>
						<string name="scaleY" object="[fl.video.FLVPlayback]" text=".scaleY" tiptext="代表垂直縮放的數字。" version="" helpurl="fl.video:FLVPlayback:scaleY:get" playername=""/>
						<string name="scrubbing" object="[fl.video.FLVPlayback]" text=".scrubbing" tiptext="Boolean 值，當使用者使用 SeekBar 拖曳時則為 true，否則為 false。" version="" helpurl="fl.video:FLVPlayback:scrubbing:get" playername=""/>
						<string name="seekBarInterval" object="[fl.video.FLVPlayback]" text=".seekBarInterval" tiptext="數字，用以指定來回拖曳 SeekBar 控制柄時，執行檢查的間隔時間，以毫秒為單位。" version="" helpurl="fl.video:FLVPlayback:seekBarInterval:get" playername=""/>
						<string name="seekBarScrubTolerance" object="[fl.video.FLVPlayback]" text=".seekBarScrubTolerance" tiptext="數字，用以指定使用者在更新動作發生之前可將 SeekBar 控制點移動多遠的距離。" version="" helpurl="fl.video:FLVPlayback:seekBarScrubTolerance:get" playername=""/>
						<string name="seekBar" object="[fl.video.FLVPlayback]" text=".seekBar" tiptext="SeekBar 控制項。" version="" helpurl="fl.video:FLVPlayback:seekBar:get" playername=""/>
						<string name="seekToPrevOffset" object="[fl.video.FLVPlayback]" text=".seekToPrevOffset" tiptext="秒數，seekToPrevNavCuePoint() 方法會用這個屬性來比較它的時間與之前的提示點時間。" version="" helpurl="fl.video:FLVPlayback:seekToPrevOffset:get" playername=""/>
						<string name="skinAutoHide" object="[fl.video.FLVPlayback]" text=".skinAutoHide" tiptext="Boolean 值，如果為 true，則當滑鼠移到視訊以外的區域時，組件外觀元素會被隱藏起來。" version="" helpurl="fl.video:FLVPlayback:skinAutoHide:get" playername=""/>
						<string name="skinBackgroundAlpha" object="[fl.video.FLVPlayback]" text=".skinBackgroundAlpha" tiptext="外觀元素之背景的 Alpha。" version="" helpurl="fl.video:FLVPlayback:skinBackgroundAlpha:get" playername=""/>
						<string name="skinBackgroundColor" object="[fl.video.FLVPlayback]" text=".skinBackgroundColor" tiptext="外觀元素的背景顏色 (0xRRGGBB)。" version="" helpurl="fl.video:FLVPlayback:skinBackgroundColor:get" playername=""/>
						<string name="skinFadeTime" object="[fl.video.FLVPlayback]" text=".skinFadeTime" tiptext="進行隱藏或顯示時，外觀元素淡入或淡出所花費的時間，以毫秒為單位。" version="" helpurl="fl.video:FLVPlayback:skinFadeTime:get" playername=""/>
						<string name="skinScaleMaximum" object="[fl.video.FLVPlayback]" text=".skinScaleMaximum" tiptext="當這個屬性使用支援硬體加速的 Flash Player 輸入全螢幕模式時，它會指定 FLVPlayback 用來放大外觀元素的最大乘數。" version="" helpurl="fl.video:FLVPlayback:skinScaleMaximum:get" playername=""/>
						<string name="skin" object="[fl.video.FLVPlayback]" text=".skin" tiptext="字串，用以指定外觀元素 SWF 檔的 URL。" version="" helpurl="fl.video:FLVPlayback:skin:get" playername=""/>
						<string name="soundTransform" object="[fl.video.FLVPlayback]" text=".soundTransform" tiptext="可讓您直接存取 VideoPlayer.soundTransform 屬性，以便公開更多聲音控制項。" version="" helpurl="fl.video:FLVPlayback:soundTransform:get" playername=""/>
						<string name="source" object="[fl.video.FLVPlayback]" text=".source" tiptext="字串，指定要進行串流處理之 FLV 檔的 URL，以及串流的方式。" version="" helpurl="fl.video:FLVPlayback:source:get" playername=""/>
						<string name="startTabIndex" object="[fl.video.FLVPlayback]" text=".startTabIndex" tiptext="傳回 FLVPlayback 控制項的第一個 tabIndex 值。" version="" helpurl="fl.video:FLVPlayback:startTabIndex:get" playername=""/>
						<string name="stateResponsive" object="[fl.video.FLVPlayback]" text=".stateResponsive" tiptext="Boolean 值，若是有反應的狀態則為 true。" version="" helpurl="fl.video:FLVPlayback:stateResponsive:get" playername=""/>
						<string name="state" object="[fl.video.FLVPlayback]" text=".state" tiptext="字串，用以指定組件的狀態。" version="" helpurl="fl.video:FLVPlayback:state:get" playername=""/>
						<string name="stopButton" object="[fl.video.FLVPlayback]" text=".stopButton" tiptext="「停止」按鈕控制項。" version="" helpurl="fl.video:FLVPlayback:stopButton:get" playername=""/>
						<string name="stopped" object="[fl.video.FLVPlayback]" text=".stopped" tiptext="Boolean 值，當 FLVPlayback 實體的狀態為 stopped 時則為 true。" version="" helpurl="fl.video:FLVPlayback:stopped:get" playername=""/>
						<string name="totalTime" object="[fl.video.FLVPlayback]" text=".totalTime" tiptext="數字，表示視訊的總播放時間，以秒為單位。" version="" helpurl="fl.video:FLVPlayback:totalTime:get" playername=""/>
						<string name="visibleVideoPlayerIndex" object="[fl.video.FLVPlayback]" text=".visibleVideoPlayerIndex" tiptext="數字，可用來管理多個 FLV 檔串流。" version="" helpurl="fl.video:FLVPlayback:visibleVideoPlayerIndex:get" playername=""/>
						<string name="volumeBarInterval" object="[fl.video.FLVPlayback]" text=".volumeBarInterval" tiptext="數字，用以指定拖曳時檢查音量列控制點位置的頻率，以毫秒為單位。" version="" helpurl="fl.video:FLVPlayback:volumeBarInterval:get" playername=""/>
						<string name="volumeBarScrubTolerance" object="[fl.video.FLVPlayback]" text=".volumeBarScrubTolerance" tiptext="數字，用以指定使用者在更新動作發生之前可將音量列控制點移動多遠的距離。" version="" helpurl="fl.video:FLVPlayback:volumeBarScrubTolerance:get" playername=""/>
						<string name="volumeBar" object="[fl.video.FLVPlayback]" text=".volumeBar" tiptext="音量列控制項。" version="" helpurl="fl.video:FLVPlayback:volumeBar:get" playername=""/>
						<string name="volume" object="[fl.video.FLVPlayback]" text=".volume" tiptext="數字，會指出音量控制項設定，允許的範圍為 0 到 1。" version="" helpurl="fl.video:FLVPlayback:volume:get" playername=""/>
						<string name="width" object="[fl.video.FLVPlayback]" text=".width" tiptext="數字，用以指定「舞台」上 FLVPlayback 實體的寬度。" version="" helpurl="fl.video:FLVPlayback:width:get" playername=""/>
						<string name="x" object="[fl.video.FLVPlayback]" text=".x" tiptext="數字，用以指定視訊播放程式的水平位置，以像素為單位。" version="" helpurl="fl.video:FLVPlayback:x:get" playername=""/>
						<string name="y" object="[fl.video.FLVPlayback]" text=".y" tiptext="數字，用以指定視訊播放程式的垂直位置，以像素為單位。" version="" helpurl="fl.video:FLVPlayback:y:get" playername=""/>
						<string name="cuePoints" object="[fl.video.FLVPlayback]" text=".cuePoints" tiptext="陣列，用以描述 ActionScript 提示點以及停用的內嵌 FLV 檔提示點。" version="" helpurl="fl.video:FLVPlayback:cuePoints:set" playername=""/>
						<string name="preview" object="[fl.video.FLVPlayback]" text=".preview" tiptext="僅適用於即時預覽。" version="" helpurl="fl.video:FLVPlayback:preview:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FLVPlayback 類別的事件" helpurl="fl.video:FLVPlayback">
						<string name="soundUpdate" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者移動 volumeBar 控制項的控制點，或設定 volume 或 soundTransform 屬性而導致聲音變更時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.SoundEvent.SOUND_UPDATE_soundUpdate" playername=""/>
						<string name="stoppedStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="進入停止狀態時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STOPPED_STATE_ENTERED_stoppedStateEntered" playername=""/>
						<string name="stateChange" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="播放狀態變更時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STATE_CHANGE_stateChange" playername=""/>
						<string name="skinLoaded" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="載入外觀元素 SWF 檔時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SKIN_LOADED_skinLoaded" playername=""/>
						<string name="skinError" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="載入外觀元素 SWF 檔發生錯誤時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.SkinErrorEvent.SKIN_ERROR_skinError" playername=""/>
						<string name="seeked" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當播放磁頭的位置因為呼叫 seek()、設定 playheadTime 屬性或使用 SeekBar 控制項而變更時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SEEKED_seeked" playername=""/>
						<string name="scrubStart" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者開始使用搜尋列拖曳 FLV 檔時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_START_scrubStart" playername=""/>
						<string name="scrubFinish" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者停止使用搜尋列拖曳 FLV 檔時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_FINISH_scrubFinish" playername=""/>
						<string name="rewind" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當播放磁頭的位置因為呼叫 seek() 而向後移動或者當 autoRewind 呼叫完成時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.REWIND_rewind" playername=""/>
						<string name="layout" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視訊播放程式調整大小或配置時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.LayoutEvent.LAYOUT_layout" playername=""/>
						<string name="ready" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入 FLV 檔且可以顯示畫面時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.READY_ready" playername=""/>
						<string name="progress" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出已下載完成的進度，以位元組數目表示。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoProgressEvent.PROGRESS_progress" playername=""/>
						<string name="playheadUpdate" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 FLV 檔以 playheadUpdateInterval 屬性指定的頻率播放或開始倒帶時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" playername=""/>
						<string name="playingStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="進入播放狀態時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYING_STATE_ENTERED_playingStateEntered" playername=""/>
						<string name="pausedStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在播放程式進入暫停狀態時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PAUSED_STATE_ENTERED_pausedStateEntered" playername=""/>
						<string name="metadataReceived" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="初次到達 FLV 檔的中繼資料時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" playername=""/>
						<string name="fastForward" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當播放磁頭的位置因為呼叫 seek() 方法或按一下 ForwardButton 控制項而向前移動時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.FAST_FORWARD_fastForward" playername=""/>
						<string name="cuePoint" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="到達提示點時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.CUE_POINT_cuePoint" playername=""/>
						<string name="complete" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當播放作業因為播放程式到達 FLV 檔的結尾而完成時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.COMPLETE_complete" playername=""/>
						<string name="close" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當事件物件關閉 NetConnection (無論是因為逾時或透過呼叫 closeVideoPlayer() 方法)，或者您呼叫 load() 或 play() 方法或設定 source 屬性因而造成 RTMP 連線關閉時，便會傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.CLOSE_close" playername=""/>
						<string name="bufferingStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 FLVPlayback 實體進入緩衝狀態時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.BUFFERING_STATE_ENTERED_bufferingStateEntered" playername=""/>
						<string name="autoRewound" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當播放磁頭移至視訊播放程式的開頭 (因為 autoRewind 屬性設定為 true) 時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" playername=""/>
						<string name="autoLayout" object="[fl.video.FLVPlayback]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視訊播放程式自動調整大小或配置時傳送。" version="" helpurl="fl.video:FLVPlayback_fl.video.AutoLayoutEvent.AUTO_LAYOUT_autoLayout" playername=""/>
					</folder>
				</folder>
				<folder name="FLVPlaybackCaptioning" id="[fl.video.FLVPlaybackCaptioning]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="FLVPlaybackCaptioning 組件會啟用 FLVPlayback 組件註解功能。" helpurl="fl.video:FLVPlaybackCaptioning">
					<folder name="方法" id="Methods" tiptext="FLVPlaybackCaptioning 類別的方法" helpurl="fl.video:FLVPlaybackCaptioning">
						<string name="FLVPlaybackCaptioning" object="[fl.video.FLVPlaybackCaptioning]" text="new FLVPlaybackCaptioning(%%)" constructor="true" tiptext="會建立新的 FLVPlaybackCaptioning 實體。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:FLVPlaybackCaptioning" playername=""/>
						<string name="findInCaptions" object="[fl.video.FLVPlaybackCaptioning]" text=".findInCaptions(%搜尋字串:String%):Array" tiptext="傳回其註解文字包含搜尋字串的 FLVPlayback 組件提示點。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:findInCaptions" playername=""/>
						<string name="getCaptionsAsArray" object="[fl.video.FLVPlaybackCaptioning]" text=".getCaptionsAsArray(%%):Array" tiptext="傳回包含註解的 FLVPlayback 組件提示點之陣列。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsArray" playername=""/>
						<string name="getCaptionsAsTranscript" object="[fl.video.FLVPlaybackCaptioning]" text=".getCaptionsAsTranscript(%[保留格式:Boolean=false]%):String" tiptext="使用 HTML 格式的記錄傳回包含所有註解的字串。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsTranscript" playername=""/>
						<string name="secondsToTime" object="[fl.video.FLVPlaybackCaptioning]" text=".secondsToTime(%秒:Number%):String" tiptext="傳回秒數以做為時間碼字串。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:secondsToTime" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FLVPlaybackCaptioning 類別的屬性" helpurl="fl.video:FLVPlaybackCaptioning">
						<string name="SHORT_VERSION" object="[fl.video.FLVPlaybackCaptioning]" text="FLVPlaybackCaptioning.SHORT_VERSION" constant="true" tiptext="狀態變數，指出組件的簡短版本號碼。" version="" helpurl="fl.video:FLVPlaybackCaptioning:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.FLVPlaybackCaptioning]" text="FLVPlaybackCaptioning.VERSION" constant="true" tiptext="狀態變數，指出組件的完整版本號碼。" version="" helpurl="fl.video:FLVPlaybackCaptioning:VERSION" playername=""/>
						<string name="autoLayout" object="[fl.video.FLVPlaybackCaptioning]" text=".autoLayout" tiptext="會判斷 FLVPlaybackCaptioning 組件是否會自動移動 TextField 物件並調整其大小，以便做為註解。" version="" helpurl="fl.video:FLVPlaybackCaptioning:autoLayout:get" playername=""/>
						<string name="captionButton" object="[fl.video.FLVPlaybackCaptioning]" text=".captionButton" tiptext="會定義 captionButton FLVPlayback 的自訂使用者界面組件實體，此實體會提供開啟和關閉註解的切換功能。" version="" helpurl="fl.video:FLVPlaybackCaptioning:captionButton:get" playername=""/>
						<string name="captionTargetName" object="[fl.video.FLVPlaybackCaptioning]" text=".captionTargetName" tiptext="TextField 物件的實體名稱，或是包含 Textfield 物件 (含有註解) 之 MovieClip 的實體名稱。" version="" helpurl="fl.video:FLVPlaybackCaptioning:captionTargetName:get" playername=""/>
						<string name="captionTarget" object="[fl.video.FLVPlaybackCaptioning]" text=".captionTarget" tiptext="會設定要在其中顯示註解的 DisplayObject 實體。" version="" helpurl="fl.video:FLVPlaybackCaptioning:captionTarget:get" playername=""/>
						<string name="flvPlaybackName" object="[fl.video.FLVPlaybackCaptioning]" text=".flvPlaybackName" tiptext="會針對您想要加上註解的 FLVPlayback 實體，設定 FLVPlayback 實體名稱。" version="" helpurl="fl.video:FLVPlaybackCaptioning:flvPlaybackName:get" playername=""/>
						<string name="flvPlayback" object="[fl.video.FLVPlaybackCaptioning]" text=".flvPlayback" tiptext="會設定要加上註解的 FLVPlayback 實體。" version="" helpurl="fl.video:FLVPlaybackCaptioning:flvPlayback:get" playername=""/>
						<string name="showCaptions" object="[fl.video.FLVPlaybackCaptioning]" text=".showCaptions" tiptext="用來顯示註解；true=顯示註解、false=不顯示註解。" version="" helpurl="fl.video:FLVPlaybackCaptioning:showCaptions:get" playername=""/>
						<string name="simpleFormatting" object="[fl.video.FLVPlaybackCaptioning]" text=".simpleFormatting" tiptext="當設定為 true 時，會限制來自 Timed Text 檔案的格式化指示。" version="" helpurl="fl.video:FLVPlaybackCaptioning:simpleFormatting:get" playername=""/>
						<string name="source" object="[fl.video.FLVPlaybackCaptioning]" text=".source" tiptext="包含註解資訊 (必要屬性) 之 Timed Text XML 檔的 URL。" version="" helpurl="fl.video:FLVPlaybackCaptioning:source:get" playername=""/>
						<string name="track" object="[fl.video.FLVPlaybackCaptioning]" text=".track" tiptext="支援多國語言音軌。" version="" helpurl="fl.video:FLVPlaybackCaptioning:track:get" playername=""/>
						<string name="videoPlayerIndex" object="[fl.video.FLVPlaybackCaptioning]" text=".videoPlayerIndex" tiptext="將註解功能連接至 FLVPlayback 組件中的特定 VideoPlayer。" version="" helpurl="fl.video:FLVPlaybackCaptioning:videoPlayerIndex:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FLVPlaybackCaptioning 類別的事件" helpurl="fl.video:FLVPlaybackCaptioning">
						<string name="securityError" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在對 URLLoader.load() 事件的呼叫嘗試從安全執行程序以外的伺服器載入 Timed Text XML 檔時，便會傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="progress" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="隨著 Timed Text XML 檔下載進度接收資料時傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當載入 Timed Text XML 檔的下載作業開始後，接著呼叫 URLLoader.load() 方法時傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="如果對 URLLoader.load() 事件的呼叫產生嚴重錯誤，並終止下載 Timed Text XML 檔時，便會傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="httpStatus" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="如果對 URLLoader.load() 事件的呼叫嘗試透過 HTTP 存取 Timed Text XML 檔，而且目前的 Flash Player 環境能夠偵測並傳回要求的狀態碼時，便會傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="complete" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入所有 Timed Text XML 資料之後傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="captionTargetCreated" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在建立 captionTarget 屬性之後，但在加入任何註解之前 (captionTarget 屬性是空的) 傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionTargetEvent.CAPTION_TARGET_CREATED_captionTargetCreated" playername=""/>
						<string name="captionChange" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在註解目標文字欄位中新增或移除註解時傳送。" version="" helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionChangeEvent.CAPTION_CHANGE_captionChange" playername=""/>
					</folder>
				</folder>
				<folder name="INCManager" id="[fl.video.INCManager]" sort="true" index="true" tiptext="INCManager 是為 VideoPlayer 類別建立 flash.net.NetConnection 之類別的介面。" helpurl="fl.video:INCManager">
					<folder name="方法" id="Methods" tiptext="INCManager 類別的方法" helpurl="fl.video:INCManager">
						<string name="close" object="[fl.video.INCManager]" text=".close(%%):void" tiptext="關閉 NetConnection。" version="1.0" helpurl="fl.video:INCManager:close" playername=""/>
						<string name="connectAgain" object="[fl.video.INCManager]" text=".connectAgain(%%):Boolean" tiptext="會在連線成功但找不到串流時，由 VideoPlayer 物件呼叫。" version="1.0" helpurl="fl.video:INCManager:connectAgain" playername=""/>
						<string name="connectToURL" object="[fl.video.INCManager]" text=".connectToURL(%URL:String%):Boolean" tiptext="由 VideoPlayer 物件呼叫，以要求連線至 URL。" version="1.0" helpurl="fl.video:INCManager:connectToURL" playername=""/>
						<string name="getProperty" object="[fl.video.INCManager]" text=".getProperty(%屬性名稱:String%)" tiptext="會取得由實作 INCManager 之類別所支援的任意屬性之值。" version="1.0" helpurl="fl.video:INCManager:getProperty" playername=""/>
						<string name="helperDone" object="[fl.video.INCManager]" text=".helperDone(%helper:Object,成功:Boolean%):void" tiptext="由正在進行工作的任何 helper 物件呼叫，以便讓 NCManager 物件發出表示它已經完成以及是否成功的訊號。" version="1.0" helpurl="fl.video:INCManager:helperDone" playername=""/>
						<string name="reconnect" object="[fl.video.INCManager]" text=".reconnect(%%):void" tiptext="由 VideoPlayer 物件呼叫，在連線中斷之後要求重新連線。" version="1.0" helpurl="fl.video:INCManager:reconnect" playername=""/>
						<string name="setProperty" object="[fl.video.INCManager]" text=".setProperty(%屬性名稱:String,值:*%):void" tiptext="會設定由實作 INCManager 之類別所支援的任意屬性之值。" version="1.0" helpurl="fl.video:INCManager:setProperty" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="INCManager 類別的屬性" helpurl="fl.video:INCManager">
						<string name="bitrate" object="[fl.video.INCManager]" text=".bitrate" tiptext="頻寬 (以每秒位元數為單位)，用以在多個串流之間進行切換。" version="" helpurl="fl.video:INCManager:bitrate:get" playername=""/>
						<string name="isRTMP" object="[fl.video.INCManager]" text=".isRTMP" tiptext="指出 URL 是來自 Flash Media Server (FMS) 的 RTMP 串流，或者是漸進式下載。" version="" helpurl="fl.video:INCManager:isRTMP:get" playername=""/>
						<string name="netConnection" object="[fl.video.INCManager]" text=".netConnection" tiptext="NetConnection 物件的參照。" version="" helpurl="fl.video:INCManager:netConnection:get" playername=""/>
						<string name="streamHeight" object="[fl.video.INCManager]" text=".streamHeight" tiptext="串流的高度，以像素為單位。" version="" helpurl="fl.video:INCManager:streamHeight:get" playername=""/>
						<string name="streamLength" object="[fl.video.INCManager]" text=".streamLength" tiptext="串流長度，以秒為單位。" version="" helpurl="fl.video:INCManager:streamLength:get" playername=""/>
						<string name="streamName" object="[fl.video.INCManager]" text=".streamName" tiptext="傳入 NetStream.play() 方法中的串流名稱。" version="" helpurl="fl.video:INCManager:streamName:get" playername=""/>
						<string name="streamWidth" object="[fl.video.INCManager]" text=".streamWidth" tiptext="串流的寬度，以像素為單位。" version="" helpurl="fl.video:INCManager:streamWidth:get" playername=""/>
						<string name="timeout" object="[fl.video.INCManager]" text=".timeout" tiptext="時間 (以毫秒為單位)，經這段時間之後會嘗試停止進行連線。" version="" helpurl="fl.video:INCManager:timeout:get" playername=""/>
						<string name="videoPlayer" object="[fl.video.INCManager]" text=".videoPlayer" tiptext="擁有此物件的 VideoPlayer 物件。" version="" helpurl="fl.video:INCManager:videoPlayer:get" playername=""/>
					</folder>
				</folder>
				<folder name="IVPEvent" id="[fl.video.IVPEvent]" sort="true" index="true" tiptext="IVPEvent 介面是由 video 事件實作的介面，此事件會套用至 FLVPlayback 組件中的特定 VideoPlayer 物件。" helpurl="fl.video:IVPEvent">
					<folder name="屬性" id="Properties" tiptext="IVPEvent 類別的屬性" helpurl="fl.video:IVPEvent">
						<string name="type" object="[fl.video.IVPEvent]" text=".type" tiptext="事件類型。" version="" helpurl="fl.video:IVPEvent:type:get" playername=""/>
						<string name="vp" object="[fl.video.IVPEvent]" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version="" helpurl="fl.video:IVPEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="LayoutEvent" id="[fl.video.LayoutEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在視訊播放程式調整大小和/或配置時傳送的事件。" helpurl="fl.video:LayoutEvent">
					<folder name="方法" id="Methods" tiptext="LayoutEvent 類別的方法" helpurl="fl.video:LayoutEvent">
						<string name="LayoutEvent" object="[fl.video.LayoutEvent]" text="new LayoutEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,舊邊界:flash.geom:Rectangle=null,舊註冊邊界:flash.geom:Rectangle=null]%)s" constructor="true" tiptext="會建立包含 layout 事件相關資訊的 Event 物件。" version="1.0" helpurl="fl.video:LayoutEvent:LayoutEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LayoutEvent 類別的屬性" helpurl="fl.video:LayoutEvent">
						<string name="LAYOUT" object="[fl.video.LayoutEvent]" text="LayoutEvent.LAYOUT" constant="true" tiptext="定義 layout 事件物件的 type 屬性值。" version="" helpurl="fl.video:LayoutEvent:LAYOUT" playername=""/>
						<string name="oldBounds" object="[fl.video.LayoutEvent]" text=".oldBounds" tiptext="會指出事件發生之前，目標的 x、y、width 和 height 屬性值。" version="" helpurl="fl.video:LayoutEvent:oldBounds:get" playername=""/>
						<string name="oldRegistrationBounds" object="[fl.video.LayoutEvent]" text=".oldRegistrationBounds" tiptext="會指出事件發生之前，目標的 registrationX、registrationY、registrationWidth 和 registrationHeight 屬性值。" version="" helpurl="fl.video:LayoutEvent:oldRegistrationBounds:get" playername=""/>
					</folder>
				</folder>
				<folder name="MetadataEvent" id="[fl.video.MetadataEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當使用者要求 FLV 檔的中繼資料資訊封包 (NetStream.onMetaData) 而且在 FLV 檔中遇到提示點 (NetStream.onCuePoint) 時，Flash&amp;#xAE; Player 就會傳送 MetadataEvent 物件。" helpurl="fl.video:MetadataEvent">
					<folder name="方法" id="Methods" tiptext="MetadataEvent 類別的方法" helpurl="fl.video:MetadataEvent">
						<string name="MetadataEvent" object="[fl.video.MetadataEvent]" text="new MetadataEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,資訊:Object=null,vp:uint=0]%)" constructor="true" tiptext="建立包含中繼資料事件相關資訊的 Event 物件。" version="1.0" helpurl="fl.video:MetadataEvent:MetadataEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MetadataEvent 類別的屬性" helpurl="fl.video:MetadataEvent">
						<string name="CUE_POINT" object="[fl.video.MetadataEvent]" text="MetadataEvent.CUE_POINT" constant="true" tiptext="定義 cuePoint 事件物件的 type 屬性值。" version="" helpurl="fl.video:MetadataEvent:CUE_POINT" playername=""/>
						<string name="METADATA_RECEIVED" object="[fl.video.MetadataEvent]" text="MetadataEvent.METADATA_RECEIVED" constant="true" tiptext="定義 metadataReceived 事件物件的 type 屬性值。" version="" helpurl="fl.video:MetadataEvent:METADATA_RECEIVED" playername=""/>
						<string name="info" object="[fl.video.MetadataEvent]" text=".info" tiptext="物件，其中含有根據事件類型加入的動態屬性。" version="" helpurl="fl.video:MetadataEvent:info:get" playername=""/>
						<string name="vp" object="[fl.video.MetadataEvent]" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version="" helpurl="fl.video:MetadataEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="NCManager" id="[fl.video.NCManager]" sort="true" index="true" asAncestors="Object" tiptext="會建立 VideoPlayer 類別的 NetConnection 物件，它是該使用者介面類別的 helper 類別。" helpurl="fl.video:NCManager">
					<folder name="方法" id="Methods" tiptext="NCManager 類別的方法" helpurl="fl.video:NCManager">
						<string name="NCManager" object="[fl.video.NCManager]" text="new NCManager(%%)" constructor="true" tiptext="會建立新的 NCManager 實體。" version="1.0" helpurl="fl.video:NCManager:NCManager" playername=""/>
						<string name="close" object="[fl.video.NCManager]" text=".close(%%):void" tiptext="關閉 NetConnection。" version="1.0" helpurl="fl.video:NCManager:close" playername=""/>
						<string name="connectAgain" object="[fl.video.NCManager]" text=".connectAgain(%%):Boolean" tiptext="會在連線成功但找不到串流時，由 VideoPlayer 物件呼叫。" version="1.0" helpurl="fl.video:NCManager:connectAgain" playername=""/>
						<string name="connectToURL" object="[fl.video.NCManager]" text=".connectToURL(%URL:String%):Boolean" tiptext="由 VideoPlayer 物件呼叫，以要求連線至 URL。" version="1.0" helpurl="fl.video:NCManager:connectToURL" playername=""/>
						<string name="getProperty" object="[fl.video.NCManager]" text=".getProperty(%屬性名稱:String%)" tiptext="允許取得 fallbackServerName、fpadZone、objectEncoding 和 proxyType 屬性。" version="1.0" helpurl="fl.video:NCManager:getProperty" playername=""/>
						<string name="helperDone" object="[fl.video.NCManager]" text=".helperDone(%helper:Object,成功:Boolean%):void" tiptext="由正在進行工作的任何 helper 物件呼叫，以便讓 NCManager 物件發出表示它已經完成以及是否成功的訊號。" version="1.0" helpurl="fl.video:NCManager:helperDone" playername=""/>
						<string name="reconnect" object="[fl.video.NCManager]" text=".reconnect(%%):void" tiptext="由 VideoPlayer 物件呼叫，在連線中斷之後要求重新連線。" version="1.0" helpurl="fl.video:NCManager:reconnect" playername=""/>
						<string name="setProperty" object="[fl.video.NCManager]" text=".setProperty(%屬性名稱:String,值:*%):void" tiptext="允許設定 fallbackServerName、fpadZone、objectEncoding 和 proxyType 屬性。" version="1.0" helpurl="fl.video:NCManager:setProperty" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NCManager 類別的屬性" helpurl="fl.video:NCManager">
						<string name="DEFAULT_TIMEOUT" object="[fl.video.NCManager]" text="NCManager.DEFAULT_TIMEOUT" constant="true" tiptext="預設逾時 (以毫秒為單位)。" version="" helpurl="fl.video:NCManager:DEFAULT_TIMEOUT" playername=""/>
						<string name="SHORT_VERSION" object="[fl.video.NCManager]" text="NCManager.SHORT_VERSION" constant="true" tiptext="狀態變數，指出組件的簡短版本號碼。" version="" helpurl="fl.video:NCManager:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.NCManager]" text="NCManager.VERSION" constant="true" tiptext="狀態變數，指出組件的完整版本號碼。" version="" helpurl="fl.video:NCManager:VERSION" playername=""/>
						<string name="fallbackServerName" object="[fl.video.NCManager]" text=".fallbackServerName" tiptext="間接或直接公開 fallbackServerName 屬性。" version="" helpurl="fl.video:NCManager:fallbackServerName" playername=""/>
						<string name="bitrate" object="[fl.video.NCManager]" text=".bitrate" tiptext="從 Flash Media Server (FMS) 載入串流時，bitrate 屬性會傳回根據自動偵測計算所得的值，而非經由 bitrate() 屬性設定的值。" version="" helpurl="fl.video:NCManager:bitrate:get" playername=""/>
						<string name="isRTMP" object="[fl.video.NCManager]" text=".isRTMP" tiptext="指出 URL 是來自 Flash Media Server (FMS) 的 RTMP 串流，或者是漸進式下載。" version="" helpurl="fl.video:NCManager:isRTMP:get" playername=""/>
						<string name="netConnection" object="[fl.video.NCManager]" text=".netConnection" tiptext="NetConnection 物件的參照。" version="" helpurl="fl.video:NCManager:netConnection:get" playername=""/>
						<string name="streamHeight" object="[fl.video.NCManager]" text=".streamHeight" tiptext="串流的高度，以像素為單位。" version="" helpurl="fl.video:NCManager:streamHeight:get" playername=""/>
						<string name="streamLength" object="[fl.video.NCManager]" text=".streamLength" tiptext="串流長度，以秒為單位。" version="" helpurl="fl.video:NCManager:streamLength:get" playername=""/>
						<string name="streamName" object="[fl.video.NCManager]" text=".streamName" tiptext="傳入 NetStream.play() 方法中的串流名稱。" version="" helpurl="fl.video:NCManager:streamName:get" playername=""/>
						<string name="streamWidth" object="[fl.video.NCManager]" text=".streamWidth" tiptext="串流的寬度，以像素為單位。" version="" helpurl="fl.video:NCManager:streamWidth:get" playername=""/>
						<string name="timeout" object="[fl.video.NCManager]" text=".timeout" tiptext="時間 (以毫秒為單位)，經這段時間之後會嘗試停止進行連線。" version="" helpurl="fl.video:NCManager:timeout:get" playername=""/>
						<string name="videoPlayer" object="[fl.video.NCManager]" text=".videoPlayer" tiptext="擁有此物件的 VideoPlayer 物件。" version="" helpurl="fl.video:NCManager:videoPlayer:get" playername=""/>
					</folder>
				</folder>
				<folder name="NCManagerNative" id="[fl.video.NCManagerNative]" sort="true" index="true" asAncestors="fl.video:NCManager,Object" tiptext="NCManagerNative 類別是 NCManager 類別的子類別，而且支援原生的頻寬偵測，這是某些「Flash 視訊串流服務」提供者可能會支援的功能。" helpurl="fl.video:NCManagerNative">
					<folder name="方法" id="Methods" tiptext="NCManagerNative 類別的方法" helpurl="fl.video:NCManagerNative">
						<string name="NCManagerNative" object="[fl.video.NCManagerNative]" text="new NCManagerNative(%%):void" constructor="true" tiptext="NCManagerNative 建構函式" version="1.0" helpurl="fl.video:NCManagerNative:NCManagerNative" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NCManagerNative 類別的屬性" helpurl="fl.video:NCManagerNative">
						<string name="SHORT_VERSION" object="[fl.video.NCManagerNative]" text="NCManagerNative.SHORT_VERSION" constant="true" tiptext="狀態變數，指出組件的簡短版本號碼。" version="" helpurl="fl.video:NCManagerNative:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.NCManagerNative]" text="NCManagerNative.VERSION" constant="true" tiptext="狀態變數，指出組件的完整版本號碼。" version="" helpurl="fl.video:NCManagerNative:VERSION" playername=""/>
						<string name="streamLength" object="[fl.video.NCManagerNative]" text=".streamLength" tiptext="串流長度，以毫秒為單位。" version="" helpurl="fl.video:NCManagerNative:streamLength:get" playername=""/>
					</folder>
				</folder>
				<folder name="SkinErrorEvent" id="[fl.video.SkinErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="Flash&amp;#xAE; Player 會在發生載入外觀元素錯誤時傳送 SkinErrorEvent 物件。" helpurl="fl.video:SkinErrorEvent">
					<folder name="方法" id="Methods" tiptext="SkinErrorEvent 類別的方法" helpurl="fl.video:SkinErrorEvent">
						<string name="SkinErrorEvent" object="[fl.video.SkinErrorEvent]" text="new SkinErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String]%)" constructor="true" tiptext="會建立包含 skinError 事件相關資訊的 Event 物件。" version="1.0" helpurl="fl.video:SkinErrorEvent:SkinErrorEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SkinErrorEvent 類別的屬性" helpurl="fl.video:SkinErrorEvent">
						<string name="SKIN_ERROR" object="[fl.video.SkinErrorEvent]" text="SkinErrorEvent.SKIN_ERROR" constant="true" tiptext="定義 skinError 事件物件的 type 屬性值。" version="" helpurl="fl.video:SkinErrorEvent:SKIN_ERROR" playername=""/>
					</folder>
				</folder>
				<folder name="SoundEvent" id="[fl.video.SoundEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當使用者移動 volumeBar 控制項的控制點，或設定 volume 或 soundTransform 屬性以變更聲音時，Flash&amp;#xAE; Player 便會傳送 SoundEvent 物件。" helpurl="fl.video:SoundEvent">
					<folder name="方法" id="Methods" tiptext="SoundEvent 類別的方法" helpurl="fl.video:SoundEvent">
						<string name="SoundEvent" object="[fl.video.SoundEvent]" text="new SoundEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,聲音變形:flash.media:聲音變形=null]%)" constructor="true" tiptext="SoundEvent 建構函式" version="1.0" helpurl="fl.video:SoundEvent:SoundEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SoundEvent 類別的屬性" helpurl="fl.video:SoundEvent">
						<string name="SOUND_UPDATE" object="[fl.video.SoundEvent]" text="SoundEvent.SOUND_UPDATE" constant="true" tiptext="定義 soundUpdate 事件物件的 type 屬性值。" version="" helpurl="fl.video:SoundEvent:SOUND_UPDATE" playername=""/>
						<string name="soundTransform" object="[fl.video.SoundEvent]" text=".soundTransform" tiptext="表示音量和左右相位的新值。" version="" helpurl="fl.video:SoundEvent:soundTransform:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoAlign" id="[fl.video.VideoAlign]" sort="true" index="true" asAncestors="Object" tiptext="VideoAlign 類別會提供常數值，讓 FLVPlayback.align 和 VideoPlayer.align 屬性使用。" helpurl="fl.video:VideoAlign">
					<folder name="屬性" id="Properties" tiptext="VideoAlign 類別的屬性" helpurl="fl.video:VideoAlign">
						<string name="BOTTOM_LEFT" object="[fl.video.VideoAlign]" text="VideoAlign.BOTTOM_LEFT" constant="true" tiptext="指定視訊與左下角對齊。" version="" helpurl="fl.video:VideoAlign:BOTTOM_LEFT" playername=""/>
						<string name="BOTTOM_RIGHT" object="[fl.video.VideoAlign]" text="VideoAlign.BOTTOM_RIGHT" constant="true" tiptext="指定視訊與右下角對齊。" version="" helpurl="fl.video:VideoAlign:BOTTOM_RIGHT" playername=""/>
						<string name="BOTTOM" object="[fl.video.VideoAlign]" text="VideoAlign.BOTTOM" constant="true" tiptext="指定視訊與底部對齊。" version="" helpurl="fl.video:VideoAlign:BOTTOM" playername=""/>
						<string name="CENTER" object="[fl.video.VideoAlign]" text="VideoAlign.CENTER" constant="true" tiptext="指定視訊置中對齊。" version="" helpurl="fl.video:VideoAlign:CENTER" playername=""/>
						<string name="LEFT" object="[fl.video.VideoAlign]" text="VideoAlign.LEFT" constant="true" tiptext="指定視訊與左側對齊。" version="" helpurl="fl.video:VideoAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[fl.video.VideoAlign]" text="VideoAlign.RIGHT" constant="true" tiptext="指定視訊與右側對齊。" version="" helpurl="fl.video:VideoAlign:RIGHT" playername=""/>
						<string name="TOP_LEFT" object="[fl.video.VideoAlign]" text="VideoAlign.TOP_LEFT" constant="true" tiptext="指定視訊與左上角對齊。" version="" helpurl="fl.video:VideoAlign:TOP_LEFT" playername=""/>
						<string name="TOP_RIGHT" object="[fl.video.VideoAlign]" text="VideoAlign.TOP_RIGHT" constant="true" tiptext="指定視訊與右上角對齊。" version="" helpurl="fl.video:VideoAlign:TOP_RIGHT" playername=""/>
						<string name="TOP" object="[fl.video.VideoAlign]" text="VideoAlign.TOP" constant="true" tiptext="指定視訊與頂端對齊。" version="" helpurl="fl.video:VideoAlign:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="VideoError" id="[fl.video.VideoError]" sort="true" index="true" asAncestors="Error,Object" tiptext="VideoError 例外是用來通報 FLVPlayback 和 VideoPlayer 類別中執行階段錯誤的主要機制。" helpurl="fl.video:VideoError">
					<folder name="方法" id="Methods" tiptext="VideoError 類別的方法" helpurl="fl.video:VideoError">
						<string name="VideoError" object="[fl.video.VideoError]" text="new VideoError(%錯誤碼:uint[,訊息:String=null]%)" constructor="true" tiptext="會建立新的 VideoError 物件。" version="1.0" helpurl="fl.video:VideoError:VideoError" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="VideoError 類別的屬性" helpurl="fl.video:VideoError">
						<string name="DELETE_DEFAULT_PLAYER" object="[fl.video.VideoError]" text="VideoError.DELETE_DEFAULT_PLAYER" constant="true" tiptext="狀態變數，指出使用者無法刪除預設的 VideoPlayer 物件。" version="" helpurl="fl.video:VideoError:DELETE_DEFAULT_PLAYER" playername=""/>
						<string name="ILLEGAL_CUE_POINT" object="[fl.video.VideoError]" text="VideoError.ILLEGAL_CUE_POINT" constant="true" tiptext="狀態變數，指出格式不符的提示點。" version="" helpurl="fl.video:VideoError:ILLEGAL_CUE_POINT" playername=""/>
						<string name="INCMANAGER_CLASS_UNSET" object="[fl.video.VideoError]" text="VideoError.INCMANAGER_CLASS_UNSET" constant="true" tiptext="狀態變數，指出未設定 INCManager 類別。" version="" helpurl="fl.video:VideoError:INCMANAGER_CLASS_UNSET" playername=""/>
						<string name="INVALID_SEEK" object="[fl.video.VideoError]" text="VideoError.INVALID_SEEK" constant="true" tiptext="狀態變數，指出無效的搜尋。" version="" helpurl="fl.video:VideoError:INVALID_SEEK" playername=""/>
						<string name="INVALID_SOURCE" object="[fl.video.VideoError]" text="VideoError.INVALID_SOURCE" constant="true" tiptext="狀態變數，指出無效的來源。" version="" helpurl="fl.video:VideoError:INVALID_SOURCE" playername=""/>
						<string name="INVALID_XML" object="[fl.video.VideoError]" text="VideoError.INVALID_XML" constant="true" tiptext="狀態變數，指出無效的 XML。" version="" helpurl="fl.video:VideoError:INVALID_XML" playername=""/>
						<string name="MISSING_SKIN_STYLE" object="[fl.video.VideoError]" text="VideoError.MISSING_SKIN_STYLE" constant="true" tiptext="狀態變數，指出遺失的外觀元素樣式。" version="" helpurl="fl.video:VideoError:MISSING_SKIN_STYLE" playername=""/>
						<string name="NETSTREAM_CLIENT_CLASS_UNSET" object="[fl.video.VideoError]" text="VideoError.NETSTREAM_CLIENT_CLASS_UNSET" constant="true" tiptext="當VideoPlayer.netStatusClientClassstatic 屬性設定成無效值時發生錯誤。" version="" helpurl="fl.video:VideoError:NETSTREAM_CLIENT_CLASS_UNSET" playername=""/>
						<string name="NO_BITRATE_MATCH" object="[fl.video.VideoError]" text="VideoError.NO_BITRATE_MATCH" constant="true" tiptext="狀態變數，指出沒有相符的位元傳輸速率。" version="" helpurl="fl.video:VideoError:NO_BITRATE_MATCH" playername=""/>
						<string name="NO_CONNECTION" object="[fl.video.VideoError]" text="VideoError.NO_CONNECTION" constant="true" tiptext="狀態變數，指出 Flash Player 無法建立與伺服器的連線，或無法在伺服器上找到 FLV 檔。" version="" helpurl="fl.video:VideoError:NO_CONNECTION" playername=""/>
						<string name="NULL_URL_LOAD" object="[fl.video.VideoError]" text="VideoError.NULL_URL_LOAD" constant="true" tiptext="狀態變數，指出傳送了 null URL 至 load() 方法。" version="" helpurl="fl.video:VideoError:NULL_URL_LOAD" playername=""/>
						<string name="SHORT_VERSION" object="[fl.video.VideoError]" text="VideoError.SHORT_VERSION" constant="true" tiptext="狀態變數，指出組件的簡短版本號碼。" version="" helpurl="fl.video:VideoError:SHORT_VERSION" playername=""/>
						<string name="UNSUPPORTED_PROPERTY" object="[fl.video.VideoError]" text="VideoError.UNSUPPORTED_PROPERTY" constant="true" tiptext="狀態變數，指出傳送了不支援的屬性至 INCManager 類別，或者至 getProperty 或 setProperty 方法。" version="" helpurl="fl.video:VideoError:UNSUPPORTED_PROPERTY" playername=""/>
						<string name="VERSION" object="[fl.video.VideoError]" text="VideoError.VERSION" constant="true" tiptext="狀態變數，指出組件的完整版本號碼。" version="" helpurl="fl.video:VideoError:VERSION" playername=""/>
						<string name="code" object="[fl.video.VideoError]" text=".code" tiptext="對應至錯誤的代碼。" version="" helpurl="fl.video:VideoError:code:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoEvent" id="[fl.video.VideoEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="Flash&amp;#xAE; 會在使用者播放視訊時傳送 VideoEvent 物件。" helpurl="fl.video:VideoEvent">
					<folder name="方法" id="Methods" tiptext="VideoEvent 類別的方法" helpurl="fl.video:VideoEvent">
						<string name="VideoEvent" object="[fl.video.VideoEvent]" text="new VideoEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,狀態:String=null,播放磁頭時間:Number=unknown,vp:uint=0]%)" constructor="true" tiptext="會建立包含 video 事件相關資訊的 Event 物件。" version="1.0" helpurl="fl.video:VideoEvent:VideoEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="VideoEvent 類別的屬性" helpurl="fl.video:VideoEvent">
						<string name="AUTO_REWOUND" object="[fl.video.VideoEvent]" text="VideoEvent.AUTO_REWOUND" constant="true" tiptext="定義 autoRewound 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:AUTO_REWOUND" playername=""/>
						<string name="BUFFERING_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.BUFFERING_STATE_ENTERED" constant="true" tiptext="定義 bufferingStateEntered 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:BUFFERING_STATE_ENTERED" playername=""/>
						<string name="CLOSE" object="[fl.video.VideoEvent]" text="VideoEvent.CLOSE" constant="true" tiptext="定義 close 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:CLOSE" playername=""/>
						<string name="COMPLETE" object="[fl.video.VideoEvent]" text="VideoEvent.COMPLETE" constant="true" tiptext="定義 complete 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:COMPLETE" playername=""/>
						<string name="FAST_FORWARD" object="[fl.video.VideoEvent]" text="VideoEvent.FAST_FORWARD" constant="true" tiptext="定義 fastForward 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:FAST_FORWARD" playername=""/>
						<string name="PAUSED_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.PAUSED_STATE_ENTERED" constant="true" tiptext="定義 pausedStateEntered 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:PAUSED_STATE_ENTERED" playername=""/>
						<string name="PLAYHEAD_UPDATE" object="[fl.video.VideoEvent]" text="VideoEvent.PLAYHEAD_UPDATE" constant="true" tiptext="定義 playheadUpdate 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:PLAYHEAD_UPDATE" playername=""/>
						<string name="PLAYING_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.PLAYING_STATE_ENTERED" constant="true" tiptext="定義 playingStateEntered 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:PLAYING_STATE_ENTERED" playername=""/>
						<string name="READY" object="[fl.video.VideoEvent]" text="VideoEvent.READY" constant="true" tiptext="定義 ready 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:READY" playername=""/>
						<string name="REWIND" object="[fl.video.VideoEvent]" text="VideoEvent.REWIND" constant="true" tiptext="定義 rewind 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:REWIND" playername=""/>
						<string name="SCRUB_FINISH" object="[fl.video.VideoEvent]" text="VideoEvent.SCRUB_FINISH" constant="true" tiptext="定義 scrubFinish 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:SCRUB_FINISH" playername=""/>
						<string name="SCRUB_START" object="[fl.video.VideoEvent]" text="VideoEvent.SCRUB_START" constant="true" tiptext="定義 scrubStart 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:SCRUB_START" playername=""/>
						<string name="SEEKED" object="[fl.video.VideoEvent]" text="VideoEvent.SEEKED" constant="true" tiptext="定義 seeked 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:SEEKED" playername=""/>
						<string name="SKIN_LOADED" object="[fl.video.VideoEvent]" text="VideoEvent.SKIN_LOADED" constant="true" tiptext="定義 skinLoaded 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:SKIN_LOADED" playername=""/>
						<string name="STATE_CHANGE" object="[fl.video.VideoEvent]" text="VideoEvent.STATE_CHANGE" constant="true" tiptext="定義 stateChange 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:STATE_CHANGE" playername=""/>
						<string name="STOPPED_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.STOPPED_STATE_ENTERED" constant="true" tiptext="定義 stoppedStateEntered 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoEvent:STOPPED_STATE_ENTERED" playername=""/>
						<string name="playheadTime" object="[fl.video.VideoEvent]" text=".playheadTime" tiptext="數字，表示目前播放磁頭時間或位置，以秒為單位，可以是分數值。" version="" helpurl="fl.video:VideoEvent:playheadTime:get" playername=""/>
						<string name="state" object="[fl.video.VideoEvent]" text=".state" tiptext="字串，用以識別 VideoState 類別中描述組件播放狀態的常數。" version="" helpurl="fl.video:VideoEvent:state:get" playername=""/>
						<string name="vp" object="[fl.video.VideoEvent]" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version="" helpurl="fl.video:VideoEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoPlayer" id="[fl.video.VideoPlayer]" sort="true" index="true" asAncestors="flash.media:Video,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="VideoPlayer 類別允許使用較您使用 FLVPlayback 組件時稍小的 SWF 檔，來建立視訊播放程式。" helpurl="fl.video:VideoPlayer">
					<folder name="方法" id="Methods" tiptext="VideoPlayer 類別的方法" helpurl="fl.video:VideoPlayer">
						<string name="VideoPlayer" object="[fl.video.VideoPlayer]" text="new VideoPlayer(%[寬度:int=320,高度:int=240]%)" constructor="true" tiptext="以指定的寬度和高度來建立 VideoPlayer 物件。" version="1.0" helpurl="fl.video:VideoPlayer:VideoPlayer" playername=""/>
						<string name="close" object="[fl.video.VideoPlayer]" text=".close(%%):void" tiptext="強制關閉視訊串流和 Flash Media Server 連線。" version="1.0" helpurl="fl.video:VideoPlayer:close" playername=""/>
						<string name="load" object="[fl.video.VideoPlayer]" text=".load(%url:String[,全部時間:Number=unknown,作用中:Boolean=false,開始時間:Number=unknown,持續時間:Number=unknown]%):void" tiptext="與 play() 很類似，不過它會載入 FLV 檔但不播放。" version="1.0" helpurl="fl.video:VideoPlayer:load" playername=""/>
						<string name="ncConnected" object="[fl.video.VideoPlayer]" text=".ncConnected(%%):void" tiptext="在呼叫 INCManager.connectToURL() 方法後而導致連線完成或失敗之後由 INCManager 呼叫。" version="1.0" helpurl="fl.video:VideoPlayer:ncConnected" playername=""/>
						<string name="ncReconnected" object="[fl.video.VideoPlayer]" text=".ncReconnected(%%):void" tiptext="在呼叫 INCManager.reconnect() 方法後而導致連線完成或失敗之後由 INCManager 呼叫。" version="1.0" helpurl="fl.video:VideoPlayer:ncReconnected" playername=""/>
						<string name="pause" object="[fl.video.VideoPlayer]" text=".pause(%%):void" tiptext="暫停視訊播放。" version="1.0" helpurl="fl.video:VideoPlayer:pause" playername=""/>
						<string name="playWhenEnoughDownloaded" object="[fl.video.VideoPlayer]" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0" helpurl="fl.video:VideoPlayer:playWhenEnoughDownloaded" playername=""/>
						<string name="play" object="[fl.video.VideoPlayer]" text=".play(%[url:String=null,全部時間:Number=unknown,作用中:Boolean=false,開始時間:Number=unknown,持續時間:Number=unknown]%):void" tiptext="play 方法" version="1.0" helpurl="fl.video:VideoPlayer:play" playername=""/>
						<string name="seek" object="[fl.video.VideoPlayer]" text=".seek(%時間:Number%):void" tiptext="搜尋至檔案中的指定時間點，以秒數為單位指定，取至三位小數位數 (毫秒)。" version="1.0" helpurl="fl.video:VideoPlayer:seek" playername=""/>
						<string name="setScale" object="[fl.video.VideoPlayer]" text=".setScale(%縮放X:Number,縮放Y:Number%):void" tiptext="同時設定 scaleX 和 scaleY 屬性。" version="1.0" helpurl="fl.video:VideoPlayer:setScale" playername=""/>
						<string name="setSize" object="[fl.video.VideoPlayer]" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="會同時設定 width 和 height 屬性。" version="1.0" helpurl="fl.video:VideoPlayer:setSize" playername=""/>
						<string name="stop" object="[fl.video.VideoPlayer]" text=".stop(%%):void" tiptext="停止視訊播放。" version="1.0" helpurl="fl.video:VideoPlayer:stop" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="VideoPlayer 類別的屬性" helpurl="fl.video:VideoPlayer">
						<string name="SHORT_VERSION" object="[fl.video.VideoPlayer]" text="VideoPlayer.SHORT_VERSION" constant="true" tiptext="狀態變數，指出組件的簡短版本號碼。" version="" helpurl="fl.video:VideoPlayer:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.VideoPlayer]" text="VideoPlayer.VERSION" constant="true" tiptext="狀態變數，指出組件的完整版本號碼。" version="" helpurl="fl.video:VideoPlayer:VERSION" playername=""/>
						<string name="iNCManagerClass" object="[fl.video.VideoPlayer]" text=".iNCManagerClass" tiptext="若要讓所有 VideoPlayer 物件都使用您自訂的類別做為預設的 INCManager 實作，請將 iNCManagerClass 屬性設定為該自訂類別的類別物件或字串名稱。" version="" helpurl="fl.video:VideoPlayer:iNCManagerClass" playername=""/>
						<string name="netStreamClientClass" object="[fl.video.VideoPlayer]" text=".netStreamClientClass" tiptext="註冊 NetStream 的 client 屬性的自訂類別。" version="" helpurl="fl.video:VideoPlayer:netStreamClientClass" playername=""/>
						<string name="align" object="[fl.video.VideoPlayer]" text=".align" tiptext="指定視訊相對於 registrationX、registrationY、registrationWidth 和 registrationHeight 屬性的顯示方式。" version="" helpurl="fl.video:VideoPlayer:align:get" playername=""/>
						<string name="autoRewind" object="[fl.video.VideoPlayer]" text=".autoRewind" tiptext="Boolean 值，如果為 true，則會在播放停止時讓 FLV 檔倒帶到「影格 1」，這可能是因為播放程式到達串流的結尾或者呼叫了 stop() 方法所造成的。" version="" helpurl="fl.video:VideoPlayer:autoRewind:get" playername=""/>
						<string name="bufferTime" object="[fl.video.VideoPlayer]" text=".bufferTime" tiptext="數字，用以指定視訊串流開始播放之前，記憶體中緩衝的秒數。" version="" helpurl="fl.video:VideoPlayer:bufferTime:get" playername=""/>
						<string name="bytesLoaded" object="[fl.video.VideoPlayer]" text=".bytesLoaded" tiptext="數字，會指出 HTTP 下載作業的完成度，以位元組數目表示。" version="" helpurl="fl.video:VideoPlayer:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.video.VideoPlayer]" text=".bytesTotal" tiptext="數字，會指定 HTTP 下載作業的已下載總位元組數。" version="" helpurl="fl.video:VideoPlayer:bytesTotal:get" playername=""/>
						<string name="idleTimeout" object="[fl.video.VideoPlayer]" text=".idleTimeout" tiptext="Flash 因為播放暫停或停止而中斷視訊伺服器 (例如 Flash Media Server) 的閒置連線之前的時間長度，以毫秒為單位。" version="" helpurl="fl.video:VideoPlayer:idleTimeout:get" playername=""/>
						<string name="isLive" object="[fl.video.VideoPlayer]" text=".isLive" tiptext="Boolean 值，當視訊串流處於即時狀態則為 true。" version="" helpurl="fl.video:VideoPlayer:isLive:get" playername=""/>
						<string name="isRTMP" object="[fl.video.VideoPlayer]" text=".isRTMP" tiptext="Boolean 值，使用 RTMP 從 Flash Media Server (FMS) 串流處理 FLV 檔時為 true。" version="" helpurl="fl.video:VideoPlayer:isRTMP:get" playername=""/>
						<string name="metadata" object="[fl.video.VideoPlayer]" text=".metadata" tiptext="物件，它是從 NetSteam.onMetaData() 回呼方法之呼叫接收的中繼資料資訊封包 (如果有的話)。" version="" helpurl="fl.video:VideoPlayer:metadata:get" playername=""/>
						<string name="ncMgr" object="[fl.video.VideoPlayer]" text=".ncMgr" tiptext="INCManager 物件，讓使用者能夠存取實作 INCManager 的類別實體，即 NCManager 類別的介面。" version="" helpurl="fl.video:VideoPlayer:ncMgr:get" playername=""/>
						<string name="netConnection" object="[fl.video.VideoPlayer]" text=".netConnection" tiptext="允許直接存取視訊播放程式所建立的 NetConnection 實體。" version="" helpurl="fl.video:VideoPlayer:netConnection:get" playername=""/>
						<string name="netStream" object="[fl.video.VideoPlayer]" text=".netStream" tiptext="允許直接存取視訊播放程式所建立的 NetStream 實體。" version="" helpurl="fl.video:VideoPlayer:netStream:get" playername=""/>
						<string name="playheadTime" object="[fl.video.VideoPlayer]" text=".playheadTime" tiptext="數字，表示目前播放磁頭時間或位置，以秒為單位，可以是分數值。" version="" helpurl="fl.video:VideoPlayer:playheadTime:get" playername=""/>
						<string name="playheadUpdateInterval" object="[fl.video.VideoPlayer]" text=".playheadUpdateInterval" tiptext="數字，表示每個 playheadUpdate 事件之間的時間長度，以毫秒為單位。" version="" helpurl="fl.video:VideoPlayer:playheadUpdateInterval:get" playername=""/>
						<string name="progressInterval" object="[fl.video.VideoPlayer]" text=".progressInterval" tiptext="數字，表示每個 progress 事件之間的時間長度，以毫秒為單位。" version="" helpurl="fl.video:VideoPlayer:progressInterval:get" playername=""/>
						<string name="registrationHeight" object="[fl.video.VideoPlayer]" text=".registrationHeight" tiptext="在自動調整大小時，用來對齊視訊內容的高度。" version="" helpurl="fl.video:VideoPlayer:registrationHeight:get" playername=""/>
						<string name="registrationWidth" object="[fl.video.VideoPlayer]" text=".registrationWidth" tiptext="在自動調整大小時，用來對齊視訊內容的寬度。" version="" helpurl="fl.video:VideoPlayer:registrationWidth:get" playername=""/>
						<string name="registrationX" object="[fl.video.VideoPlayer]" text=".registrationX" tiptext="在自動調整大小時，用來對齊視訊內容的 x 座標。" version="" helpurl="fl.video:VideoPlayer:registrationX:get" playername=""/>
						<string name="registrationY" object="[fl.video.VideoPlayer]" text=".registrationY" tiptext="在自動調整大小時，用來對齊視訊內容的 y 座標。" version="" helpurl="fl.video:VideoPlayer:registrationY:get" playername=""/>
						<string name="scaleMode" object="[fl.video.VideoPlayer]" text=".scaleMode" tiptext="會指定載入視訊之後將如何調整大小。" version="" helpurl="fl.video:VideoPlayer:scaleMode:get" playername=""/>
						<string name="soundTransform" object="[fl.video.VideoPlayer]" text=".soundTransform" tiptext="可讓您直接存取 NetStream.soundTransform 屬性，以便公開更多聲音控制項。" version="" helpurl="fl.video:VideoPlayer:soundTransform:get" playername=""/>
						<string name="source" object="[fl.video.VideoPlayer]" text=".source" tiptext="字串，指定要進行串流處理之 FLV 檔的 URL，以及串流的方式。" version="" helpurl="fl.video:VideoPlayer:source:get" playername=""/>
						<string name="stateResponsive" object="[fl.video.VideoPlayer]" text=".stateResponsive" tiptext="Boolean 值，若是有反應的狀態則為 true。" version="" helpurl="fl.video:VideoPlayer:stateResponsive:get" playername=""/>
						<string name="state" object="[fl.video.VideoPlayer]" text=".state" tiptext="字串，用以指定組件的狀態。" version="" helpurl="fl.video:VideoPlayer:state:get" playername=""/>
						<string name="totalTime" object="[fl.video.VideoPlayer]" text=".totalTime" tiptext="數字，表示視訊的總播放時間，以秒為單位。" version="" helpurl="fl.video:VideoPlayer:totalTime:get" playername=""/>
						<string name="videoHeight" object="[fl.video.VideoPlayer]" text=".videoHeight" tiptext="已載入之 FLV 檔的原始檔寬度。" version="" helpurl="fl.video:VideoPlayer:videoHeight:get" playername=""/>
						<string name="videoWidth" object="[fl.video.VideoPlayer]" text=".videoWidth" tiptext="已載入之 FLV 檔的原始檔寬度。" version="" helpurl="fl.video:VideoPlayer:videoWidth:get" playername=""/>
						<string name="visible" object="[fl.video.VideoPlayer]" text=".visible" tiptext="Boolean 值，如果為 true，則顯示 VideoPlayer 實體。" version="" helpurl="fl.video:VideoPlayer:visible:get" playername=""/>
						<string name="volume" object="[fl.video.VideoPlayer]" text=".volume" tiptext="數字，會指出音量控制項設定，允許的範圍為 0 到 1。" version="" helpurl="fl.video:VideoPlayer:volume:get" playername=""/>
						<string name="height" object="[fl.video.VideoPlayer]" text=".height" tiptext="數字，用以指定 VideoPlayer 實體的高度，以像素為單位。" version="" helpurl="fl.video:VideoPlayer:height:set" playername=""/>
						<string name="scaleX" object="[fl.video.VideoPlayer]" text=".scaleX" tiptext="代表水平縮放的數字。" version="" helpurl="fl.video:VideoPlayer:scaleX:set" playername=""/>
						<string name="scaleY" object="[fl.video.VideoPlayer]" text=".scaleY" tiptext="代表垂直縮放的數字。" version="" helpurl="fl.video:VideoPlayer:scaleY:set" playername=""/>
						<string name="width" object="[fl.video.VideoPlayer]" text=".width" tiptext="數字，用以指定「舞台」上 VideoPlayer 實體的寬度。" version="" helpurl="fl.video:VideoPlayer:width:set" playername=""/>
						<string name="x" object="[fl.video.VideoPlayer]" text=".x" tiptext="數字，用以指定視訊播放程式的水平位置，以像素為單位。" version="" helpurl="fl.video:VideoPlayer:x:set" playername=""/>
						<string name="y" object="[fl.video.VideoPlayer]" text=".y" tiptext="數字，用以指定視訊播放程式的垂直位置，以像素為單位。" version="" helpurl="fl.video:VideoPlayer:y:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="VideoPlayer 類別的事件" helpurl="fl.video:VideoPlayer">
						<string name="drmStatus" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="drmError 事件" version="" helpurl="fl.video:VideoPlayer__drmStatus" playername="AIR"/>
						<string name="drmError" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="drmError 事件" version="" helpurl="fl.video:VideoPlayer__drmError" playername="AIR"/>
						<string name="drmAuthenticate" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="drmAuthenticate 事件" version="" helpurl="fl.video:VideoPlayer__drmAuthenticate" playername="AIR"/>
						<string name="stateChange" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="播放狀態變更時傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.STATE_CHANGE_stateChange" playername=""/>
						<string name="autoRewound" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當播放磁頭移至視訊播放程式的開頭 (因為 autoRewind 屬性設定為 true) 時傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" playername=""/>
						<string name="layout" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視訊播放程式調整大小或配置時傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.LayoutEvent.LAYOUT_layout" playername=""/>
						<string name="ready" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 FLV 檔載入並可以顯示時傳送的事件。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.READY_ready" playername=""/>
						<string name="progress" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出已下載完成的進度，以位元組數目表示。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoProgressEvent.PROGRESS_progress" playername=""/>
						<string name="playheadUpdate" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 FLV 檔以 playheadUpdateInterval 屬性指定的頻率播放或開始倒帶時傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" playername=""/>
						<string name="metadataReceived" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="初次到達 FLV 檔的中繼資料時傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" playername=""/>
						<string name="cuePoint" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="到達提示點時傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.CUE_POINT_cuePoint" playername=""/>
						<string name="complete" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當播放作業因為播放程式到達 FLV 檔的結尾而完成時傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.COMPLETE_complete" playername=""/>
						<string name="close" object="[fl.video.VideoPlayer]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 NetConnection 關閉 (無論是因為逾時或透過呼叫 close() 方法)，或者您呼叫 load() 或 play() 方法或設定 source 屬性因而造成 RTMP 連線關閉時，便會由 VideoPlayer 實體傳送。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.CLOSE_close" playername=""/>
					</folder>
				</folder>
				<folder name="VideoProgressEvent" id="[fl.video.VideoProgressEvent]" sort="true" index="true" asAncestors="flash.events:ProgressEvent,flash.events:Event,Object" tiptext="當使用者要求了解在其視訊的漸進式 HTTP 下載期間所載入的位元組數時，Flash&amp;#xAE; Player 便會傳送 VideoProgressEvent 物件。" helpurl="fl.video:VideoProgressEvent">
					<folder name="方法" id="Methods" tiptext="VideoProgressEvent 類別的方法" helpurl="fl.video:VideoProgressEvent">
						<string name="VideoProgressEvent" object="[fl.video.VideoProgressEvent]" text="new VideoProgressEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,已載入位元:uint=0,總位元:uint=0,vp:uint=0]%)" constructor="true" tiptext="建立包含進度事件相關資訊的 Event 物件。" version="1.0" helpurl="fl.video:VideoProgressEvent:VideoProgressEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="VideoProgressEvent 類別的屬性" helpurl="fl.video:VideoProgressEvent">
						<string name="PROGRESS" object="[fl.video.VideoProgressEvent]" text="VideoProgressEvent.PROGRESS" constant="true" tiptext="定義 progress 事件物件的 type 屬性值。" version="" helpurl="fl.video:VideoProgressEvent:PROGRESS" playername=""/>
						<string name="vp" object="[fl.video.VideoProgressEvent]" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version="" helpurl="fl.video:VideoProgressEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoScaleMode" id="[fl.video.VideoScaleMode]" sort="true" index="true" asAncestors="Object" tiptext="VideoScaleMode 類別會提供常數值，讓 FLVPlayback.scaleMode 和 VideoPlayer.scaleMode 屬性使用。" helpurl="fl.video:VideoScaleMode">
					<folder name="屬性" id="Properties" tiptext="VideoScaleMode 類別的屬性" helpurl="fl.video:VideoScaleMode">
						<string name="EXACT_FIT" object="[fl.video.VideoScaleMode]" text="VideoScaleMode.EXACT_FIT" constant="true" tiptext="指定以由 registrationHeight 或 height 和 registrationWidth 或 width 屬性所指定的高度及寬度來顯示視訊。" version="" helpurl="fl.video:VideoScaleMode:EXACT_FIT" playername=""/>
						<string name="MAINTAIN_ASPECT_RATIO" object="[fl.video.VideoScaleMode]" text="VideoScaleMode.MAINTAIN_ASPECT_RATIO" constant="true" tiptext="指定將視訊限制在由 registrationX、registrationY、registrationWidth 和 registrationHeight 屬性決定的矩形之內，但是要保留其原始比例。" version="" helpurl="fl.video:VideoScaleMode:MAINTAIN_ASPECT_RATIO" playername=""/>
						<string name="NO_SCALE" object="[fl.video.VideoScaleMode]" text="VideoScaleMode.NO_SCALE" constant="true" tiptext="會指定以完全符合來源視訊高度及寬度的尺寸來顯示視訊。" version="" helpurl="fl.video:VideoScaleMode:NO_SCALE" playername=""/>
					</folder>
				</folder>
				<folder name="VideoState" id="[fl.video.VideoState]" sort="true" index="true" asAncestors="Object" tiptext="VideoState 類別會提供常數值，讓唯讀的 FLVPlayback.state 和 VideoPlayer.state 屬性使用。" helpurl="fl.video:VideoState">
					<folder name="屬性" id="Properties" tiptext="VideoState 類別的屬性" helpurl="fl.video:VideoState">
						<string name="BUFFERING" object="[fl.video.VideoState]" text="VideoState.BUFFERING" constant="true" tiptext="視訊播放程式處於緩衝狀態。" version="" helpurl="fl.video:VideoState:BUFFERING" playername=""/>
						<string name="CONNECTION_ERROR" object="[fl.video.VideoState]" text="VideoState.CONNECTION_ERROR" constant="true" tiptext="視訊播放程式處於連線錯誤狀態。" version="" helpurl="fl.video:VideoState:CONNECTION_ERROR" playername=""/>
						<string name="DISCONNECTED" object="[fl.video.VideoState]" text="VideoState.DISCONNECTED" constant="true" tiptext="視訊播放程式處於中斷連線狀態。" version="" helpurl="fl.video:VideoState:DISCONNECTED" playername=""/>
						<string name="LOADING" object="[fl.video.VideoState]" text="VideoState.LOADING" constant="true" tiptext="視訊播放程式處於載入狀態。" version="" helpurl="fl.video:VideoState:LOADING" playername=""/>
						<string name="PAUSED" object="[fl.video.VideoState]" text="VideoState.PAUSED" constant="true" tiptext="視訊播放程式處於暫停狀態。" version="" helpurl="fl.video:VideoState:PAUSED" playername=""/>
						<string name="PLAYING" object="[fl.video.VideoState]" text="VideoState.PLAYING" constant="true" tiptext="視訊播放程式處於播放狀態。" version="" helpurl="fl.video:VideoState:PLAYING" playername=""/>
						<string name="RESIZING" object="[fl.video.VideoState]" text="VideoState.RESIZING" constant="true" tiptext="視訊播放程式處於重新調整大小狀態。" version="" helpurl="fl.video:VideoState:RESIZING" playername=""/>
						<string name="REWINDING" object="[fl.video.VideoState]" text="VideoState.REWINDING" constant="true" tiptext="視訊播放程式處於倒帶狀態。" version="" helpurl="fl.video:VideoState:REWINDING" playername=""/>
						<string name="SEEKING" object="[fl.video.VideoState]" text="VideoState.SEEKING" constant="true" tiptext="視訊播放程式處於搜尋狀態。" version="" helpurl="fl.video:VideoState:SEEKING" playername=""/>
						<string name="STOPPED" object="[fl.video.VideoState]" text="VideoState.STOPPED" constant="true" tiptext="視訊播放程式處於停止狀態。" version="" helpurl="fl.video:VideoState:STOPPED" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.accessibility" id="flash.accessibility" sort="true" tiptext="flash.accessibility 套件的類別" helpurl="flash.accessibility">
				<folder name="Accessibility" id="[flash.accessibility.Accessibility]" sort="true" index="true" asAncestors="Object" tiptext="Accessibility 類別可管理與螢幕朗讀程式之間的通訊。" helpurl="flash.accessibility:Accessibility">
					<folder name="方法" id="Methods" tiptext="Accessibility 類別的方法" helpurl="flash.accessibility:Accessibility">
						<string name="updateProperties" object="[flash.accessibility.Accessibility]" text="Accessibility.updateProperties(%%):void" static="true" tiptext="告知 Flash Player 套用任何使用 DisplayObject.accessibilityProperties 屬性所做的輔助功能變更。" version="9" helpurl="flash.accessibility:Accessibility:updateProperties" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Accessibility 類別的屬性" helpurl="flash.accessibility:Accessibility">
						<string name="active" object="[flash.accessibility.Accessibility]" text=".active" tiptext="指出螢幕朗讀程式目前是否為作用中，且應用程式正在與其進行通訊。" version="" helpurl="flash.accessibility:Accessibility:active:get" playername=""/>
					</folder>
				</folder>
				<folder name="AccessibilityImplementation" id="[flash.accessibility.AccessibilityImplementation]" sort="true" index="true" asAncestors="Object" tiptext="AccessibilityImplementation 類別是 Flash Player 的基底類別，允許在組件中實作輔助功能。" helpurl="flash.accessibility:AccessibilityImplementation">
					<folder name="方法" id="Methods" tiptext="AccessibilityImplementation 類別的方法" helpurl="flash.accessibility:AccessibilityImplementation">
						<string name="AccessibilityImplementation" object="[flash.accessibility.AccessibilityImplementation]" text="new AccessibilityImplementation(%%)" constructor="true" tiptext="靜態建構函式。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:AccessibilityImplementation" playername=""/>
						<string name="accDoDefaultAction" object="[flash.accessibility.AccessibilityImplementation]" text=".accDoDefaultAction(%子ID:uint%):void" tiptext="執行與組件關聯的預設動作。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:accDoDefaultAction" playername=""/>
						<string name="accLocation" object="[flash.accessibility.AccessibilityImplementation]" text=".accLocation(%子ID:uint%)" tiptext="傳回 DisplayObject 或 Rectangle 物件，它們會指定子元素的範圍框。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:accLocation" playername=""/>
						<string name="accSelect" object="[flash.accessibility.AccessibilityImplementation]" text=".accSelect(%作業:uint,子ID:uint%):void" tiptext="更改此 AccessibilityImplementation 所代表組件中選取範圍的 IAccessible 方法。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:accSelect" playername=""/>
						<string name="getChildIDArray" object="[flash.accessibility.AccessibilityImplementation]" text=".getChildIDArray(%%):Array" tiptext="傳回 AccessibilityImplementation 中所有子元素的無正負號整數 ID 陣列。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:getChildIDArray" playername=""/>
						<string name="get_accDefaultAction" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accDefaultAction(%子ID:uint%):String" tiptext="傳回組件的預設動作。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accDefaultAction" playername=""/>
						<string name="get_accFocus" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accFocus(%%):uint" tiptext="傳回子元素的無正負號整數 ID，這些子元素會在組件中擁有子焦點。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accFocus" playername=""/>
						<string name="get_accName" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accName(%子ID:uint%):String" tiptext="傳回組件的名稱" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accName" playername=""/>
						<string name="get_accRole" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accRole(%子ID:uint%):uint" tiptext="傳回組件的系統角色" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accRole" playername=""/>
						<string name="get_accSelection" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accSelection(%%):Array" tiptext="傳回一個陣列，其中包含所有選取子元素的 ID。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accSelection" playername=""/>
						<string name="get_accState" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accState(%子ID:uint%):uint" tiptext="傳回組件的狀態" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accState" playername=""/>
						<string name="get_accValue" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accValue(%子ID:uint%):String" tiptext="傳回組件的值" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accValue" playername=""/>
						<string name="isLabeledBy" object="[flash.accessibility.AccessibilityImplementation]" text=".isLabeledBy(%標籤邊界:flash.geom:Rectangle%):Boolean" tiptext="指出相鄰的文字物件是否為此組件的標籤。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:isLabeledBy" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AccessibilityImplementation 類別的屬性" helpurl="flash.accessibility:AccessibilityImplementation">
						<string name="errno" object="[flash.accessibility.AccessibilityImplementation]" text=".errno" tiptext="指出一個錯誤碼。" version="" helpurl="flash.accessibility:AccessibilityImplementation:errno" playername=""/>
						<string name="stub" object="[flash.accessibility.AccessibilityImplementation]" text=".stub" tiptext="用於建立組件輔助功能虛設常式。" version="" helpurl="flash.accessibility:AccessibilityImplementation:stub" playername=""/>
					</folder>
				</folder>
				<folder name="AccessibilityProperties" id="[flash.accessibility.AccessibilityProperties]" sort="true" index="true" asAncestors="Object" tiptext="AccessibilityProperties 類別可讓您控制 Flash 物件在輔助功能工具 (例如螢幕朗讀程式) 中的呈現方式。" helpurl="flash.accessibility:AccessibilityProperties">
					<folder name="方法" id="Methods" tiptext="AccessibilityProperties 類別的方法" helpurl="flash.accessibility:AccessibilityProperties">
						<string name="AccessibilityProperties" object="[flash.accessibility.AccessibilityProperties]" text="new AccessibilityProperties(%%)" constructor="true" tiptext="建立新的 AccessibilityProperties 物件。" version="9" helpurl="flash.accessibility:AccessibilityProperties:AccessibilityProperties" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AccessibilityProperties 類別的屬性" helpurl="flash.accessibility:AccessibilityProperties">
						<string name="description" object="[flash.accessibility.AccessibilityProperties]" text=".description" tiptext="為此顯示物件提供用於輔助功能呈現方式的說明。" version="" helpurl="flash.accessibility:AccessibilityProperties:description" playername=""/>
						<string name="forceSimple" object="[flash.accessibility.AccessibilityProperties]" text=".forceSimple" tiptext="如果為 true，會造成 Flash Player 將這個 display 物件內的子物件從呈現方式中排除。" version="" helpurl="flash.accessibility:AccessibilityProperties:forceSimple" playername=""/>
						<string name="name" object="[flash.accessibility.AccessibilityProperties]" text=".name" tiptext="為此顯示物件提供一個用於輔助功能呈現方式的名稱。" version="" helpurl="flash.accessibility:AccessibilityProperties:name" playername=""/>
						<string name="noAutoLabeling" object="[flash.accessibility.AccessibilityProperties]" text=".noAutoLabeling" tiptext="如果為 true，會停用 Flash Player 預設的自動標籤系統。" version="" helpurl="flash.accessibility:AccessibilityProperties:noAutoLabeling" playername=""/>
						<string name="shortcut" object="[flash.accessibility.AccessibilityProperties]" text=".shortcut" tiptext="指出與此顯示物件相關聯的鍵盤快速鍵。" version="" helpurl="flash.accessibility:AccessibilityProperties:shortcut" playername=""/>
						<string name="silent" object="[flash.accessibility.AccessibilityProperties]" text=".silent" tiptext="如果為 true，則從輔助功能的呈現方式中排除此顯示物件。" version="" helpurl="flash.accessibility:AccessibilityProperties:silent" playername=""/>
					</folder>
				</folder>
				<folder name="ISearchableText" id="[flash.accessibility.ISearchableText]" sort="true" index="true" tiptext="物件如果內含可以在網頁上搜尋的文字，該物件就可以實作 ISearchableText 介面。" helpurl="flash.accessibility:ISearchableText">
					<folder name="屬性" id="Properties" tiptext="ISearchableText 類別的屬性" helpurl="flash.accessibility:ISearchableText">
						<string name="searchText" object="[flash.accessibility.ISearchableText]" text=".searchText" tiptext="從實作 ISearchableText 的組件取得搜尋文字。" version="" helpurl="flash.accessibility:ISearchableText:searchText:get" playername=""/>
					</folder>
				</folder>
				<folder name="IsimpleTextSelection" id="[flash.accessibility.ISimpleTextSelection]" sort="true" index="true" tiptext="ISimpleTextSelection 類別可以用來將 MSAA ISimpleTextSelection 介面的支援新增至 AccessibilityImplementation。" helpurl="flash.accessibility:ISimpleTextSelection">
					<folder name="屬性" id="Properties" tiptext="ISimpleTextSelection 類別的屬性" helpurl="flash.accessibility:ISimpleTextSelection">
						<string name="selectionActiveIndex" object="[flash.accessibility.ISimpleTextSelection]" text=".selectionActiveIndex" tiptext="目前選取範圍中，最後一個字元的字元索引值 (從零開始)。" version="" helpurl="flash.accessibility:ISimpleTextSelection:selectionActiveIndex:get" playername=""/>
						<string name="selectionAnchorIndex" object="[flash.accessibility.ISimpleTextSelection]" text=".selectionAnchorIndex" tiptext="目前選取範圍中，第一個字元的字元索引值 (從零開始)。" version="" helpurl="flash.accessibility:ISimpleTextSelection:selectionAnchorIndex:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.data" id="flash.data" sort="true" tiptext="flash.data 套件的類別" helpurl="flash.data">
				<folder name="EncryptedLocalStore" id="[flash.data.EncryptedLocalStore]" sort="true" index="true" asAncestors="Object" tiptext="EncryptedLocalStore 類別提供一種持續性、加密的資料儲存機制。" helpurl="flash.data:EncryptedLocalStore">
					<folder name="方法" id="Methods" tiptext="EncryptedLocalStore 類別的方法" helpurl="flash.data:EncryptedLocalStore">
						<string name="getItem" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.getItem(%名稱:String%):flash.utils:ByteArray" static="true" tiptext="與指定名稱對應的資料。" version="1.0" helpurl="flash.data:EncryptedLocalStore:getItem" playername="AIR"/>
						<string name="removeItem" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.removeItem(%名稱:String%):void" static="true" tiptext="從加密本機儲存區中移除具有指定之名稱的項目。" version="1.0" helpurl="flash.data:EncryptedLocalStore:removeItem" playername="AIR"/>
						<string name="reset" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.reset(%%):void" static="true" tiptext="清除整個加密本機儲存區，並刪除所有資料。" version="1.0" helpurl="flash.data:EncryptedLocalStore:reset" playername="AIR"/>
						<string name="setItem" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.setItem(%名稱:String,資料:flash.utils:ByteArray[,強式繫結:Boolean=false]%):void" static="true" tiptext="以指定的名稱儲存 ByteArray 物件。" version="1.0" helpurl="flash.data:EncryptedLocalStore:setItem" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="EncryptedLocalStore 類別的屬性" helpurl="flash.data:EncryptedLocalStore">
						<string name="isSupported" object="[flash.data.EncryptedLocalStore]" text=".isSupported" tiptext="如果目前的平台支援 EncryptedLocalStore 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.data:EncryptedLocalStore:isSupported:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLCollationType" id="[flash.data.SQLCollationType]" sort="true" index="true" asAncestors="Object" tiptext="此類別所包含的常數代表了可能使用的 SQLColumnSchema 建構函式之 defaultCollationType 參數值，以及 SQLColumnSchema.defaultCollationType 屬性值。" helpurl="flash.data:SQLCollationType">
					<folder name="屬性" id="Properties" tiptext="SQLCollationType 類別的屬性" helpurl="flash.data:SQLCollationType">
						<string name="BINARY" object="[flash.data.SQLCollationType]" text="SQLCollationType.BINARY" constant="true" tiptext="指出會將該欄定義為使用 BINARY 排列順序。" version="" helpurl="flash.data:SQLCollationType:BINARY" playername="AIR"/>
						<string name="NO_CASE" object="[flash.data.SQLCollationType]" text="SQLCollationType.NO_CASE" constant="true" tiptext="指出會將該欄定義為使用 NOCASE 排列順序。" version="" helpurl="flash.data:SQLCollationType:NO_CASE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLColumnNameStyle" id="[flash.data.SQLColumnNameStyle]" sort="true" index="true" asAncestors="Object" tiptext="此類別包含的常數代表 SQLConnection.columnNameStyle 屬性可能的值。" helpurl="flash.data:SQLColumnNameStyle">
					<folder name="屬性" id="Properties" tiptext="SQLColumnNameStyle 類別的屬性" helpurl="flash.data:SQLColumnNameStyle">
						<string name="DEFAULT" object="[flash.data.SQLColumnNameStyle]" text="SQLColumnNameStyle.DEFAULT" constant="true" tiptext="指出 SELECT 陳述式傳回的欄名稱會使用預設的格式。" version="" helpurl="flash.data:SQLColumnNameStyle:DEFAULT" playername="AIR"/>
						<string name="LONG" object="[flash.data.SQLColumnNameStyle]" text="SQLColumnNameStyle.LONG" constant="true" tiptext="指出 SELECT 陳述式傳回的欄名稱使用長欄名稱的格式。" version="" helpurl="flash.data:SQLColumnNameStyle:LONG" playername="AIR"/>
						<string name="SHORT" object="[flash.data.SQLColumnNameStyle]" text="SQLColumnNameStyle.SHORT" constant="true" tiptext="指出 SELECT 陳述式傳回的欄名稱使用短欄名稱的格式。" version="" helpurl="flash.data:SQLColumnNameStyle:SHORT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLColumnSchema" id="[flash.data.SQLColumnSchema]" sort="true" index="true" asAncestors="Object" tiptext="SQLColumnSchema 類別所提供的資訊說明了資料庫中某個表格裡指定欄的特徵。" helpurl="flash.data:SQLColumnSchema">
					<folder name="方法" id="Methods" tiptext="SQLColumnSchema 類別的方法" helpurl="flash.data:SQLColumnSchema">
						<string name="SQLColumnSchema" object="[flash.data.SQLColumnSchema]" text="new SQLColumnSchema(%名稱:String,主要金鑰:Boolean,允許Null:Boolean,自動遞增:Boolean,資料類型:String,defaultCollationType:String%)" constructor="true" tiptext="建構 SQLColumnSchema 實體。" version="1.0" helpurl="flash.data:SQLColumnSchema:SQLColumnSchema" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLColumnSchema 類別的屬性" helpurl="flash.data:SQLColumnSchema">
						<string name="allowNull" object="[flash.data.SQLColumnSchema]" text=".allowNull" tiptext="指出此欄是否允許使用 NULL 值。" version="" helpurl="flash.data:SQLColumnSchema:allowNull:get" playername="AIR"/>
						<string name="autoIncrement" object="[flash.data.SQLColumnSchema]" text=".autoIncrement" tiptext="指出其是否為自動遞增欄。" version="" helpurl="flash.data:SQLColumnSchema:autoIncrement:get" playername="AIR"/>
						<string name="dataType" object="[flash.data.SQLColumnSchema]" text=".dataType" tiptext="將欄的資料類型擷取為字串。" version="" helpurl="flash.data:SQLColumnSchema:dataType:get" playername="AIR"/>
						<string name="defaultCollationType" object="[flash.data.SQLColumnSchema]" text=".defaultCollationType" tiptext="指出針對此欄定義的預設排列順序。" version="" helpurl="flash.data:SQLColumnSchema:defaultCollationType:get" playername="AIR"/>
						<string name="name" object="[flash.data.SQLColumnSchema]" text=".name" tiptext="取得欄名稱。" version="" helpurl="flash.data:SQLColumnSchema:name:get" playername="AIR"/>
						<string name="primaryKey" object="[flash.data.SQLColumnSchema]" text=".primaryKey" tiptext="指出此欄是否為其相關表格的主要索引欄 (或是複合索引中的主要索引欄之一)。" version="" helpurl="flash.data:SQLColumnSchema:primaryKey:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLConnection" id="[flash.data.SQLConnection]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SQLConnection 實體可用來管理本機 SQL 資料庫檔案 (本機資料庫) 的建立與連線。" helpurl="flash.data:SQLConnection">
					<folder name="方法" id="Methods" tiptext="SQLConnection 類別的方法" helpurl="flash.data:SQLConnection">
						<string name="SQLConnection" object="[flash.data.SQLConnection]" text="new SQLConnection(%%)" constructor="true" tiptext="建立 SQLConnection 實體。" version="1.0" helpurl="flash.data:SQLConnection:SQLConnection" playername="AIR"/>
						<string name="addEventListener" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0.0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="1.0" helpurl="flash.data:SQLConnection:addEventListener" playername="AIR"/>
						<string name="analyze" object="[flash.data.SQLConnection]" text=".analyze(%[資源名稱:String=null,回覆者:flash.net:Responder=null]%):void" tiptext="收集資料庫索引的相關統計資料，並將其儲存在資料庫中。" version="1.0" helpurl="flash.data:SQLConnection:analyze" playername="AIR"/>
						<string name="attach" object="[flash.data.SQLConnection]" text=".attach(%名稱:String[,參照:Object=null,回覆者:flash.net:Responder=null,加密金鑰:flash.utils:ByteArray=null]%):void" tiptext="將另一個資料庫加入 SQLConnection 實體，為新資料庫提供指定名稱。" version="1.0" helpurl="flash.data:SQLConnection:attach" playername="AIR"/>
						<string name="begin" object="[flash.data.SQLConnection]" text=".begin(%[選項:String=null,回覆者:flash.net:Responder=null]%):void" tiptext="開始交易，其中所有針對連線資料庫執行的 SQL 陳述式將會組成群組。" version="1.0" helpurl="flash.data:SQLConnection:begin" playername="AIR"/>
						<string name="cancel" object="[flash.data.SQLConnection]" text=".cancel(%[回覆者:flash.net:Responder=null]%):void" tiptext="中止目前在連線至 SQLConnection 實體的資料庫上執行之所有 SQL 陳述式。" version="1.0" helpurl="flash.data:SQLConnection:cancel" playername="AIR"/>
						<string name="close" object="[flash.data.SQLConnection]" text=".close(%[回覆者:flash.net:Responder=null]%):void" tiptext="關閉目前的資料庫連線。" version="1.0" helpurl="flash.data:SQLConnection:close" playername="AIR"/>
						<string name="commit" object="[flash.data.SQLConnection]" text=".commit(%[回覆者:flash.net:Responder=null]%):void" tiptext="認可現有的交易，會讓交易陳述式所執行的所有動作永久套用至資料庫。" version="1.0" helpurl="flash.data:SQLConnection:commit" playername="AIR"/>
						<string name="compact" object="[flash.data.SQLConnection]" text=".compact(%[回覆者:flash.net:Responder=null]%):void" tiptext="回收資料庫中所有未使用的空間。" version="1.0" helpurl="flash.data:SQLConnection:compact" playername="AIR"/>
						<string name="deanalyze" object="[flash.data.SQLConnection]" text=".deanalyze(%[回覆者:flash.net:Responder=null]%):void" tiptext="移除所有因為呼叫 analyze() 方法而建立的所有統計資訊。" version="1.0" helpurl="flash.data:SQLConnection:deanalyze" playername="AIR"/>
						<string name="detach" object="[flash.data.SQLConnection]" text=".detach(%名稱:String[,回覆者:flash.net:Responder=null]%):void" tiptext="使用 attach() 方法，將先前附加至 SQLConnection 實體的其它資料庫分離。" version="1.0" helpurl="flash.data:SQLConnection:detach" playername="AIR"/>
						<string name="getSchemaResult" object="[flash.data.SQLConnection]" text=".getSchemaResult(%%):flash.data:SQLSchemaResult" tiptext="讓使用者存取 loadSchema() 方法的呼叫結果。" version="1.0" helpurl="flash.data:SQLConnection:getSchemaResult" playername="AIR"/>
						<string name="loadSchema" object="[flash.data.SQLConnection]" text=".loadSchema(%[類型:Class=null,名稱:String=null,資料庫:String=main,包含欄結構:Boolean=true,回覆者:flash.net:Responder=null]%):void" tiptext="從連線的資料庫或任何附加的資料庫載入結構資訊。" version="1.0" helpurl="flash.data:SQLConnection:loadSchema" playername="AIR"/>
						<string name="openAsync" object="[flash.data.SQLConnection]" text=".openAsync(%[參照:Object=null,開啟模式:String=create,回覆者:flash.net:Responder=null,自動壓縮:Boolean=false,頁面大小:int=1024,加密金鑰:flash.utils:ByteArray=null]%):void" tiptext="在檔案系統的指定位置上開啟一個非同步資料庫檔案的連線，或是在該位置上建立並開啟新的資料庫檔案，又或者建立並開啟內存記憶體的資料庫。" version="1.0" helpurl="flash.data:SQLConnection:openAsync" playername="AIR"/>
						<string name="open" object="[flash.data.SQLConnection]" text=".open(%[參照:Object=null,開啟模式:String=create,自動壓縮:Boolean=false,頁面大小:int=1024,加密金鑰:flash.utils:ByteArray=null]%):void" tiptext="在檔案系統的指定位置上開啟一個同步資料庫檔案的連線，或是在該位置上建立並開啟新的資料庫檔案，又或者建立並開啟內存記憶體的資料庫。" version="1.0" helpurl="flash.data:SQLConnection:open" playername="AIR"/>
						<string name="reencrypt" object="[flash.data.SQLConnection]" text=".reencrypt(%新加密金鑰:flash.utils:ByteArray[,回覆者:flash.net:Responder=null]%):void" tiptext="變更加密資料庫的加密金鑰。" version="1.5" helpurl="flash.data:SQLConnection:reencrypt" playername="AIR"/>
						<string name="releaseSavepoint" object="[flash.data.SQLConnection]" text=".releaseSavepoint(%[名稱:String=null,回覆者:flash.net:Responder=null]%):void" tiptext="此方法能夠以最近的儲存點，或者根據指定名稱的儲存點為基準，認可自此之後所進行 SQL 作業。" version="2" helpurl="flash.data:SQLConnection:releaseSavepoint" playername="AIR"/>
						<string name="removeEventListener" object="[flash.data.SQLConnection]" text=".removeEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false]%):void" tiptext="從 EventDispatcher 物件中移除偵聽程式。" version="1.0" helpurl="flash.data:SQLConnection:removeEventListener" playername="AIR"/>
						<string name="rollbackToSavepoint" object="[flash.data.SQLConnection]" text=".rollbackToSavepoint(%[名稱:String=null,回覆者:flash.net:Responder=null]%):void" tiptext="此方法能夠以最近的儲存點，或者根據指定名稱的儲存點為基準，復原自此之後所進行 SQL 作業。" version="2" helpurl="flash.data:SQLConnection:rollbackToSavepoint" playername="AIR"/>
						<string name="rollback" object="[flash.data.SQLConnection]" text=".rollback(%[回覆者:flash.net:Responder=null]%):void" tiptext="復原使用 begin() 方法所建立的現有交易，代表將捨棄交易中由任何 SQL 陳述式所做的變更。" version="1.0" helpurl="flash.data:SQLConnection:rollback" playername="AIR"/>
						<string name="setSavepoint" object="[flash.data.SQLConnection]" text=".setSavepoint(%[名稱:String=null,回覆者:flash.net:Responder=null]%):void" tiptext="建立一個儲存點，它就像是資料庫交易中的書籤。" version="2" helpurl="flash.data:SQLConnection:setSavepoint" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLConnection 類別的屬性" helpurl="flash.data:SQLConnection">
						<string name="autoCompact" object="[flash.data.SQLConnection]" text=".autoCompact" tiptext="指出當原本建立目前的資料庫時，是否啟用了自動壓縮功能 (建立資料庫時，於 open() 或 openAsync() 呼叫中指定的 autoCompact 參數值)。" version="" helpurl="flash.data:SQLConnection:autoCompact:get" playername="AIR"/>
						<string name="cacheSize" object="[flash.data.SQLConnection]" text=".cacheSize" tiptext="讓使用者存取此連線的快取大小，代表記憶體中每一次能夠保留的資料庫磁碟分頁數目上限。" version="" helpurl="flash.data:SQLConnection:cacheSize:get" playername="AIR"/>
						<string name="columnNameStyle" object="[flash.data.SQLConnection]" text=".columnNameStyle" tiptext="指出 SELECT 陳述式結果中報告欄名稱的方式。" version="" helpurl="flash.data:SQLConnection:columnNameStyle:get" playername="AIR"/>
						<string name="connected" object="[flash.data.SQLConnection]" text=".connected" tiptext="指出 SQLConnection 實體是否開啟了對資料庫檔案的連線。" version="" helpurl="flash.data:SQLConnection:connected:get" playername="AIR"/>
						<string name="inTransaction" object="[flash.data.SQLConnection]" text=".inTransaction" tiptext="指出此連線目前是否與交易有關。" version="" helpurl="flash.data:SQLConnection:inTransaction:get" playername="AIR"/>
						<string name="lastInsertRowID" object="[flash.data.SQLConnection]" text=".lastInsertRowID" tiptext="SQL INSERT 陳述式最後產生的列識別名稱。" version="" helpurl="flash.data:SQLConnection:lastInsertRowID:get" playername="AIR"/>
						<string name="pageSize" object="[flash.data.SQLConnection]" text=".pageSize" tiptext="指出當最初建立資料庫時 (建立資料庫時，於 open() 或 openAsync() 呼叫中指定的 pageSize 參數值)，所指定的資料庫頁面大小 (以位元組為單位)。" version="" helpurl="flash.data:SQLConnection:pageSize:get" playername="AIR"/>
						<string name="totalChanges" object="[flash.data.SQLConnection]" text=".totalChanges" tiptext="包含自從開啟了資料庫的連線以來，所做的資料變更總數。" version="" helpurl="flash.data:SQLConnection:totalChanges:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SQLConnection 類別的事件" helpurl="flash.data:SQLConnection">
						<string name="update" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLUpdateEvent.UPDATE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何連線資料庫之任何表格內的資料因為執行 SQL UPDATE 命令而變更時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLUpdateEvent.UPDATE_update" playername="AIR"/>
						<string name="setSavepoint" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.SET_SAVEPOINT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 setSavepoint() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.SET_SAVEPOINT_setSavepoint" playername="AIR"/>
						<string name="schema" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.SCHEMA{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 loadSchema() 方法呼叫的作業成功完成，且結構結果也就緒時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.SCHEMA_schema" playername="AIR"/>
						<string name="rollbackToSavepoint" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.ROLLBACK_TO_SAVEPOINT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 rollbackToSavepoint() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ROLLBACK_TO_SAVEPOINT_rollbackToSavepoint" playername="AIR"/>
						<string name="rollback" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.ROLLBACK{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 rollback() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ROLLBACK_rollback" playername="AIR"/>
						<string name="releaseSavepoint" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.RELEASE_SAVEPOINT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 releaseSavepoint() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.RELEASE_SAVEPOINT_releaseSavepoint" playername="AIR"/>
						<string name="reencrypt" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.REENCRYPT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 reencrypt() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.REENCRYPT_reencrypt" playername="AIR"/>
						<string name="open" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.OPEN{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 openAsync() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.OPEN_open" playername="AIR"/>
						<string name="insert" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLUpdateEvent.INSERT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何連線資料庫之任何表格內的資料因為執行 SQL INSERT 命令而變更時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLUpdateEvent.INSERT_insert" playername="AIR"/>
						<string name="error" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLErrorEvent.ERROR{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何一個 SQLConnection 物件的非同步作業出現錯誤時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLErrorEvent.ERROR_error" playername="AIR"/>
						<string name="detach" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.DETACH{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 detach() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.DETACH_detach" playername="AIR"/>
						<string name="delete" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLUpdateEvent.DELETE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何連線資料庫之任何表格內的資料因為執行 SQL DELETE 命令而變更時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLUpdateEvent.DELETE_delete" playername="AIR"/>
						<string name="deanalyze" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.DEANALYZE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 deanalyze() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.DEANALYZE_deanalyze" playername="AIR"/>
						<string name="commit" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.COMMIT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 commit() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.COMMIT_commit" playername="AIR"/>
						<string name="close" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.CLOSE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 close() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.CLOSE_close" playername="AIR"/>
						<string name="compact" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.COMPACT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 compact() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.COMPACT_compact" playername="AIR"/>
						<string name="cancel" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.CANCEL{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 cancel() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.CANCEL_cancel" playername="AIR"/>
						<string name="begin" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.BEGIN{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 begin() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.BEGIN_begin" playername="AIR"/>
						<string name="attach" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.ATTACH{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 attach() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ATTACH_attach" playername="AIR"/>
						<string name="analyze" object="[flash.data.SQLConnection]" text=".addEventListener(%類型:String=SQLEvent.ANALYZE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 analyze() 作業成功完成時傳送。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ANALYZE_analyze" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLIndexSchema" id="[flash.data.SQLIndexSchema]" sort="true" index="true" asAncestors="flash.data:SQLSchema,Object" tiptext="SQLIndexSchema 實體會提供用來描述資料庫中特定索引的資訊。" helpurl="flash.data:SQLIndexSchema">
					<folder name="方法" id="Methods" tiptext="SQLIndexSchema 類別的方法" helpurl="flash.data:SQLIndexSchema">
						<string name="SQLIndexSchema" object="[flash.data.SQLIndexSchema]" text="new SQLIndexSchema(%資料庫:String,名稱:String,sql:String,表格:String%)" constructor="true" tiptext="建立 SQLIndexSchema 實體。" version="1.0" helpurl="flash.data:SQLIndexSchema:SQLIndexSchema" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLIndexSchema 類別的屬性" helpurl="flash.data:SQLIndexSchema">
						<string name="table" object="[flash.data.SQLIndexSchema]" text=".table" tiptext="附加此索引的表格名稱。" version="" helpurl="flash.data:SQLIndexSchema:table:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLMode" id="[flash.data.SQLMode]" sort="true" index="true" asAncestors="Object" tiptext="此類別所包含的常數代表 SQLConnection.open() 和 SQLConnection.openAsync() 方法之 openMode 參數可能使用的值。" helpurl="flash.data:SQLMode">
					<folder name="屬性" id="Properties" tiptext="SQLMode 類別的屬性" helpurl="flash.data:SQLMode">
						<string name="CREATE" object="[flash.data.SQLMode]" text="SQLMode.CREATE" constant="true" tiptext="指出已開啟連線進行更新，而且如果指定的檔案不存在，就會建立資料庫檔案。" version="" helpurl="flash.data:SQLMode:CREATE" playername="AIR"/>
						<string name="READ" object="[flash.data.SQLMode]" text="SQLMode.READ" constant="true" tiptext="指出連線以唯讀模式開啟。" version="" helpurl="flash.data:SQLMode:READ" playername="AIR"/>
						<string name="UPDATE" object="[flash.data.SQLMode]" text="SQLMode.UPDATE" constant="true" tiptext="指出已開啟連線進行更新，但是如果指定的檔案不存在，則不會建立新的資料庫檔案。" version="" helpurl="flash.data:SQLMode:UPDATE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLResult" id="[flash.data.SQLResult]" sort="true" index="true" asAncestors="Object" tiptext="SQLResult 類別會讓使用者存取回應 SQL 陳述式 (SQLStatement 實體) 執行結果所傳回的資料。" helpurl="flash.data:SQLResult">
					<folder name="方法" id="Methods" tiptext="SQLResult 類別的方法" helpurl="flash.data:SQLResult">
						<string name="SQLResult" object="[flash.data.SQLResult]" text="new SQLResult(%[資料:Array=null,受影響的列:Number=0,完整:Boolean=true,列ID:Number=0]%)" constructor="true" tiptext="建立 SQLResult 實體。" version="1.0" helpurl="flash.data:SQLResult:SQLResult" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLResult 類別的屬性" helpurl="flash.data:SQLResult">
						<string name="complete" object="[flash.data.SQLResult]" text=".complete" tiptext="指出是否已傳回陳述式執行的所有結果資料。" version="" helpurl="flash.data:SQLResult:complete:get" playername="AIR"/>
						<string name="data" object="[flash.data.SQLResult]" text=".data" tiptext="陳述式執行後所傳回的結果資料，特別是指執行了 SQL SELECT 陳述式之後。" version="" helpurl="flash.data:SQLResult:data:get" playername="AIR"/>
						<string name="lastInsertRowID" object="[flash.data.SQLResult]" text=".lastInsertRowID" tiptext="SQL INSERT 陳述式最後產生的列識別名稱。" version="" helpurl="flash.data:SQLResult:lastInsertRowID:get" playername="AIR"/>
						<string name="rowsAffected" object="[flash.data.SQLResult]" text=".rowsAffected" tiptext="指出有多少列已受到作業影響。" version="" helpurl="flash.data:SQLResult:rowsAffected:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLSchema" id="[flash.data.SQLSchema]" sort="true" index="true" asAncestors="Object" tiptext="SQLSchema 類別是資料庫物件 (例如表格、檢視與索引) 結構資訊的基底類別。" helpurl="flash.data:SQLSchema">
					<folder name="方法" id="Methods" tiptext="SQLSchema 類別的方法" helpurl="flash.data:SQLSchema">
						<string name="SQLSchema" object="[flash.data.SQLSchema]" text="new SQLSchema(%資料庫:String,名稱:String,sql:String%)" constructor="true" tiptext="建立 SQLSchema 實體。" version="1.0" helpurl="flash.data:SQLSchema:SQLSchema" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLSchema 類別的屬性" helpurl="flash.data:SQLSchema">
						<string name="database" object="[flash.data.SQLSchema]" text=".database" tiptext="此結構物件所屬的資料庫名稱。" version="" helpurl="flash.data:SQLSchema:database:get" playername="AIR"/>
						<string name="name" object="[flash.data.SQLSchema]" text=".name" tiptext="此結構物件的名稱。" version="" helpurl="flash.data:SQLSchema:name:get" playername="AIR"/>
						<string name="sql" object="[flash.data.SQLSchema]" text=".sql" tiptext="傳回用來建立此結構物件的 SQL 陳述式之完整內容。" version="" helpurl="flash.data:SQLSchema:sql:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLSchemaResult" id="[flash.data.SQLSchemaResult]" sort="true" index="true" asAncestors="Object" tiptext="SQLSchemaResult 實體所包含的資訊來自對 SQLConnection.loadSchema() 方法的呼叫。" helpurl="flash.data:SQLSchemaResult">
					<folder name="方法" id="Methods" tiptext="SQLSchemaResult 類別的方法" helpurl="flash.data:SQLSchemaResult">
						<string name="SQLSchemaResult" object="[flash.data.SQLSchemaResult]" text="new SQLSchemaResult(%表格:Array,檢視:Array,索引:Array,觸發器:Array%)" constructor="true" tiptext="建立 SQLSchemaResult 實體。" version="1.0" helpurl="flash.data:SQLSchemaResult:SQLSchemaResult" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLSchemaResult 類別的屬性" helpurl="flash.data:SQLSchemaResult">
						<string name="indices" object="[flash.data.SQLSchemaResult]" text=".indices" tiptext="在對 SQLConnection.loadSchema() 的呼叫中要求的 SQLIndexSchema 實體陣列。" version="" helpurl="flash.data:SQLSchemaResult:indices:get" playername="AIR"/>
						<string name="tables" object="[flash.data.SQLSchemaResult]" text=".tables" tiptext="在對 SQLConnection.loadSchema() 的呼叫中要求的 SQLTableSchema 實體陣列。" version="" helpurl="flash.data:SQLSchemaResult:tables:get" playername="AIR"/>
						<string name="triggers" object="[flash.data.SQLSchemaResult]" text=".triggers" tiptext="在對 SQLConnection.loadSchema() 的呼叫中要求的 SQLTriggerSchema 實體陣列。" version="" helpurl="flash.data:SQLSchemaResult:triggers:get" playername="AIR"/>
						<string name="views" object="[flash.data.SQLSchemaResult]" text=".views" tiptext="在對 SQLConnection.loadSchema() 的呼叫中要求的 SQLViewSchema 實體陣列。" version="" helpurl="flash.data:SQLSchemaResult:views:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLStatement" id="[flash.data.SQLStatement]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SQLStatement 實體會用來對透過 SQLConnection 實體開啟的本機 SQL 資料庫執行 SQL 陳述式。" helpurl="flash.data:SQLStatement">
					<folder name="方法" id="Methods" tiptext="SQLStatement 類別的方法" helpurl="flash.data:SQLStatement">
						<string name="SQLStatement" object="[flash.data.SQLStatement]" text="new SQLStatement(%%)" constructor="true" tiptext="建立 SQLStatement 實體。" version="1.0" helpurl="flash.data:SQLStatement:SQLStatement" playername="AIR"/>
						<string name="cancel" object="[flash.data.SQLStatement]" text=".cancel(%%):void" tiptext="取消執行此陳述式。" version="1.0" helpurl="flash.data:SQLStatement:cancel" playername="AIR"/>
						<string name="clearParameters" object="[flash.data.SQLStatement]" text=".clearParameters(%%):void" tiptext="清除目前所有的參數設定。" version="1.0" helpurl="flash.data:SQLStatement:clearParameters" playername="AIR"/>
						<string name="execute" object="[flash.data.SQLStatement]" text=".execute(%[預先取得:int=-1,回覆者:flash.net:Responder=null]%):void" tiptext="對 (連線至 sqlConnection 屬性中的 SQLConnection 物件的) 資料庫執行 text 屬性中的 SQL。" version="1.0" helpurl="flash.data:SQLStatement:execute" playername="AIR"/>
						<string name="getResult" object="[flash.data.SQLStatement]" text=".getResult(%%):flash.data:SQLResult" tiptext="讓使用者存取包含陳述式執行結果的 SQLResult 物件，這些結果包括任何來自 SELECT 陳述式的結果列，以及其他所有已執行之陳述式的陳述式執行相關資訊。" version="1.0" helpurl="flash.data:SQLStatement:getResult" playername="AIR"/>
						<string name="next" object="[flash.data.SQLStatement]" text=".next(%[預先取得:int=-1,回覆者:flash.net:Responder=null]%):void" tiptext="擷取 SELECT 陳述式之結果集中的下一部分。" version="1.0" helpurl="flash.data:SQLStatement:next" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLStatement 類別的屬性" helpurl="flash.data:SQLStatement">
						<string name="executing" object="[flash.data.SQLStatement]" text=".executing" tiptext="指出陳述式目前是否正在執行。" version="" helpurl="flash.data:SQLStatement:executing:get" playername="AIR"/>
						<string name="itemClass" object="[flash.data.SQLStatement]" text=".itemClass" tiptext="指出用於每一列因為執行陳述式所傳回之結果的類別 (資料類型)。" version="" helpurl="flash.data:SQLStatement:itemClass:get" playername="AIR"/>
						<string name="parameters" object="[flash.data.SQLStatement]" text=".parameters" tiptext="做為關聯陣列，供您針對 SQL 陳述式之 text 屬性加入其指定的參數值。" version="" helpurl="flash.data:SQLStatement:parameters:get" playername="AIR"/>
						<string name="sqlConnection" object="[flash.data.SQLStatement]" text=".sqlConnection" tiptext="負責管理 (已執行陳述式的) 資料庫之連線的 SQLConnection 物件。" version="" helpurl="flash.data:SQLStatement:sqlConnection:get" playername="AIR"/>
						<string name="text" object="[flash.data.SQLStatement]" text=".text" tiptext="陳述式的實際 SQL 文字。" version="" helpurl="flash.data:SQLStatement:text:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SQLStatement 類別的事件" helpurl="flash.data:SQLStatement">
						<string name="error" object="[flash.data.SQLStatement]" text=".addEventListener(%類型:String=SQLErrorEvent.ERROR{SQLErrorEvent.ERROR,SQLEvent.RESULT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在作業期間發生錯誤時傳送。" version="" helpurl="flash.data:SQLStatement_flash.events.SQLErrorEvent.ERROR_error" playername="AIR"/>
						<string name="result" object="[flash.data.SQLStatement]" text=".addEventListener(%類型:String=SQLEvent.RESULT{SQLErrorEvent.ERROR,SQLEvent.RESULT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 execute() 或 next() 方法呼叫的作業成功完成時傳送。" version="" helpurl="flash.data:SQLStatement_flash.events.SQLEvent.RESULT_result" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLTableSchema" id="[flash.data.SQLTableSchema]" sort="true" index="true" asAncestors="flash.data:SQLSchema,Object" tiptext="SQLTableSchema 實體會提供用來描述資料庫中特定表格的資訊。" helpurl="flash.data:SQLTableSchema">
					<folder name="方法" id="Methods" tiptext="SQLTableSchema 類別的方法" helpurl="flash.data:SQLTableSchema">
						<string name="SQLTableSchema" object="[flash.data.SQLTableSchema]" text="new SQLTableSchema(%資料庫:String,名稱:String,sql:String,行:Array%)" constructor="true" tiptext="建立 SQLTableSchema 實體。" version="1.0" helpurl="flash.data:SQLTableSchema:SQLTableSchema" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLTableSchema 類別的屬性" helpurl="flash.data:SQLTableSchema">
						<string name="columns" object="[flash.data.SQLTableSchema]" text=".columns" tiptext="SQLColumnSchema 實體陣列，內含此表格中各欄的結構描述資訊。" version="" helpurl="flash.data:SQLTableSchema:columns:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLTransactionLockType" id="[flash.data.SQLTransactionLockType]" sort="true" index="true" asAncestors="Object" tiptext="此類別所包含的常數代表 SQLConnection.begin() 方法之 option 參數可能使用的值。" helpurl="flash.data:SQLTransactionLockType">
					<folder name="屬性" id="Properties" tiptext="SQLTransactionLockType 類別的屬性" helpurl="flash.data:SQLTransactionLockType">
						<string name="DEFERRED" object="[flash.data.SQLTransactionLockType]" text="SQLTransactionLockType.DEFERRED" constant="true" tiptext="指定延遲鎖定交易選項。" version="" helpurl="flash.data:SQLTransactionLockType:DEFERRED" playername="AIR"/>
						<string name="EXCLUSIVE" object="[flash.data.SQLTransactionLockType]" text="SQLTransactionLockType.EXCLUSIVE" constant="true" tiptext="指定專屬鎖定交易選項。" version="" helpurl="flash.data:SQLTransactionLockType:EXCLUSIVE" playername="AIR"/>
						<string name="IMMEDIATE" object="[flash.data.SQLTransactionLockType]" text="SQLTransactionLockType.IMMEDIATE" constant="true" tiptext="指定立即鎖定交易選項。" version="" helpurl="flash.data:SQLTransactionLockType:IMMEDIATE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLTriggerSchema" id="[flash.data.SQLTriggerSchema]" sort="true" index="true" asAncestors="flash.data:SQLSchema,Object" tiptext="SQLTriggerSchema 實體會提供用來描述資料庫中特定觸發情況的資訊。" helpurl="flash.data:SQLTriggerSchema">
					<folder name="方法" id="Methods" tiptext="SQLTriggerSchema 類別的方法" helpurl="flash.data:SQLTriggerSchema">
						<string name="SQLTriggerSchema" object="[flash.data.SQLTriggerSchema]" text="new SQLTriggerSchema(%資料庫:String,名稱:String,sql:String,表格:String%)" constructor="true" tiptext="建立 SQLTriggerSchema 實體。" version="1.0" helpurl="flash.data:SQLTriggerSchema:SQLTriggerSchema" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLTriggerSchema 類別的屬性" helpurl="flash.data:SQLTriggerSchema">
						<string name="table" object="[flash.data.SQLTriggerSchema]" text=".table" tiptext="用來定義此觸發情況的表格名稱，或是在檢視中定義觸發情況的檢視名稱。" version="" helpurl="flash.data:SQLTriggerSchema:table:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLViewSchema" id="[flash.data.SQLViewSchema]" sort="true" index="true" asAncestors="flash.data:SQLTableSchema,flash.data:SQLSchema,Object" tiptext="SQLViewSchema 實體會提供用來描述資料庫中特定檢視的資訊。" helpurl="flash.data:SQLViewSchema">
					<folder name="方法" id="Methods" tiptext="SQLViewSchema 類別的方法" helpurl="flash.data:SQLViewSchema">
						<string name="SQLViewSchema" object="[flash.data.SQLViewSchema]" text="new SQLViewSchema(%資料庫:String,名稱:String,sql:String,行:Array%)" constructor="true" tiptext="建立 SQLViewSchema 實體。" version="1.0" helpurl="flash.data:SQLViewSchema:SQLViewSchema" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.desktop" id="flash.desktop" sort="true" tiptext="flash.desktop 套件的類別" helpurl="flash.desktop">
				<folder name="Clipboard" id="[flash.desktop.Clipboard]" sort="true" index="true" asAncestors="Object" tiptext="Clipboard 類別可提供容器，供剪貼簿傳輸資料與物件。" helpurl="flash.desktop:Clipboard">
					<folder name="方法" id="Methods" tiptext="Clipboard 類別的方法" helpurl="flash.desktop:Clipboard">
						<string name="Clipboard" object="[flash.desktop.Clipboard]" text="new Clipboard(%%)" constructor="true" tiptext="建立空的 Clipboard 物件。" version="1.0" helpurl="flash.desktop:Clipboard:Clipboard" playername=""/>
						<string name="clearData" object="[flash.desktop.Clipboard]" text=".clearData(%格式:String%):void" tiptext="刪除指定格式的資料形式。" version="1.0" helpurl="flash.desktop:Clipboard:clearData" playername=""/>
						<string name="clear" object="[flash.desktop.Clipboard]" text=".clear(%%):void" tiptext="刪除此 Clipboard 物件中的所有資料形式。" version="1.0" helpurl="flash.desktop:Clipboard:clear" playername=""/>
						<string name="getData" object="[flash.desktop.Clipboard]" text=".getData(%格式:String[,傳輸模式:String=originalPreferred]%):Object" tiptext="如果存在指定格式的資料，則取回剪貼簿資料。" version="1.0" helpurl="flash.desktop:Clipboard:getData" playername=""/>
						<string name="hasFormat" object="[flash.desktop.Clipboard]" text=".hasFormat(%格式:String%):Boolean" tiptext="檢查此 Clipboard 物件中是否存在指定格式的資料。" version="1.5" helpurl="flash.desktop:Clipboard:hasFormat" playername=""/>
						<string name="setDataHandler" object="[flash.desktop.Clipboard]" text=".setDataHandler(%格式:String,處理常式:Function[,可序列化:Boolean=true]%):Boolean" tiptext="將參考加到 handler函數 – 它負責生產要傳送的資料。" version="1.0" helpurl="flash.desktop:Clipboard:setDataHandler" playername=""/>
						<string name="setData" object="[flash.desktop.Clipboard]" text=".setData(%格式:String,資料:Object[,可序列化:Boolean=true]%):Boolean" tiptext="加入要以指定資料格式進行傳輸的資訊形式。" version="1.0" helpurl="flash.desktop:Clipboard:setData" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Clipboard 類別的屬性" helpurl="flash.desktop:Clipboard">
						<string name="formats" object="[flash.desktop.Clipboard]" text=".formats" tiptext="字串陣列，內含此 Clipboard 物件中可用的資料格式名稱。" version="" helpurl="flash.desktop:Clipboard:formats:get" playername=""/>
						<string name="generalClipboard" object="[flash.desktop.Clipboard]" text=".generalClipboard" tiptext="作業系統剪貼簿。" version="" helpurl="flash.desktop:Clipboard:generalClipboard:get" playername=""/>
						<string name="supportsFilePromise" object="[flash.desktop.Clipboard]" text=".supportsFilePromise" tiptext="指出用戶端系統是否支援檔案承諾剪貼簿格式。" version="" helpurl="flash.desktop:Clipboard:supportsFilePromise:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ClipboardFormats" id="[flash.desktop.ClipboardFormats]" sort="true" index="true" asAncestors="Object" tiptext="ClipboardFormats 類別可定義常數，供與 Clipboard 類別一起使用的標準資料格式名稱使用。" helpurl="flash.desktop:ClipboardFormats">
					<folder name="屬性" id="Properties" tiptext="ClipboardFormats 類別的屬性" helpurl="flash.desktop:ClipboardFormats">
						<string name="BITMAP_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.BITMAP_FORMAT" constant="true" tiptext="影像資料 (僅限 AIR)。" version="" helpurl="flash.desktop:ClipboardFormats:BITMAP_FORMAT" playername="AIR"/>
						<string name="FILE_LIST_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.FILE_LIST_FORMAT" constant="true" tiptext="檔案陣列 (僅限 AIR)。" version="" helpurl="flash.desktop:ClipboardFormats:FILE_LIST_FORMAT" playername="AIR"/>
						<string name="FILE_PROMISE_LIST_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.FILE_PROMISE_LIST_FORMAT" constant="true" tiptext="檔案承諾清單 (僅限 AIR)。" version="" helpurl="flash.desktop:ClipboardFormats:FILE_PROMISE_LIST_FORMAT" playername="AIR"/>
						<string name="HTML_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.HTML_FORMAT" constant="true" tiptext="HTML 資料。" version="" helpurl="flash.desktop:ClipboardFormats:HTML_FORMAT" playername=""/>
						<string name="RICH_TEXT_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.RICH_TEXT_FORMAT" constant="true" tiptext="RTF 格式資料。" version="" helpurl="flash.desktop:ClipboardFormats:RICH_TEXT_FORMAT" playername=""/>
						<string name="TEXT_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.TEXT_FORMAT" constant="true" tiptext="字串資料。" version="" helpurl="flash.desktop:ClipboardFormats:TEXT_FORMAT" playername=""/>
						<string name="URL_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.URL_FORMAT" constant="true" tiptext="URL 字串 (僅限 AIR)。" version="" helpurl="flash.desktop:ClipboardFormats:URL_FORMAT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ClipboardTransferMode" id="[flash.desktop.ClipboardTransferMode]" sort="true" index="true" asAncestors="Object" tiptext="ClipboardTransferMode 類別可定義常數，供做為 Clipboard.getData() 方法之 transferMode 參數值使用的模式使用。" helpurl="flash.desktop:ClipboardTransferMode">
					<folder name="屬性" id="Properties" tiptext="ClipboardTransferMode 類別的屬性" helpurl="flash.desktop:ClipboardTransferMode">
						<string name="CLONE_ONLY" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.CLONE_ONLY" constant="true" tiptext="Clipboard 物件應該只會傳回副本。" version="" helpurl="flash.desktop:ClipboardTransferMode:CLONE_ONLY" playername=""/>
						<string name="CLONE_PREFERRED" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.CLONE_PREFERRED" constant="true" tiptext="如果有副本的話，Clipboard 物件應該傳回副本，如果沒有副本的話，則傳回參考。" version="" helpurl="flash.desktop:ClipboardTransferMode:CLONE_PREFERRED" playername=""/>
						<string name="ORIGINAL_ONLY" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.ORIGINAL_ONLY" constant="true" tiptext="Clipboard 物件應該只會傳回參照。" version="" helpurl="flash.desktop:ClipboardTransferMode:ORIGINAL_ONLY" playername=""/>
						<string name="ORIGINAL_PREFERRED" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.ORIGINAL_PREFERRED" constant="true" tiptext="如果有參考的話，Clipboard 物件應會傳回參考，如果沒有參考的話，則會傳回副本。" version="" helpurl="flash.desktop:ClipboardTransferMode:ORIGINAL_PREFERRED" playername=""/>
					</folder>
				</folder>
				<folder name="DockIcon" id="[flash.desktop.DockIcon]" sort="true" index="true" asAncestors="flash.desktop:InteractiveIcon,flash.desktop:Icon,flash.events:EventDispatcher,Object" tiptext="DockIcon 類別代表 Mac OS X&amp;#xAE; 樣式的停駐圖示。" helpurl="flash.desktop:DockIcon">
					<folder name="方法" id="Methods" tiptext="DockIcon 類別的方法" helpurl="flash.desktop:DockIcon">
						<string name="bounce" object="[flash.desktop.DockIcon]" text=".bounce(%[優先順序:String=informational]%):void" tiptext="通知使用者發生了可能需要注意的事件。" version="1.0" helpurl="flash.desktop:DockIcon:bounce" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DockIcon 類別的屬性" helpurl="flash.desktop:DockIcon">
						<string name="bitmaps" object="[flash.desktop.DockIcon]" text=".bitmaps" tiptext="以不同大小顯示之 BitmapData 物件陣列的圖示影像。" version="" helpurl="flash.desktop:DockIcon:bitmaps:get" playername="AIR"/>
						<string name="height" object="[flash.desktop.DockIcon]" text=".height" tiptext="目前的圖示顯示高度 (以像素為單位)。" version="" helpurl="flash.desktop:DockIcon:height:get" playername="AIR"/>
						<string name="menu" object="[flash.desktop.DockIcon]" text=".menu" tiptext="此停駐圖示的系統提供選單。" version="" helpurl="flash.desktop:DockIcon:menu:get" playername="AIR"/>
						<string name="width" object="[flash.desktop.DockIcon]" text=".width" tiptext="目前的圖示顯示寬度 (以像素為單位)。" version="" helpurl="flash.desktop:DockIcon:width:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Icon" id="[flash.desktop.Icon]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Icon 類別代表作業系統圖示。" helpurl="flash.desktop:Icon">
					<folder name="屬性" id="Properties" tiptext="Icon 類別的屬性" helpurl="flash.desktop:Icon">
						<string name="bitmaps" object="[flash.desktop.Icon]" text=".bitmaps" tiptext="以不同大小顯示之 BitmapData 物件陣列的圖示影像。" version="" helpurl="flash.desktop:Icon:bitmaps:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IFilePromise" id="[flash.desktop.IFilePromise]" sort="true" index="true" tiptext="IFilePromise 介面可定義 AIR 執行階段使用的介面，替檔案承諾讀取資料。" helpurl="flash.desktop:IFilePromise">
					<folder name="方法" id="Methods" tiptext="IFilePromise 類別的方法" helpurl="flash.desktop:IFilePromise">
						<string name="close" object="[flash.desktop.IFilePromise]" text=".close(%%):void" tiptext="讀取所有資料之後，由AIR 執行階段呼叫。" version="2" helpurl="flash.desktop:IFilePromise:close" playername="AIR"/>
						<string name="open" object="[flash.desktop.IFilePromise]" text=".open(%%):flash.utils:IDataInput" tiptext="傳回資料提供者物件。" version="2" helpurl="flash.desktop:IFilePromise:open" playername="AIR"/>
						<string name="reportError" object="[flash.desktop.IFilePromise]" text=".reportError(%e:flash.events:ErrorEvent%):void" tiptext="若從資料提供者物件讀取資料時發生錯誤，由 AIR 執行階段將錯誤通知 IFilePromise 實作。" version="2" helpurl="flash.desktop:IFilePromise:reportError" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IFilePromise 類別的屬性" helpurl="flash.desktop:IFilePromise">
						<string name="isAsync" object="[flash.desktop.IFilePromise]" text=".isAsync" tiptext="指出是否支援非同步資料傳送。" version="" helpurl="flash.desktop:IFilePromise:isAsync:get" playername="AIR"/>
						<string name="relativePath" object="[flash.desktop.IFilePromise]" text=".relativePath" tiptext="由這個檔案承諾建立之檔案的相對路徑和檔案名稱。" version="" helpurl="flash.desktop:IFilePromise:relativePath:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="InteractiveIcon" id="[flash.desktop.InteractiveIcon]" sort="true" index="true" asAncestors="flash.desktop:Icon,flash.events:EventDispatcher,Object" tiptext="InteractiveIcon 類別是與應用程式相關聯之作業系統圖示的基底類別。" helpurl="flash.desktop:InteractiveIcon">
					<folder name="屬性" id="Properties" tiptext="InteractiveIcon 類別的屬性" helpurl="flash.desktop:InteractiveIcon">
						<string name="bitmaps" object="[flash.desktop.InteractiveIcon]" text=".bitmaps" tiptext="以不同大小顯示之 BitmapData 物件陣列的圖示影像。" version="" helpurl="flash.desktop:InteractiveIcon:bitmaps:get" playername="AIR"/>
						<string name="height" object="[flash.desktop.InteractiveIcon]" text=".height" tiptext="目前的圖示顯示高度 (以像素為單位)。" version="" helpurl="flash.desktop:InteractiveIcon:height:get" playername="AIR"/>
						<string name="width" object="[flash.desktop.InteractiveIcon]" text=".width" tiptext="目前的圖示顯示寬度 (以像素為單位)。" version="" helpurl="flash.desktop:InteractiveIcon:width:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="InvokeEventReason" id="[flash.desktop.InvokeEventReason]" sort="true" index="true" asAncestors="Object" tiptext="InvokeEventReason 類別列舉由 InvokeEvent 物件之 reason 屬性傳回的值。" helpurl="flash.desktop:InvokeEventReason">
					<folder name="屬性" id="Properties" tiptext="InvokeEventReason 類別的屬性" helpurl="flash.desktop:InvokeEventReason">
						<string name="LOGIN" object="[flash.desktop.InvokeEventReason]" text="InvokeEventReason.LOGIN" constant="true" tiptext="指出由於使用者登入而發生的 InvokeEvent 事件。" version="" helpurl="flash.desktop:InvokeEventReason:LOGIN" playername="AIR"/>
						<string name="STANDARD" object="[flash.desktop.InvokeEventReason]" text="InvokeEventReason.STANDARD" constant="true" tiptext="指出除登入之外，其他原因造成的 InvokeEvent。" version="" helpurl="flash.desktop:InvokeEventReason:STANDARD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeApplication" id="[flash.desktop.NativeApplication]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeApplication 類別代表這個 AIR 應用程式。" helpurl="flash.desktop:NativeApplication">
					<folder name="方法" id="Methods" tiptext="NativeApplication 類別的方法" helpurl="flash.desktop:NativeApplication">
						<string name="activate" object="[flash.desktop.NativeApplication]" text=".activate(%[視窗:flash.display:NativeWindow=null]%):void" tiptext="啟動此應用程式。" version="1.0" helpurl="flash.desktop:NativeApplication:activate" playername="AIR"/>
						<string name="addEventListener" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="1.0" helpurl="flash.desktop:NativeApplication:addEventListener" playername="AIR"/>
						<string name="clear" object="[flash.desktop.NativeApplication]" text=".clear(%%):Boolean" tiptext="在取得焦點的顯示物件上叫用內部刪除命令。" version="1.0" helpurl="flash.desktop:NativeApplication:clear" playername="AIR"/>
						<string name="copy" object="[flash.desktop.NativeApplication]" text=".copy(%%):Boolean" tiptext="在取得焦點的顯示物件上叫用內部複製命令。" version="1.0" helpurl="flash.desktop:NativeApplication:copy" playername="AIR"/>
						<string name="cut" object="[flash.desktop.NativeApplication]" text=".cut(%%):Boolean" tiptext="在取得焦點的顯示物件上叫用內部剪下命令。" version="1.0" helpurl="flash.desktop:NativeApplication:cut" playername="AIR"/>
						<string name="dispatchEvent" object="[flash.desktop.NativeApplication]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="1.0" helpurl="flash.desktop:NativeApplication:dispatchEvent" playername="AIR"/>
						<string name="exit" object="[flash.desktop.NativeApplication]" text=".exit(%[錯誤代碼:int=0]%):void" tiptext="終止此應用程式。" version="1.0" helpurl="flash.desktop:NativeApplication:exit" playername="AIR"/>
						<string name="getDefaultApplication" object="[flash.desktop.NativeApplication]" text=".getDefaultApplication(%副檔名:String%):String" tiptext="取得預設應用程式，以便開啟具有指定副檔名的檔案。" version="1.0" helpurl="flash.desktop:NativeApplication:getDefaultApplication" playername="AIR"/>
						<string name="isSetAsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".isSetAsDefaultApplication(%副檔名:String%):Boolean" tiptext="指定此應用程式目前是否為用於開啟具有指定副檔名之檔案的預設應用程式。" version="1.0" helpurl="flash.desktop:NativeApplication:isSetAsDefaultApplication" playername="AIR"/>
						<string name="paste" object="[flash.desktop.NativeApplication]" text=".paste(%%):Boolean" tiptext="在取得焦點的顯示物件上叫用內部貼上命令。" version="1.0" helpurl="flash.desktop:NativeApplication:paste" playername="AIR"/>
						<string name="removeAsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".removeAsDefaultApplication(%副檔名:String%):void" tiptext="移除此應用程式，使其不再成為開啟具有指定副檔名之檔案的預設應用程式。" version="1.0" helpurl="flash.desktop:NativeApplication:removeAsDefaultApplication" playername="AIR"/>
						<string name="removeEventListener" object="[flash.desktop.NativeApplication]" text=".removeEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false]%):void" tiptext="從 EventDispatcher 物件中移除偵聽程式。" version="1.0" helpurl="flash.desktop:NativeApplication:removeEventListener" playername="AIR"/>
						<string name="selectAll" object="[flash.desktop.NativeApplication]" text=".selectAll(%%):Boolean" tiptext="在取得焦點的顯示物件上叫用內部全選命令。" version="1.0" helpurl="flash.desktop:NativeApplication:selectAll" playername="AIR"/>
						<string name="setAsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".setAsDefaultApplication(%副檔名:String%):void" tiptext="將此應用程式設定為用於開啟具有指定副檔名之檔案的預設應用程式。" version="1.0" helpurl="flash.desktop:NativeApplication:setAsDefaultApplication" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeApplication 類別的屬性" helpurl="flash.desktop:NativeApplication">
						<string name="activeWindow" object="[flash.desktop.NativeApplication]" text=".activeWindow" tiptext="作用中的應用程式視窗。" version="" helpurl="flash.desktop:NativeApplication:activeWindow:get" playername="AIR"/>
						<string name="applicationDescriptor" object="[flash.desktop.NativeApplication]" text=".applicationDescriptor" tiptext="此 AIR 應用程式的應用程式描述器檔案內容。" version="" helpurl="flash.desktop:NativeApplication:applicationDescriptor:get" playername="AIR"/>
						<string name="applicationID" object="[flash.desktop.NativeApplication]" text=".applicationID" tiptext="此應用程式的應用程式 ID。" version="" helpurl="flash.desktop:NativeApplication:applicationID:get" playername="AIR"/>
						<string name="autoExit" object="[flash.desktop.NativeApplication]" text=".autoExit" tiptext="指定應用程式是否應該在所有視窗都關閉時自動終止。" version="" helpurl="flash.desktop:NativeApplication:autoExit:get" playername="AIR"/>
						<string name="icon" object="[flash.desktop.NativeApplication]" text=".icon" tiptext="應用程式圖示。" version="" helpurl="flash.desktop:NativeApplication:icon:get" playername="AIR"/>
						<string name="idleThreshold" object="[flash.desktop.NativeApplication]" text=".idleThreshold" tiptext="在傳送 userIdle 事件之前，必須經過多久的時間沒有使用者輸入。" version="" helpurl="flash.desktop:NativeApplication:idleThreshold:get" playername="AIR"/>
						<string name="menu" object="[flash.desktop.NativeApplication]" text=".menu" tiptext="應用程式選單。" version="" helpurl="flash.desktop:NativeApplication:menu:get" playername="AIR"/>
						<string name="nativeApplication" object="[flash.desktop.NativeApplication]" text=".nativeApplication" tiptext="NativeApplication 物件的 Singleton 實體。" version="" helpurl="flash.desktop:NativeApplication:nativeApplication:get" playername="AIR"/>
						<string name="openedWindows" object="[flash.desktop.NativeApplication]" text=".openedWindows" tiptext="包含這個應用程式之所有開啟原生視窗的陣列。" version="" helpurl="flash.desktop:NativeApplication:openedWindows:get" playername="AIR"/>
						<string name="publisherID" object="[flash.desktop.NativeApplication]" text=".publisherID" tiptext="此應用程式的發行者 ID。" version="" helpurl="flash.desktop:NativeApplication:publisherID:get" playername="AIR"/>
						<string name="runtimePatchLevel" object="[flash.desktop.NativeApplication]" text=".runtimePatchLevel" tiptext="裝載此應用程式之執行階段的修補程式等級。" version="" helpurl="flash.desktop:NativeApplication:runtimePatchLevel:get" playername="AIR"/>
						<string name="runtimeVersion" object="[flash.desktop.NativeApplication]" text=".runtimeVersion" tiptext="裝載此應用程式之執行階段的版本號碼。" version="" helpurl="flash.desktop:NativeApplication:runtimeVersion:get" playername="AIR"/>
						<string name="startAtLogin" object="[flash.desktop.NativeApplication]" text=".startAtLogin" tiptext="指定此應用程式是否會在目前的使用者每次登入時自動啟動。" version="" helpurl="flash.desktop:NativeApplication:startAtLogin:get" playername="AIR"/>
						<string name="supportsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".supportsDefaultApplication" tiptext="指出目前平台是否支援 setAsDefaultApplication()、removeAsDefaultApplication() 及 isSetAsDefaultApplication()。" version="" helpurl="flash.desktop:NativeApplication:supportsDefaultApplication:get" playername="AIR"/>
						<string name="supportsDockIcon" object="[flash.desktop.NativeApplication]" text=".supportsDockIcon" tiptext="指出 AIR 是否支援在目前的作業系統中使用停駐式應用程式圖示。" version="" helpurl="flash.desktop:NativeApplication:supportsDockIcon:get" playername="AIR"/>
						<string name="supportsMenu" object="[flash.desktop.NativeApplication]" text=".supportsMenu" tiptext="指定目前的作業系統是否支援全域應用程式選單列。" version="" helpurl="flash.desktop:NativeApplication:supportsMenu:get" playername="AIR"/>
						<string name="supportsStartAtLogin" object="[flash.desktop.NativeApplication]" text=".supportsStartAtLogin" tiptext="指出目前平台是否支援 startAtLogin。" version="" helpurl="flash.desktop:NativeApplication:supportsStartAtLogin:get" playername="AIR"/>
						<string name="supportsSystemTrayIcon" object="[flash.desktop.NativeApplication]" text=".supportsSystemTrayIcon" tiptext="指定 AIR 是否支援在目前的作業系統上使用系統匣圖示。" version="" helpurl="flash.desktop:NativeApplication:supportsSystemTrayIcon:get" playername="AIR"/>
						<string name="systemIdleMode" object="[flash.desktop.NativeApplication]" text=".systemIdleMode" tiptext="為應用程式提供方式，讓使用者介面不會進入「閒置」模式。" version="" helpurl="flash.desktop:NativeApplication:systemIdleMode:get" playername="AIR"/>
						<string name="timeSinceLastUserInput" object="[flash.desktop.NativeApplication]" text=".timeSinceLastUserInput" tiptext="上一次使用者輸入之後所經過的時間，以秒為單位。" version="" helpurl="flash.desktop:NativeApplication:timeSinceLastUserInput:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeApplication 類別的事件" helpurl="flash.desktop:NativeApplication">
						<string name="keyUp" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=KeyboardEvent.KEY_UP{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者放開按鍵時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.KeyboardEvent.KEY_UP_keyUp" playername="AIR"/>
						<string name="keyDown" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=KeyboardEvent.KEY_DOWN{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按下按鍵時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.KeyboardEvent.KEY_DOWN_keyDown" playername="AIR"/>
						<string name="userPresent" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=Event.USER_PRESENT{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當作業系統在閒置一段時間之後偵測到滑鼠或鍵盤活動時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.USER_PRESENT_userPresent" playername="AIR"/>
						<string name="userIdle" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=Event.USER_IDLE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者閒置時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.USER_IDLE_userIdle" playername="AIR"/>
						<string name="networkChange" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=Event.NETWORK_CHANGE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在新的網路連線可用之後或是現有的網路連線遺失時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.NETWORK_CHANGE_networkChange" playername="AIR"/>
						<string name="exiting" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=Event.EXITING{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當啟動應用程式結束序列時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.EXITING_exiting" playername="AIR"/>
						<string name="deactivate" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=Event.DEACTIVATE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在桌面焦點切換至不同的應用程式時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.DEACTIVATE_deactivate" playername="AIR"/>
						<string name="activate" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=Event.ACTIVATE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在此應用程式成為作用中的桌面應用程式時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.ACTIVATE_activate" playername="AIR"/>
						<string name="browserInvoke" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=BrowserInvokeEvent.Browser_INVOKE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者瀏覽器中執行的 SWF 檔案叫用應用程式時傳送。" version="" helpurl="flash.desktop:NativeApplication__browserInvoke" playername="AIR"/>
						<string name="invoke" object="[flash.desktop.NativeApplication]" text=".addEventListener(%類型:String=InvokeEvent.INVOKE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在叫用應用程式時傳送。" version="" helpurl="flash.desktop:NativeApplication_flash.events.InvokeEvent.INVOKE_invoke" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeDragActions" id="[flash.desktop.NativeDragActions]" sort="true" index="true" asAncestors="Object" tiptext="NativeDragActions 類別為拖放動作的名稱定義字串常數。" helpurl="flash.desktop:NativeDragActions">
					<folder name="屬性" id="Properties" tiptext="NativeDragActions 類別的屬性" helpurl="flash.desktop:NativeDragActions">
						<string name="COPY" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.COPY" constant="true" tiptext="定義做為複製動作使用的字串。" version="" helpurl="flash.desktop:NativeDragActions:COPY" playername="AIR"/>
						<string name="LINK" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.LINK" constant="true" tiptext="定義做為連結動作使用的字串。" version="" helpurl="flash.desktop:NativeDragActions:LINK" playername="AIR"/>
						<string name="MOVE" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.MOVE" constant="true" tiptext="定義做為移動動作使用的字串。" version="" helpurl="flash.desktop:NativeDragActions:MOVE" playername="AIR"/>
						<string name="NONE" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.NONE" constant="true" tiptext="定義在未指定任何動作時使用的字串。" version="" helpurl="flash.desktop:NativeDragActions:NONE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeDragManager" id="[flash.desktop.NativeDragManager]" sort="true" index="true" asAncestors="Object" tiptext="NativeDragManager 類別會協調拖放作業。" helpurl="flash.desktop:NativeDragManager">
					<folder name="方法" id="Methods" tiptext="NativeDragManager 類別的方法" helpurl="flash.desktop:NativeDragManager">
						<string name="acceptDragDrop" object="[flash.desktop.NativeDragManager]" text="NativeDragManager.acceptDragDrop(%目標:flash.display:InteractiveObject%):void" static="true" tiptext="通知 NativeDragManager 有關指定的目標互動式物件可以接受對應至目前拖曳事件的放下動作。" version="1.0" helpurl="flash.desktop:NativeDragManager:acceptDragDrop" playername="AIR"/>
						<string name="doDrag" object="[flash.desktop.NativeDragManager]" text="NativeDragManager.doDrag(%拖曳初始程式:flash.display:InteractiveObject,剪貼簿:flash.desktop:Clipboard[,拖曳影像:flash.display:BitmapData=null,偏移:flash.geom:Point=null,允許的動作:flash.desktop:NativeDragOptions=null]%):void" static="true" tiptext="開始拖放作業。" version="1.0" helpurl="flash.desktop:NativeDragManager:doDrag" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeDragManager 類別的屬性" helpurl="flash.desktop:NativeDragManager">
						<string name="dragInitiator" object="[flash.desktop.NativeDragManager]" text=".dragInitiator" tiptext="傳遞至用來起始拖曳作業之 NativeDragManager.doDrag() 呼叫的互動式物件。" version="" helpurl="flash.desktop:NativeDragManager:dragInitiator:get" playername="AIR"/>
						<string name="dropAction" object="[flash.desktop.NativeDragManager]" text=".dropAction" tiptext="放下目標所指定的拖曳動作。" version="" helpurl="flash.desktop:NativeDragManager:dropAction:get" playername="AIR"/>
						<string name="isDragging" object="[flash.desktop.NativeDragManager]" text=".isDragging" tiptext="報告拖曳作業目前是否正在進行。" version="" helpurl="flash.desktop:NativeDragManager:isDragging:get" playername="AIR"/>
						<string name="isSupported" object="[flash.desktop.NativeDragManager]" text=".isSupported" tiptext="如果目前的平台支援 NativeDragManager 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.desktop:NativeDragManager:isSupported:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeDragOptions" id="[flash.desktop.NativeDragOptions]" sort="true" index="true" asAncestors="Object" tiptext="NativeDragOptions 類別為拖放作業允許之拖放動作的名稱定義字串常數。" helpurl="flash.desktop:NativeDragOptions">
					<folder name="方法" id="Methods" tiptext="NativeDragOptions 類別的方法" helpurl="flash.desktop:NativeDragOptions">
						<string name="toString" object="[flash.desktop.NativeDragOptions]" text=".toString(%%):String" tiptext="建構包含此 NativeDragOptions 物件目前設定的字串。" version="1.0" helpurl="flash.desktop:NativeDragOptions:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeDragOptions 類別的屬性" helpurl="flash.desktop:NativeDragOptions">
						<string name="allowCopy" object="[flash.desktop.NativeDragOptions]" text=".allowCopy" tiptext="允許放下目標複製拖曳的資料。" version="" helpurl="flash.desktop:NativeDragOptions:allowCopy" playername="AIR"/>
						<string name="allowLink" object="[flash.desktop.NativeDragOptions]" text=".allowLink" tiptext="允許放下目標針對拖曳的資料建立連結。" version="" helpurl="flash.desktop:NativeDragOptions:allowLink" playername="AIR"/>
						<string name="allowMove" object="[flash.desktop.NativeDragOptions]" text=".allowMove" tiptext="允許放下目標移動拖曳的資料。" version="" helpurl="flash.desktop:NativeDragOptions:allowMove" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeProcess" id="[flash.desktop.NativeProcess]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeProcess 類別提供命令列整合及一般啟動能力。" helpurl="flash.desktop:NativeProcess">
					<folder name="方法" id="Methods" tiptext="NativeProcess 類別的方法" helpurl="flash.desktop:NativeProcess">
						<string name="NativeProcess" object="[flash.desktop.NativeProcess]" text="new NativeProcess(%%)" constructor="true" tiptext="建構未初始化的 NativeProcess 物件。" version="2" helpurl="flash.desktop:NativeProcess:NativeProcess" playername="AIR"/>
						<string name="closeInput" object="[flash.desktop.NativeProcess]" text=".closeInput(%%):void" tiptext="關閉此處理程序中的輸入串流。" version="2" helpurl="flash.desktop:NativeProcess:closeInput" playername="AIR"/>
						<string name="exit" object="[flash.desktop.NativeProcess]" text=".exit(%[強制:Boolean=false]%):void" tiptext="嘗試結束原生處理程序。" version="2" helpurl="flash.desktop:NativeProcess:exit" playername="AIR"/>
						<string name="start" object="[flash.desktop.NativeProcess]" text=".start(%資訊:flash.desktop:NativeProcessStartupInfo%):void" tiptext="開始由指定啟動資訊所識別的原生處理程序。" version="2" helpurl="flash.desktop:NativeProcess:start" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeProcess 類別的屬性" helpurl="flash.desktop:NativeProcess">
						<string name="isSupported" object="[flash.desktop.NativeProcess]" text=".isSupported" tiptext="指出目前的描述檔是否支援執行中的原生處理程序。" version="" helpurl="flash.desktop:NativeProcess:isSupported:get" playername="AIR"/>
						<string name="running" object="[flash.desktop.NativeProcess]" text=".running" tiptext="指出這個原生處理程序目前是否執行中。" version="" helpurl="flash.desktop:NativeProcess:running:get" playername="AIR"/>
						<string name="standardError" object="[flash.desktop.NativeProcess]" text=".standardError" tiptext="對於這個原生處理程序的標準錯誤輸出提供存取權。" version="" helpurl="flash.desktop:NativeProcess:standardError:get" playername="AIR"/>
						<string name="standardInput" object="[flash.desktop.NativeProcess]" text=".standardInput" tiptext="對於這個原生處理程序的標準輸入提供存取權。" version="" helpurl="flash.desktop:NativeProcess:standardInput:get" playername="AIR"/>
						<string name="standardOutput" object="[flash.desktop.NativeProcess]" text=".standardOutput" tiptext="對於這個原生處理程序的標準輸出管道提供存取權。" version="" helpurl="flash.desktop:NativeProcess:standardOutput:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeProcess 類別的事件" helpurl="flash.desktop:NativeProcess">
						<string name="exit" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=NativeProcessExitEvent.NativeProcessExitEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明原生處理程序已經結束。" version="" helpurl="flash.desktop:NativeProcess__exit" playername="AIR"/>
						<string name="standardInputIoError" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=IOErrorEvent.IOErrorEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明寫入標準輸入 (stdin) 串流已經失敗。" version="" helpurl="flash.desktop:NativeProcess__standardInputIoError" playername="AIR"/>
						<string name="standardOutputIoError" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=IOErrorEvent.IOErrorEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明從 stdout 串流讀取已經失敗。" version="" helpurl="flash.desktop:NativeProcess__standardOutputIoError" playername="AIR"/>
						<string name="standardErrorIoError" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=IOErrorEvent.IOErrorEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明從標準錯誤 (stderror) 串流讀取已經失敗。" version="" helpurl="flash.desktop:NativeProcess__standardErrorIoError" playername="AIR"/>
						<string name="standardInputClose" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=Event.Event{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明 NativeProcess 物件已經呼叫 closeInput() 關閉它的輸入串流。" version="" helpurl="flash.desktop:NativeProcess__standardInputClose" playername="AIR"/>
						<string name="standardInputProgress" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=ProgressEvent.ProgressEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明 NativeProcess 已經將資料寫入子處理程序的輸入串流。" version="" helpurl="flash.desktop:NativeProcess__standardInputProgress" playername="AIR"/>
						<string name="standardErrorClose" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=Event.Event{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明 NativeProcess 已經關閉它的錯誤串流。" version="" helpurl="flash.desktop:NativeProcess__standardErrorClose" playername="AIR"/>
						<string name="standardErrorData" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=ProgressEvent.ProgressEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明標準錯誤 (stderror) 串流已經有資料可供原生處理程序讀取。" version="" helpurl="flash.desktop:NativeProcess__standardErrorData" playername="AIR"/>
						<string name="standardOutputClose" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=Event.Event{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明 NativeProcess 已經關閉它的輸出串流。" version="" helpurl="flash.desktop:NativeProcess__standardOutputClose" playername="AIR"/>
						<string name="standardOutputData" object="[flash.desktop.NativeProcess]" text=".addEventListener(%類型:String=ProgressEvent.ProgressEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，說明輸出串流已經有資料可供原生處理程序讀取。" version="" helpurl="flash.desktop:NativeProcess__standardOutputData" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeProcessStartupInfo" id="[flash.desktop.NativeProcessStartupInfo]" sort="true" index="true" asAncestors="Object" tiptext="此類別提供基本資訊，用以在主機作業系統啟動程序。" helpurl="flash.desktop:NativeProcessStartupInfo">
					<folder name="方法" id="Methods" tiptext="NativeProcessStartupInfo 類別的方法" helpurl="flash.desktop:NativeProcessStartupInfo">
						<string name="NativeProcessStartupInfo" object="[flash.desktop.NativeProcessStartupInfo]" text="new NativeProcessStartupInfo(%%)" constructor="true" tiptext="建構一個空白的 NativeProcessStartupInfo 物件。" version="2" helpurl="flash.desktop:NativeProcessStartupInfo:NativeProcessStartupInfo" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeProcessStartupInfo 類別的屬性" helpurl="flash.desktop:NativeProcessStartupInfo">
						<string name="arguments" object="[flash.desktop.NativeProcessStartupInfo]" text=".arguments" tiptext="啟動時將傳送命令列引數至處理程序。" version="" helpurl="flash.desktop:NativeProcessStartupInfo:arguments:get" playername="AIR"/>
						<string name="executable" object="[flash.desktop.NativeProcessStartupInfo]" text=".executable" tiptext="File 物件，它參考主機作業系統的執行檔。" version="" helpurl="flash.desktop:NativeProcessStartupInfo:executable:get" playername="AIR"/>
						<string name="workingDirectory" object="[flash.desktop.NativeProcessStartupInfo]" text=".workingDirectory" tiptext="File 物件，它參考新原生執行處理的起始工作目錄。" version="" helpurl="flash.desktop:NativeProcessStartupInfo:workingDirectory:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NotificationType" id="[flash.desktop.NotificationType]" sort="true" index="true" asAncestors="Object" tiptext="NotificationType 類別會定義用在 DockIcon bounce() 方法的 priority 參數與 NativeWindow notifyUser() 方法之 type 參數中的常數。" helpurl="flash.desktop:NotificationType">
					<folder name="屬性" id="Properties" tiptext="NotificationType 類別的屬性" helpurl="flash.desktop:NotificationType">
						<string name="CRITICAL" object="[flash.desktop.NotificationType]" text="NotificationType.CRITICAL" constant="true" tiptext="指定通知警示為嚴重性質，而使用者應該立即採取行動。" version="" helpurl="flash.desktop:NotificationType:CRITICAL" playername="AIR"/>
						<string name="INFORMATIONAL" object="[flash.desktop.NotificationType]" text="NotificationType.INFORMATIONAL" constant="true" tiptext="指定通知警示為參考性質，而使用者可以加以忽略。" version="" helpurl="flash.desktop:NotificationType:INFORMATIONAL" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SystemIdleMode" id="[flash.desktop.SystemIdleMode]" sort="true" index="true" asAncestors="Object" tiptext="SystemIdleMode 類別提供常數值供系統閒置行為使用。" helpurl="flash.desktop:SystemIdleMode">
					<folder name="屬性" id="Properties" tiptext="SystemIdleMode 類別的屬性" helpurl="flash.desktop:SystemIdleMode">
						<string name="KEEP_AWAKE" object="[flash.desktop.SystemIdleMode]" text="SystemIdleMode.KEEP_AWAKE" constant="true" tiptext="避免系統進入閒置模式。" version="" helpurl="flash.desktop:SystemIdleMode:KEEP_AWAKE" playername="AIR"/>
						<string name="NORMAL" object="[flash.desktop.SystemIdleMode]" text="SystemIdleMode.NORMAL" constant="true" tiptext="系統會依循一般「閒置使用者」行為。" version="" helpurl="flash.desktop:SystemIdleMode:NORMAL" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SystemTrayIcon" id="[flash.desktop.SystemTrayIcon]" sort="true" index="true" asAncestors="flash.desktop:InteractiveIcon,flash.desktop:Icon,flash.events:EventDispatcher,Object" tiptext="SystemTrayIcon 類別代表 Windows 工作列&amp;#xAE; 通知區域 (系統匣) 的樣式圖示。" helpurl="flash.desktop:SystemTrayIcon">
					<folder name="屬性" id="Properties" tiptext="SystemTrayIcon 類別的屬性" helpurl="flash.desktop:SystemTrayIcon">
						<string name="MAX_TIP_LENGTH" object="[flash.desktop.SystemTrayIcon]" text="SystemTrayIcon.MAX_TIP_LENGTH" constant="true" tiptext="允許的系統匣圖示工具提示長度。" version="" helpurl="flash.desktop:SystemTrayIcon:MAX_TIP_LENGTH" playername="AIR"/>
						<string name="bitmaps" object="[flash.desktop.SystemTrayIcon]" text=".bitmaps" tiptext="以不同大小顯示之 BitmapData 物件陣列的圖示影像。" version="" helpurl="flash.desktop:SystemTrayIcon:bitmaps:get" playername="AIR"/>
						<string name="height" object="[flash.desktop.SystemTrayIcon]" text=".height" tiptext="目前的圖示顯示高度 (以像素為單位)。" version="" helpurl="flash.desktop:SystemTrayIcon:height:get" playername="AIR"/>
						<string name="menu" object="[flash.desktop.SystemTrayIcon]" text=".menu" tiptext="系統匣圖示選單。" version="" helpurl="flash.desktop:SystemTrayIcon:menu:get" playername="AIR"/>
						<string name="tooltip" object="[flash.desktop.SystemTrayIcon]" text=".tooltip" tiptext="在系統匣圖示中彈出的工具列提示。" version="" helpurl="flash.desktop:SystemTrayIcon:tooltip:get" playername="AIR"/>
						<string name="width" object="[flash.desktop.SystemTrayIcon]" text=".width" tiptext="目前的圖示顯示寬度 (以像素為單位)。" version="" helpurl="flash.desktop:SystemTrayIcon:width:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SystemTrayIcon 類別的事件" helpurl="flash.desktop:SystemTrayIcon">
						<string name="rightClick" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%類型:String=ScreenMouseEvent.RIGHT_CLICK{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在按一下滑鼠右鍵時，透過此 SystemTrayIcon 物件來傳送。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.RIGHT_CLICK_rightClick" playername="AIR"/>
						<string name="rightMouseUp" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%類型:String=ScreenMouseEvent.RIGHT_MOUSE_UP{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在按一下滑鼠右鍵且往上移動時，透過此 SystemTrayIcon 物件來傳送。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.RIGHT_MOUSE_UP_rightMouseUp" playername="AIR"/>
						<string name="rightMouseDown" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%類型:String=ScreenMouseEvent.RIGHT_MOUSE_DOWN{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在按一下滑鼠右鍵且往下移動時，透過此 SystemTrayIcon 物件來傳送。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.RIGHT_MOUSE_DOWN_rightMouseDown" playername="AIR"/>
						<string name="click" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%類型:String=ScreenMouseEvent.CLICK{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在按一下滑鼠時，透過此 SystemTrayIcon 物件來傳送。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.CLICK_click" playername="AIR"/>
						<string name="mouseUp" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%類型:String=ScreenMouseEvent.MOUSE_UP{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在放開滑鼠時，透過此 SystemTrayIcon 物件來傳送。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.MOUSE_UP_mouseUp" playername="AIR"/>
						<string name="mouseDown" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%類型:String=ScreenMouseEvent.MOUSE_DOWN{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在按下滑鼠時，透過此 SystemTrayIcon 物件來傳送。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.MOUSE_DOWN_mouseDown" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Updater" id="[flash.desktop.Updater]" sort="true" index="true" asAncestors="Object" tiptext="Updater 類別可用來將目前執行的應用程式更新為不同的版本。" helpurl="flash.desktop:Updater">
					<folder name="方法" id="Methods" tiptext="Updater 類別的方法" helpurl="flash.desktop:Updater">
						<string name="Updater" object="[flash.desktop.Updater]" text="new Updater(%%)" constructor="true" tiptext="Updater 類別的建構函數。" version="1.0" helpurl="flash.desktop:Updater:Updater" playername="AIR"/>
						<string name="update" object="[flash.desktop.Updater]" text=".update(%air檔案:flash.filesystem:File,版本:String%):void" tiptext="使用指定之 AIR 檔案中內含的應用程式版本來更新目前執行的應用程式。" version="1.0" helpurl="flash.desktop:Updater:update" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Updater 類別的屬性" helpurl="flash.desktop:Updater">
						<string name="isSupported" object="[flash.desktop.Updater]" text=".isSupported" tiptext="如果目前的平台可使用 Updater 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.desktop:Updater:isSupported:get" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.display" id="flash.display" sort="true" tiptext="flash.display 套件的類別" helpurl="flash.display">
				<folder name="ActionScriptVersion" id="[flash.display.ActionScriptVersion]" sort="true" index="true" asAncestors="Object" tiptext="ActionScriptVersion 類別是常數值的列舉項目，可指出載入之 SWF 檔案的語言版本。" helpurl="flash.display:ActionScriptVersion">
					<folder name="屬性" id="Properties" tiptext="ActionScriptVersion 類別的屬性" helpurl="flash.display:ActionScriptVersion">
						<string name="ACTIONSCRIPT2" object="[flash.display.ActionScriptVersion]" text="ActionScriptVersion.ACTIONSCRIPT2" constant="true" tiptext="ActionScript 語言 2.0 版及更早版本。" version="" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT2" playername=""/>
						<string name="ACTIONSCRIPT3" object="[flash.display.ActionScriptVersion]" text="ActionScriptVersion.ACTIONSCRIPT3" constant="true" tiptext="ActionScript 語言 3.0 版。" version="" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT3" playername=""/>
					</folder>
				</folder>
				<folder name="Bitmap" id="[flash.display.Bitmap]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Bitmap 類別代表了用來代表點陣圖影像的顯示物件。" helpurl="flash.display:Bitmap">
					<folder name="方法" id="Methods" tiptext="Bitmap 類別的方法" helpurl="flash.display:Bitmap">
						<string name="Bitmap" object="[flash.display.Bitmap]" text="new Bitmap(%[bitmapData:flash.display:BitmapData=null,像素貼齊:String=auto,平滑化:Boolean=false]%)" constructor="true" tiptext="初始化 Bitmap 物件，以便參照指定的 BitmapData 物件。" version="4" helpurl="flash.display:Bitmap:Bitmap" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Bitmap 類別的屬性" helpurl="flash.display:Bitmap">
						<string name="bitmapData" object="[flash.display.Bitmap]" text=".bitmapData" tiptext="受到參照的 BitmapData 物件。" version="" helpurl="flash.display:Bitmap:bitmapData:get" playername=""/>
						<string name="pixelSnapping" object="[flash.display.Bitmap]" text=".pixelSnapping" tiptext="控制 Bitmap 物件是否貼齊最近的像素。" version="" helpurl="flash.display:Bitmap:pixelSnapping:get" playername=""/>
						<string name="smoothing" object="[flash.display.Bitmap]" text=".smoothing" tiptext="控制點陣圖是否在縮放時平滑化處理。" version="" helpurl="flash.display:Bitmap:smoothing:get" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapData" id="[flash.display.BitmapData]" sort="true" index="true" asAncestors="Object" tiptext="BitmapData 類別可讓您使用 Bitmap 物件點陣圖影像的資料 (像素)。" helpurl="flash.display:BitmapData">
					<folder name="方法" id="Methods" tiptext="BitmapData 類別的方法" helpurl="flash.display:BitmapData">
						<string name="BitmapData" object="[flash.display.BitmapData]" text="new BitmapData(%寬度:int,高度:int[,透明:Boolean=true,填色顏色:uint=0xFFFFFFFF]%)" constructor="true" tiptext="以指定的寬度和高度來建立 BitmapData 物件。" version="4" helpurl="flash.display:BitmapData:BitmapData" playername=""/>
						<string name="applyFilter" object="[flash.display.BitmapData]" text=".applyFilter(%來源點陣圖資料:flash.display:BitmapData,來源矩形:flash.geom:Rectangle,目標點:flash.geom:Point,濾鏡:flash.filters:BitmapFilter%):void" tiptext="採用來源影像和濾鏡物件並產生已套用濾鏡的影像。" version="1.0" helpurl="flash.display:BitmapData:applyFilter" playername=""/>
						<string name="clone" object="[flash.display.BitmapData]" text=".clone(%%):flash.display:BitmapData" tiptext="傳回具有和原始點陣圖完全相同副本的新 BitmapData 物件。" version="4" helpurl="flash.display:BitmapData:clone" playername=""/>
						<string name="colorTransform" object="[flash.display.BitmapData]" text=".colorTransform(%矩形:flash.geom:Rectangle,顏色變化:flash.geom:ColorTransform%):void" tiptext="使用 ColorTransform 物件調整點陣圖影像指定區域中的顏色值。" version="4" helpurl="flash.display:BitmapData:colorTransform" playername=""/>
						<string name="compare" object="[flash.display.BitmapData]" text=".compare(%其它點陣圖資料:flash.display:BitmapData%):Object" tiptext="比較兩個 BitmapData 物件。" version="4" helpurl="flash.display:BitmapData:compare" playername=""/>
						<string name="copyChannel" object="[flash.display.BitmapData]" text=".copyChannel(%來源點陣圖資料:flash.display:BitmapData,來源矩形:flash.geom:Rectangle,目標點:flash.geom:Point,來源色版:uint,destChannel:uint%):void" tiptext="從另一個 BitmapData 物件或目前 BitmapData 物件的一個色版，將資料傳送到目前 BitmapData 物件的色版。" version="4" helpurl="flash.display:BitmapData:copyChannel" playername=""/>
						<string name="copyPixels" object="[flash.display.BitmapData]" text=".copyPixels(%來源點陣圖資料:flash.display:BitmapData,來源矩形:flash.geom:Rectangle,目標點:flash.geom:Point[,alpha 點陣圖資料:flash.display:BitmapData=null,alpha 點:flash.geom:Point=null,合併 Alpha:Boolean=false]%):void" tiptext="在影像之間提供執行不含延伸、旋轉或顏色特效的像素處理快速程序。" version="4" helpurl="flash.display:BitmapData:copyPixels" playername=""/>
						<string name="dispose" object="[flash.display.BitmapData]" text=".dispose(%%):void" tiptext="釋放用來儲存 BitmapData 物件的記憶體。" version="4" helpurl="flash.display:BitmapData:dispose" playername=""/>
						<string name="draw" object="[flash.display.BitmapData]" text=".draw(%來源:flash.display:IBitmapDrawable[,矩陣:flash.geom:Matrix=null,顏色變化:flash.geom:ColorTransform=null,混合模式:String=null,clipRect:flash.geom:Rectangle=null,平滑化:Boolean=false]%):void" tiptext="使用 Flash 執行階段的向量描繪器，在點陣圖影像上繪製來源顯示物件。" version="4" helpurl="flash.display:BitmapData:draw" playername=""/>
						<string name="fillRect" object="[flash.display.BitmapData]" text=".fillRect(%矩型:flash.geom:Rectangle,顏色:uint%):void" tiptext="以指定的 ARGB 顏色對像素的矩形區域填色。" version="4" helpurl="flash.display:BitmapData:fillRect" playername=""/>
						<string name="floodFill" object="[flash.display.BitmapData]" text=".floodFill(%x:int,y:int,顏色:uint%):void" tiptext="對於從 (x, y) 座標開始的影像，執行灌水填色作業。" version="4" helpurl="flash.display:BitmapData:floodFill" playername=""/>
						<string name="generateFilterRect" object="[flash.display.BitmapData]" text=".generateFilterRect(%來源矩形:flash.geom:Rectangle,濾鏡:flash.filters:BitmapFilter%):flash.geom:Rectangle" tiptext="決定將會受到 applyFilter() 呼叫影響的目標矩形。" version="1.0" helpurl="flash.display:BitmapData:generateFilterRect" playername=""/>
						<string name="getColorBoundsRect" object="[flash.display.BitmapData]" text=".getColorBoundsRect(%遮色片:uint,顏色:uint[,尋找顏色:Boolean=true]%):flash.geom:Rectangle" tiptext="決定矩形區域將位於點陣圖影像內所有指定顏色的像素全部封閉起來 (如果 findColor 參數設為 true)，或者將不包含指定顏色的所有像素封閉起來 (如果 findColor 參數設為 false)。" version="4" helpurl="flash.display:BitmapData:getColorBoundsRect" playername=""/>
						<string name="getPixel32" object="[flash.display.BitmapData]" text=".getPixel32(%x:int,y:int%):uint" tiptext="傳回 ARGB 顏色值，其中包含 Alpha 色版資料和 RGB 資料。" version="4" helpurl="flash.display:BitmapData:getPixel32" playername=""/>
						<string name="getPixel" object="[flash.display.BitmapData]" text=".getPixel(%x:int,y:int%):uint" tiptext="傳回整數，代表 BitmapData 物件中特定一點的 RGB 像素值。" version="4" helpurl="flash.display:BitmapData:getPixel" playername=""/>
						<string name="getPixels" object="[flash.display.BitmapData]" text=".getPixels(%矩型:flash.geom:Rectangle%):flash.utils:ByteArray" tiptext="從像素資料的矩形區域產生位元組陣列。" version="4" helpurl="flash.display:BitmapData:getPixels" playername=""/>
						<string name="getVector" object="[flash.display.BitmapData]" text=".getVector(%矩形:flash.geom:Rectangle%):Vector$uint" tiptext="從像素資料的矩形區域產生向量陣列。" version="4" helpurl="flash.display:BitmapData:getVector" playername=""/>
						<string name="histogram" object="[flash.display.BitmapData]" text=".histogram(%[ h矩形:flash.geom:Rectangle=null]%):Vector$Vector$Number" tiptext="計算 BitmapData 物件的 256 色二進位長條圖。" version="4" helpurl="flash.display:BitmapData:histogram" playername=""/>
						<string name="hitTest" object="[flash.display.BitmapData]" text=".hitTest(%第一點:flash.geom:Point,第一 Alpha 臨界值:uint,第二物件:Object[,第二點陣圖點:flash.geom:Point=null,第二 Alpha 臨界值:uint=1]%):Boolean" tiptext="在一個點陣圖影像和一個點、矩形或其它點陣圖影像之間，執行像素層級作用區域偵測。" version="4" helpurl="flash.display:BitmapData:hitTest" playername=""/>
						<string name="lock" object="[flash.display.BitmapData]" text=".lock(%%):void" tiptext="鎖定影像，以便當這個 BitmapData 物件變更時，其它參照此 BitmapData 物件 (例如 Bitmap 物件) 的任何物件不會跟著更新。" version="1.0" helpurl="flash.display:BitmapData:lock" playername=""/>
						<string name="merge" object="[flash.display.BitmapData]" text=".merge(%來源點陣圖資料:flash.display:BitmapData,來源矩形:flash.geom:Rectangle,目標點:flash.geom:Point,紅色倍數:uint,綠色倍數:uint,藍色倍數:uint,alpha 倍數:uint%):void" tiptext="執行從來源影像到目標影像的每個色版的混合。" version="4" helpurl="flash.display:BitmapData:merge" playername=""/>
						<string name="noise" object="[flash.display.BitmapData]" text=".noise(%隨機色值:nt[,低:uint=0,高:uint=255,色版選項:uint=7,灰階:Boolean=false]%):void" tiptext="以呈現隨機雜點的像素來填色影像。" version="1.0" helpurl="flash.display:BitmapData:noise" playername=""/>
						<string name="paletteMap" object="[flash.display.BitmapData]" text=".paletteMap(%來源點陣圖:flash.display:BitmapData,來源矩形:flash.geom:Rectangle,目標點:flash.geom:Point[,紅陣列:Array=null,綠陣列:Array=null,藍陣列:Array=null,Alpha 陣列:Array=null]%):void" tiptext="重新對應影像 (最多具有四個色盤資料陣列) 中的顏色色版值，每個顏色色版值都會對應一個色盤。" version="4" helpurl="flash.display:BitmapData:paletteMap" playername=""/>
						<string name="perlinNoise" object="[flash.display.BitmapData]" text=".perlinNoise(%基線 X:Number,基線 Y:Number,八度數目:uint,隨機色值:int,柔合:Boolean,不規則雜訊:Boolean[,色版選項:uint=7,灰階:Boolean=false,偏移:Array=null]%):void" tiptext="產生 Perlin 雜點影像。" version="1.0" helpurl="flash.display:BitmapData:perlinNoise" playername=""/>
						<string name="pixelDissolve" object="[flash.display.BitmapData]" text=".pixelDissolve(%來源點陣圖:flash.display:BitmapData,來源矩形:flash.geom:Rectangle,目標點:flash.geom:Point[,隨機色值:int=0,像素數目:int=0,填色顏色:uint=0]%):int" tiptext="執行從來源影像至目標影像，或使用相同影像的像素溶解效果。" version="1.0" helpurl="flash.display:BitmapData:pixelDissolve" playername=""/>
						<string name="scroll" object="[flash.display.BitmapData]" text=".scroll(%x:int,y:int%):void" tiptext="以一定的 (x, y) 像素量來捲動影像。" version="1.0" helpurl="flash.display:BitmapData:scroll" playername=""/>
						<string name="setPixel32" object="[flash.display.BitmapData]" text=".setPixel32(%x:int,y:int,顏色:uint%):void" tiptext="設定 BitmapData 物件單一像素的顏色和 Alpha 透明度值。" version="4" helpurl="flash.display:BitmapData:setPixel32" playername=""/>
						<string name="setPixel" object="[flash.display.BitmapData]" text=".setPixel(%x:int,y:int,顏色:uint%):void" tiptext="設定 BitmapData 物件的單一像素。" version="4" helpurl="flash.display:BitmapData:setPixel" playername=""/>
						<string name="setPixels" object="[flash.display.BitmapData]" text=".setPixels(%矩形:flash.geom:Rectangle,輸入位元組陣列:flash.utils:ByteArray%):void" tiptext="將位元組陣列轉換為像素資料的矩形區域。" version="4" helpurl="flash.display:BitmapData:setPixels" playername=""/>
						<string name="setVector" object="[flash.display.BitmapData]" text=".setVector(%矩形:flash.geom:Rectangle,輸入向量:Vector$uint%):void" tiptext="將向量轉換為像素資料的矩形區域。" version="4" helpurl="flash.display:BitmapData:setVector" playername=""/>
						<string name="threshold" object="[flash.display.BitmapData]" text=".threshold(%來源點陣圖資料:flash.display:BitmapData,來源矩形:flash.geom:Rectangle,目標點:flash.geom:Point,操作:String,臨界值:uint[,顏色:uint=0,遮色片:uint=0xFFFFFFFF,複製來源:Boolean=false]%):uint" tiptext="根據指定的臨界值來測試影像的像素值，並設定將測試傳遞至新顏色值的像素。" version="1.0" helpurl="flash.display:BitmapData:threshold" playername=""/>
						<string name="unlock" object="[flash.display.BitmapData]" text=".unlock(%[變更矩形:flash.geom:Rectangle=null]%):void" tiptext="解除鎖定影像，以便當這個 BitmapData 物件變更時，其它參照此 BitmapData 物件 (例如 Bitmap 物件) 的任何物件不會跟著更新。" version="1.0" helpurl="flash.display:BitmapData:unlock" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BitmapData 類別的屬性" helpurl="flash.display:BitmapData">
						<string name="height" object="[flash.display.BitmapData]" text=".height" tiptext="點陣圖影像的高度，以像素為單位。" version="" helpurl="flash.display:BitmapData:height:get" playername=""/>
						<string name="rect" object="[flash.display.BitmapData]" text=".rect" tiptext="定義點陣圖影像大小和位置的矩形。" version="" helpurl="flash.display:BitmapData:rect:get" playername=""/>
						<string name="transparent" object="[flash.display.BitmapData]" text=".transparent" tiptext="定義點陣圖影像是否支援每個像素透明度。" version="" helpurl="flash.display:BitmapData:transparent:get" playername=""/>
						<string name="width" object="[flash.display.BitmapData]" text=".width" tiptext="點陣圖影像的寬度，以像素為單位。" version="" helpurl="flash.display:BitmapData:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapDataChannel" id="[flash.display.BitmapDataChannel]" sort="true" index="true" asAncestors="Object" tiptext="BitmapDataChannel 類別是常數值的列舉項目，可用來指出要使用的色版：紅色、藍色、綠色或 Alpha 透明度。" helpurl="flash.display:BitmapDataChannel">
					<folder name="屬性" id="Properties" tiptext="BitmapDataChannel 類別的屬性" helpurl="flash.display:BitmapDataChannel">
						<string name="ALPHA" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.ALPHA" constant="true" tiptext="Alpha 色版。" version="" helpurl="flash.display:BitmapDataChannel:ALPHA" playername=""/>
						<string name="BLUE" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.BLUE" constant="true" tiptext="藍色色版。" version="" helpurl="flash.display:BitmapDataChannel:BLUE" playername=""/>
						<string name="GREEN" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.GREEN" constant="true" tiptext="綠色色版。" version="" helpurl="flash.display:BitmapDataChannel:GREEN" playername=""/>
						<string name="RED" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.RED" constant="true" tiptext="紅色色版。" version="" helpurl="flash.display:BitmapDataChannel:RED" playername=""/>
					</folder>
				</folder>
				<folder name="BlendMode" id="[flash.display.BlendMode]" sort="true" index="true" asAncestors="Object" tiptext="可提供視覺混合模式特效所需之常數值的類別。" helpurl="flash.display:BlendMode">
					<folder name="屬性" id="Properties" tiptext="BlendMode 類別的屬性" helpurl="flash.display:BlendMode">
						<string name="ADD" object="[flash.display.BlendMode]" text="BlendMode.ADD" constant="true" tiptext="將顯示物件基本顏色的值加上背景顏色的值，最大只能套用 0xFF。" version="" helpurl="flash.display:BlendMode:ADD" playername=""/>
						<string name="ALPHA" object="[flash.display.BlendMode]" text="BlendMode.ALPHA" constant="true" tiptext="將顯示物件中每個像素的 Alpha 值套用到背景。" version="" helpurl="flash.display:BlendMode:ALPHA" playername=""/>
						<string name="DARKEN" object="[flash.display.BlendMode]" text="BlendMode.DARKEN" constant="true" tiptext="在顯示物件基本顏色和背景顏色中選取比較暗的顏色 (其值較小的顏色)。" version="" helpurl="flash.display:BlendMode:DARKEN" playername=""/>
						<string name="DIFFERENCE" object="[flash.display.BlendMode]" text="BlendMode.DIFFERENCE" constant="true" tiptext="比較顯示物件基本顏色和背景顏色，然後將兩者中比較淡的顏色值減去比較暗的顏色值。" version="" helpurl="flash.display:BlendMode:DIFFERENCE" playername=""/>
						<string name="ERASE" object="[flash.display.BlendMode]" text="BlendMode.ERASE" constant="true" tiptext="根據顯示物件的 Alpha 值擦除背景。" version="" helpurl="flash.display:BlendMode:ERASE" playername=""/>
						<string name="HARDLIGHT" object="[flash.display.BlendMode]" text="BlendMode.HARDLIGHT" constant="true" tiptext="根據顯示物件的暗度調整每個像素的顏色。" version="" helpurl="flash.display:BlendMode:HARDLIGHT" playername=""/>
						<string name="INVERT" object="[flash.display.BlendMode]" text="BlendMode.INVERT" constant="true" tiptext="反轉背景。" version="" helpurl="flash.display:BlendMode:INVERT" playername=""/>
						<string name="LAYER" object="[flash.display.BlendMode]" text="BlendMode.LAYER" constant="true" tiptext="強制建立顯示物件的透明度群組。" version="" helpurl="flash.display:BlendMode:LAYER" playername=""/>
						<string name="LIGHTEN" object="[flash.display.BlendMode]" text="BlendMode.LIGHTEN" constant="true" tiptext="在顯示物件基本顏色和背景顏色中選取比較淡的顏色 (其值較大的顏色)。" version="" helpurl="flash.display:BlendMode:LIGHTEN" playername=""/>
						<string name="MULTIPLY" object="[flash.display.BlendMode]" text="BlendMode.MULTIPLY" constant="true" tiptext="將顯示物件基本顏色的值乘以背景顏色的值，然後除以 0xFF 以進行一般化，得到比較暗的顏色。" version="" helpurl="flash.display:BlendMode:MULTIPLY" playername=""/>
						<string name="NORMAL" object="[flash.display.BlendMode]" text="BlendMode.NORMAL" constant="true" tiptext="顯示物件出現在背景前面。" version="" helpurl="flash.display:BlendMode:NORMAL" playername=""/>
						<string name="OVERLAY" object="[flash.display.BlendMode]" text="BlendMode.OVERLAY" constant="true" tiptext="根據背景的暗度調整每個像素的顏色。" version="" helpurl="flash.display:BlendMode:OVERLAY" playername=""/>
						<string name="SCREEN" object="[flash.display.BlendMode]" text="BlendMode.SCREEN" constant="true" tiptext="將顯示物件的互補色 (反色) 乘以背景的互補色，便會產生漂白特效。" version="" helpurl="flash.display:BlendMode:SCREEN" playername=""/>
						<string name="SHADER" object="[flash.display.BlendMode]" text="BlendMode.SHADER" constant="true" tiptext="使用著色器來定義物件之間的混合。" version="" helpurl="flash.display:BlendMode:SHADER" playername=""/>
						<string name="SUBTRACT" object="[flash.display.BlendMode]" text="BlendMode.SUBTRACT" constant="true" tiptext="從背景顏色的值減去顯示物件基本顏色的值，最小只能套用 0。" version="" helpurl="flash.display:BlendMode:SUBTRACT" playername=""/>
					</folder>
				</folder>
				<folder name="CapsStyle" id="[flash.display.CapsStyle]" sort="true" index="true" asAncestors="Object" tiptext="CapsStyle 類別是常數值的列舉項目，可用來指定繪製線條時所使用的端點樣式。" helpurl="flash.display:CapsStyle">
					<folder name="屬性" id="Properties" tiptext="CapsStyle 類別的屬性" helpurl="flash.display:CapsStyle">
						<string name="NONE" object="[flash.display.CapsStyle]" text="CapsStyle.NONE" constant="true" tiptext="可用來指定在 flash.display.Graphics.lineStyle() 方法之 caps 參數中沒有端點。" version="" helpurl="flash.display:CapsStyle:NONE" playername=""/>
						<string name="ROUND" object="[flash.display.CapsStyle]" text="CapsStyle.ROUND" constant="true" tiptext="可用來指定 flash.display.Graphics.lineStyle() 方法之 caps 參數中的圓形端點。" version="" helpurl="flash.display:CapsStyle:ROUND" playername=""/>
						<string name="SQUARE" object="[flash.display.CapsStyle]" text="CapsStyle.SQUARE" constant="true" tiptext="可用來指定 flash.display.Graphics.lineStyle() 方法之 caps 參數中的矩形端點。" version="" helpurl="flash.display:CapsStyle:SQUARE" playername=""/>
					</folder>
				</folder>
				<folder name="ColorCorrection" id="[flash.display.ColorCorrection]" sort="true" index="true" asAncestors="Object" tiptext="ColorCorrection 類別可提供 flash.display.Stage.colorCorrection 屬性值。" helpurl="flash.display:ColorCorrection">
					<folder name="屬性" id="Properties" tiptext="ColorCorrection 類別的屬性" helpurl="flash.display:ColorCorrection">
						<string name="DEFAULT" object="[flash.display.ColorCorrection]" text="ColorCorrection.DEFAULT" constant="true" tiptext="使用主機的預設色彩校正。" version="" helpurl="flash.display:ColorCorrection:DEFAULT" playername=""/>
						<string name="OFF" object="[flash.display.ColorCorrection]" text="ColorCorrection.OFF" constant="true" tiptext="不論播放程式主機環境為何，都會開啟色彩校正。" version="" helpurl="flash.display:ColorCorrection:OFF" playername=""/>
						<string name="ON" object="[flash.display.ColorCorrection]" text="ColorCorrection.ON" constant="true" tiptext="不論播放程式主機環境為何，都會開啟色彩校正 (如果有的話)。" version="" helpurl="flash.display:ColorCorrection:ON" playername=""/>
					</folder>
				</folder>
				<folder name="ColorCorrectionSupport" id="[flash.display.ColorCorrectionSupport]" sort="true" index="true" asAncestors="Object" tiptext="ColorCorrectionSupport 類別可提供 flash.display.Stage.colorCorrectionSupport 屬性值。" helpurl="flash.display:ColorCorrectionSupport">
					<folder name="屬性" id="Properties" tiptext="ColorCorrectionSupport 類別的屬性" helpurl="flash.display:ColorCorrectionSupport">
						<string name="DEFAULT_OFF" object="[flash.display.ColorCorrectionSupport]" text="ColorCorrectionSupport.DEFAULT_OFF" constant="true" tiptext="可支援色彩校正，但此功能會預設關閉。" version="" helpurl="flash.display:ColorCorrectionSupport:DEFAULT_OFF" playername=""/>
						<string name="DEFAULT_ON" object="[flash.display.ColorCorrectionSupport]" text="ColorCorrectionSupport.DEFAULT_ON" constant="true" tiptext="可支援色彩校正，且此功能會預設開啟。" version="" helpurl="flash.display:ColorCorrectionSupport:DEFAULT_ON" playername=""/>
						<string name="UNSUPPORTED" object="[flash.display.ColorCorrectionSupport]" text="ColorCorrectionSupport.UNSUPPORTED" constant="true" tiptext="主機環境不支援色彩校正。" version="" helpurl="flash.display:ColorCorrectionSupport:UNSUPPORTED" playername=""/>
					</folder>
				</folder>
				<folder name="DisplayObject" id="[flash.display.DisplayObject]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DisplayObject 類別是所有可以放置在顯示清單上的物件的基底類別。" helpurl="flash.display:DisplayObject">
					<folder name="方法" id="Methods" tiptext="DisplayObject 類別的方法" helpurl="flash.display:DisplayObject">
						<string name="getBounds" object="[flash.display.DisplayObject]" text=".getBounds(%目標座標空間:flash.display:DisplayObject%):flash.geom:Rectangle" tiptext="傳回可定義顯示物件區域 (相對於 targetCoordinateSpace 物件的座標系統) 的矩形。" version="4" helpurl="flash.display:DisplayObject:getBounds" playername=""/>
						<string name="getRect" object="[flash.display.DisplayObject]" text=".getRect(%目標座標空間:flash.display:DisplayObject%):flash.geom:Rectangle" tiptext="根據 targetCoordinateSpace 參數所定義的座標系統，並排除形狀上的任何筆畫，傳回可定義顯示物件邊界的矩形。" version="4" helpurl="flash.display:DisplayObject:getRect" playername=""/>
						<string name="globalToLocal3D" object="[flash.display.DisplayObject]" text=".globalToLocal3D(%點:flash.geom:Point%):flash.geom:Vector3D" tiptext="將二維點從「舞台」(全域) 座標轉換為三維顯示物件的 (區域) 座標。" version="4" helpurl="flash.display:DisplayObject:globalToLocal3D" playername=""/>
						<string name="globalToLocal" object="[flash.display.DisplayObject]" text=".globalToLocal(%點:flash.geom:Point%):flash.geom:Point" tiptext="將 point 物件從「舞台」(全域) 座標轉換成顯示物件的 (區域) 座標。" version="4" helpurl="flash.display:DisplayObject:globalToLocal" playername=""/>
						<string name="hitTestObject" object="[flash.display.DisplayObject]" text=".hitTestObject(%物件:flash.display:DisplayObject%):Boolean" tiptext="評估顯示物件以及另一個被當做參數而傳送的顯示物件，二者的外框是否重疊或相交。" version="4" helpurl="flash.display:DisplayObject:hitTestObject" playername=""/>
						<string name="hitTestPoint" object="[flash.display.DisplayObject]" text=".hitTestPoint(%x:Number,y:Number[,形狀旗標:Boolean=false]%):Boolean" tiptext="評估顯示物件，看它是否與 x 和 y 所指定的點重疊或相交。" version="4" helpurl="flash.display:DisplayObject:hitTestPoint" playername=""/>
						<string name="local3DToGlobal" object="[flash.display.DisplayObject]" text=".local3DToGlobal(%3d點:flash.geom:Vector3D%):flash.geom:Point" tiptext="將三維顯示物件的 (區域) 座標的三維點轉換為「舞台」(全域) 座標中的二維點。" version="4" helpurl="flash.display:DisplayObject:local3DToGlobal" playername=""/>
						<string name="localToGlobal" object="[flash.display.DisplayObject]" text=".localToGlobal(%點:flash.geom:Point%):flash.geom:Point" tiptext="將 point 物件從顯示物件的 (區域) 座標轉換成「舞台」(全域) 座標。" version="4" helpurl="flash.display:DisplayObject:localToGlobal" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DisplayObject 類別的屬性" helpurl="flash.display:DisplayObject">
						<string name="accessibilityProperties" object="[flash.display.DisplayObject]" text=".accessibilityProperties" tiptext="此顯示物件的目前輔助功能選項。" version="" helpurl="flash.display:DisplayObject:accessibilityProperties:get" playername=""/>
						<string name="alpha" object="[flash.display.DisplayObject]" text=".alpha" tiptext="指出所指定物件的 Alpha 透明度值。" version="" helpurl="flash.display:DisplayObject:alpha:get" playername=""/>
						<string name="blendMode" object="[flash.display.DisplayObject]" text=".blendMode" tiptext="來自 BlendMode 類別的值，會指定要使用何種混合模式。" version="" helpurl="flash.display:DisplayObject:blendMode:get" playername=""/>
						<string name="cacheAsBitmapMatrix" object="[flash.display.DisplayObject]" text=".cacheAsBitmapMatrix" tiptext="如果為非 null，當 cacheAsBitmap 設定為 true 時，這個 Matrix 物件會定義顯示物件的顯示方法。" version="" helpurl="flash.display:DisplayObject:cacheAsBitmapMatrix:get" playername="AIR"/>
						<string name="cacheAsBitmap" object="[flash.display.DisplayObject]" text=".cacheAsBitmap" tiptext="如果設定為 true，Flash 執行階段會快取顯示物件的內部點陣圖表示法。" version="" helpurl="flash.display:DisplayObject:cacheAsBitmap:get" playername=""/>
						<string name="filters" object="[flash.display.DisplayObject]" text=".filters" tiptext="索引的陣列，其中包含目前和顯示物件相關的每個濾鏡物件。" version="" helpurl="flash.display:DisplayObject:filters:get" playername=""/>
						<string name="height" object="[flash.display.DisplayObject]" text=".height" tiptext="指出顯示物件的高度，以像素為單位。" version="" helpurl="flash.display:DisplayObject:height:get" playername=""/>
						<string name="loaderInfo" object="[flash.display.DisplayObject]" text=".loaderInfo" tiptext="傳回 LoaderInfo 物件，其中包含有關載入此顯示物件所屬檔案的資訊。" version="" helpurl="flash.display:DisplayObject:loaderInfo:get" playername=""/>
						<string name="mask" object="[flash.display.DisplayObject]" text=".mask" tiptext="呼叫之顯示物件會以指定的 mask 物件遮蓋。" version="" helpurl="flash.display:DisplayObject:mask:get" playername=""/>
						<string name="mouseX" object="[flash.display.DisplayObject]" text=".mouseX" tiptext="指出滑鼠或使用者輸入裝置位置的 x 座標，以像素為單位。" version="" helpurl="flash.display:DisplayObject:mouseX:get" playername=""/>
						<string name="mouseY" object="[flash.display.DisplayObject]" text=".mouseY" tiptext="指出滑鼠或使用者輸入裝置位置的 y 座標，以像素為單位。" version="" helpurl="flash.display:DisplayObject:mouseY:get" playername=""/>
						<string name="name" object="[flash.display.DisplayObject]" text=".name" tiptext="指出 DisplayObject 的實體名稱。" version="" helpurl="flash.display:DisplayObject:name:get" playername=""/>
						<string name="opaqueBackground" object="[flash.display.DisplayObject]" text=".opaqueBackground" tiptext="指定顯示物件是否不透明，並具有特定背景顏色。" version="" helpurl="flash.display:DisplayObject:opaqueBackground:get" playername=""/>
						<string name="parent" object="[flash.display.DisplayObject]" text=".parent" tiptext="指出包含此顯示物件的 DisplayObjectContainer 物件。" version="" helpurl="flash.display:DisplayObject:parent:get" playername=""/>
						<string name="root" object="[flash.display.DisplayObject]" text=".root" tiptext="對載入之 SWF 檔案的顯示物件而言，root 屬性就是該 SWF 檔案所呈現之顯示清單樹狀結構部分的最上層顯示物件。" version="" helpurl="flash.display:DisplayObject:root:get" playername=""/>
						<string name="rotationX" object="[flash.display.DisplayObject]" text=".rotationX" tiptext="指出 DisplayObject 實體相對於 3D 父輩容器從其原始方向的 x 軸旋轉 (以度數為單位)。" version="" helpurl="flash.display:DisplayObject:rotationX:get" playername=""/>
						<string name="rotationY" object="[flash.display.DisplayObject]" text=".rotationY" tiptext="指出 DisplayObject 實體相對於 3D 父輩容器從其原始方向的 y 軸旋轉 (以度數為單位)。" version="" helpurl="flash.display:DisplayObject:rotationY:get" playername=""/>
						<string name="rotationZ" object="[flash.display.DisplayObject]" text=".rotationZ" tiptext="指出 DisplayObject 實體相對於 3D 父輩容器從其原始方向的 z 軸旋轉 (以度數為單位)。" version="" helpurl="flash.display:DisplayObject:rotationZ:get" playername=""/>
						<string name="rotation" object="[flash.display.DisplayObject]" text=".rotation" tiptext="指出 DisplayObject 實體的旋轉度數 (從該物件原本的方向算起)。" version="" helpurl="flash.display:DisplayObject:rotation:get" playername=""/>
						<string name="scale9Grid" object="[flash.display.DisplayObject]" text=".scale9Grid" tiptext="目前產生效用的縮放格線。" version="" helpurl="flash.display:DisplayObject:scale9Grid:get" playername=""/>
						<string name="scaleX" object="[flash.display.DisplayObject]" text=".scaleX" tiptext="指出從註冊點套用的物件水平縮放 (百分比)。" version="" helpurl="flash.display:DisplayObject:scaleX:get" playername=""/>
						<string name="scaleY" object="[flash.display.DisplayObject]" text=".scaleY" tiptext="指出從物件註冊點套用的物件垂直縮放 (百分比)。" version="" helpurl="flash.display:DisplayObject:scaleY:get" playername=""/>
						<string name="scaleZ" object="[flash.display.DisplayObject]" text=".scaleZ" tiptext="指出從物件註冊點套用的物件深度縮放 (百分比)。" version="" helpurl="flash.display:DisplayObject:scaleZ:get" playername=""/>
						<string name="scrollRect" object="[flash.display.DisplayObject]" text=".scrollRect" tiptext="顯示物件的捲動矩形範圍。" version="" helpurl="flash.display:DisplayObject:scrollRect:get" playername=""/>
						<string name="stage" object="[flash.display.DisplayObject]" text=".stage" tiptext="顯示物件的「舞台」。" version="" helpurl="flash.display:DisplayObject:stage:get" playername=""/>
						<string name="transform" object="[flash.display.DisplayObject]" text=".transform" tiptext="具有和顯示物件的矩陣、顏色變化和像素邊界相關屬性的物件。" version="" helpurl="flash.display:DisplayObject:transform:get" playername=""/>
						<string name="visible" object="[flash.display.DisplayObject]" text=".visible" tiptext="不管是否看得見顯示物件。" version="" helpurl="flash.display:DisplayObject:visible:get" playername=""/>
						<string name="width" object="[flash.display.DisplayObject]" text=".width" tiptext="指出顯示物件的寬度，以像素為單位。" version="" helpurl="flash.display:DisplayObject:width:get" playername=""/>
						<string name="x" object="[flash.display.DisplayObject]" text=".x" tiptext="指出 DisplayObject 實體的 x 座標，此座標相對於父輩 DisplayObjectContainer 區域座標。" version="" helpurl="flash.display:DisplayObject:x:get" playername=""/>
						<string name="y" object="[flash.display.DisplayObject]" text=".y" tiptext="指出 DisplayObject 實體的 y 座標，此座標相對於父輩 DisplayObjectContainer 區域座標。" version="" helpurl="flash.display:DisplayObject:y:get" playername=""/>
						<string name="z" object="[flash.display.DisplayObject]" text=".z" tiptext="表示 DisplayObject 實體相對於 3D 父輩容器的 z 座標位置 (沿著 z 軸)。" version="" helpurl="flash.display:DisplayObject:z:get" playername=""/>
						<string name="blendShader" object="[flash.display.DisplayObject]" text=".blendShader" tiptext="設定用來混合前景和背景的著色器。" version="" helpurl="flash.display:DisplayObject:blendShader:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DisplayObject 類別的事件" helpurl="flash.display:DisplayObject">
						<string name="render" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="[廣播事件] 當顯示清單將要更新和顯示時傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.RENDER_render" playername=""/>
						<string name="removedFromStage" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當顯示物件即將從顯示清單中移除 (以直接或是透過移除包含該顯示物件之子樹狀結構的方式) 時傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_FROM_STAGE_removedFromStage" playername=""/>
						<string name="removed" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當顯示物件即將從顯示清單中移除時傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_removed" playername=""/>
						<string name="exitFrame" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="[廣播事件] 當播放磁頭結束目前影格時傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.EXIT_FRAME_exitFrame" playername=""/>
						<string name="frameConstructed" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="[廣播事件] 在影格顯示物件的建構函式執行之後，且影格 Script 執行之前傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.FRAME_CONSTRUCTED_frameConstructed" playername=""/>
						<string name="enterFrame" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="[廣播事件] 當播放磁頭進入新影格時傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.ENTER_FRAME_enterFrame" playername=""/>
						<string name="addedToStage" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當顯示物件加入至舞台上的顯示清單 (以直接或是透過加入包含該顯示物件之子樹狀結構的方式) 時傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_TO_STAGE_addedToStage" playername=""/>
						<string name="added" object="[flash.display.DisplayObject]" text=".addEventListener(%類型: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},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當顯示物件加入至顯示清單時傳送。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_added" playername=""/>
					</folder>
				</folder>
				<folder name="DisplayObjectContainer" id="[flash.display.DisplayObjectContainer]" sort="true" index="true" asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="DisplayObjectContainer 類別是顯示清單上可以當作顯示物件容器的所有物件的基底類別。" helpurl="flash.display:DisplayObjectContainer">
					<folder name="方法" id="Methods" tiptext="DisplayObjectContainer 類別的方法" helpurl="flash.display:DisplayObjectContainer">
						<string name="DisplayObjectContainer" object="[flash.display.DisplayObjectContainer]" text="new DisplayObjectContainer(%%)" constructor="true" tiptext="呼叫新的 DisplayObjectContainer() 建構函式會擲回 ArgumentError 例外。" version="4" helpurl="flash.display:DisplayObjectContainer:DisplayObjectContainer" playername=""/>
						<string name="addChildAt" object="[flash.display.DisplayObjectContainer]" text=".addChildAt(%子節點:flash.display:DisplayObject,索引:int%):flash.display:DisplayObject" tiptext="將子物件加入至此 DisplayObjectContainer 實體。" version="4" helpurl="flash.display:DisplayObjectContainer:addChildAt" playername=""/>
						<string name="addChild" object="[flash.display.DisplayObjectContainer]" text=".addChild(%子節點:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="將子物件加入至此 DisplayObjectContainer 實體。" version="4" helpurl="flash.display:DisplayObjectContainer:addChild" playername=""/>
						<string name="areInaccessibleObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" text=".areInaccessibleObjectsUnderPoint(%點:flash.geom:Point%):Boolean" tiptext="指出安全性限制是否會造成傳回的清單 (可用指定的 point 點呼叫 DisplayObjectContainer.getObjectsUnderPoint() 方法來取得) 省略任何顯示物件。" version="4" helpurl="flash.display:DisplayObjectContainer:areInaccessibleObjectsUnderPoint" playername=""/>
						<string name="contains" object="[flash.display.DisplayObjectContainer]" text=".contains(%子節點:flash.display:DisplayObject%):Boolean" tiptext="判斷指定的顯示物件為 DisplayObjectContainer 實體的子系，或為實體本身。" version="4" helpurl="flash.display:DisplayObjectContainer:contains" playername=""/>
						<string name="getChildAt" object="[flash.display.DisplayObjectContainer]" text=".getChildAt(%索引:int%):flash.display:DisplayObject" tiptext="傳回存在於指定索引位置的子顯示物件實體。" version="4" helpurl="flash.display:DisplayObjectContainer:getChildAt" playername=""/>
						<string name="getChildByName" object="[flash.display.DisplayObjectContainer]" text=".getChildByName(%名稱:String%):flash.display:DisplayObject" tiptext="傳回具有指定名稱的子顯示物件。" version="4" helpurl="flash.display:DisplayObjectContainer:getChildByName" playername=""/>
						<string name="getChildIndex" object="[flash.display.DisplayObjectContainer]" text=".getChildIndex(%子節點:flash.display:DisplayObject%):int" tiptext="傳回子 DisplayObject 實體的索引編號。" version="4" helpurl="flash.display:DisplayObjectContainer:getChildIndex" playername=""/>
						<string name="getObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" text=".getObjectsUnderPoint(%點:flash.geom:Point%):Array" tiptext="傳回位於指定點底下，且屬於此 DisplayObjectContainer 實體之子系 (或孫系等等) 的物件陣列。" version="4" helpurl="flash.display:DisplayObjectContainer:getObjectsUnderPoint" playername=""/>
						<string name="removeChildAt" object="[flash.display.DisplayObjectContainer]" text=".removeChildAt(%索引:int%):flash.display:DisplayObject" tiptext="將子顯示物件 (位於指定的索引位置) 從 DisplayObjectContainer 實體中移除。" version="4" helpurl="flash.display:DisplayObjectContainer:removeChildAt" playername=""/>
						<string name="removeChild" object="[flash.display.DisplayObjectContainer]" text=".removeChild(%子節點:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="將子顯示物件從 DisplayObjectContainer 實體中移除。" version="4" helpurl="flash.display:DisplayObjectContainer:removeChild" playername=""/>
						<string name="setChildIndex" object="[flash.display.DisplayObjectContainer]" text=".setChildIndex(%子節點:flash.display:DisplayObject,索引:int%):void" tiptext="變更現有子系的索引編號。" version="4" helpurl="flash.display:DisplayObjectContainer:setChildIndex" playername=""/>
						<string name="swapChildrenAt" object="[flash.display.DisplayObjectContainer]" text=".swapChildrenAt(%索引1:int,索引2:int%):void" tiptext="在子清單的兩個指定索引位置，替換子物件的 z 順序 (深度階層，由前至後順序)。" version="4" helpurl="flash.display:DisplayObjectContainer:swapChildrenAt" playername=""/>
						<string name="swapChildren" object="[flash.display.DisplayObjectContainer]" text=".swapChildren(%子項1:flash.display:DisplayObject,子項2:flash.display:DisplayObject%):void" tiptext="替換兩個指定子物件的 z 順序 (深度階層，由前至後順序)。" version="4" helpurl="flash.display:DisplayObjectContainer:swapChildren" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DisplayObjectContainer 類別的屬性" helpurl="flash.display:DisplayObjectContainer">
						<string name="mouseChildren" object="[flash.display.DisplayObjectContainer]" text=".mouseChildren" tiptext="判斷物件的子系是否支援啟用滑鼠或使用者輸入裝置。" version="" helpurl="flash.display:DisplayObjectContainer:mouseChildren:get" playername=""/>
						<string name="numChildren" object="[flash.display.DisplayObjectContainer]" text=".numChildren" tiptext="傳回此物件的子系數量。" version="" helpurl="flash.display:DisplayObjectContainer:numChildren:get" playername=""/>
						<string name="tabChildren" object="[flash.display.DisplayObjectContainer]" text=".tabChildren" tiptext="判斷物件的子系是否支援啟用定位鍵。" version="" helpurl="flash.display:DisplayObjectContainer:tabChildren:get" playername=""/>
						<string name="textSnapshot" object="[flash.display.DisplayObjectContainer]" text=".textSnapshot" tiptext="傳回此 DisplayObjectContainer 實體的 TextSnapshot 物件。" version="" helpurl="flash.display:DisplayObjectContainer:textSnapshot:get" playername=""/>
					</folder>
				</folder>
				<folder name="FocusDirection" id="[flash.display.FocusDirection]" sort="true" index="true" asAncestors="Object" tiptext="FocusDirection 類別會列舉供 direction 參數 (屬於 Stage 物件的 assignFocus() 方法) 與 FocusEvent 物件之 direction 屬性使用的數值。" helpurl="flash.display:FocusDirection">
					<folder name="屬性" id="Properties" tiptext="FocusDirection 類別的屬性" helpurl="flash.display:FocusDirection">
						<string name="BOTTOM" object="[flash.display.FocusDirection]" text="FocusDirection.BOTTOM" constant="true" tiptext="指出應該在讀取順序結尾才讓物件取得焦點。" version="" helpurl="flash.display:FocusDirection:BOTTOM" playername="AIR"/>
						<string name="NONE" object="[flash.display.FocusDirection]" text="FocusDirection.NONE" constant="true" tiptext="指出互動式物件中的焦點物件不應該變更。" version="" helpurl="flash.display:FocusDirection:NONE" playername="AIR"/>
						<string name="TOP" object="[flash.display.FocusDirection]" text="FocusDirection.TOP" constant="true" tiptext="指出應該在讀取順序一開始就讓物件取得焦點。" version="" helpurl="flash.display:FocusDirection:TOP" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FrameLabel" id="[flash.display.FrameLabel]" sort="true" index="true" asAncestors="Object" tiptext="FrameLabel 物件包含可指定影格編號與對應標籤名稱的屬性。" helpurl="flash.display:FrameLabel">
					<folder name="屬性" id="Properties" tiptext="FrameLabel 類別的屬性" helpurl="flash.display:FrameLabel">
						<string name="frame" object="[flash.display.FrameLabel]" text=".frame" tiptext="包含標籤的影格編號。" version="" helpurl="flash.display:FrameLabel:frame:get" playername=""/>
						<string name="name" object="[flash.display.FrameLabel]" text=".name" tiptext="標籤名稱。" version="" helpurl="flash.display:FrameLabel:name:get" playername=""/>
					</folder>
				</folder>
				<folder name="GradientType" id="[flash.display.GradientType]" sort="true" index="true" asAncestors="Object" tiptext="GradientType 類別提供在 flash.display.Graphics 類別的 beginGradientFill() 與 lineGradientStyle() 方法內的類型參數的值。" helpurl="flash.display:GradientType">
					<folder name="屬性" id="Properties" tiptext="GradientType 類別的屬性" helpurl="flash.display:GradientType">
						<string name="LINEAR" object="[flash.display.GradientType]" text="GradientType.LINEAR" constant="true" tiptext="用來指定線性漸層填色的值。" version="" helpurl="flash.display:GradientType:LINEAR" playername=""/>
						<string name="RADIAL" object="[flash.display.GradientType]" text="GradientType.RADIAL" constant="true" tiptext="用來指定放射性漸層填色的值。" version="" helpurl="flash.display:GradientType:RADIAL" playername=""/>
					</folder>
				</folder>
				<folder name="Graphics" id="[flash.display.Graphics]" sort="true" index="true" asAncestors="Object" tiptext="Graphics 類別包含一組方法，可讓您用來建立向量形狀。" helpurl="flash.display:Graphics">
					<folder name="方法" id="Methods" tiptext="Graphics 類別的方法" helpurl="flash.display:Graphics">
						<string name="beginBitmapFill" object="[flash.display.Graphics]" text=".beginBitmapFill(%點陣圖:flash.display:BitmapData[,矩陣:flash.geom:Matrix=null,重複:Boolean=true,平滑化:Boolean=false]%):void" tiptext="開始顯示填滿點陣圖的形狀。" version="4" helpurl="flash.display:Graphics:beginBitmapFill" playername=""/>
						<string name="beginFill" object="[flash.display.Graphics]" text=".beginFill(%顏色:uint[,alpha:Number=1.0]%):void" tiptext="指定單色填色。" version="4" helpurl="flash.display:Graphics:beginFill" playername=""/>
						<string name="beginGradientFill" object="[flash.display.Graphics]" text=".beginGradientFill(%類型:String,顏色:Array,alpha:Array,比例:Array[,矩陣:flash.geom:Matrix=null,散佈方法:String=pad,內插補點方法:String=rgb,焦點位置比例:Number=0]%):void" tiptext="指定漸層填色。" version="4" helpurl="flash.display:Graphics:beginGradientFill" playername=""/>
						<string name="beginShaderFill" object="[flash.display.Graphics]" text=".beginShaderFill(%著色器:flash.display:Shader[,矩陣:flash.geom:Matrix=null]%):void" tiptext="指定著色器填色。" version="1.5" helpurl="flash.display:Graphics:beginShaderFill" playername=""/>
						<string name="clear" object="[flash.display.Graphics]" text=".clear(%%):void" tiptext="清除繪製成此 Graphics 物件的圖像，並重新設定填色與線段樣式設定。" version="4" helpurl="flash.display:Graphics:clear" playername=""/>
						<string name="copyFrom" object="[flash.display.Graphics]" text=".copyFrom(%來源圖像:flash.display:Graphics%):void" tiptext="將所有繪製命令從來源 Graphics 物件中複製到執行呼叫的 Graphics 物件。" version="4" helpurl="flash.display:Graphics:copyFrom" playername=""/>
						<string name="curveTo" object="[flash.display.Graphics]" text=".curveTo(%控制項X:Number,控制項Y:Number,角X:Number,角Y:Number%):void" tiptext="使用 (controlX, controlY) 中所指定的控制點，從目前的繪圖位置到 (anchorX, anchorY) 繪製一條曲線。" version="4" helpurl="flash.display:Graphics:curveTo" playername=""/>
						<string name="drawCircle" object="[flash.display.Graphics]" text=".drawCircle(%x:Number,y:Number,半徑:Number%):void" tiptext="繪製圓形。" version="4" helpurl="flash.display:Graphics:drawCircle" playername=""/>
						<string name="drawEllipse" object="[flash.display.Graphics]" text=".drawEllipse(%x:Number,y:Number,寬度:Number,高度:Number%):void" tiptext="繪製橢圓。" version="4" helpurl="flash.display:Graphics:drawEllipse" playername=""/>
						<string name="drawGraphicsData" object="[flash.display.Graphics]" text=".drawGraphicsData(%圖像資料:Vector$flash.display:IGraphicsData%):void" tiptext="送出一連串 IGraphicsData 實體進行繪圖。" version="1.5" helpurl="flash.display:Graphics:drawGraphicsData" playername=""/>
						<string name="drawPath" object="[flash.display.Graphics]" text=".drawPath(%命令:Vector$int,資料:Vector$Number[,迂迴:String=evenOdd]%):void" tiptext="送出一連串命令進行繪圖。" version="1.5" helpurl="flash.display:Graphics:drawPath" playername=""/>
						<string name="drawRect" object="[flash.display.Graphics]" text=".drawRect(%x:Number,y:Number,寬度:Number,高度:Number%):void" tiptext="繪製圓角矩形。" version="4" helpurl="flash.display:Graphics:drawRect" playername=""/>
						<string name="drawRoundRect" object="[flash.display.Graphics]" text=".drawRoundRect(%x:Number,y:Number,寬度:Number,高度:Number,橢圓寬度:Number[,橢圓高度:Number=unknown]%):void" tiptext="繪製圓角矩形。" version="4" helpurl="flash.display:Graphics:drawRoundRect" playername=""/>
						<string name="drawTriangles" object="[flash.display.Graphics]" text=".drawTriangles(%頂點:Vector$Number[,索引:Vector$int=null,uvt資料:Vector$Number=null,剔除:String=none]%):void" tiptext="顯示一組三角形，通常用以扭曲點陣圖，使其具有三維外觀。" version="1.5" helpurl="flash.display:Graphics:drawTriangles" playername=""/>
						<string name="endFill" object="[flash.display.Graphics]" text=".endFill(%%):void" tiptext="將填色套用到線段與曲線。" version="4" helpurl="flash.display:Graphics:endFill" playername=""/>
						<string name="lineBitmapStyle" object="[flash.display.Graphics]" text=".lineBitmapStyle(%點陣圖:flash.display:BitmapData[,矩陣:flash.geom:Matrix=null,重複:Boolean=true,平滑:Boolean=false]%):void" tiptext="繪製線段時，指定要用於線段筆畫的點陣圖。" version="1.5" helpurl="flash.display:Graphics:lineBitmapStyle" playername=""/>
						<string name="lineGradientStyle" object="[flash.display.Graphics]" text=".lineGradientStyle(%類型:String,顏色:Array,alpha:Array,比例:Array[,矩陣:flash.geom:Matrix=null,散佈方法:String=pad,interpolationMethod:String=rgb,focalPointRatio:Number=0]%):void" tiptext="繪製線段時，指定要用於筆畫的漸層。" version="9" helpurl="flash.display:Graphics:lineGradientStyle" playername=""/>
						<string name="lineShaderStyle" object="[flash.display.Graphics]" text=".lineShaderStyle(%著色器:flash.display:Shader[,矩陣:flash.geom:Matrix=null]%):void" tiptext="指定繪製線段時要用於線段筆畫的著色器。" version="1.5" helpurl="flash.display:Graphics:lineShaderStyle" playername=""/>
						<string name="lineStyle" object="[flash.display.Graphics]" text=".lineStyle(%[粗細:Number=unknown,顏色:uint=0,alpha:Number=1.0,像素提示:Boolean=false,縮放模式:String=normal,端點:String=null,接合:String=null,尖角樣式:Number=3]%):void" tiptext="指定 Flash 可用來繪製線段的線段樣式。" version="4" helpurl="flash.display:Graphics:lineStyle" playername=""/>
						<string name="lineTo" object="[flash.display.Graphics]" text=".lineTo(%x:Number,y:Number%):void" tiptext="從目前的繪圖位置到 (x, y) 繪製一條線段。" version="4" helpurl="flash.display:Graphics:lineTo" playername=""/>
						<string name="moveTo" object="[flash.display.Graphics]" text=".moveTo(%x:Number,y:Number%):void" tiptext="將目前的繪圖位置移到 (x, y)。" version="4" helpurl="flash.display:Graphics:moveTo" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsBitmapFill" id="[flash.display.GraphicsBitmapFill]" sort="true" index="true" asAncestors="Object" tiptext="定義點陣圖填色。" helpurl="flash.display:GraphicsBitmapFill">
					<folder name="方法" id="Methods" tiptext="GraphicsBitmapFill 類別的方法" helpurl="flash.display:GraphicsBitmapFill">
						<string name="GraphicsBitmapFill" object="[flash.display.GraphicsBitmapFill]" text="new GraphicsBitmapFill(%[點陣圖資料:flash.display:BitmapData=null,矩陣:flash.geom:Matrix=null,重複:Boolean=true,平滑:Boolean=false]%)" constructor="true" tiptext="建立新的 GraphicsBitmapFill 物件。" version="1.5" helpurl="flash.display:GraphicsBitmapFill:GraphicsBitmapFill" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicsBitmapFill 類別的屬性" helpurl="flash.display:GraphicsBitmapFill">
						<string name="bitmapData" object="[flash.display.GraphicsBitmapFill]" text=".bitmapData" tiptext="透明或不透明的點陣圖影像。" version="" helpurl="flash.display:GraphicsBitmapFill:bitmapData" playername=""/>
						<string name="matrix" object="[flash.display.GraphicsBitmapFill]" text=".matrix" tiptext="矩陣物件 (屬於 flash.geom.Matrix 類別)，會定義點陣圖的變形。" version="" helpurl="flash.display:GraphicsBitmapFill:matrix" playername=""/>
						<string name="repeat" object="[flash.display.GraphicsBitmapFill]" text=".repeat" tiptext="指定是否要以並排方式重複顯示點陣圖影像。" version="" helpurl="flash.display:GraphicsBitmapFill:repeat" playername=""/>
						<string name="smooth" object="[flash.display.GraphicsBitmapFill]" text=".smooth" tiptext="指定是否要將平滑化演算法套用至點陣圖影像。" version="" helpurl="flash.display:GraphicsBitmapFill:smooth" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsEndFill" id="[flash.display.GraphicsEndFill]" sort="true" index="true" asAncestors="Object" tiptext="指出圖像填色的結尾。" helpurl="flash.display:GraphicsEndFill">
					<folder name="方法" id="Methods" tiptext="GraphicsEndFill 類別的方法" helpurl="flash.display:GraphicsEndFill">
						<string name="GraphicsEndFill" object="[flash.display.GraphicsEndFill]" text="new GraphicsEndFill(%%)" constructor="true" tiptext="建立要搭配 Graphics.drawGraphicsData() 方法使用的物件，以明確結束填色。" version="1.5" helpurl="flash.display:GraphicsEndFill:GraphicsEndFill" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsGradientFill" id="[flash.display.GraphicsGradientFill]" sort="true" index="true" asAncestors="Object" tiptext="定義漸層填色。" helpurl="flash.display:GraphicsGradientFill">
					<folder name="方法" id="Methods" tiptext="GraphicsGradientFill 類別的方法" helpurl="flash.display:GraphicsGradientFill">
						<string name="GraphicsGradientFill" object="[flash.display.GraphicsGradientFill]" text="new GraphicsGradientFill(%[類型:String=linear,顏色:Array=null,alpha:Array=null,比例:Array=null,矩陣:*=null,散佈方法:*=pad,內插補點方法:String=rgb,焦點比例:Number=0.0]%)" constructor="true" tiptext="建立新的 GraphicsGradientFill 物件。" version="1.5" helpurl="flash.display:GraphicsGradientFill:GraphicsGradientFill" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicsGradientFill 類別的屬性" helpurl="flash.display:GraphicsGradientFill">
						<string name="alphas" object="[flash.display.GraphicsGradientFill]" text=".alphas" tiptext="Alpha 值的陣列，這些值對應到 colors 陣列中的顏色。" version="" helpurl="flash.display:GraphicsGradientFill:alphas" playername=""/>
						<string name="colors" object="[flash.display.GraphicsGradientFill]" text=".colors" tiptext="用於漸層的 RGB 十六進位顏色值的陣列。" version="" helpurl="flash.display:GraphicsGradientFill:colors" playername=""/>
						<string name="focalPointRatio" object="[flash.display.GraphicsGradientFill]" text=".focalPointRatio" tiptext="這個數字可用來控制漸層的焦點位置。" version="" helpurl="flash.display:GraphicsGradientFill:focalPointRatio" playername=""/>
						<string name="matrix" object="[flash.display.GraphicsGradientFill]" text=".matrix" tiptext="Matrix 類別所定義的變形矩陣。" version="" helpurl="flash.display:GraphicsGradientFill:matrix" playername=""/>
						<string name="ratios" object="[flash.display.GraphicsGradientFill]" text=".ratios" tiptext="顏色分佈比例的陣列。" version="" helpurl="flash.display:GraphicsGradientFill:ratios" playername=""/>
						<string name="interpolationMethod" object="[flash.display.GraphicsGradientFill]" text=".interpolationMethod" tiptext="來自 InterpolationMethod 類別的數值，可指定要用哪個值。" version="" helpurl="flash.display:GraphicsGradientFill:interpolationMethod:get" playername=""/>
						<string name="spreadMethod" object="[flash.display.GraphicsGradientFill]" text=".spreadMethod" tiptext="SpreadMethod 類別的值，可用來指定要使用哪個散佈方法。" version="" helpurl="flash.display:GraphicsGradientFill:spreadMethod:get" playername=""/>
						<string name="type" object="[flash.display.GraphicsGradientFill]" text=".type" tiptext="GradientType 類別的值，可用來指定要使用哪個漸層類型。" version="" helpurl="flash.display:GraphicsGradientFill:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsPath" id="[flash.display.GraphicsPath]" sort="true" index="true" asAncestors="Object" tiptext="繪圖命令的集合以及這些命令的座標參數。" helpurl="flash.display:GraphicsPath">
					<folder name="方法" id="Methods" tiptext="GraphicsPath 類別的方法" helpurl="flash.display:GraphicsPath">
						<string name="GraphicsPath" object="[flash.display.GraphicsPath]" text="new GraphicsPath(%[命令:Vector$int=null,資料:Vector$Number=null,迂迴:String=evenOdd]%)" constructor="true" tiptext="建立新的 GraphicsPath 物件。" version="1.5" helpurl="flash.display:GraphicsPath:GraphicsPath" playername=""/>
						<string name="curveTo" object="[flash.display.GraphicsPath]" text=".curveTo(%控制項X:Number,控制項Y:Number,角X:Number,角Y:Number%):void" tiptext="將新的「curveTo」命令新增至 commands 向量，並將新的座標新增至 data 向量。" version="1.5" helpurl="flash.display:GraphicsPath:curveTo" playername=""/>
						<string name="lineTo" object="[flash.display.GraphicsPath]" text=".lineTo(%x:Number,y:Number%):void" tiptext="將新的「lineTo」命令新增至 commands 向量，並將新的座標新增至 data 向量。" version="1.5" helpurl="flash.display:GraphicsPath:lineTo" playername=""/>
						<string name="moveTo" object="[flash.display.GraphicsPath]" text=".moveTo(%x:Number,y:Number%):void" tiptext="將新的「moveTo」命令新增至 commands 向量，並將新的座標新增至 data 向量。" version="1.5" helpurl="flash.display:GraphicsPath:moveTo" playername=""/>
						<string name="wideLineTo" object="[flash.display.GraphicsPath]" text=".wideLineTo(%x:Number,y:Number%):void" tiptext="將新的「wideLineTo」命令新增至 commands 向量，並將新的座標新增至 data 向量。" version="1.5" helpurl="flash.display:GraphicsPath:wideLineTo" playername=""/>
						<string name="wideMoveTo" object="[flash.display.GraphicsPath]" text=".wideMoveTo(%x:Number,y:Number%):void" tiptext="將新的「wideMoveTo」命令新增至 commands 向量，並將新的座標新增至 data 向量。" version="1.5" helpurl="flash.display:GraphicsPath:wideMoveTo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicsPath 類別的屬性" helpurl="flash.display:GraphicsPath">
						<string name="commands" object="[flash.display.GraphicsPath]" text=".commands" tiptext="代表路徑之繪圖命令 (以整數表示) 的向量。" version="" helpurl="flash.display:GraphicsPath:commands" playername=""/>
						<string name="data" object="[flash.display.GraphicsPath]" text=".data" tiptext="數字的向量，包含要搭配繪圖命令使用的參數。" version="" helpurl="flash.display:GraphicsPath:data" playername=""/>
						<string name="winding" object="[flash.display.GraphicsPath]" text=".winding" tiptext="使用在 GraphicsPathWinding 類別中定義的值來指定迂迴規則。" version="" helpurl="flash.display:GraphicsPath:winding:get" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsPathCommand" id="[flash.display.GraphicsPathCommand]" sort="true" index="true" asAncestors="Object" tiptext="定義可用來指定繪製路徑之命令的值。" helpurl="flash.display:GraphicsPathCommand">
					<folder name="屬性" id="Properties" tiptext="GraphicsPathCommand 類別的屬性" helpurl="flash.display:GraphicsPathCommand">
						<string name="CURVE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.CURVE_TO" constant="true" tiptext="使用控制點，指定從目前繪圖位置繪製曲線直到資料向量中指定之 x 和 y 座標的繪圖命令。" version="" helpurl="flash.display:GraphicsPathCommand:CURVE_TO" playername=""/>
						<string name="LINE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.LINE_TO" constant="true" tiptext="指定從目前繪圖位置繪製線條直到資料向量中指定之 x 和 y 座標的繪圖命令。" version="" helpurl="flash.display:GraphicsPathCommand:LINE_TO" playername=""/>
						<string name="MOVE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.MOVE_TO" constant="true" tiptext="指定將目前繪圖位置移至資料向量中指定之 x 和 y 座標的繪圖命令。" version="" helpurl="flash.display:GraphicsPathCommand:MOVE_TO" playername=""/>
						<string name="NO_OP" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.NO_OP" constant="true" tiptext="代表預設的「do nothing」命令。" version="" helpurl="flash.display:GraphicsPathCommand:NO_OP" playername=""/>
						<string name="WIDE_LINE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.WIDE_LINE_TO" constant="true" tiptext="指定「line to」繪圖命令，但是使用兩組座標 (四個值)，而非一組。" version="" helpurl="flash.display:GraphicsPathCommand:WIDE_LINE_TO" playername=""/>
						<string name="WIDE_MOVE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.WIDE_MOVE_TO" constant="true" tiptext="指定「move to」繪圖命令，但是使用兩組座標 (四個值)，而非一組。" version="" helpurl="flash.display:GraphicsPathCommand:WIDE_MOVE_TO" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsPathWinding" id="[flash.display.GraphicsPathWinding]" sort="true" index="true" asAncestors="Object" tiptext="GraphicsPathWinding 類別可提供 flash.display.GraphicsPath.winding 屬性和 flash.display.Graphics.drawPath() 方法的值，以決定繪製路徑的方向。" helpurl="flash.display:GraphicsPathWinding">
					<folder name="屬性" id="Properties" tiptext="GraphicsPathWinding 類別的屬性" helpurl="flash.display:GraphicsPathWinding">
						<string name="EVEN_ODD" object="[flash.display.GraphicsPathWinding]" text="GraphicsPathWinding.EVEN_ODD" constant="true" tiptext="建立奇偶迂迴類型。" version="" helpurl="flash.display:GraphicsPathWinding:EVEN_ODD" playername=""/>
						<string name="NON_ZERO" object="[flash.display.GraphicsPathWinding]" text="GraphicsPathWinding.NON_ZERO" constant="true" tiptext="建立非零迂迴類型。" version="" helpurl="flash.display:GraphicsPathWinding:NON_ZERO" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsShaderFill" id="[flash.display.GraphicsShaderFill]" sort="true" index="true" asAncestors="Object" tiptext="定義著色器填色。" helpurl="flash.display:GraphicsShaderFill">
					<folder name="方法" id="Methods" tiptext="GraphicsShaderFill 類別的方法" helpurl="flash.display:GraphicsShaderFill">
						<string name="GraphicsShaderFill" object="[flash.display.GraphicsShaderFill]" text="new GraphicsShaderFill(%[著色器:flash.display:Shader=null,矩陣:flash.geom:Matrix=null]%)" constructor="true" tiptext="建立新的 GraphicsShaderFill 物件。" version="1.5" helpurl="flash.display:GraphicsShaderFill:GraphicsShaderFill" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicsShaderFill 類別的屬性" helpurl="flash.display:GraphicsShaderFill">
						<string name="matrix" object="[flash.display.GraphicsShaderFill]" text=".matrix" tiptext="這是一個矩陣物件 (屬於 flash.geom.Matrix 類別)，可以用來定義著色器的變形。" version="" helpurl="flash.display:GraphicsShaderFill:matrix" playername=""/>
						<string name="shader" object="[flash.display.GraphicsShaderFill]" text=".shader" tiptext="要用於填色的著色器。" version="" helpurl="flash.display:GraphicsShaderFill:shader" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsSolidFill" id="[flash.display.GraphicsSolidFill]" sort="true" index="true" asAncestors="Object" tiptext="定義基本色填色。" helpurl="flash.display:GraphicsSolidFill">
					<folder name="方法" id="Methods" tiptext="GraphicsSolidFill 類別的方法" helpurl="flash.display:GraphicsSolidFill">
						<string name="GraphicsSolidFill" object="[flash.display.GraphicsSolidFill]" text="new GraphicsSolidFill(%[顏色:uint=0,Alpha:Number=1.0]%)" constructor="true" tiptext="建立新的 GraphicsSolidFill 物件。" version="1.5" helpurl="flash.display:GraphicsSolidFill:GraphicsSolidFill" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicsSolidFill 類別的屬性" helpurl="flash.display:GraphicsSolidFill">
						<string name="alpha" object="[flash.display.GraphicsSolidFill]" text=".alpha" tiptext="指出填色的 Alpha 透明度值。" version="" helpurl="flash.display:GraphicsSolidFill:alpha" playername=""/>
						<string name="color" object="[flash.display.GraphicsSolidFill]" text=".color" tiptext="填色的顏色。" version="" helpurl="flash.display:GraphicsSolidFill:color" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsStroke" id="[flash.display.GraphicsStroke]" sort="true" index="true" asAncestors="Object" tiptext="定義線段樣式或筆畫。" helpurl="flash.display:GraphicsStroke">
					<folder name="方法" id="Methods" tiptext="GraphicsStroke 類別的方法" helpurl="flash.display:GraphicsStroke">
						<string name="GraphicsStroke" object="[flash.display.GraphicsStroke]" text="new GraphicsStroke(%[粗細:Number=unknown,像素提示:Boolean=false,縮放模式:String=normal,端點:String=none,接合:String=round,尖角限制:Number=3.0,填色:flash.display:IGraphicsFill=null]%)" constructor="true" tiptext="建立新的 GraphicsStroke 物件。" version="1.5" helpurl="flash.display:GraphicsStroke:GraphicsStroke" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicsStroke 類別的屬性" helpurl="flash.display:GraphicsStroke">
						<string name="fill" object="[flash.display.GraphicsStroke]" text=".fill" tiptext="指定包含筆畫填色資料的實體。" version="" helpurl="flash.display:GraphicsStroke:fill" playername=""/>
						<string name="miterLimit" object="[flash.display.GraphicsStroke]" text=".miterLimit" tiptext="指出尖角遭到切斷的限制。" version="" helpurl="flash.display:GraphicsStroke:miterLimit" playername=""/>
						<string name="pixelHinting" object="[flash.display.GraphicsStroke]" text=".pixelHinting" tiptext="指定是否要提示筆畫使用完整的像素。" version="" helpurl="flash.display:GraphicsStroke:pixelHinting" playername=""/>
						<string name="thickness" object="[flash.display.GraphicsStroke]" text=".thickness" tiptext="指出線條的粗細 (以點數為單位)，有效值從 0 到 255。" version="" helpurl="flash.display:GraphicsStroke:thickness" playername=""/>
						<string name="caps" object="[flash.display.GraphicsStroke]" text=".caps" tiptext="指定線段終點的端點類型。" version="" helpurl="flash.display:GraphicsStroke:caps:get" playername=""/>
						<string name="joints" object="[flash.display.GraphicsStroke]" text=".joints" tiptext="指定用於角度的接合外觀類型。" version="" helpurl="flash.display:GraphicsStroke:joints:get" playername=""/>
						<string name="scaleMode" object="[flash.display.GraphicsStroke]" text=".scaleMode" tiptext="指定筆畫粗細的縮放。" version="" helpurl="flash.display:GraphicsStroke:scaleMode:get" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsTrianglePath" id="[flash.display.GraphicsTrianglePath]" sort="true" index="true" asAncestors="Object" tiptext="定義一組依順序排列，並可使用 (u,v) 填色座標或是正常填色來顯示的三角形。" helpurl="flash.display:GraphicsTrianglePath">
					<folder name="方法" id="Methods" tiptext="GraphicsTrianglePath 類別的方法" helpurl="flash.display:GraphicsTrianglePath">
						<string name="GraphicsTrianglePath" object="[flash.display.GraphicsTrianglePath]" text="new GraphicsTrianglePath(%[頂點:Vector$Number=null,索引:Vector$int=null,uvt資料:Vector$Number=null,剔除:String=none]%)" constructor="true" tiptext="建立新的 GraphicsTrianglePath 物件。" version="1.5" helpurl="flash.display:GraphicsTrianglePath:GraphicsTrianglePath" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicsTrianglePath 類別的屬性" helpurl="flash.display:GraphicsTrianglePath">
						<string name="indices" object="[flash.display.GraphicsTrianglePath]" text=".indices" tiptext="整數或索引的向量，其中每三個索引就會定義一個三角形。" version="" helpurl="flash.display:GraphicsTrianglePath:indices" playername=""/>
						<string name="uvtData" object="[flash.display.GraphicsTrianglePath]" text=".uvtData" tiptext="用來套用紋理對應之標準化座標的向量。" version="" helpurl="flash.display:GraphicsTrianglePath:uvtData" playername=""/>
						<string name="vertices" object="[flash.display.GraphicsTrianglePath]" text=".vertices" tiptext="數字的向量，每一組數字都視為一個點 (一組 x, y)。" version="" helpurl="flash.display:GraphicsTrianglePath:vertices" playername=""/>
						<string name="culling" object="[flash.display.GraphicsTrianglePath]" text=".culling" tiptext="指定是否要顯示朝向指定方向的三角形。" version="" helpurl="flash.display:GraphicsTrianglePath:culling:get" playername=""/>
					</folder>
				</folder>
				<folder name="InteractiveObject" id="[flash.display.InteractiveObject]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="InteractiveObject 類別是使用者可以使用滑鼠、鍵盤或其他使用者輸入裝置，與其進行互動之所有顯示物件的抽象基底類別。" helpurl="flash.display:InteractiveObject">
					<folder name="方法" id="Methods" tiptext="InteractiveObject 類別的方法" helpurl="flash.display:InteractiveObject">
						<string name="InteractiveObject" object="[flash.display.InteractiveObject]" text="new InteractiveObject(%%)" constructor="true" tiptext="呼叫新的 InteractiveObject() 建構函式會擲回 ArgumentError 例外。" version="4" helpurl="flash.display:InteractiveObject:InteractiveObject" playername=""/>
						<string name="requestSoftKeyboard" object="[flash.display.InteractiveObject]" text=".requestSoftKeyboard(%%):Boolean" tiptext="如果目前的內容支援它，請顯示鍵盤。" version="2.6" helpurl="flash.display:InteractiveObject:requestSoftKeyboard" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="InteractiveObject 類別的屬性" helpurl="flash.display:InteractiveObject">
						<string name="accessibilityImplementation" object="[flash.display.InteractiveObject]" text=".accessibilityImplementation" tiptext="此 InteractiveObject 實體目前的輔助功能實作 (AccessibilityImplementation)。" version="" helpurl="flash.display:InteractiveObject:accessibilityImplementation:get" playername=""/>
						<string name="contextMenu" object="[flash.display.InteractiveObject]" text=".contextMenu" tiptext="指定與此物件有關聯的快顯選單。" version="" helpurl="flash.display:InteractiveObject:contextMenu:get" playername=""/>
						<string name="doubleClickEnabled" object="[flash.display.InteractiveObject]" text=".doubleClickEnabled" tiptext="會指定物件是否會收到 doubleClick 事件。" version="" helpurl="flash.display:InteractiveObject:doubleClickEnabled:get" playername=""/>
						<string name="focusRect" object="[flash.display.InteractiveObject]" text=".focusRect" tiptext="指定此物件是否顯示焦點矩形。" version="" helpurl="flash.display:InteractiveObject:focusRect:get" playername=""/>
						<string name="mouseEnabled" object="[flash.display.InteractiveObject]" text=".mouseEnabled" tiptext="指定此物件是否收到滑鼠或其他使用者輸入裝置的訊息。" version="" helpurl="flash.display:InteractiveObject:mouseEnabled:get" playername=""/>
						<string name="needsSoftKeyboard" object="[flash.display.InteractiveObject]" text=".needsSoftKeyboard" tiptext="指定目前 InteractiveObject 實體為「輸入作用中」(準備接受使用者輸入) 時，是否顯示軟體鍵盤 (螢幕上的鍵盤)。" version="" helpurl="flash.display:InteractiveObject:needsSoftKeyboard:get" playername=""/>
						<string name="softKeyboardInputAreaOfInterest" object="[flash.display.InteractiveObject]" text=".softKeyboardInputAreaOfInterest" tiptext="定義當顯示軟體鍵盤時仍然在螢幕上的內容矩形。" version="" helpurl="flash.display:InteractiveObject:softKeyboardInputAreaOfInterest:get" playername=""/>
						<string name="tabEnabled" object="[flash.display.InteractiveObject]" text=".tabEnabled" tiptext="會指定這個物件是否在停駐點順序中。" version="" helpurl="flash.display:InteractiveObject:tabEnabled:get" playername=""/>
						<string name="tabIndex" object="[flash.display.InteractiveObject]" text=".tabIndex" tiptext="會指定 SWF 檔中的物件停駐點順序。" version="" helpurl="flash.display:InteractiveObject:tabIndex:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="InteractiveObject 類別的事件" helpurl="flash.display:InteractiveObject">
						<string name="softKeyboardDeactivate" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="軟體鍵盤降下隱藏後立即傳送。" version="" helpurl="flash.display:InteractiveObject__softKeyboardDeactivate" playername=""/>
						<string name="softKeyboardActivate" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="軟體鍵盤升起顯示後立即傳送。" version="" helpurl="flash.display:InteractiveObject__softKeyboardActivate" playername=""/>
						<string name="softKeyboardActivating" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="軟體鍵盤升起顯示前立即傳送。" version="" helpurl="flash.display:InteractiveObject__softKeyboardActivating" playername=""/>
						<string name="textInput" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TextEvent.TEXT_INPUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者輸入一或多個文字字元時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="imeStartComposition" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=IMEEvent.{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="這個事件會送出至任何支援 IME 內嵌輸入的用戶端應用程式。" version="" helpurl="flash.display:InteractiveObject__imeStartComposition" playername=""/>
						<string name="contextMenu" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.CONTEXT_MENU{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者動作觸發了 AIR 應用程式中與此互動物件有關的快顯選單後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.CONTEXT_MENU_contextMenu" playername="AIR"/>
						<string name="nativeDragComplete" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_COMPLETE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者放開拖曳動作後，由拖曳初始程式 InteractiveObject 傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_COMPLETE_nativeDragComplete" playername=""/>
						<string name="nativeDragUpdate" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_UPDATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 DragManager.doDrag()呼叫中被指定為拖曳初始程式的 InteractiveObject 執行拖曳作業時送出。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_UPDATE_nativeDragUpdate" playername=""/>
						<string name="nativeDragStart" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_START{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 DragManager.doDrag()呼叫中被指定為拖曳初始程式的 InteractiveObject 開始執行拖曳作業時送出。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_START_nativeDragStart" playername=""/>
						<string name="nativeDragExit" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_EXIT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當拖曳動作離開它的邊界後，由 InteractiveObject 送出。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_EXIT_nativeDragExit" playername=""/>
						<string name="nativeDragDrop" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_DROP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當拖曳的物件被投放至目標 InteractiveObject，然後對 DragManager.acceptDragDrop() 的呼叫接受投放後，由這個目標 InteractiveObject 傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_DROP_nativeDragDrop" playername=""/>
						<string name="nativeDragOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當拖曳動作一直停在它的邊界內，由 InteractiveObject 不斷傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_OVER_nativeDragOver" playername=""/>
						<string name="nativeDragEnter" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_ENTER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當拖曳動作進入它的邊界後，由 InteractiveObject 送出。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_ENTER_nativeDragEnter" playername=""/>
						<string name="tabIndexChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.TAB_INDEX_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當物件的 tabIndex 屬性值變更時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.TAB_INDEX_CHANGE_tabIndexChange" playername=""/>
						<string name="tabEnabledChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.TAB_ENABLED_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當物件的 tabEnabled 旗標變更時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.TAB_ENABLED_CHANGE_tabEnabledChange" playername=""/>
						<string name="tabChildrenChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.TAB_CHILDREN_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當物件的 tabChildren 旗標值變更時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.TAB_CHILDREN_CHANGE_tabChildrenChange" playername=""/>
						<string name="keyUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=KeyboardEvent.KEY_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者放開按鍵時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_UP_keyUp" playername=""/>
						<string name="keyDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=KeyboardEvent.KEY_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按下按鍵時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_DOWN_keyDown" playername=""/>
						<string name="rightMouseUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.RIGHT_MOUSE_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體上方鬆開指標裝置按鈕後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_UP_rightMouseUp" playername=""/>
						<string name="rightMouseDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.RIGHT_MOUSE_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體上方按下指標裝置按鈕後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_DOWN_rightMouseDown" playername=""/>
						<string name="rightClick" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.RIGHT_CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在相同的 InteractiveObject 上方按下並放開使用者的指標裝置右按鈕時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_CLICK_rightClick" playername=""/>
						<string name="middleMouseUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MIDDLE_MOUSE_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體上方鬆開指標裝置按鈕後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_UP_middleMouseUp" playername=""/>
						<string name="middleMouseDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MIDDLE_MOUSE_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體上方按下指標裝置中間按鈕後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_DOWN_middleMouseDown" playername=""/>
						<string name="middleClick" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MIDDLE_CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在相同的 InteractiveObject 上方按下並放開使用者的指標裝置中間鈕後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_CLICK_middleClick" playername=""/>
						<string name="gestureSwipe" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_SWIPE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在與 InteractiveObject 實體的某個接觸點上做出揮動動作後傳送 (例如，三指併在一起觸碰行動電話或平板電腦的觸控螢幕，然後在顯示物件上快速平行移動手指)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_SWIPE_gestureSwipe" playername=""/>
						<string name="gestureZoom" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_ZOOM{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體的某個接觸點上做出放大縮小動作時傳送 (例如兩指併在一起觸摸行動電話或平板電腦的觸控螢幕，然後手指在顯示物件上快速張開)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ZOOM_gestureZoom" playername=""/>
						<string name="gestureRotate" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_ROTATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體的接觸點上做出旋轉動作時傳送 (例如兩根手指觸摸行動電話或平板電腦的觸控螢幕，然後手指在顯示物件上旋轉)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ROTATE_gestureRotate" playername=""/>
						<string name="gesturePressAndTap" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者與 InteractiveObject 實體建立一個接觸點，然後在觸控裝置上點一下時傳送 (例如，將多根手指放到行動電話或平板電腦觸控螢幕上的顯示物件，以開啟選單，然後其中一根手指點一下以選取選單項目)。" version="" helpurl="flash.display:InteractiveObject_flash.events.PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP_gesturePressAndTap" playername=""/>
						<string name="gesturePan" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_PAN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置上，將接觸點移動到 InteractiveObject 實體上方後傳送 (例如，在行動電話或平板電腦觸控螢幕的顯示物件上，由左向右移動手指)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_PAN_gesturePan" playername=""/>
						<string name="gestureTwoFingerTap" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=GestureEvent.GESTURE_TWO_FINGER_TAP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用在觸控裝置上的同一個 InteractiveObject 實體上按下兩個接觸點時傳送 (例如在行動電話或平板電腦觸控螢幕的顯示物件上按下並鬆開兩根手指)。" version="" helpurl="flash.display:InteractiveObject_flash.events.GestureEvent.GESTURE_TWO_FINGER_TAP_gestureTwoFingerTap" playername=""/>
						<string name="touchTap" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_TAP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置上，將接觸點往已感應到動作的同一個 InteractiveObject 實體上方提拉時傳送 (例如在行動電話或平板電腦觸控螢幕的顯示物件上，單點按下手指後又鬆開)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_TAP_touchTap" playername=""/>
						<string name="touchRollOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_ROLL_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置中將接觸點移至 InteractiveObject 實體上方時傳送 (例如在行動電話或平板電腦的觸控螢幕上，將手指從顯示物件外面的某一點，移到顯示物件的上方)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OVER_touchRollOver" playername=""/>
						<string name="touchRollOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_ROLL_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置中將接觸點移開 InteractiveObject 實體時傳送 (例如在行動電話或平板電腦的觸控螢幕上，將手指從顯示物件上方挪到物件以外的某一點)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OUT_touchRollOut" playername=""/>
						<string name="touchOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置中將接觸點移至 InteractiveObject 實體上方時傳送 (例如在行動電話或平板電腦的觸控螢幕上，將手指從顯示物件外面的某一點，移到顯示物件的上方)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OVER_touchOver" playername=""/>
						<string name="touchOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置中，將接觸點移出 InteractiveObject 實體時傳送 (例如在行動電話或平板電腦的觸控螢幕上，將手指從顯示物件移至另一個顯示物件)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OUT_touchOut" playername=""/>
						<string name="touchMove" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_MOVE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置移動接觸點時傳送 (例如手指在行動電話或平板電腦的觸控螢幕上移動)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_MOVE_touchMove" playername=""/>
						<string name="touchEnd" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_END{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在觸控裝置上移除接觸點時傳送 (例如在行動電話或平板電腦的觸控螢幕上拿開手指)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_END_touchEnd" playername=""/>
						<string name="touchBegin" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=TouchEvent.TOUCH_BEGIN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者第一次觸摸觸控裝置時傳送 (例如手指觸摸行動電話或平板電腦的觸控螢幕)。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_BEGIN_touchBegin" playername=""/>
						<string name="rollOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.ROLL_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者將指標裝置移至 InteractiveObject 實體上方時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OVER_rollOver" playername=""/>
						<string name="rollOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.ROLL_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者將指標裝置移開 InteractiveObject 實體時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OUT_rollOut" playername=""/>
						<string name="mouseWheel" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MOUSE_WHEEL{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當滑鼠滾輪開始在 InteractiveObject 實體上轉動時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_WHEEL_mouseWheel" playername=""/>
						<string name="mouseUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MOUSE_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體上方鬆開指標裝置按鈕後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_UP_mouseUp" playername=""/>
						<string name="mouseOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MOUSE_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者將指標裝置移至 InteractiveObject 實體上方時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OVER_mouseOver" playername=""/>
						<string name="mouseOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MOUSE_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者將指標裝置移開 InteractiveObject 實體時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OUT_mouseOut" playername=""/>
						<string name="mouseMove" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MOUSE_MOVE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當指標裝置停在 InteractiveObject 上方的情況下，使用者將其移動時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_MOVE_mouseMove" playername=""/>
						<string name="mouseDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.MOUSE_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱捕捉:Boolean=false]%):void" tiptext="當使用者在 InteractiveObject 實體上方按下指標裝置按鈕後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_DOWN_mouseDown" playername=""/>
						<string name="doubleClick" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.DOUBLE_CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 InteractiveObject 物件的 doubleClickEnabled 旗標設為 true 的情況下，當使用者在相同的物件上方連續兩次快速按下並放開指標裝置主要按鈕時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.DOUBLE_CLICK_doubleClick" playername=""/>
						<string name="click" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=MouseEvent.CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在相同的 InteractiveObject 上方按下並放開使用者的指標裝置主按鈕時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.CLICK_click" playername=""/>
						<string name="mouseFocusChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=FocusEvent.MOUSE_FOCUS_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者嘗試使用指標裝置變更焦點時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.MOUSE_FOCUS_CHANGE_mouseFocusChange" playername=""/>
						<string name="keyFocusChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=FocusEvent.KEY_FOCUS_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者嘗試使用鍵盤瀏覽變更焦點時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.KEY_FOCUS_CHANGE_keyFocusChange" playername=""/>
						<string name="focusOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=FocusEvent.FOCUS_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當顯示物件失去焦點時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_OUT_focusOut" playername=""/>
						<string name="focusIn" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=FocusEvent.FOCUS_IN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當顯示物件取得焦點之後傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_IN_focusIn" playername=""/>
						<string name="selectAll" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.SELECT_ALL{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者針對全選作業啟動平台特有的快速鍵組合或從文字快顯選單中選取「全選」時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.SELECT_ALL_selectAll" playername=""/>
						<string name="paste" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.PASTE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者針對貼上作業啟動平台特有的快速鍵組合或從文字快顯選單中選取「貼上」時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.PASTE_paste" playername=""/>
						<string name="cut" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.CUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者針對剪下作業啟動平台特有的快速鍵組合或從文字快顯選單中選取「剪下」時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.CUT_cut" playername=""/>
						<string name="copy" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.COPY{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者針對複製作業啟動平台特有的快速鍵組合或從文字快顯選單中選取「複製」時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.COPY_copy" playername=""/>
						<string name="clear" object="[flash.display.InteractiveObject]" text=".addEventListener(%類型:String=Event.CLEAR{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者從文字快顯選單中選取「清除」(或「刪除」) 時傳送。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.CLEAR_clear" playername=""/>
					</folder>
				</folder>
				<folder name="InterpolationMethod" id="[flash.display.InterpolationMethod]" sort="true" index="true" asAncestors="Object" tiptext="InterpolationMethod 類別可提供值，讓 Graphics.beginGradientFill() 與 Graphics.lineGradientStyle() 方法中的 interpolationMethod 參數使用。" helpurl="flash.display:InterpolationMethod">
					<folder name="屬性" id="Properties" tiptext="InterpolationMethod 類別的屬性" helpurl="flash.display:InterpolationMethod">
						<string name="LINEAR_RGB" object="[flash.display.InterpolationMethod]" text="InterpolationMethod.LINEAR_RGB" constant="true" tiptext="指定應該使用線性 RGB 內插補點方法。" version="" helpurl="flash.display:InterpolationMethod:LINEAR_RGB" playername=""/>
						<string name="RGB" object="[flash.display.InterpolationMethod]" text="InterpolationMethod.RGB" constant="true" tiptext="指定應該使用 RGB 內插補點方法。" version="" helpurl="flash.display:InterpolationMethod:RGB" playername=""/>
					</folder>
				</folder>
				<folder name="JointStyle" id="[flash.display.JointStyle]" sort="true" index="true" asAncestors="Object" tiptext="JointStyle 類別是常數值的列舉項目，可用來指定繪製線條時所用的接合樣式。" helpurl="flash.display:JointStyle">
					<folder name="屬性" id="Properties" tiptext="JointStyle 類別的屬性" helpurl="flash.display:JointStyle">
						<string name="BEVEL" object="[flash.display.JointStyle]" text="JointStyle.BEVEL" constant="true" tiptext="在 flash.display.Graphics.lineStyle() 方法的 joints 參數中指定斜角的接合方式。" version="" helpurl="flash.display:JointStyle:BEVEL" playername=""/>
						<string name="MITER" object="[flash.display.JointStyle]" text="JointStyle.MITER" constant="true" tiptext="在 flash.display.Graphics.lineStyle() 方法的 joint 參數指定尖角的接合方式。" version="" helpurl="flash.display:JointStyle:MITER" playername=""/>
						<string name="ROUND" object="[flash.display.JointStyle]" text="JointStyle.ROUND" constant="true" tiptext="在 flash.display.Graphics.lineStyle() 方法的 joints 參數中指定圓角的接合方式。" version="" helpurl="flash.display:JointStyle:ROUND" playername=""/>
					</folder>
				</folder>
				<folder name="LineScaleMode" id="[flash.display.LineScaleMode]" sort="true" index="true" asAncestors="Object" tiptext="LineScaleMode 類別可提供值，讓 Graphics.lineStyle() 方法中的 scaleMode 參數使用。" helpurl="flash.display:LineScaleMode">
					<folder name="屬性" id="Properties" tiptext="LineScaleMode 類別的屬性" helpurl="flash.display:LineScaleMode">
						<string name="HORIZONTAL" object="[flash.display.LineScaleMode]" text="LineScaleMode.HORIZONTAL" constant="true" tiptext="將此設定當做 lineStyle() 方法的 scaleMode 參數來使用時，線條的粗細只會垂直縮放。" version="" helpurl="flash.display:LineScaleMode:HORIZONTAL" playername=""/>
						<string name="NONE" object="[flash.display.LineScaleMode]" text="LineScaleMode.NONE" constant="true" tiptext="將此設定當做 lineStyle() 方法的 scaleMode 參數來使用時，線條的粗細永不縮放。" version="" helpurl="flash.display:LineScaleMode:NONE" playername=""/>
						<string name="NORMAL" object="[flash.display.LineScaleMode]" text="LineScaleMode.NORMAL" constant="true" tiptext="將此設定當做 lineStyle() 方法的 scaleMode 參數來使用時，線條的粗細就一定會在物件縮放時跟著縮放 (預設值)。" version="" helpurl="flash.display:LineScaleMode:NORMAL" playername=""/>
						<string name="VERTICAL" object="[flash.display.LineScaleMode]" text="LineScaleMode.VERTICAL" constant="true" tiptext="將此設定當做 lineStyle() 方法的 scaleMode 參數來使用時，線條的粗細只會水平縮放。" version="" helpurl="flash.display:LineScaleMode:VERTICAL" playername=""/>
					</folder>
				</folder>
				<folder name="Loader" id="[flash.display.Loader]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Loader 類別可用來載入 SWF 檔案或影像檔 (JPG、PNG 或 GIF)。" helpurl="flash.display:Loader">
					<folder name="方法" id="Methods" tiptext="Loader 類別的方法" helpurl="flash.display:Loader">
						<string name="Loader" object="[flash.display.Loader]" text="new Loader(%%)" constructor="true" tiptext="建立一個 Loader 物件，可用來載入檔案 (如 SWF、JPEG、GIF，或是 PNG 檔)。" version="4" helpurl="flash.display:Loader:Loader" playername=""/>
						<string name="close" object="[flash.display.Loader]" text=".close(%%):void" tiptext="取消 Loader 實體目前正在進行中的 load() 方法作業。" version="4" helpurl="flash.display:Loader:close" playername=""/>
						<string name="loadBytes" object="[flash.display.Loader]" text=".loadBytes(%位元組:flash.utils:ByteArray[,快顯:flash.system:LoaderContext=null]%):void" tiptext="載入儲存在 ByteArray 物件中的二進位資料。" version="4" helpurl="flash.display:Loader:loadBytes" playername=""/>
						<string name="loadFilePromise" object="[flash.display.Loader]" text=".loadFilePromise(%承諾:flash.desktop:IFilePromise[,內容:flash.system:LoaderContext=null]%):void" tiptext="載入 IFilePromise 實體。" version="2.5" helpurl="flash.display:Loader:loadFilePromise" playername="AIR"/>
						<string name="load" object="[flash.display.Loader]" text=".load(%要求:flash.net:URLRequest[,內容:flash.system:LoaderContext=null]%):void" tiptext="將 SWF 檔案或影像檔載入此 Loader 實體的 DisplayObject 子物件。" version="4" helpurl="flash.display:Loader:load" playername=""/>
						<string name="unloadAndStop" object="[flash.display.Loader]" text=".unloadAndStop(%[gc:Boolean=true]%):void" tiptext="嘗試取消載入 SWF 子檔案內容並停止所載入 SWF 檔的命令執行。" version="4" helpurl="flash.display:Loader:unloadAndStop" playername=""/>
						<string name="unload" object="[flash.display.Loader]" text=".unload(%%):void" tiptext="移除使用 load() 方法載入之 Loader 物件的子系。" version="4" helpurl="flash.display:Loader:unload" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Loader 類別的屬性" helpurl="flash.display:Loader">
						<string name="contentLoaderInfo" object="[flash.display.Loader]" text=".contentLoaderInfo" tiptext="傳回與載入中物件相對應的 LoaderInfo 物件。" version="" helpurl="flash.display:Loader:contentLoaderInfo:get" playername=""/>
						<string name="content" object="[flash.display.Loader]" text=".content" tiptext="包含使用 load() 或 loadBytes() 方法載入之 SWF 檔案或影像檔 (JPG、PNG、或 GIF) 的根顯示物件。" version="" helpurl="flash.display:Loader:content:get" playername=""/>
						<string name="uncaughtErrorEvents" object="[flash.display.Loader]" text=".uncaughtErrorEvents" tiptext="是一種物件，當這個 Loader 物件載入的 SWF 發生未處理的錯誤時，這個物件就會傳送 uncaughtError 事件。" version="" helpurl="flash.display:Loader:uncaughtErrorEvents:get" playername=""/>
					</folder>
				</folder>
				<folder name="LoaderInfo" id="[flash.display.LoaderInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="LoaderInfo 類別會提供有關載入的 SWF 檔案或影像檔 (JPEG、GIF 或 PNG) 的資訊。" helpurl="flash.display:LoaderInfo">
					<folder name="方法" id="Methods" tiptext="LoaderInfo 類別的方法" helpurl="flash.display:LoaderInfo">
						<string name="getLoaderInfoByDefinition" object="[flash.display.LoaderInfo]" text="LoaderInfo.getLoaderInfoByDefinition(%物件:Object%):flash.display:LoaderInfo" static="true" tiptext="傳回與定義為物件的 SWF 檔相關聯之 LoaderInfo 物件。" version="4" helpurl="flash.display:LoaderInfo:getLoaderInfoByDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LoaderInfo 類別的屬性" helpurl="flash.display:LoaderInfo">
						<string name="actionScriptVersion" object="[flash.display.LoaderInfo]" text=".actionScriptVersion" tiptext="載入的 SWF 檔之 ActionScript 版本。" version="" helpurl="flash.display:LoaderInfo:actionScriptVersion:get" playername=""/>
						<string name="applicationDomain" object="[flash.display.LoaderInfo]" text=".applicationDomain" tiptext="當載入外部 SWF 檔時，所有包含在載入類別中的 ActionScript 3.0 定義都會儲存在 applicationDomain 屬性中。" version="" helpurl="flash.display:LoaderInfo:applicationDomain:get" playername=""/>
						<string name="bytesLoaded" object="[flash.display.LoaderInfo]" text=".bytesLoaded" tiptext="媒體所載入的位元組數。" version="" helpurl="flash.display:LoaderInfo:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.display.LoaderInfo]" text=".bytesTotal" tiptext="整個媒體檔的壓縮位元組數。" version="" helpurl="flash.display:LoaderInfo:bytesTotal:get" playername=""/>
						<string name="bytes" object="[flash.display.LoaderInfo]" text=".bytes" tiptext="與 LoaderInfo 物件相關聯的位元。" version="" helpurl="flash.display:LoaderInfo:bytes:get" playername=""/>
						<string name="childAllowsParent" object="[flash.display.LoaderInfo]" text=".childAllowsParent" tiptext="表示內容 (子系) 對載入器 (父輩) 的信任關係。" version="" helpurl="flash.display:LoaderInfo:childAllowsParent:get" playername=""/>
						<string name="childSandboxBridge" object="[flash.display.LoaderInfo]" text=".childSandboxBridge" tiptext="一種物件，可以由載入的內容程式碼來加以設定並公開屬性及方法，這些屬性及方法可利用 Loader 物件之執行程序的程式碼進行存取。" version="" helpurl="flash.display:LoaderInfo:childSandboxBridge:get" playername=""/>
						<string name="contentType" object="[flash.display.LoaderInfo]" text=".contentType" tiptext="載入檔案的 MIME 類型。" version="" helpurl="flash.display:LoaderInfo:contentType:get" playername=""/>
						<string name="content" object="[flash.display.LoaderInfo]" text=".content" tiptext="與此 LoaderInfo 物件相關聯的載入物件。" version="" helpurl="flash.display:LoaderInfo:content:get" playername=""/>
						<string name="frameRate" object="[flash.display.LoaderInfo]" text=".frameRate" tiptext="載入的 SWF 檔之名目影格速率，以每秒影格數為單位。" version="" helpurl="flash.display:LoaderInfo:frameRate:get" playername=""/>
						<string name="height" object="[flash.display.LoaderInfo]" text=".height" tiptext="載入檔案的名目高度。" version="" helpurl="flash.display:LoaderInfo:height:get" playername=""/>
						<string name="isURLInaccessible" object="[flash.display.LoaderInfo]" text=".isURLInaccessible" tiptext="指出 LoaderInfo.url 屬性是否已經被截斷。" version="" helpurl="flash.display:LoaderInfo:isURLInaccessible:get" playername=""/>
						<string name="loaderURL" object="[flash.display.LoaderInfo]" text=".loaderURL" tiptext="針對這個 LoaderInfo 物件所描述的媒體，負責將其載入作業初始化的 SWF 檔案之 URL。" version="" helpurl="flash.display:LoaderInfo:loaderURL:get" playername=""/>
						<string name="loader" object="[flash.display.LoaderInfo]" text=".loader" tiptext="與此 LoaderInfo 物件相關聯的 Loader 物件。" version="" helpurl="flash.display:LoaderInfo:loader:get" playername=""/>
						<string name="parameters" object="[flash.display.LoaderInfo]" text=".parameters" tiptext="包含名稱/數值配對的物件，可代表提供給載入之 SWF 檔案的參數。" version="" helpurl="flash.display:LoaderInfo:parameters:get" playername=""/>
						<string name="parentAllowsChild" object="[flash.display.LoaderInfo]" text=".parentAllowsChild" tiptext="表示 Loader (父輩) 對內容 (子系) 的信任關係。" version="" helpurl="flash.display:LoaderInfo:parentAllowsChild:get" playername=""/>
						<string name="parentSandboxBridge" object="[flash.display.LoaderInfo]" text=".parentSandboxBridge" tiptext="一種物件，可以由 Loader物件之執行程序的程式碼來加以設定並公開始性和程式碼，這些屬性和方法可利用載入的內容程式碼進行存取。" version="" helpurl="flash.display:LoaderInfo:parentSandboxBridge:get" playername=""/>
						<string name="sameDomain" object="[flash.display.LoaderInfo]" text=".sameDomain" tiptext="表示載入器與內容之間的關係：如果來自相同的原始網域，則為 true；否則為 false。" version="" helpurl="flash.display:LoaderInfo:sameDomain:get" playername=""/>
						<string name="sharedEvents" object="[flash.display.LoaderInfo]" text=".sharedEvents" tiptext="EventDispatcher 實體，可用來跨越安全性界限交換事件。" version="" helpurl="flash.display:LoaderInfo:sharedEvents:get" playername=""/>
						<string name="swfVersion" object="[flash.display.LoaderInfo]" text=".swfVersion" tiptext="載入的 SWF 檔之檔案格式版本。" version="" helpurl="flash.display:LoaderInfo:swfVersion:get" playername=""/>
						<string name="uncaughtErrorEvents" object="[flash.display.LoaderInfo]" text=".uncaughtErrorEvents" tiptext="是一種物件，當這個 LoaderInfo 物件的 SWF 檔案程式碼發生未處理的錯誤時，這個物件就會傳送 uncaughtError 事件。" version="" helpurl="flash.display:LoaderInfo:uncaughtErrorEvents:get" playername=""/>
						<string name="url" object="[flash.display.LoaderInfo]" text=".url" tiptext="要載入的媒體 URL。" version="" helpurl="flash.display:LoaderInfo:url:get" playername=""/>
						<string name="width" object="[flash.display.LoaderInfo]" text=".width" tiptext="載入內容的名目寬度。" version="" helpurl="flash.display:LoaderInfo:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LoaderInfo 類別的事件" helpurl="flash.display:LoaderInfo">
						<string name="httpStatus" object="[flash.display.LoaderInfo]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_STATUS{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當網路要求透過 HTTP，且可以偵測到 HTTP 狀態碼時傳送。" version="" helpurl="flash.display:LoaderInfo_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="unload" object="[flash.display.LoaderInfo]" text=".addEventListener(%類型:String=Event.UNLOAD{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每當使用 Loader 物件的 unload() 方法移除載入的物件，或是使用相同的 Loader 物件執行第二次載入並在載入開始之前移除原始內容時，由 LoaderInfo 物件傳送。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.UNLOAD_unload" playername=""/>
						<string name="progress" object="[flash.display.LoaderInfo]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在下載作業進行中收到資料時傳送。" version="" helpurl="flash.display:LoaderInfo_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.display.LoaderInfo]" text=".addEventListener(%類型:String=Event.OPEN{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入作業開始時傳送。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.display.LoaderInfo]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當發生輸入或輸出錯誤而導致載入作業失敗時傳送。" version="" helpurl="flash.display:LoaderInfo_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="init" object="[flash.display.LoaderInfo]" text=".addEventListener(%類型:String=Event.INIT{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當載入的 SWF 檔的屬性和方法可供存取使用時傳送。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.INIT_init" playername=""/>
						<string name="complete" object="[flash.display.LoaderInfo]" text=".addEventListener(%類型:String=Event.COMPLETE{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在順利載入資料時傳送。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="MovieClip" id="[flash.display.MovieClip]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="MovieClip 類別會繼承下列類別: Sprite、DisplayObjectContainer、InteractiveObject、DisplayObject 與 EventDispatcher。" helpurl="flash.display:MovieClip">
					<folder name="方法" id="Methods" tiptext="MovieClip 類別的方法" helpurl="flash.display:MovieClip">
						<string name="MovieClip" object="[flash.display.MovieClip]" text="new MovieClip(%%)" constructor="true" tiptext="建立新的 MovieClip 實體。" version="4" helpurl="flash.display:MovieClip:MovieClip" playername=""/>
						<string name="gotoAndPlay" object="[flash.display.MovieClip]" text=".gotoAndPlay(%影格:Object[,場景:String=null]%):void" tiptext="在指定影格開始播放 SWF 檔。" version="4" helpurl="flash.display:MovieClip:gotoAndPlay" playername=""/>
						<string name="gotoAndStop" object="[flash.display.MovieClip]" text=".gotoAndStop(%影格:Object[,場景:String=null]%):void" tiptext="將播放磁頭移到此影片片段中的指定影格，然後停在該處。" version="4" helpurl="flash.display:MovieClip:gotoAndStop" playername=""/>
						<string name="nextFrame" object="[flash.display.MovieClip]" text=".nextFrame(%%):void" tiptext="將播放磁頭移到下一個影格，並停止播放。" version="4" helpurl="flash.display:MovieClip:nextFrame" playername=""/>
						<string name="nextScene" object="[flash.display.MovieClip]" text=".nextScene(%%):void" tiptext="將播放磁頭移到 MovieClip 實體的下一個場景。" version="4" helpurl="flash.display:MovieClip:nextScene" playername=""/>
						<string name="play" object="[flash.display.MovieClip]" text=".play(%%):void" tiptext="移動影片片段時間軸上的播放磁頭。" version="4" helpurl="flash.display:MovieClip:play" playername=""/>
						<string name="prevFrame" object="[flash.display.MovieClip]" text=".prevFrame(%%):void" tiptext="將播放磁頭移到上一個影格，並停止播放。" version="4" helpurl="flash.display:MovieClip:prevFrame" playername=""/>
						<string name="prevScene" object="[flash.display.MovieClip]" text=".prevScene(%%):void" tiptext="將播放磁頭移到 MovieClip 實體的上一個場景。" version="4" helpurl="flash.display:MovieClip:prevScene" playername=""/>
						<string name="stop" object="[flash.display.MovieClip]" text=".stop(%%):void" tiptext="停止影片片段中的播放磁頭。" version="4" helpurl="flash.display:MovieClip:stop" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MovieClip 類別的屬性" helpurl="flash.display:MovieClip">
						<string name="currentFrameLabel" object="[flash.display.MovieClip]" text=".currentFrameLabel" tiptext="MovieClip 實體之時間軸的目前影格中的標籤。" version="" helpurl="flash.display:MovieClip:currentFrameLabel:get" playername=""/>
						<string name="currentFrame" object="[flash.display.MovieClip]" text=".currentFrame" tiptext="指定在 MovieClip 實體時間軸上，播放磁頭所在的影格編號。" version="" helpurl="flash.display:MovieClip:currentFrame:get" playername=""/>
						<string name="currentLabel" object="[flash.display.MovieClip]" text=".currentLabel" tiptext="在 MovieClip 實體時間軸中，播放磁頭所在的目前標籤。" version="" helpurl="flash.display:MovieClip:currentLabel:get" playername=""/>
						<string name="currentLabels" object="[flash.display.MovieClip]" text=".currentLabels" tiptext="從目前場景傳回 FrameLabel 物件陣列。" version="" helpurl="flash.display:MovieClip:currentLabels:get" playername=""/>
						<string name="currentScene" object="[flash.display.MovieClip]" text=".currentScene" tiptext="在 MovieClip 實體時間軸中，播放磁頭所在的目前場景。" version="" helpurl="flash.display:MovieClip:currentScene:get" playername=""/>
						<string name="enabled" object="[flash.display.MovieClip]" text=".enabled" tiptext="指出是否已啟用影片片段的 Boolean 值。" version="" helpurl="flash.display:MovieClip:enabled:get" playername=""/>
						<string name="framesLoaded" object="[flash.display.MovieClip]" text=".framesLoaded" tiptext="從串流 SWF 檔中載入的影格數目。" version="" helpurl="flash.display:MovieClip:framesLoaded:get" playername=""/>
						<string name="scenes" object="[flash.display.MovieClip]" text=".scenes" tiptext="Scene 物件的陣列，每個 Scene 物件都會列出 MovieClip 實體場景的名稱、影格數目，以及影格標籤。" version="" helpurl="flash.display:MovieClip:scenes:get" playername=""/>
						<string name="totalFrames" object="[flash.display.MovieClip]" text=".totalFrames" tiptext="MovieClip 實體中的影格總數。" version="" helpurl="flash.display:MovieClip:totalFrames:get" playername=""/>
						<string name="trackAsMenu" object="[flash.display.MovieClip]" text=".trackAsMenu" tiptext="指出其它屬於 SimpleButton 或 MovieClip 物件的顯示物件是否可以接收滑鼠放開事件或者其他使用者輸入放開事件。" version="" helpurl="flash.display:MovieClip:trackAsMenu:get" playername=""/>
					</folder>
				</folder>
				<folder name="NativeMenu" id="[flash.display.NativeMenu]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeMenu 類別包含了用於定義原生選單的方法與屬性。" helpurl="flash.display:NativeMenu">
					<folder name="方法" id="Methods" tiptext="NativeMenu 類別的方法" helpurl="flash.display:NativeMenu">
						<string name="NativeMenu" object="[flash.display.NativeMenu]" text="new NativeMenu(%%)" constructor="true" tiptext="建立新的 NativeMenu 物件。" version="1.0" helpurl="flash.display:NativeMenu:NativeMenu" playername="AIR"/>
						<string name="addItemAt" object="[flash.display.NativeMenu]" text=".addItemAt(%項目:flash.display:NativeMenuItem,索引:int%):flash.display:NativeMenuItem" tiptext="將選單項目插入指定位置。" version="1.0" helpurl="flash.display:NativeMenu:addItemAt" playername="AIR"/>
						<string name="addItem" object="[flash.display.NativeMenu]" text=".addItem(%項目:flash.display:NativeMenuItem%):flash.display:NativeMenuItem" tiptext="將選單項目加入選單底部。" version="1.0" helpurl="flash.display:NativeMenu:addItem" playername="AIR"/>
						<string name="addSubmenuAt" object="[flash.display.NativeMenu]" text=".addSubmenuAt(%子選單:flash.display:NativeMenu,索引:int,標籤:String%):flash.display:NativeMenuItem" tiptext="將新的選單項目插入指定位置以便將子選單加入選單。" version="1.0" helpurl="flash.display:NativeMenu:addSubmenuAt" playername="AIR"/>
						<string name="addSubmenu" object="[flash.display.NativeMenu]" text=".addSubmenu(%子選單:flash.display:NativeMenu,標籤:String%):flash.display:NativeMenuItem" tiptext="插入新的選單項目以便將子選單加入選單。" version="1.0" helpurl="flash.display:NativeMenu:addSubmenu" playername="AIR"/>
						<string name="clone" object="[flash.display.NativeMenu]" text=".clone(%%):flash.display:NativeMenu" tiptext="建立選單與所有項目的副本。" version="1.0" helpurl="flash.display:NativeMenu:clone" playername="AIR"/>
						<string name="containsItem" object="[flash.display.NativeMenu]" text=".containsItem(%項目:flash.display:NativeMenuItem%):Boolean" tiptext="報告此選單是否包含指定的選單項目。" version="1.0" helpurl="flash.display:NativeMenu:containsItem" playername="AIR"/>
						<string name="display" object="[flash.display.NativeMenu]" text=".display(%舞台:flash.display:Stage,舞台X:Number,舞台Y:Number%):void" tiptext="在指定位置彈出此選單。" version="1.0" helpurl="flash.display:NativeMenu:display" playername="AIR"/>
						<string name="getItemAt" object="[flash.display.NativeMenu]" text=".getItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="取得指定索引位置的選單項目。" version="1.0" helpurl="flash.display:NativeMenu:getItemAt" playername="AIR"/>
						<string name="getItemByName" object="[flash.display.NativeMenu]" text=".getItemByName(%名稱:String%):flash.display:NativeMenuItem" tiptext="取得指定名稱的選單項目。" version="1.0" helpurl="flash.display:NativeMenu:getItemByName" playername="AIR"/>
						<string name="getItemIndex" object="[flash.display.NativeMenu]" text=".getItemIndex(%項目:flash.display:NativeMenuItem%):int" tiptext="取得指定項目的位置。" version="1.0" helpurl="flash.display:NativeMenu:getItemIndex" playername="AIR"/>
						<string name="removeAllItems" object="[flash.display.NativeMenu]" text=".removeAllItems(%%):void" tiptext="移除選單的所有項目。" version="1.0" helpurl="flash.display:NativeMenu:removeAllItems" playername="AIR"/>
						<string name="removeItemAt" object="[flash.display.NativeMenu]" text=".removeItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="移除並傳回位於指定索引位置的選單項目。" version="1.0" helpurl="flash.display:NativeMenu:removeItemAt" playername="AIR"/>
						<string name="removeItem" object="[flash.display.NativeMenu]" text=".removeItem(%項目:flash.display:NativeMenuItem%):flash.display:NativeMenuItem" tiptext="移除特定選單項目。" version="1.0" helpurl="flash.display:NativeMenu:removeItem" playername="AIR"/>
						<string name="setItemIndex" object="[flash.display.NativeMenu]" text=".setItemIndex(%項目:flash.display:NativeMenuItem,索引:int%):void" tiptext="將選單項目移至指定位置。" version="1.0" helpurl="flash.display:NativeMenu:setItemIndex" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeMenu 類別的屬性" helpurl="flash.display:NativeMenu">
						<string name="isSupported" object="[flash.display.NativeMenu]" text=".isSupported" tiptext="指出用戶端系統是否支援原生選單的任何格式。" version="" helpurl="flash.display:NativeMenu:isSupported:get" playername="AIR"/>
						<string name="items" object="[flash.display.NativeMenu]" text=".items" tiptext="此選單中的 NativeMenuItem 物件陣列。" version="" helpurl="flash.display:NativeMenu:items:get" playername="AIR"/>
						<string name="numItems" object="[flash.display.NativeMenu]" text=".numItems" tiptext="此選單中的 NativeMenuItem 物件數目。" version="" helpurl="flash.display:NativeMenu:numItems:get" playername="AIR"/>
						<string name="parent" object="[flash.display.NativeMenu]" text=".parent" tiptext="父選單。" version="" helpurl="flash.display:NativeMenu:parent:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeMenu 類別的事件" helpurl="flash.display:NativeMenu">
						<string name="preparing" object="[flash.display.NativeMenu]" text=".addEventListener(%類型:String=Event.PREPARING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="只要 NativeMenu 物件即將開始使用者互動，此物件就會傳送。" version="" helpurl="flash.display:NativeMenu_flash.events.Event.PREPARING_preparing" playername="AIR"/>
						<string name="displaying" object="[flash.display.NativeMenu]" text=".addEventListener(%類型:String=Event.DISPLAYING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在顯示選單之前，由此 NativeMenu 物件立即傳送。" version="" helpurl="flash.display:NativeMenu_flash.events.Event.DISPLAYING_displaying" playername="AIR"/>
						<string name="select" object="[flash.display.NativeMenu]" text=".addEventListener(%類型:String=Event.SELECT{Event.PREPARING,Event.DISPLAYING,Event.SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在選取了所屬的任何一個選單項目或是所屬子選單後代 (任何一個) 中的某個項目時，由此 NativeMenu 物件傳送。" version="" helpurl="flash.display:NativeMenu_flash.events.Event.SELECT_select" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeMenuItem" id="[flash.display.NativeMenuItem]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeMenuItem 類別代表了選單中的單一項目。" helpurl="flash.display:NativeMenuItem">
					<folder name="方法" id="Methods" tiptext="NativeMenuItem 類別的方法" helpurl="flash.display:NativeMenuItem">
						<string name="NativeMenuItem" object="[flash.display.NativeMenuItem]" text="new NativeMenuItem(%標籤:String[,為分隔符號:Boolean=false]%)" constructor="true" tiptext="建立新的 NativeMenuItem 物件。" version="1.0" helpurl="flash.display:NativeMenuItem:NativeMenuItem" playername="AIR"/>
						<string name="clone" object="[flash.display.NativeMenuItem]" text=".clone(%%):flash.display:NativeMenuItem" tiptext="建立 NativeMenuItem 物件的副本。" version="1.0" helpurl="flash.display:NativeMenuItem:clone" playername="AIR"/>
						<string name="toString" object="[flash.display.NativeMenuItem]" text=".toString(%%):String" tiptext="傳回包含 NativeMenuItem 物件所有屬性的字串。" version="1.0" helpurl="flash.display:NativeMenuItem:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeMenuItem 類別的屬性" helpurl="flash.display:NativeMenuItem">
						<string name="checked" object="[flash.display.NativeMenuItem]" text=".checked" tiptext="控制是否讓此選單項目顯示核取記號。" version="" helpurl="flash.display:NativeMenuItem:checked:get" playername="AIR"/>
						<string name="data" object="[flash.display.NativeMenuItem]" text=".data" tiptext="與此選單項目關聯的任意資料物件。" version="" helpurl="flash.display:NativeMenuItem:data:get" playername="AIR"/>
						<string name="enabled" object="[flash.display.NativeMenuItem]" text=".enabled" tiptext="控制是否啟用此選單項目。" version="" helpurl="flash.display:NativeMenuItem:enabled:get" playername="AIR"/>
						<string name="isSeparator" object="[flash.display.NativeMenuItem]" text=".isSeparator" tiptext="報告此項目是否為選單分隔符號字行。" version="" helpurl="flash.display:NativeMenuItem:isSeparator:get" playername="AIR"/>
						<string name="keyEquivalentModifiers" object="[flash.display.NativeMenuItem]" text=".keyEquivalentModifiers" tiptext="相當於按鍵修飾詞的按鍵碼值陣列。" version="" helpurl="flash.display:NativeMenuItem:keyEquivalentModifiers:get" playername="AIR"/>
						<string name="keyEquivalent" object="[flash.display.NativeMenuItem]" text=".keyEquivalent" tiptext="相當於此選單項目的按鍵。" version="" helpurl="flash.display:NativeMenuItem:keyEquivalent:get" playername="AIR"/>
						<string name="label" object="[flash.display.NativeMenuItem]" text=".label" tiptext="此選單項目的顯示字串。" version="" helpurl="flash.display:NativeMenuItem:label:get" playername="AIR"/>
						<string name="menu" object="[flash.display.NativeMenuItem]" text=".menu" tiptext="包含此項目的選單。" version="" helpurl="flash.display:NativeMenuItem:menu:get" playername="AIR"/>
						<string name="mnemonicIndex" object="[flash.display.NativeMenuItem]" text=".mnemonicIndex" tiptext="選單項目標籤中的記憶鍵字元位置。" version="" helpurl="flash.display:NativeMenuItem:mnemonicIndex:get" playername="AIR"/>
						<string name="name" object="[flash.display.NativeMenuItem]" text=".name" tiptext="此選單項目的名稱。" version="" helpurl="flash.display:NativeMenuItem:name:get" playername="AIR"/>
						<string name="submenu" object="[flash.display.NativeMenuItem]" text=".submenu" tiptext="與此選單項目關聯的子選單。" version="" helpurl="flash.display:NativeMenuItem:submenu:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeMenuItem 類別的事件" helpurl="flash.display:NativeMenuItem">
						<string name="preparing" object="[flash.display.NativeMenuItem]" text=".addEventListener(%類型:String=Event.PREPARING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在包含項目的選單開始互動之前，由此 NativeMenuItem 物件立即傳送。" version="" helpurl="flash.display:NativeMenuItem_flash.events.Event.PREPARING_preparing" playername="AIR"/>
						<string name="displaying" object="[flash.display.NativeMenuItem]" text=".addEventListener(%類型:String=Event.DISPLAYING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在顯示包含項目的選單之前，由此 NativeMenuItem 物件立即傳送。" version="" helpurl="flash.display:NativeMenuItem_flash.events.Event.DISPLAYING_displaying" playername="AIR"/>
						<string name="select" object="[flash.display.NativeMenuItem]" text=".addEventListener(%類型:String=Event.SELECT{Event.PREPARING,Event.DISPLAYING,Event.SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每當使用者選取了選單項目時傳送。" version="" helpurl="flash.display:NativeMenuItem_flash.events.Event.SELECT_select" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindow" id="[flash.display.NativeWindow]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeWindow 類別可提供用來建立與控制原生桌面視窗的介面。" helpurl="flash.display:NativeWindow">
					<folder name="方法" id="Methods" tiptext="NativeWindow 類別的方法" helpurl="flash.display:NativeWindow">
						<string name="NativeWindow" object="[flash.display.NativeWindow]" text="new NativeWindow(%初始選項:flash.display:NativeWindowInitOptions%)" constructor="true" tiptext="建立新的 NativeWindow 實體與對應的作業系統視窗。" version="1.0" helpurl="flash.display:NativeWindow:NativeWindow" playername="AIR"/>
						<string name="activate" object="[flash.display.NativeWindow]" text=".activate(%%):void" tiptext="啟動此視窗。" version="1.0" helpurl="flash.display:NativeWindow:activate" playername="AIR"/>
						<string name="close" object="[flash.display.NativeWindow]" text=".close(%%):void" tiptext="關閉此視窗。" version="1.0" helpurl="flash.display:NativeWindow:close" playername="AIR"/>
						<string name="globalToScreen" object="[flash.display.NativeWindow]" text=".globalToScreen(%全域座標點:flash.geom:Point%):flash.geom:Point" tiptext="將像素座標中相對於視窗階段 (在顯示清單中為全域座標點) 來源的座標點轉換為虛擬桌面上的座標點。" version="1.0" helpurl="flash.display:NativeWindow:globalToScreen" playername="AIR"/>
						<string name="listOwnedWindows" object="[flash.display.NativeWindow]" text=".listOwnedWindows(%%):Vector$flash.display:NativeWindow" tiptext="傳回此視窗擁有的 NativeWindow 物件清單。" version="2.6" helpurl="flash.display:NativeWindow:listOwnedWindows" playername="AIR"/>
						<string name="maximize" object="[flash.display.NativeWindow]" text=".maximize(%%):void" tiptext="最大化這個視窗。" version="1.0" helpurl="flash.display:NativeWindow:maximize" playername="AIR"/>
						<string name="minimize" object="[flash.display.NativeWindow]" text=".minimize(%%):void" tiptext="最小化這個視窗。" version="1.0" helpurl="flash.display:NativeWindow:minimize" playername="AIR"/>
						<string name="notifyUser" object="[flash.display.NativeWindow]" text=".notifyUser(%類型:String%):void" tiptext="透過作業系統來觸發視覺提示，表明發生了目標事件。" version="1.0" helpurl="flash.display:NativeWindow:notifyUser" playername="AIR"/>
						<string name="orderInBackOf" object="[flash.display.NativeWindow]" text=".orderInBackOf(%視窗:flash.display:NativeWindow%):Boolean" tiptext="將此視窗直接顯示在指定視窗的後面。" version="1.0" helpurl="flash.display:NativeWindow:orderInBackOf" playername="AIR"/>
						<string name="orderInFrontOf" object="[flash.display.NativeWindow]" text=".orderInFrontOf(%視窗:flash.display:NativeWindow%):Boolean" tiptext="將此視窗直接顯示在指定視窗的前面。" version="1.0" helpurl="flash.display:NativeWindow:orderInFrontOf" playername="AIR"/>
						<string name="orderToBack" object="[flash.display.NativeWindow]" text=".orderToBack(%%):Boolean" tiptext="將此視窗顯示在其它所有可見視窗的後面。" version="1.0" helpurl="flash.display:NativeWindow:orderToBack" playername="AIR"/>
						<string name="orderToFront" object="[flash.display.NativeWindow]" text=".orderToFront(%%):Boolean" tiptext="將此視窗顯示在其他所有可見視窗的前面。" version="1.0" helpurl="flash.display:NativeWindow:orderToFront" playername="AIR"/>
						<string name="restore" object="[flash.display.NativeWindow]" text=".restore(%%):void" tiptext="將視窗從最小化或最大化狀態中還原。" version="1.0" helpurl="flash.display:NativeWindow:restore" playername="AIR"/>
						<string name="startMove" object="[flash.display.NativeWindow]" text=".startMove(%%):Boolean" tiptext="針對此視窗開始系統控制的動作。" version="1.0" helpurl="flash.display:NativeWindow:startMove" playername="AIR"/>
						<string name="startResize" object="[flash.display.NativeWindow]" text=".startResize(%[邊緣或轉角:String=BR]%):Boolean" tiptext="針對此視窗開始進行由系統控制的調整大小作業。" version="1.0" helpurl="flash.display:NativeWindow:startResize" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeWindow 類別的屬性" helpurl="flash.display:NativeWindow">
						<string name="active" object="[flash.display.NativeWindow]" text=".active" tiptext="指出此視窗是否為作用中的應用程式視窗。" version="" helpurl="flash.display:NativeWindow:active:get" playername="AIR"/>
						<string name="alwaysInFront" object="[flash.display.NativeWindow]" text=".alwaysInFront" tiptext="指定此視窗是否一律顯示在其他視窗 (包括其他應用程式的視窗) 的前面。" version="" helpurl="flash.display:NativeWindow:alwaysInFront:get" playername="AIR"/>
						<string name="bounds" object="[flash.display.NativeWindow]" text=".bounds" tiptext="此視窗的大小與位置。" version="" helpurl="flash.display:NativeWindow:bounds:get" playername="AIR"/>
						<string name="closed" object="[flash.display.NativeWindow]" text=".closed" tiptext="指出此視窗是否已關閉。" version="" helpurl="flash.display:NativeWindow:closed:get" playername="AIR"/>
						<string name="displayState" object="[flash.display.NativeWindow]" text=".displayState" tiptext="這個視窗的顯示狀態。" version="" helpurl="flash.display:NativeWindow:displayState:get" playername="AIR"/>
						<string name="height" object="[flash.display.NativeWindow]" text=".height" tiptext="此視窗的高度 (以像素為單位)。" version="" helpurl="flash.display:NativeWindow:height:get" playername="AIR"/>
						<string name="isSupported" object="[flash.display.NativeWindow]" text=".isSupported" tiptext="指出用戶端系統是否支援原生視窗。" version="" helpurl="flash.display:NativeWindow:isSupported:get" playername="AIR"/>
						<string name="maxSize" object="[flash.display.NativeWindow]" text=".maxSize" tiptext="此視窗的大小上限。" version="" helpurl="flash.display:NativeWindow:maxSize:get" playername="AIR"/>
						<string name="maximizable" object="[flash.display.NativeWindow]" text=".maximizable" tiptext="報告用來建立此視窗的可最大化設定。" version="" helpurl="flash.display:NativeWindow:maximizable:get" playername="AIR"/>
						<string name="menu" object="[flash.display.NativeWindow]" text=".menu" tiptext="此視窗的原生選單。" version="" helpurl="flash.display:NativeWindow:menu:get" playername="AIR"/>
						<string name="minSize" object="[flash.display.NativeWindow]" text=".minSize" tiptext="此視窗的大小下限。" version="" helpurl="flash.display:NativeWindow:minSize:get" playername="AIR"/>
						<string name="minimizable" object="[flash.display.NativeWindow]" text=".minimizable" tiptext="報告用來建立此視窗的可最小化設定。" version="" helpurl="flash.display:NativeWindow:minimizable:get" playername="AIR"/>
						<string name="owner" object="[flash.display.NativeWindow]" text=".owner" tiptext="擁有此視窗的 NativeWindow 物件。" version="" helpurl="flash.display:NativeWindow:owner:get" playername="AIR"/>
						<string name="resizable" object="[flash.display.NativeWindow]" text=".resizable" tiptext="報告用來建立此視窗的可調整大小設定。" version="" helpurl="flash.display:NativeWindow:resizable:get" playername="AIR"/>
						<string name="stage" object="[flash.display.NativeWindow]" text=".stage" tiptext="此視窗的 Stage 物件。" version="" helpurl="flash.display:NativeWindow:stage:get" playername="AIR"/>
						<string name="supportsMenu" object="[flash.display.NativeWindow]" text=".supportsMenu" tiptext="指出 AIR 是否支援在目前的電腦系統上使用原生視窗選單。" version="" helpurl="flash.display:NativeWindow:supportsMenu:get" playername="AIR"/>
						<string name="supportsNotification" object="[flash.display.NativeWindow]" text=".supportsNotification" tiptext="指出 AIR 是否支援在目前的電腦系統上使用視窗通知提示功能。" version="" helpurl="flash.display:NativeWindow:supportsNotification:get" playername="AIR"/>
						<string name="supportsTransparency" object="[flash.display.NativeWindow]" text=".supportsTransparency" tiptext="指出 AIR 是否支援具有透明像素的原生視窗。" version="" helpurl="flash.display:NativeWindow:supportsTransparency:get" playername="AIR"/>
						<string name="systemChrome" object="[flash.display.NativeWindow]" text=".systemChrome" tiptext="報告用來建立此視窗的系統顏色設定。" version="" helpurl="flash.display:NativeWindow:systemChrome:get" playername="AIR"/>
						<string name="systemMaxSize" object="[flash.display.NativeWindow]" text=".systemMaxSize" tiptext="作業系統所允許的視窗大小上限。" version="" helpurl="flash.display:NativeWindow:systemMaxSize:get" playername="AIR"/>
						<string name="systemMinSize" object="[flash.display.NativeWindow]" text=".systemMinSize" tiptext="作業系統所允許的視窗大小下限。" version="" helpurl="flash.display:NativeWindow:systemMinSize:get" playername="AIR"/>
						<string name="title" object="[flash.display.NativeWindow]" text=".title" tiptext="視窗標題。" version="" helpurl="flash.display:NativeWindow:title:get" playername="AIR"/>
						<string name="transparent" object="[flash.display.NativeWindow]" text=".transparent" tiptext="報告用來建立此視窗的透明度設定。" version="" helpurl="flash.display:NativeWindow:transparent:get" playername="AIR"/>
						<string name="type" object="[flash.display.NativeWindow]" text=".type" tiptext="報告用來建立此視窗的視窗類型設定。" version="" helpurl="flash.display:NativeWindow:type:get" playername="AIR"/>
						<string name="visible" object="[flash.display.NativeWindow]" text=".visible" tiptext="" version="" helpurl="flash.display:NativeWindow:visible:get" playername=""/>
						<string name="width" object="[flash.display.NativeWindow]" text=".width" tiptext="此視窗的寬度 (以像素為單位)。" version="" helpurl="flash.display:NativeWindow:width:get" playername="AIR"/>
						<string name="x" object="[flash.display.NativeWindow]" text=".x" tiptext="此視窗左上角 (相對於作業系統桌面的原點) 的水平軸座標。" version="" helpurl="flash.display:NativeWindow:x:get" playername="AIR"/>
						<string name="y" object="[flash.display.NativeWindow]" text=".y" tiptext="此視窗左上角 (相對於作業系統桌面左上角) 的垂直軸座標。" version="" helpurl="flash.display:NativeWindow:y:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeWindow 類別的事件" helpurl="flash.display:NativeWindow">
						<string name="deactivate" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=Event.DEACTIVATE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視窗停用之後，由此 NativeWindow 物件傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.DEACTIVATE_deactivate" playername="AIR"/>
						<string name="activate" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=Event.ACTIVATE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視窗啟動之後，由此 NativeWindow 物件傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.ACTIVATE_activate" playername="AIR"/>
						<string name="close" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=Event.CLOSE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視窗關閉之後，由此 NativeWindow 物件傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.CLOSE_close" playername="AIR"/>
						<string name="closing" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=Event.CLOSING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在關閉視窗之前，由此 NativeWindow 物件立即傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.CLOSING_closing" playername="AIR"/>
						<string name="displayStateChange" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視窗的 displayState 屬性已經變更之後，由此 NativeWindow 物件傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE_displayStateChange" playername="AIR"/>
						<string name="displayStateChanging" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在視窗變更其顯示狀態之前，由此 NativeWindow 物件立即傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING_displayStateChanging" playername="AIR"/>
						<string name="resize" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=NativeWindowBoundsEvent.RESIZE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在調整視窗大小之後，由此 NativeWindow 物件傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.RESIZE_resize" playername="AIR"/>
						<string name="resizing" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=NativeWindowBoundsEvent.RESIZING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在調整桌面上的視窗大小之前，由此 NativeWindow 物件立即傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.RESIZING_resizing" playername="AIR"/>
						<string name="move" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=NativeWindowBoundsEvent.MOVE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在移動桌面上的視窗位置之後，由此 NativeWindow 物件傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.MOVE_move" playername="AIR"/>
						<string name="moving" object="[flash.display.NativeWindow]" text=".addEventListener(%類型:String=NativeWindowBoundsEvent.MOVING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在移動桌面上的視窗位置之前，由此 NativeWindow 物件立即傳送。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.MOVING_moving" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowDisplayState" id="[flash.display.NativeWindowDisplayState]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowDisplayState 類別會針對視窗顯示狀態的名稱定義常數。" helpurl="flash.display:NativeWindowDisplayState">
					<folder name="屬性" id="Properties" tiptext="NativeWindowDisplayState 類別的屬性" helpurl="flash.display:NativeWindowDisplayState">
						<string name="MAXIMIZED" object="[flash.display.NativeWindowDisplayState]" text="NativeWindowDisplayState.MAXIMIZED" constant="true" tiptext="最大化顯示狀態。" version="" helpurl="flash.display:NativeWindowDisplayState:MAXIMIZED" playername="AIR"/>
						<string name="MINIMIZED" object="[flash.display.NativeWindowDisplayState]" text="NativeWindowDisplayState.MINIMIZED" constant="true" tiptext="最小化顯示狀態。" version="" helpurl="flash.display:NativeWindowDisplayState:MINIMIZED" playername="AIR"/>
						<string name="NORMAL" object="[flash.display.NativeWindowDisplayState]" text="NativeWindowDisplayState.NORMAL" constant="true" tiptext="正常顯示狀態。" version="" helpurl="flash.display:NativeWindowDisplayState:NORMAL" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowInitOptions" id="[flash.display.NativeWindowInitOptions]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowInitOptions 類別會定義用來建構新 NativeWindow 實體的初始化選項。" helpurl="flash.display:NativeWindowInitOptions">
					<folder name="方法" id="Methods" tiptext="NativeWindowInitOptions 類別的方法" helpurl="flash.display:NativeWindowInitOptions">
						<string name="NativeWindowInitOptions" object="[flash.display.NativeWindowInitOptions]" text="new NativeWindowInitOptions(%%)" constructor="true" tiptext="建立新的 NativeWindowInitOptions 物件。" version="1.0" helpurl="flash.display:NativeWindowInitOptions:NativeWindowInitOptions" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeWindowInitOptions 類別的屬性" helpurl="flash.display:NativeWindowInitOptions">
						<string name="maximizable" object="[flash.display.NativeWindowInitOptions]" text=".maximizable" tiptext="指定使用者是否可以將視窗放到最大。" version="" helpurl="flash.display:NativeWindowInitOptions:maximizable:get" playername="AIR"/>
						<string name="minimizable" object="[flash.display.NativeWindowInitOptions]" text=".minimizable" tiptext="指定使用者是否可以將視窗縮到最小。" version="" helpurl="flash.display:NativeWindowInitOptions:minimizable:get" playername="AIR"/>
						<string name="owner" object="[flash.display.NativeWindowInitOptions]" text=".owner" tiptext="指定應該擁有任何使用此 NativeWindowInitOptions 所建立的視窗之 NativeWindow 物件。" version="" helpurl="flash.display:NativeWindowInitOptions:owner:get" playername="AIR"/>
						<string name="resizable" object="[flash.display.NativeWindowInitOptions]" text=".resizable" tiptext="指定使用者是否可以調整視窗大小。" version="" helpurl="flash.display:NativeWindowInitOptions:resizable:get" playername="AIR"/>
						<string name="systemChrome" object="[flash.display.NativeWindowInitOptions]" text=".systemChrome" tiptext="指定是否針對視窗提供系統顏色。" version="" helpurl="flash.display:NativeWindowInitOptions:systemChrome:get" playername="AIR"/>
						<string name="transparent" object="[flash.display.NativeWindowInitOptions]" text=".transparent" tiptext="指定視窗是否支援在桌面上使用透明度與 Alpha 混合。" version="" helpurl="flash.display:NativeWindowInitOptions:transparent:get" playername="AIR"/>
						<string name="type" object="[flash.display.NativeWindowInitOptions]" text=".type" tiptext="指定要建立的視窗類型。" version="" helpurl="flash.display:NativeWindowInitOptions:type:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowResize" id="[flash.display.NativeWindowResize]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowResize 類別會針對 NativeWindow startResize() 方法之 edgeOrCorner 參數可能的值定義其常數。" helpurl="flash.display:NativeWindowResize">
					<folder name="屬性" id="Properties" tiptext="NativeWindowResize 類別的屬性" helpurl="flash.display:NativeWindowResize">
						<string name="BOTTOM_LEFT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.BOTTOM_LEFT" constant="true" tiptext="視窗的左下角。" version="" helpurl="flash.display:NativeWindowResize:BOTTOM_LEFT" playername="AIR"/>
						<string name="BOTTOM_RIGHT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.BOTTOM_RIGHT" constant="true" tiptext="視窗的右下角。" version="" helpurl="flash.display:NativeWindowResize:BOTTOM_RIGHT" playername="AIR"/>
						<string name="BOTTOM" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.BOTTOM" constant="true" tiptext="視窗的下緣。" version="" helpurl="flash.display:NativeWindowResize:BOTTOM" playername="AIR"/>
						<string name="LEFT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.LEFT" constant="true" tiptext="視窗的左側。" version="" helpurl="flash.display:NativeWindowResize:LEFT" playername="AIR"/>
						<string name="NONE" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.NONE" constant="true" tiptext="在支援以鍵盤調整大小的系統 (例如 Windows) 上，用於使用鍵盤調整大小。" version="" helpurl="flash.display:NativeWindowResize:NONE" playername="AIR"/>
						<string name="RIGHT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.RIGHT" constant="true" tiptext="視窗的右側。" version="" helpurl="flash.display:NativeWindowResize:RIGHT" playername="AIR"/>
						<string name="TOP_LEFT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.TOP_LEFT" constant="true" tiptext="視窗的左上角。" version="" helpurl="flash.display:NativeWindowResize:TOP_LEFT" playername="AIR"/>
						<string name="TOP_RIGHT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.TOP_RIGHT" constant="true" tiptext="視窗的右上角。" version="" helpurl="flash.display:NativeWindowResize:TOP_RIGHT" playername="AIR"/>
						<string name="TOP" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.TOP" constant="true" tiptext="視窗的上緣。" version="" helpurl="flash.display:NativeWindowResize:TOP" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowSystemChrome" id="[flash.display.NativeWindowSystemChrome]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowSystemChrome 類別會針對用來建立原生視窗之 NativeWindowInitOptions 物件的 systemChrome 屬性定義常數。" helpurl="flash.display:NativeWindowSystemChrome">
					<folder name="屬性" id="Properties" tiptext="NativeWindowSystemChrome 類別的屬性" helpurl="flash.display:NativeWindowSystemChrome">
						<string name="ALTERNATE" object="[flash.display.NativeWindowSystemChrome]" text="NativeWindowSystemChrome.ALTERNATE" constant="true" tiptext="保留供未來使用。" version="" helpurl="flash.display:NativeWindowSystemChrome:ALTERNATE" playername="AIR"/>
						<string name="NONE" object="[flash.display.NativeWindowSystemChrome]" text="NativeWindowSystemChrome.NONE" constant="true" tiptext="無系統顏色。" version="" helpurl="flash.display:NativeWindowSystemChrome:NONE" playername="AIR"/>
						<string name="STANDARD" object="[flash.display.NativeWindowSystemChrome]" text="NativeWindowSystemChrome.STANDARD" constant="true" tiptext="主機作業系統的標準顏色。" version="" helpurl="flash.display:NativeWindowSystemChrome:STANDARD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowType" id="[flash.display.NativeWindowType]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowType 類別會針對用來建立原生視窗之 NativeWindowInitOptions 物件的 type 屬性定義常數。" helpurl="flash.display:NativeWindowType">
					<folder name="屬性" id="Properties" tiptext="NativeWindowType 類別的屬性" helpurl="flash.display:NativeWindowType">
						<string name="LIGHTWEIGHT" object="[flash.display.NativeWindowType]" text="NativeWindowType.LIGHTWEIGHT" constant="true" tiptext="最小的視窗。" version="" helpurl="flash.display:NativeWindowType:LIGHTWEIGHT" playername="AIR"/>
						<string name="NORMAL" object="[flash.display.NativeWindowType]" text="NativeWindowType.NORMAL" constant="true" tiptext="典型的視窗。" version="" helpurl="flash.display:NativeWindowType:NORMAL" playername="AIR"/>
						<string name="UTILITY" object="[flash.display.NativeWindowType]" text="NativeWindowType.UTILITY" constant="true" tiptext="公用程式視窗。" version="" helpurl="flash.display:NativeWindowType:UTILITY" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PixelSnapping" id="[flash.display.PixelSnapping]" sort="true" index="true" asAncestors="Object" tiptext="PixelSnapping 類別是常數值的列舉項目，可使用 Bitmap 物件的 pixelSnapping 屬性來設定像素貼齊選項。" helpurl="flash.display:PixelSnapping">
					<folder name="屬性" id="Properties" tiptext="PixelSnapping 類別的屬性" helpurl="flash.display:PixelSnapping">
						<string name="ALWAYS" object="[flash.display.PixelSnapping]" text="PixelSnapping.ALWAYS" constant="true" tiptext="用於 Bitmap 物件的 pixelSnapping 屬性之常數值，可指定不管影像是否有任何變形，點陣圖影像都一定會貼齊最接近的像素。" version="" helpurl="flash.display:PixelSnapping:ALWAYS" playername=""/>
						<string name="AUTO" object="[flash.display.PixelSnapping]" text="PixelSnapping.AUTO" constant="true" tiptext="用於 Bitmap 物件的 pixelSnapping 屬性之常數值，可指定在點陣圖沒有旋轉與傾斜、且以 99.9% 至 100.1% 的縮放比例因數來繪製的情況下，將點陣圖影像貼齊最接近的像素。" version="" helpurl="flash.display:PixelSnapping:AUTO" playername=""/>
						<string name="NEVER" object="[flash.display.PixelSnapping]" text="PixelSnapping.NEVER" constant="true" tiptext="用於 Bitmap 物件的 pixelSnapping 屬性之常數值，以指定不要發生像素貼齊的情形。" version="" helpurl="flash.display:PixelSnapping:NEVER" playername=""/>
					</folder>
				</folder>
				<folder name="Scene" id="[flash.display.Scene]" sort="true" index="true" asAncestors="Object" tiptext="Scene 類別包含用來辨識場景中影格名稱、標籤與數目的屬性。" helpurl="flash.display:Scene">
					<folder name="屬性" id="Properties" tiptext="Scene 類別的屬性" helpurl="flash.display:Scene">
						<string name="labels" object="[flash.display.Scene]" text=".labels" tiptext="場景的 FrameLabel 物件陣列。" version="" helpurl="flash.display:Scene:labels:get" playername=""/>
						<string name="name" object="[flash.display.Scene]" text=".name" tiptext="場景名稱。" version="" helpurl="flash.display:Scene:name:get" playername=""/>
						<string name="numFrames" object="[flash.display.Scene]" text=".numFrames" tiptext="場景的影格數目。" version="" helpurl="flash.display:Scene:numFrames:get" playername=""/>
					</folder>
				</folder>
				<folder name="Screen" id="[flash.display.Screen]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Screen 類別會提供此應用程式可用之顯示螢幕的相關資訊。" helpurl="flash.display:Screen">
					<folder name="方法" id="Methods" tiptext="Screen 類別的方法" helpurl="flash.display:Screen">
						<string name="getScreensForRectangle" object="[flash.display.Screen]" text="Screen.getScreensForRectangle(%矩形:flash.geom:Rectangle%):Array" static="true" tiptext="傳回與提供之矩形相交的螢幕集合 (可能是空的)。" version="1.0" helpurl="flash.display:Screen:getScreensForRectangle" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Screen 類別的屬性" helpurl="flash.display:Screen">
						<string name="bounds" object="[flash.display.Screen]" text=".bounds" tiptext="此螢幕的邊界。" version="" helpurl="flash.display:Screen:bounds:get" playername="AIR"/>
						<string name="colorDepth" object="[flash.display.Screen]" text=".colorDepth" tiptext="此螢幕的顏色深度 (以位元數表示)。" version="" helpurl="flash.display:Screen:colorDepth:get" playername="AIR"/>
						<string name="mainScreen" object="[flash.display.Screen]" text=".mainScreen" tiptext="主要顯示。" version="" helpurl="flash.display:Screen:mainScreen:get" playername="AIR"/>
						<string name="screens" object="[flash.display.Screen]" text=".screens" tiptext="目前可用的螢幕陣列。" version="" helpurl="flash.display:Screen:screens:get" playername="AIR"/>
						<string name="visibleBounds" object="[flash.display.Screen]" text=".visibleBounds" tiptext="此螢幕上可見視窗的區域邊界。" version="" helpurl="flash.display:Screen:visibleBounds:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Shader" id="[flash.display.Shader]" sort="true" index="true" asAncestors="Object" tiptext="Shader 實體代表 ActionScript 中的 Pixel Bender 著色器核心。" helpurl="flash.display:Shader">
					<folder name="方法" id="Methods" tiptext="Shader 類別的方法" helpurl="flash.display:Shader">
						<string name="Shader" object="[flash.display.Shader]" text="new Shader(%[程式碼:flash.utils:ByteArray=null]%)" constructor="true" tiptext="建立新的 Shader 實體。" version="1.5" helpurl="flash.display:Shader:Shader" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Shader 類別的屬性" helpurl="flash.display:Shader">
						<string name="data" object="[flash.display.Shader]" text=".data" tiptext="針對 Shader 實體提供參數、輸入影像，與中繼資料的存取能力。" version="" helpurl="flash.display:Shader:data:get" playername=""/>
						<string name="precisionHint" object="[flash.display.Shader]" text=".precisionHint" tiptext="著色器所執行的數學運算精確度。" version="" helpurl="flash.display:Shader:precisionHint:get" playername=""/>
						<string name="byteCode" object="[flash.display.Shader]" text=".byteCode" tiptext="此 Shader 實體的原始著色器位元組碼。" version="" helpurl="flash.display:Shader:byteCode:set" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderData" id="[flash.display.ShaderData]" sort="true" index="true" asAncestors="Object" tiptext="ShaderData 物件包含可代表著色器核心的任何參數和輸入的屬性，以及內含任何中繼資料 (針對著色器所指定) 的屬性。" helpurl="flash.display:ShaderData">
					<folder name="方法" id="Methods" tiptext="ShaderData 類別的方法" helpurl="flash.display:ShaderData">
						<string name="ShaderData" object="[flash.display.ShaderData]" text="new ShaderData(%位元組程式碼:flash.utils:ByteArray%)" constructor="true" tiptext="建立 ShaderData 實體。" version="1.5" helpurl="flash.display:ShaderData:ShaderData" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderInput" id="[flash.display.ShaderInput]" sort="true" index="true" asAncestors="Object" tiptext="ShaderInput 實體代表著色器核心的單一輸入影像。" helpurl="flash.display:ShaderInput">
					<folder name="方法" id="Methods" tiptext="ShaderInput 類別的方法" helpurl="flash.display:ShaderInput">
						<string name="ShaderInput" object="[flash.display.ShaderInput]" text="new ShaderInput(%%)" constructor="true" tiptext="建立 ShaderInput 實體。" version="1.5" helpurl="flash.display:ShaderInput:ShaderInput" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ShaderInput 類別的屬性" helpurl="flash.display:ShaderInput">
						<string name="channels" object="[flash.display.ShaderInput]" text=".channels" tiptext="著色器輸入預期的色版數目。" version="" helpurl="flash.display:ShaderInput:channels:get" playername=""/>
						<string name="height" object="[flash.display.ShaderInput]" text=".height" tiptext="著色器輸入的高度。" version="" helpurl="flash.display:ShaderInput:height:get" playername=""/>
						<string name="index" object="[flash.display.ShaderInput]" text=".index" tiptext="著色器中的輸入索引 (從零開始)，指出著色器中輸入定義的順序。" version="" helpurl="flash.display:ShaderInput:index:get" playername=""/>
						<string name="input" object="[flash.display.ShaderInput]" text=".input" tiptext="著色器執行時使用的輸入資料。" version="" helpurl="flash.display:ShaderInput:input:get" playername=""/>
						<string name="width" object="[flash.display.ShaderInput]" text=".width" tiptext="著色器輸入的寬度。" version="" helpurl="flash.display:ShaderInput:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderJob" id="[flash.display.ShaderJob]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ShaderJob 實體可用來在獨立模式執行著色器作業。" helpurl="flash.display:ShaderJob">
					<folder name="方法" id="Methods" tiptext="ShaderJob 類別的方法" helpurl="flash.display:ShaderJob">
						<string name="ShaderJob" object="[flash.display.ShaderJob]" text="new ShaderJob(%[著色器:flash.display:Shader=null,目標:Object=null,寬度:int=0,高度:int=0]%)" constructor="true" tiptext="ShaderJob 實體可用來在獨立模式執行著色器作業。" version="1.5" helpurl="flash.display:ShaderJob:ShaderJob" playername=""/>
						<string name="cancel" object="[flash.display.ShaderJob]" text=".cancel(%%):void" tiptext="取消目前執行中的著色器作業。" version="1.5" helpurl="flash.display:ShaderJob:cancel" playername=""/>
						<string name="start" object="[flash.display.ShaderJob]" text=".start(%[等候完成:Boolean=false]%):void" tiptext="根據 waitForCompletion 參數的值，以同步或非同步模式開始著色器作業。" version="1.5" helpurl="flash.display:ShaderJob:start" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ShaderJob 類別的屬性" helpurl="flash.display:ShaderJob">
						<string name="height" object="[flash.display.ShaderJob]" text=".height" tiptext="target 中結果資料的高度 (如果是 ByteArray 或 Vector.&amp;lt;Number&amp;gt; 實體)。" version="" helpurl="flash.display:ShaderJob:height:get" playername=""/>
						<string name="progress" object="[flash.display.ShaderJob]" text=".progress" tiptext="執行中著色器的進度。" version="" helpurl="flash.display:ShaderJob:progress:get" playername=""/>
						<string name="shader" object="[flash.display.ShaderJob]" text=".shader" tiptext="用於此作業的著色器。" version="" helpurl="flash.display:ShaderJob:shader:get" playername=""/>
						<string name="target" object="[flash.display.ShaderJob]" text=".target" tiptext="會寫入著色器作業結果的物件。" version="" helpurl="flash.display:ShaderJob:target:get" playername=""/>
						<string name="width" object="[flash.display.ShaderJob]" text=".width" tiptext="位於 target 中的結果資料寬度 (如果是 ByteArray 或 Vector.&amp;lt;Number&amp;gt; 實體)。" version="" helpurl="flash.display:ShaderJob:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ShaderJob 類別的事件" helpurl="flash.display:ShaderJob">
						<string name="complete" object="[flash.display.ShaderJob]" text=".addEventListener(%類型:String=ShaderEvent.COMPLETE{ShaderEvent.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當非同步執行的 ShaderJob 使用著色器完成資料的處理後傳送。" version="" helpurl="flash.display:ShaderJob_flash.events.ShaderEvent.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderParameter" id="[flash.display.ShaderParameter]" sort="true" index="true" asAncestors="Object" tiptext="ShaderParameter 實體代表著色器核心的單一輸入參數。" helpurl="flash.display:ShaderParameter">
					<folder name="方法" id="Methods" tiptext="ShaderParameter 類別的方法" helpurl="flash.display:ShaderParameter">
						<string name="ShaderParameter" object="[flash.display.ShaderParameter]" text="new ShaderParameter(%%)" constructor="true" tiptext="建立 ShaderParameter 實體。" version="1.5" helpurl="flash.display:ShaderParameter:ShaderParameter" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ShaderParameter 類別的屬性" helpurl="flash.display:ShaderParameter">
						<string name="index" object="[flash.display.ShaderParameter]" text=".index" tiptext="從零開始的參數索引。" version="" helpurl="flash.display:ShaderParameter:index:get" playername=""/>
						<string name="type" object="[flash.display.ShaderParameter]" text=".type" tiptext="著色器中定義的參數資料類型。" version="" helpurl="flash.display:ShaderParameter:type:get" playername=""/>
						<string name="value" object="[flash.display.ShaderParameter]" text=".value" tiptext="當成參數值傳入著色器的值。" version="" helpurl="flash.display:ShaderParameter:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderParameterType" id="[flash.display.ShaderParameterType]" sort="true" index="true" asAncestors="Object" tiptext="此類別會針對 ShaderParameter 類別的 type 屬性定義代表其可能值的常數。" helpurl="flash.display:ShaderParameterType">
					<folder name="屬性" id="Properties" tiptext="ShaderParameterType 類別的屬性" helpurl="flash.display:ShaderParameterType">
						<string name="BOOL2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL2" constant="true" tiptext="指出著色器參數已定義為 bool2 值，相當於 ActionScript 中 2 個 Boolean 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:BOOL2" playername=""/>
						<string name="BOOL3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL3" constant="true" tiptext="指出著色器參數已定義為 bool3 值，相當於 ActionScript 中 3 個 Boolean 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:BOOL3" playername=""/>
						<string name="BOOL4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL4" constant="true" tiptext="指出著色器參數已定義為 bool4 值，相當於 ActionScript 中 4 個 Boolean 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:BOOL4" playername=""/>
						<string name="BOOL" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL" constant="true" tiptext="指出著色器參數已定義為 bool 值，相當於 ActionScript 中的單一 Boolean 實體。" version="" helpurl="flash.display:ShaderParameterType:BOOL" playername=""/>
						<string name="FLOAT2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT2" constant="true" tiptext="指出著色器參數已定義為 float2 值，相當於 ActionScript 中 2 個 Number 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:FLOAT2" playername=""/>
						<string name="FLOAT3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT3" constant="true" tiptext="指出著色器參數已定義為 float3 值，相當於 ActionScript 中 3 個 Number 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:FLOAT3" playername=""/>
						<string name="FLOAT4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT4" constant="true" tiptext="指出著色器參數已定義為 float4 值，相當於 ActionScript 中 4 個 Number 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:FLOAT4" playername=""/>
						<string name="FLOAT" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT" constant="true" tiptext="指出著色器參數已定義為 float 值，相當於 ActionScript 中的單一 Number 實體。" version="" helpurl="flash.display:ShaderParameterType:FLOAT" playername=""/>
						<string name="INT2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT2" constant="true" tiptext="指出著色器參數已定義為 int2 值，相當於 ActionScript 中 2 個 int 或 uint 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:INT2" playername=""/>
						<string name="INT3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT3" constant="true" tiptext="指出著色器參數已定義為 int3 值，相當於 ActionScript 中 3 個 int 或 uint 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:INT3" playername=""/>
						<string name="INT4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT4" constant="true" tiptext="指出著色器參數已定義為 int4 值，相當於 ActionScript 中 4 個 int 或 uint 實體的 Array。" version="" helpurl="flash.display:ShaderParameterType:INT4" playername=""/>
						<string name="INT" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT" constant="true" tiptext="指出著色器參數已定義為 int 值，相當於 ActionScript 中的單一 int 或 uint 實體。" version="" helpurl="flash.display:ShaderParameterType:INT" playername=""/>
						<string name="MATRIX2X2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.MATRIX2X2" constant="true" tiptext="指出著色器參數已定義為 float2x2 值，相當於 2 x 2 的矩陣。" version="" helpurl="flash.display:ShaderParameterType:MATRIX2X2" playername=""/>
						<string name="MATRIX3X3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.MATRIX3X3" constant="true" tiptext="指出著色器參數已定義為 float3x3 值，相當於 3 x 3 的矩陣。" version="" helpurl="flash.display:ShaderParameterType:MATRIX3X3" playername=""/>
						<string name="MATRIX4X4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.MATRIX4X4" constant="true" tiptext="指出著色器參數已定義為 float4x4 值，相當於 4 x 4 的矩陣。" version="" helpurl="flash.display:ShaderParameterType:MATRIX4X4" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderPrecision" id="[flash.display.ShaderPrecision]" sort="true" index="true" asAncestors="Object" tiptext="此類別會針對 Shader 類別的 precisionHint 屬性定義代表其可能值的常數。" helpurl="flash.display:ShaderPrecision">
					<folder name="屬性" id="Properties" tiptext="ShaderPrecision 類別的屬性" helpurl="flash.display:ShaderPrecision">
						<string name="FAST" object="[flash.display.ShaderPrecision]" text="ShaderPrecision.FAST" constant="true" tiptext="代表快速精確度模式。" version="" helpurl="flash.display:ShaderPrecision:FAST" playername=""/>
						<string name="FULL" object="[flash.display.ShaderPrecision]" text="ShaderPrecision.FULL" constant="true" tiptext="代表完整精確度模式。" version="" helpurl="flash.display:ShaderPrecision:FULL" playername=""/>
					</folder>
				</folder>
				<folder name="Shape" id="[flash.display.Shape]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="此類別會使用 ActionScript 繪製應用程式設計介面 (API) 來建立小型形狀。" helpurl="flash.display:Shape">
					<folder name="方法" id="Methods" tiptext="Shape 類別的方法" helpurl="flash.display:Shape">
						<string name="Shape" object="[flash.display.Shape]" text="new Shape(%%)" constructor="true" tiptext="建立新的 Shape 物件。" version="4" helpurl="flash.display:Shape:Shape" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Shape 類別的屬性" helpurl="flash.display:Shape">
						<string name="graphics" object="[flash.display.Shape]" text=".graphics" tiptext="指定屬於此 Shape 物件的 Graphics 物件，其中可能會產生向量繪圖命令。" version="" helpurl="flash.display:Shape:graphics:get" playername=""/>
					</folder>
				</folder>
				<folder name="SimpleButton" id="[flash.display.SimpleButton]" sort="true" index="true" asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="SimpleButton 類別可讓您控制 SWF 檔案中所有的按鈕元件實體。" helpurl="flash.display:SimpleButton">
					<folder name="方法" id="Methods" tiptext="SimpleButton 類別的方法" helpurl="flash.display:SimpleButton">
						<string name="SimpleButton" object="[flash.display.SimpleButton]" text="new SimpleButton(%[一般狀態:flash.display:DisplayObject=null,滑入狀態:flash.display:DisplayObject=null,按下狀態:flash.display:DisplayObject=null,執行感應區狀態:flash.display:DisplayObject=null]%)" constructor="true" tiptext="建立新的 SimpleButton 實體。" version="4" helpurl="flash.display:SimpleButton:SimpleButton" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SimpleButton 類別的屬性" helpurl="flash.display:SimpleButton">
						<string name="downState" object="[flash.display.SimpleButton]" text=".downState" tiptext="指定用來當做按鈕「按下」狀態視覺物件的顯示物件 &amp;#8212; 指的是當使用者選取 hitTestState 物件時，按鈕所處的狀態。" version="" helpurl="flash.display:SimpleButton:downState:get" playername=""/>
						<string name="enabled" object="[flash.display.SimpleButton]" text=".enabled" tiptext="指定按鈕是否已啟用的 Boolean 值。" version="" helpurl="flash.display:SimpleButton:enabled:get" playername=""/>
						<string name="hitTestState" object="[flash.display.SimpleButton]" text=".hitTestState" tiptext="指定用來當做按鈕測試物件的顯示物件。" version="" helpurl="flash.display:SimpleButton:hitTestState:get" playername=""/>
						<string name="overState" object="[flash.display.SimpleButton]" text=".overState" tiptext="指定用來當作按鈕「一般」狀態視覺物件的顯示物件 &amp;#8212; 指的是當指標滑入按鈕上方時，按鈕所處的狀態。" version="" helpurl="flash.display:SimpleButton:overState:get" playername=""/>
						<string name="soundTransform" object="[flash.display.SimpleButton]" text=".soundTransform" tiptext="指定給這個按鈕的 SoundTransform 物件。" version="" helpurl="flash.display:SimpleButton:soundTransform:get" playername=""/>
						<string name="trackAsMenu" object="[flash.display.SimpleButton]" text=".trackAsMenu" tiptext="指出其它屬於 SimpleButton 或 MovieClip 物件的顯示物件是否可以接收使用者輸入放開事件。" version="" helpurl="flash.display:SimpleButton:trackAsMenu:get" playername=""/>
						<string name="upState" object="[flash.display.SimpleButton]" text=".upState" tiptext="指定用來當作按鈕「一般」狀態之視覺物件的顯示物件 &amp;#8212; 指的是當指標尚未滑入按鈕上方時，按鈕所處的狀態。" version="" helpurl="flash.display:SimpleButton:upState:get" playername=""/>
						<string name="useHandCursor" object="[flash.display.SimpleButton]" text=".useHandCursor" tiptext="Boolean 值，設定為 true 時，會指出指標在按鈕上方時，是否顯示顯示手掌游標。" version="" helpurl="flash.display:SimpleButton:useHandCursor:get" playername=""/>
					</folder>
				</folder>
				<folder name="SpreadMethod" id="[flash.display.SpreadMethod]" sort="true" index="true" asAncestors="Object" tiptext="SpreadMethod 類別會為 Graphics 類別的 beginGradientFill() 與 lineGradientStyle() 方法中的 spreadMethod 變數提供值。" helpurl="flash.display:SpreadMethod">
					<folder name="屬性" id="Properties" tiptext="SpreadMethod 類別的屬性" helpurl="flash.display:SpreadMethod">
						<string name="PAD" object="[flash.display.SpreadMethod]" text="SpreadMethod.PAD" constant="true" tiptext="指定漸層使用 pad 散佈方法。" version="" helpurl="flash.display:SpreadMethod:PAD" playername=""/>
						<string name="REFLECT" object="[flash.display.SpreadMethod]" text="SpreadMethod.REFLECT" constant="true" tiptext="指定漸層使用 reflect 散佈方法。" version="" helpurl="flash.display:SpreadMethod:REFLECT" playername=""/>
						<string name="REPEAT" object="[flash.display.SpreadMethod]" text="SpreadMethod.REPEAT" constant="true" tiptext="指定漸層使用 repeat 散佈方法。" version="" helpurl="flash.display:SpreadMethod:REPEAT" playername=""/>
					</folder>
				</folder>
				<folder name="Sprite" id="[flash.display.Sprite]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Sprite 類別是基本的顯示清單建構區塊: 可以顯示圖像，也可以包含子系的顯示清單節點。" helpurl="flash.display:Sprite">
					<folder name="方法" id="Methods" tiptext="Sprite 類別的方法" helpurl="flash.display:Sprite">
						<string name="Sprite" object="[flash.display.Sprite]" text="new Sprite(%%)" constructor="true" tiptext="建立新的 Sprite 實體。" version="4" helpurl="flash.display:Sprite:Sprite" playername=""/>
						<string name="startDrag" object="[flash.display.Sprite]" text=".startDrag(%[鎖定置中:Boolean=false,界線:flash.geom:Rectangle=null]%):void" tiptext="讓使用者拖曳指定的 Sprite。" version="4" helpurl="flash.display:Sprite:startDrag" playername=""/>
						<string name="startTouchDrag" object="[flash.display.Sprite]" text=".startTouchDrag(%觸控點ID:int[,鎖定中心:Boolean=false,邊界:flash.geom:Rectangle=null]%):void" tiptext="讓使用者將指定的 Sprite 拖曳至觸控裝置上。" version="4" helpurl="flash.display:Sprite:startTouchDrag" playername=""/>
						<string name="stopDrag" object="[flash.display.Sprite]" text=".stopDrag(%%):void" tiptext="結束 startDrag() 方法。" version="4" helpurl="flash.display:Sprite:stopDrag" playername=""/>
						<string name="stopTouchDrag" object="[flash.display.Sprite]" text=".stopTouchDrag(%觸控點ID:int%):void" tiptext="結束觸控裝置使用的 startTouchDrag() 方法。" version="4" helpurl="flash.display:Sprite:stopTouchDrag" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Sprite 類別的屬性" helpurl="flash.display:Sprite">
						<string name="buttonMode" object="[flash.display.Sprite]" text=".buttonMode" tiptext="指定此 Sprite 的按鈕模式。" version="" helpurl="flash.display:Sprite:buttonMode:get" playername=""/>
						<string name="dropTarget" object="[flash.display.Sprite]" text=".dropTarget" tiptext="指定要將 sprite 拖曳至或丟棄至哪個顯示物件上。" version="" helpurl="flash.display:Sprite:dropTarget:get" playername=""/>
						<string name="graphics" object="[flash.display.Sprite]" text=".graphics" tiptext="指定屬於此 sprite 物件的 Graphics 物件，其中可能會產生向量繪圖命令。" version="" helpurl="flash.display:Sprite:graphics:get" playername=""/>
						<string name="hitArea" object="[flash.display.Sprite]" text=".hitArea" tiptext="指定用來當做 Sprite 感應區的另一個 Sprite。" version="" helpurl="flash.display:Sprite:hitArea:get" playername=""/>
						<string name="soundTransform" object="[flash.display.Sprite]" text=".soundTransform" tiptext="控制此 Sprite 的聲音。" version="" helpurl="flash.display:Sprite:soundTransform:get" playername=""/>
						<string name="useHandCursor" object="[flash.display.Sprite]" text=".useHandCursor" tiptext="指出當指標滑入 Sprite，且其 buttonMode 屬性設為 true 時，是否要出現指標手掌 (手掌游標) 的 Boolean 值。" version="" helpurl="flash.display:Sprite:useHandCursor:get" playername=""/>
					</folder>
				</folder>
				<folder name="Stage" id="[flash.display.Stage]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Stage 類別代表主要繪圖區。" helpurl="flash.display:Stage">
					<folder name="方法" id="Methods" tiptext="Stage 類別的方法" helpurl="flash.display:Stage">
						<string name="addChildAt" object="[flash.display.Stage]" text=".addChildAt(%子節點:flash.display:DisplayObject,索引:int%):flash.display:DisplayObject" tiptext="將 DisplayObject 子實體加入至此 DisplayObjectContainer 實體。" version="4" helpurl="flash.display:Stage:addChildAt" playername=""/>
						<string name="addChild" object="[flash.display.Stage]" text=".addChild(%子節點:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="將 DisplayObject 子實體加入至此 DisplayObjectContainer 實體。" version="4" helpurl="flash.display:Stage:addChild" playername=""/>
						<string name="addEventListener" object="[flash.display.Stage]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="4" helpurl="flash.display:Stage:addEventListener" playername=""/>
						<string name="assignFocus" object="[flash.display.Stage]" text=".assignFocus(%焦點物件:flash.display:InteractiveObject,方向:String%):void" tiptext="將鍵盤焦點指派給互動式物件，並指定焦點將來自哪個方向。" version="1.0" helpurl="flash.display:Stage:assignFocus" playername="AIR"/>
						<string name="dispatchEvent" object="[flash.display.Stage]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="4" helpurl="flash.display:Stage:dispatchEvent" playername=""/>
						<string name="getChildAt" object="[flash.display.Stage]" text=".getChildAt(%索引:int%):flash.display:DisplayObject" tiptext="" version="" helpurl="flash.display:Stage:getChildAt" playername=""/>
						<string name="hasEventListener" object="[flash.display.Stage]" text=".hasEventListener(%類型:String%):Boolean" tiptext="檢查 EventDispatcher 物件是否已經為特定類型的事件註冊任何偵聽程式。" version="4" helpurl="flash.display:Stage:hasEventListener" playername=""/>
						<string name="invalidate" object="[flash.display.Stage]" text=".invalidate(%%):void" tiptext="發出訊號給 Flash 執行階段，讓它在下次重新整理舞台時更新顯示物件的屬性。" version="4" helpurl="flash.display:Stage:invalidate" playername=""/>
						<string name="isFocusInaccessible" object="[flash.display.Stage]" text=".isFocusInaccessible(%%):Boolean" tiptext="判斷 Stage.focus 屬性是否會基於安全性考量而傳回 null。" version="4" helpurl="flash.display:Stage:isFocusInaccessible" playername=""/>
						<string name="removeChildAt" object="[flash.display.Stage]" text=".removeChildAt(%索引:int%):flash.display:DisplayObject" tiptext="從 DisplayObjectContainer 子清單中的指定索引位置移除子 DisplayObject。" version="4" helpurl="flash.display:Stage:removeChildAt" playername=""/>
						<string name="removeChild" object="[flash.display.Stage]" text=".removeChild(%子節點:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="" version="" helpurl="flash.display:Stage:removeChild" playername=""/>
						<string name="setAspectRatio" object="[flash.display.Stage]" text=".setAspectRatio(%新比例:String%):void" tiptext="將舞台設定為指定外觀比例的方向。" version="2" helpurl="flash.display:Stage:setAspectRatio" playername="AIR"/>
						<string name="setChildIndex" object="[flash.display.Stage]" text=".setChildIndex(%子節點:flash.display:DisplayObject,索引:int%):void" tiptext="變更顯示物件容器中現有子系的位置。" version="4" helpurl="flash.display:Stage:setChildIndex" playername=""/>
						<string name="setOrientation" object="[flash.display.Stage]" text=".setOrientation(%新方向:String%):void" tiptext="將舞台設定為指定的方向。" version="2" helpurl="flash.display:Stage:setOrientation" playername="AIR"/>
						<string name="swapChildrenAt" object="[flash.display.Stage]" text=".swapChildrenAt(%索引1:int,索引2:int%):void" tiptext="" version="" helpurl="flash.display:Stage:swapChildrenAt" playername=""/>
						<string name="swapChildren" object="[flash.display.Stage]" text=".swapChildren(%子項1:flash.display:DisplayObject,子項2:flash.display:DisplayObject%):void" tiptext="替換兩個指定子物件的 z 順序 (深度階層，由前至後順序)。" version="4" helpurl="flash.display:Stage:swapChildren" playername=""/>
						<string name="willTrigger" object="[flash.display.Stage]" text=".willTrigger(%類型:String%):Boolean" tiptext="檢查此 EventDispatcher 物件是否已註冊為事件偵聽程式，或者此物件的任何祖先已註冊為特定的事件類型。" version="9" helpurl="flash.display:Stage:willTrigger" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Stage 類別的屬性" helpurl="flash.display:Stage">
						<string name="align" object="[flash.display.Stage]" text=".align" tiptext="來自 StageAlign 類別的數值可用來指定 Flash Player 舞台或瀏覽器的對齊方式。" version="" helpurl="flash.display:Stage:align:get" playername=""/>
						<string name="allowsFullScreen" object="[flash.display.Stage]" text=".allowsFullScreen" tiptext="指定是否允許這個舞台使用全螢幕模式" version="" helpurl="flash.display:Stage:allowsFullScreen:get" playername=""/>
						<string name="autoOrients" object="[flash.display.Stage]" text=".autoOrients" tiptext="指定實體旋轉電腦裝置時，舞台是否會自動變更方向。" version="" helpurl="flash.display:Stage:autoOrients:get" playername="AIR"/>
						<string name="colorCorrectionSupport" object="[flash.display.Stage]" text=".colorCorrectionSupport" tiptext="指定 Flash 執行階段是否正在支援色彩校正的作業系統上執行，以及 Flash 執行階段是否能讀取及辨識主 (主要) 監視器的色彩描述檔。" version="" helpurl="flash.display:Stage:colorCorrectionSupport:get" playername=""/>
						<string name="colorCorrection" object="[flash.display.Stage]" text=".colorCorrection" tiptext="控制 Flash 執行階段用於顯示的色彩校正。" version="" helpurl="flash.display:Stage:colorCorrection:get" playername=""/>
						<string name="deviceOrientation" object="[flash.display.Stage]" text=".deviceOrientation" tiptext="裝置的實體方向。" version="" helpurl="flash.display:Stage:deviceOrientation:get" playername="AIR"/>
						<string name="displayState" object="[flash.display.Stage]" text=".displayState" tiptext="來自 StageDisplayState 類別的值，可指定所要使用的顯示狀態。" version="" helpurl="flash.display:Stage:displayState:get" playername=""/>
						<string name="focus" object="[flash.display.Stage]" text=".focus" tiptext="成為鍵盤焦點的互動式物件；或為 null (如果尚未設定焦點，或者成為焦點的物件屬於呼叫物件無法存取的安全執行程序)。" version="" helpurl="flash.display:Stage:focus:get" playername=""/>
						<string name="frameRate" object="[flash.display.Stage]" text=".frameRate" tiptext="接收並設定舞台的影格速率。" version="" helpurl="flash.display:Stage:frameRate:get" playername=""/>
						<string name="fullScreenHeight" object="[flash.display.Stage]" text=".fullScreenHeight" tiptext="如果沒有立刻輸入狀態的話，就傳回全螢幕時使用的螢幕高度。" version="" helpurl="flash.display:Stage:fullScreenHeight:get" playername=""/>
						<string name="fullScreenSourceRect" object="[flash.display.Stage]" text=".fullScreenSourceRect" tiptext="將 Flash 執行階段設定為放大舞台的特定區域為全螢幕模式。" version="" helpurl="flash.display:Stage:fullScreenSourceRect:get" playername=""/>
						<string name="fullScreenWidth" object="[flash.display.Stage]" text=".fullScreenWidth" tiptext="如果沒有立刻輸入狀態的話，就傳回全螢幕時使用的螢幕寬度。" version="" helpurl="flash.display:Stage:fullScreenWidth:get" playername=""/>
						<string name="height" object="[flash.display.Stage]" text=".height" tiptext="指出顯示物件的高度，以像素為單位。" version="" helpurl="flash.display:Stage:height:get" playername=""/>
						<string name="mouseChildren" object="[flash.display.Stage]" text=".mouseChildren" tiptext="判斷物件的子系是否支援啟用滑鼠或使用者輸入裝置。" version="" helpurl="flash.display:Stage:mouseChildren:get" playername=""/>
						<string name="nativeWindow" object="[flash.display.Stage]" text=".nativeWindow" tiptext="內含此 Stage 的 NativeWindow 物件參照。" version="" helpurl="flash.display:Stage:nativeWindow:get" playername=""/>
						<string name="numChildren" object="[flash.display.Stage]" text=".numChildren" tiptext="傳回此物件的子系數量。" version="" helpurl="flash.display:Stage:numChildren:get" playername=""/>
						<string name="orientation" object="[flash.display.Stage]" text=".orientation" tiptext="舞台目前的方向。" version="" helpurl="flash.display:Stage:orientation:get" playername="AIR"/>
						<string name="quality" object="[flash.display.Stage]" text=".quality" tiptext="StageQuality 類別的值，可用來指定所使用的顯示品質。" version="" helpurl="flash.display:Stage:quality:get" playername=""/>
						<string name="scaleMode" object="[flash.display.Stage]" text=".scaleMode" tiptext="來自 StageScaleMode 類別的數值可用來指定所要使用的縮放模式。" version="" helpurl="flash.display:Stage:scaleMode:get" playername=""/>
						<string name="showDefaultContextMenu" object="[flash.display.Stage]" text=".showDefaultContextMenu" tiptext="指定要顯示或隱藏 Flash 執行階段快顯選單中的預設項目。" version="" helpurl="flash.display:Stage:showDefaultContextMenu:get" playername=""/>
						<string name="softKeyboardRect" object="[flash.display.Stage]" text=".softKeyboardRect" tiptext="指定目前由軟體鍵盤所涵蓋之舞台區域的 Rectangle。" version="" helpurl="flash.display:Stage:softKeyboardRect:get" playername=""/>
						<string name="stageFocusRect" object="[flash.display.Stage]" text=".stageFocusRect" tiptext="指定成為焦點的物件是否會顯示亮光邊框。" version="" helpurl="flash.display:Stage:stageFocusRect:get" playername=""/>
						<string name="stageHeight" object="[flash.display.Stage]" text=".stageHeight" tiptext="「舞台」的目前高度，以像素為單位。" version="" helpurl="flash.display:Stage:stageHeight:get" playername=""/>
						<string name="stageVideos" object="[flash.display.Stage]" text=".stageVideos" tiptext="播放外部視訊可用的 StageVideo 物件清單。" version="" helpurl="flash.display:Stage:stageVideos:get" playername="AIR"/>
						<string name="stageWidth" object="[flash.display.Stage]" text=".stageWidth" tiptext="指定「舞台」的目前寬度，以像素為單位。" version="" helpurl="flash.display:Stage:stageWidth:get" playername=""/>
						<string name="supportedOrientations" object="[flash.display.Stage]" text=".supportedOrientations" tiptext="目前裝置支援的方向。" version="" helpurl="flash.display:Stage:supportedOrientations:get" playername="AIR"/>
						<string name="supportsOrientationChange" object="[flash.display.Stage]" text=".supportsOrientationChange" tiptext="應用程式是否支援變更舞台方向 (以及旋轉裝置)。" version="" helpurl="flash.display:Stage:supportsOrientationChange:get" playername="AIR"/>
						<string name="tabChildren" object="[flash.display.Stage]" text=".tabChildren" tiptext="判斷物件的子系是否支援啟用定位鍵。" version="" helpurl="flash.display:Stage:tabChildren:get" playername=""/>
						<string name="textSnapshot" object="[flash.display.Stage]" text=".textSnapshot" tiptext="傳回此 DisplayObjectContainer 實體的 TextSnapshot 物件。" version="" helpurl="flash.display:Stage:textSnapshot:get" playername=""/>
						<string name="width" object="[flash.display.Stage]" text=".width" tiptext="指出顯示物件的寬度，以像素為單位。" version="" helpurl="flash.display:Stage:width:get" playername=""/>
						<string name="wmodeGPU" object="[flash.display.Stage]" text=".wmodeGPU" tiptext="指出是否提供以及使用 GPU 結合。" version="" helpurl="flash.display:Stage:wmodeGPU:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Stage 類別的事件" helpurl="flash.display:Stage">
						<string name="stageVideoAvailability" object="[flash.display.Stage]" text=".addEventListener(%類型:String=StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="stageVideos 屬性的狀態變更時，由 Stage 物件傳送。" version="" helpurl="flash.display:Stage__stageVideoAvailability" playername=""/>
						<string name="orientationChange" object="[flash.display.Stage]" text=".addEventListener(%類型:String=StageOrientationEvent.ORIENTATION_CHANGE{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="舞台方向變更時，會由 Stage 物件傳送。" version="" helpurl="flash.display:Stage_flash.events.StageOrientationEvent.ORIENTATION_CHANGE_orientationChange" playername="AIR"/>
						<string name="orientationChanging" object="[flash.display.Stage]" text=".addEventListener(%類型:String=StageOrientationEvent.ORIENTATION_CHANGING{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="舞台方向開始變更時，會由 Stage 物件傳送。" version="" helpurl="flash.display:Stage__orientationChanging" playername="AIR"/>
						<string name="fullScreen" object="[flash.display.Stage]" text=".addEventListener(%類型:String=FullScreenEvent.FULL_SCREEN{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},偵聽程式:Function[,使用參照:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 Stage 物件進入 (或離開) 全螢幕模式時傳送。" version="" helpurl="flash.display:Stage_flash.events.FullScreenEvent.FULL_SCREEN_fullScreen" playername=""/>
						<string name="resize" object="[flash.display.Stage]" text=".addEventListener(%類型:String=Event.RESIZE{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 Stage 物件的 scaleMode 屬性設為 StageScaleMode.NO_SCALE 並重新調整 SWF 檔案大小時傳送。" version="" helpurl="flash.display:Stage_flash.events.Event.RESIZE_resize" playername=""/>
						<string name="mouseLeave" object="[flash.display.Stage]" text=".addEventListener(%類型:String=Event.MOUSE_LEAVE{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當指標移到舞台區域外時，由 Stage 物件傳送。" version="" helpurl="flash.display:Stage_flash.events.Event.MOUSE_LEAVE_mouseLeave" playername=""/>
					</folder>
				</folder>
				<folder name="StageAlign" id="[flash.display.StageAlign]" sort="true" index="true" asAncestors="Object" tiptext="StageAlign 類別可提供 Stage.align 屬性要使用的常數值。" helpurl="flash.display:StageAlign">
					<folder name="屬性" id="Properties" tiptext="StageAlign 類別的屬性" helpurl="flash.display:StageAlign">
						<string name="BOTTOM_LEFT" object="[flash.display.StageAlign]" text="StageAlign.BOTTOM_LEFT" constant="true" tiptext="指定「舞台」與左下角對齊。" version="" helpurl="flash.display:StageAlign:BOTTOM_LEFT" playername=""/>
						<string name="BOTTOM_RIGHT" object="[flash.display.StageAlign]" text="StageAlign.BOTTOM_RIGHT" constant="true" tiptext="指定「舞台」與右下角對齊。" version="" helpurl="flash.display:StageAlign:BOTTOM_RIGHT" playername=""/>
						<string name="BOTTOM" object="[flash.display.StageAlign]" text="StageAlign.BOTTOM" constant="true" tiptext="指定「舞台」與底部對齊。" version="" helpurl="flash.display:StageAlign:BOTTOM" playername=""/>
						<string name="LEFT" object="[flash.display.StageAlign]" text="StageAlign.LEFT" constant="true" tiptext="指定「舞台」與左側對齊。" version="" helpurl="flash.display:StageAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[flash.display.StageAlign]" text="StageAlign.RIGHT" constant="true" tiptext="指定「舞台」與右側對齊。" version="" helpurl="flash.display:StageAlign:RIGHT" playername=""/>
						<string name="TOP_LEFT" object="[flash.display.StageAlign]" text="StageAlign.TOP_LEFT" constant="true" tiptext="指定「舞台」與左上角對齊。" version="" helpurl="flash.display:StageAlign:TOP_LEFT" playername=""/>
						<string name="TOP_RIGHT" object="[flash.display.StageAlign]" text="StageAlign.TOP_RIGHT" constant="true" tiptext="指定「舞台」與右上角對齊。" version="" helpurl="flash.display:StageAlign:TOP_RIGHT" playername=""/>
						<string name="TOP" object="[flash.display.StageAlign]" text="StageAlign.TOP" constant="true" tiptext="指定「舞台」與頂端對齊。" version="" helpurl="flash.display:StageAlign:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="StageAspectRatio" id="[flash.display.StageAspectRatio]" sort="true" index="true" asAncestors="Object" tiptext="StageAspectRatio 類別可提供 Stage.setAspectRatio() 方法的值。" helpurl="flash.display:StageAspectRatio">
					<folder name="屬性" id="Properties" tiptext="StageAspectRatio 類別的屬性" helpurl="flash.display:StageAspectRatio">
						<string name="LANDSCAPE" object="[flash.display.StageAspectRatio]" text="StageAspectRatio.LANDSCAPE" constant="true" tiptext="指定一個呈現橫向 UI 的裝置方向" version="" helpurl="flash.display:StageAspectRatio:LANDSCAPE" playername=""/>
						<string name="PORTRAIT" object="[flash.display.StageAspectRatio]" text="StageAspectRatio.PORTRAIT" constant="true" tiptext="指定一個呈現縱向 UI 的裝置方向" version="" helpurl="flash.display:StageAspectRatio:PORTRAIT" playername=""/>
					</folder>
				</folder>
				<folder name="StageDisplayState" id="[flash.display.StageDisplayState]" sort="true" index="true" asAncestors="Object" tiptext="StageDisplayState 類別可提供 Stage.displayState 屬性的值。" helpurl="flash.display:StageDisplayState">
					<folder name="屬性" id="Properties" tiptext="StageDisplayState 類別的屬性" helpurl="flash.display:StageDisplayState">
						<string name="FULL_SCREEN_INTERACTIVE" object="[flash.display.StageDisplayState]" text="StageDisplayState.FULL_SCREEN_INTERACTIVE" constant="true" tiptext="指定「舞台」使用全螢幕模式，並啟用鍵盤互動功能。" version="" helpurl="flash.display:StageDisplayState:FULL_SCREEN_INTERACTIVE" playername=""/>
						<string name="FULL_SCREEN" object="[flash.display.StageDisplayState]" text="StageDisplayState.FULL_SCREEN" constant="true" tiptext="指定「舞台」使用全螢幕模式。" version="" helpurl="flash.display:StageDisplayState:FULL_SCREEN" playername=""/>
						<string name="NORMAL" object="[flash.display.StageDisplayState]" text="StageDisplayState.NORMAL" constant="true" tiptext="指定「舞台」使用一般模式。" version="" helpurl="flash.display:StageDisplayState:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="StageOrientation" id="[flash.display.StageOrientation]" sort="true" index="true" asAncestors="Object" tiptext="StageOrientation 類別會定義常數，以列舉舞台和裝置的可能方向。" helpurl="flash.display:StageOrientation">
					<folder name="屬性" id="Properties" tiptext="StageOrientation 類別的屬性" helpurl="flash.display:StageOrientation">
						<string name="DEFAULT" object="[flash.display.StageOrientation]" text="StageOrientation.DEFAULT" constant="true" tiptext="指定舞台目前是在預設的裝置方向 (正面朝上)。" version="" helpurl="flash.display:StageOrientation:DEFAULT" playername="AIR"/>
						<string name="ROTATED_LEFT" object="[flash.display.StageOrientation]" text="StageOrientation.ROTATED_LEFT" constant="true" tiptext="指定舞台目前從預設方向往左旋轉。" version="" helpurl="flash.display:StageOrientation:ROTATED_LEFT" playername="AIR"/>
						<string name="ROTATED_RIGHT" object="[flash.display.StageOrientation]" text="StageOrientation.ROTATED_RIGHT" constant="true" tiptext="指定舞台目前從預設方向往右旋轉。" version="" helpurl="flash.display:StageOrientation:ROTATED_RIGHT" playername="AIR"/>
						<string name="UNKNOWN" object="[flash.display.StageOrientation]" text="StageOrientation.UNKNOWN" constant="true" tiptext="指定裝置尚未確立方向。" version="" helpurl="flash.display:StageOrientation:UNKNOWN" playername="AIR"/>
						<string name="UPSIDE_DOWN" object="[flash.display.StageOrientation]" text="StageOrientation.UPSIDE_DOWN" constant="true" tiptext="指定舞台目前從預設方向上向顛倒。" version="" helpurl="flash.display:StageOrientation:UPSIDE_DOWN" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StageQuality" id="[flash.display.StageQuality]" sort="true" index="true" asAncestors="Object" tiptext="StageQuality 類別可提供 Stage.quality 屬性的值。" helpurl="flash.display:StageQuality">
					<folder name="屬性" id="Properties" tiptext="StageQuality 類別的屬性" helpurl="flash.display:StageQuality">
						<string name="BEST" object="[flash.display.StageQuality]" text="StageQuality.BEST" constant="true" tiptext="指定最高顯示品質：圖像使用 4 x 4 像素格線消除鋸齒，點陣圖也一定會經過平滑化處理。" version="" helpurl="flash.display:StageQuality:BEST" playername=""/>
						<string name="HIGH" object="[flash.display.StageQuality]" text="StageQuality.HIGH" constant="true" tiptext="指定高顯示品質：圖像使用 4 x 4 像素格線消除鋸齒，如果影片為靜態，點陣圖便會經過平滑化處理。" version="" helpurl="flash.display:StageQuality:HIGH" playername=""/>
						<string name="LOW" object="[flash.display.StageQuality]" text="StageQuality.LOW" constant="true" tiptext="指定低顯示品質：圖像沒有消除鋸齒，而點陣圖也未經過平滑化處理。" version="" helpurl="flash.display:StageQuality:LOW" playername=""/>
						<string name="MEDIUM" object="[flash.display.StageQuality]" text="StageQuality.MEDIUM" constant="true" tiptext="指定一般顯示品質：圖像使用 2 x 2 像素格線消除鋸齒，但是點陣圖未經過平滑化處理。" version="" helpurl="flash.display:StageQuality:MEDIUM" playername=""/>
					</folder>
				</folder>
				<folder name="StageScaleMode" id="[flash.display.StageScaleMode]" sort="true" index="true" asAncestors="Object" tiptext="StageScaleMode 類別可提供 Stage.scaleMode 屬性的值。" helpurl="flash.display:StageScaleMode">
					<folder name="屬性" id="Properties" tiptext="StageScaleMode 類別的屬性" helpurl="flash.display:StageScaleMode">
						<string name="EXACT_FIT" object="[flash.display.StageScaleMode]" text="StageScaleMode.EXACT_FIT" constant="true" tiptext="指定整個應用程式在指定區域內可見，而不嘗試保留原始比例。" version="" helpurl="flash.display:StageScaleMode:EXACT_FIT" playername=""/>
						<string name="NO_BORDER" object="[flash.display.StageScaleMode]" text="StageScaleMode.NO_BORDER" constant="true" tiptext="指定整個應用程式會填滿指定的區域，不會出現扭曲，但可能會被裁切，同時維持應用程式的原始比例。" version="" helpurl="flash.display:StageScaleMode:NO_BORDER" playername=""/>
						<string name="NO_SCALE" object="[flash.display.StageScaleMode]" text="StageScaleMode.NO_SCALE" constant="true" tiptext="指定應用程式大小是固定的，就算播放程式視窗大小變更，還是維持不變。" version="" helpurl="flash.display:StageScaleMode:NO_SCALE" playername=""/>
						<string name="SHOW_ALL" object="[flash.display.StageScaleMode]" text="StageScaleMode.SHOW_ALL" constant="true" tiptext="指定整個應用程式在指定區域內可見，不會出現扭曲，同時維持應用程式的原始比例。" version="" helpurl="flash.display:StageScaleMode:SHOW_ALL" playername=""/>
					</folder>
				</folder>
				<folder name="SWFVersion" id="[flash.display.SWFVersion]" sort="true" index="true" asAncestors="Object" tiptext="SWFVersion 類別是常數值的列舉項目，可用來指出載入的 SWF 檔案之檔案格式版本。" helpurl="flash.display:SWFVersion">
					<folder name="屬性" id="Properties" tiptext="SWFVersion 類別的屬性" helpurl="flash.display:SWFVersion">
						<string name="FLASH10" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH10" constant="true" tiptext="SWF 檔案格式版本 10.0。" version="" helpurl="flash.display:SWFVersion:FLASH10" playername=""/>
						<string name="FLASH11" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH11" constant="true" tiptext="SWF 檔案格式版本 11.0。" version="" helpurl="flash.display:SWFVersion:FLASH11" playername=""/>
						<string name="FLASH1" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH1" constant="true" tiptext="SWF 檔案格式版本 1.0。" version="" helpurl="flash.display:SWFVersion:FLASH1" playername=""/>
						<string name="FLASH2" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH2" constant="true" tiptext="SWF 檔案格式版本 2.0。" version="" helpurl="flash.display:SWFVersion:FLASH2" playername=""/>
						<string name="FLASH3" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH3" constant="true" tiptext="SWF 檔案格式版本 3.0。" version="" helpurl="flash.display:SWFVersion:FLASH3" playername=""/>
						<string name="FLASH4" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH4" constant="true" tiptext="SWF 檔案格式版本 4.0。" version="" helpurl="flash.display:SWFVersion:FLASH4" playername=""/>
						<string name="FLASH5" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH5" constant="true" tiptext="SWF 檔案格式版本 5.0。" version="" helpurl="flash.display:SWFVersion:FLASH5" playername=""/>
						<string name="FLASH6" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH6" constant="true" tiptext="SWF 檔案格式版本 6.0。" version="" helpurl="flash.display:SWFVersion:FLASH6" playername=""/>
						<string name="FLASH7" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH7" constant="true" tiptext="SWF 檔案格式版本 7.0。" version="" helpurl="flash.display:SWFVersion:FLASH7" playername=""/>
						<string name="FLASH8" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH8" constant="true" tiptext="SWF 檔案格式版本 8.0。" version="" helpurl="flash.display:SWFVersion:FLASH8" playername=""/>
						<string name="FLASH9" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH9" constant="true" tiptext="SWF 檔案格式版本 9.0。" version="" helpurl="flash.display:SWFVersion:FLASH9" playername=""/>
					</folder>
				</folder>
				<folder name="TriangleCulling" id="[flash.display.TriangleCulling]" sort="true" index="true" asAncestors="Object" tiptext="定義剔除演算法的程式碼，此程式碼可在繪製三角形路徑時決定不要顯示哪個三角形。" helpurl="flash.display:TriangleCulling">
					<folder name="屬性" id="Properties" tiptext="TriangleCulling 類別的屬性" helpurl="flash.display:TriangleCulling">
						<string name="NEGATIVE" object="[flash.display.TriangleCulling]" text="TriangleCulling.NEGATIVE" constant="true" tiptext="指定剔除面向目前檢視點的所有三角形。" version="" helpurl="flash.display:TriangleCulling:NEGATIVE" playername=""/>
						<string name="NONE" object="[flash.display.TriangleCulling]" text="TriangleCulling.NONE" constant="true" tiptext="指定不剔除。" version="" helpurl="flash.display:TriangleCulling:NONE" playername=""/>
						<string name="POSITIVE" object="[flash.display.TriangleCulling]" text="TriangleCulling.POSITIVE" constant="true" tiptext="指定剔除背向目前檢視點的所有三角形。" version="" helpurl="flash.display:TriangleCulling:POSITIVE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.errors" id="flash.errors" sort="true" tiptext="flash.errors 套件的類別" helpurl="flash.errors">
				<folder name="DRMManagerError" id="[flash.errors.DRMManagerError]" sort="true" index="true" asAncestors="Error,Object" tiptext="DRMManager 傳送 DRMManagerError 事件以報告錯誤。" helpurl="flash.errors:DRMManagerError">
					<folder name="方法" id="Methods" tiptext="DRMManagerError 類別的方法" helpurl="flash.errors:DRMManagerError">
						<string name="DRMManagerError" object="[flash.errors.DRMManagerError]" text="new DRMManagerError(%訊息:String,ID:int,子錯誤ID:int%)" constructor="true" tiptext="會建立 DRMManagerError 類別的新實體。" version="1.5" helpurl="flash.errors:DRMManagerError:DRMManagerError" playername="AIR"/>
						<string name="toString" object="[flash.errors.DRMManagerError]" text=".toString(%%):String" tiptext="預設傳回字串 &quot;錯誤&quot;，或者顯示包含在Error.message 屬性中的值 (如果已經定義)。" version="" helpurl="flash.errors:DRMManagerError:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMManagerError 類別的屬性" helpurl="flash.errors:DRMManagerError">
						<string name="subErrorID" object="[flash.errors.DRMManagerError]" text=".subErrorID" tiptext="特定的錯誤號碼。" version="" helpurl="flash.errors:DRMManagerError:subErrorID:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="EOFError" id="[flash.errors.EOFError]" sort="true" index="true" asAncestors="flash.errors:IOError,Error,Object" tiptext="當您嘗試讀取可用資料結尾以外範圍時，會擲出 EOFError 例外。" helpurl="flash.errors:EOFError">
					<folder name="方法" id="Methods" tiptext="EOFError 類別的方法" helpurl="flash.errors:EOFError">
						<string name="EOFError" object="[flash.errors.EOFError]" text="new EOFError(%訊息:String%)" constructor="true" tiptext="建立新的 EOFError 物件。" version="9" helpurl="flash.errors:EOFError:EOFError" playername=""/>
					</folder>
				</folder>
				<folder name="IllegalOperationError" id="[flash.errors.IllegalOperationError]" sort="true" index="true" asAncestors="Error,Object" tiptext="當方法尚未經過實作，或者實作不適用於目前的用法時，會擲出 IllegalOperationError 例外。" helpurl="flash.errors:IllegalOperationError">
					<folder name="方法" id="Methods" tiptext="IllegalOperationError 類別的方法" helpurl="flash.errors:IllegalOperationError">
						<string name="IllegalOperationError" object="[flash.errors.IllegalOperationError]" text="new IllegalOperationError(%訊息:String%)" constructor="true" tiptext="建立新的 IllegalOperationError 物件。" version="9" helpurl="flash.errors:IllegalOperationError:IllegalOperationError" playername=""/>
					</folder>
				</folder>
				<folder name="InvalidSWFError" id="[flash.errors.InvalidSWFError]" sort="true" index="true" asAncestors="Error,Object" tiptext="Flash 執行階段在遇到毀損的 SWF 檔案時會擲出此例外。" helpurl="flash.errors:InvalidSWFError">
					<folder name="方法" id="Methods" tiptext="InvalidSWFError 類別的方法" helpurl="flash.errors:InvalidSWFError">
						<string name="InvalidSWFError" object="[flash.errors.InvalidSWFError]" text="new InvalidSWFError(%訊息:String[,ID:int=0]%)" constructor="true" tiptext="建立新的 InvalidSWFError物件。" version="4" helpurl="flash.errors:InvalidSWFError:InvalidSWFError" playername=""/>
					</folder>
				</folder>
				<folder name="IOError" id="[flash.errors.IOError]" sort="true" index="true" asAncestors="Error,Object" tiptext="發生某種輸入或輸出失敗時，會擲出 IOError 例外。" helpurl="flash.errors:IOError">
					<folder name="方法" id="Methods" tiptext="IOError 類別的方法" helpurl="flash.errors:IOError">
						<string name="IOError" object="[flash.errors.IOError]" text="new IOError(%訊息:String%)" constructor="true" tiptext="建立新的 IOError 物件。" version="9" helpurl="flash.errors:IOError:IOError" playername=""/>
					</folder>
				</folder>
				<folder name="MemoryError" id="[flash.errors.MemoryError]" sort="true" index="true" asAncestors="Error,Object" tiptext="當記憶體配置要求失敗時，會擲出 MemoryError 例外。" helpurl="flash.errors:MemoryError">
					<folder name="方法" id="Methods" tiptext="MemoryError 類別的方法" helpurl="flash.errors:MemoryError">
						<string name="MemoryError" object="[flash.errors.MemoryError]" text="new MemoryError(%訊息:String%)" constructor="true" tiptext="建立新的 MemoryError 物件。" version="9" helpurl="flash.errors:MemoryError:MemoryError" playername=""/>
					</folder>
				</folder>
				<folder name="ScriptTimeoutError" id="[flash.errors.ScriptTimeoutError]" sort="true" index="true" asAncestors="Error,Object" tiptext="達到程式碼逾時間隔時，會擲出 ScriptTimeoutError 例外。" helpurl="flash.errors:ScriptTimeoutError">
					<folder name="方法" id="Methods" tiptext="ScriptTimeoutError 類別的方法" helpurl="flash.errors:ScriptTimeoutError">
						<string name="ScriptTimeoutError" object="[flash.errors.ScriptTimeoutError]" text="new ScriptTimeoutError(%訊息:String%)" constructor="true" tiptext="建立新的 ScriptTimeoutError 物件。" version="9" helpurl="flash.errors:ScriptTimeoutError:ScriptTimeoutError" playername=""/>
					</folder>
				</folder>
				<folder name="SQLError" id="[flash.errors.SQLError]" sort="true" index="true" asAncestors="Error,Object" tiptext="SQLError 實體會提供失敗作業的相關詳細資訊。" helpurl="flash.errors:SQLError">
					<folder name="方法" id="Methods" tiptext="SQLError 類別的方法" helpurl="flash.errors:SQLError">
						<string name="SQLError" object="[flash.errors.SQLError]" text="new SQLError(%作業:String,詳細資料:String,訊息:String[,id:int=0,詳細資料ID:int=-1,詳細資料引數:Array=null]%)" constructor="true" tiptext="建立可以搭配 SQLErrorEvent 實體的 error 屬性一起擲回或使用的 SQLError 實體。" version="1.0" helpurl="flash.errors:SQLError:SQLError" playername="AIR"/>
						<string name="toString" object="[flash.errors.SQLError]" text=".toString(%%):String" tiptext="預設傳回字串 &quot;錯誤&quot;，或者顯示包含在Error.message 屬性中的值 (如果已經定義)。" version="1.0" helpurl="flash.errors:SQLError:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLError 類別的屬性" helpurl="flash.errors:SQLError">
						<string name="detailArguments" object="[flash.errors.SQLError]" text=".detailArguments" tiptext="String 值的陣列，這些值可用來建構地區特定的詳細錯誤訊息。" version="" helpurl="flash.errors:SQLError:detailArguments:get" playername="AIR"/>
						<string name="detailID" object="[flash.errors.SQLError]" text=".detailID" tiptext="與特定詳細訊息關聯的參考號碼。" version="" helpurl="flash.errors:SQLError:detailID:get" playername="AIR"/>
						<string name="details" object="[flash.errors.SQLError]" text=".details" tiptext="目前錯誤的詳細資料。" version="" helpurl="flash.errors:SQLError:details:get" playername="AIR"/>
						<string name="operation" object="[flash.errors.SQLError]" text=".operation" tiptext="代表在發生錯誤時所嘗試執行的作業值。" version="" helpurl="flash.errors:SQLError:operation:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLErrorOperation" id="[flash.errors.SQLErrorOperation]" sort="true" index="true" asAncestors="Object" tiptext="此類別包含的常數代表 SQLError.operation 屬性可能的值。" helpurl="flash.errors:SQLErrorOperation">
					<folder name="屬性" id="Properties" tiptext="SQLErrorOperation 類別的屬性" helpurl="flash.errors:SQLErrorOperation">
						<string name="ANALYZE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ANALYZE" constant="true" tiptext="指出已呼叫 SQLConnection.analyze() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ANALYZE" playername="AIR"/>
						<string name="ATTACH" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ATTACH" constant="true" tiptext="指出已呼叫 SQLConnection.attach() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ATTACH" playername="AIR"/>
						<string name="BEGIN" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.BEGIN" constant="true" tiptext="指出已呼叫 SQLConnection.begin() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:BEGIN" playername="AIR"/>
						<string name="CLOSE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.CLOSE" constant="true" tiptext="指出已呼叫 SQLConnection.close() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:CLOSE" playername="AIR"/>
						<string name="COMMIT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.COMMIT" constant="true" tiptext="指出已呼叫 SQLConnection.commit() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:COMMIT" playername="AIR"/>
						<string name="COMPACT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.COMPACT" constant="true" tiptext="指出已呼叫 SQLConnection.compact() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:COMPACT" playername="AIR"/>
						<string name="DEANALYZE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.DEANALYZE" constant="true" tiptext="指出已呼叫 SQLConnection.deanalyze() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:DEANALYZE" playername="AIR"/>
						<string name="DETACH" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.DETACH" constant="true" tiptext="指出已呼叫 SQLConnection.detach() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:DETACH" playername="AIR"/>
						<string name="EXECUTE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.EXECUTE" constant="true" tiptext="指出已呼叫 SQLStatement.execute() 方法或 SQLStatement.next() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:EXECUTE" playername="AIR"/>
						<string name="OPEN" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.OPEN" constant="true" tiptext="指出已呼叫 SQLConnection.open() 方法或 SQLConnection.openAsync() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:OPEN" playername="AIR"/>
						<string name="REENCRYPT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.REENCRYPT" constant="true" tiptext="指出已呼叫 SQLConnection.reencrypt() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:REENCRYPT" playername="AIR"/>
						<string name="RELEASE_SAVEPOINT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.RELEASE_SAVEPOINT" constant="true" tiptext="指出已呼叫 SQLConnection.releaseSavepoint() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:RELEASE_SAVEPOINT" playername="AIR"/>
						<string name="ROLLBACK_TO_SAVEPOINT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ROLLBACK_TO_SAVEPOINT" constant="true" tiptext="指出已呼叫 SQLConnection.rollbackToSavepoint() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ROLLBACK_TO_SAVEPOINT" playername="AIR"/>
						<string name="ROLLBACK" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ROLLBACK" constant="true" tiptext="指出已呼叫 SQLConnection.rollback() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ROLLBACK" playername="AIR"/>
						<string name="SCHEMA" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.SCHEMA" constant="true" tiptext="指出已呼叫 SQLConnection.loadSchema() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:SCHEMA" playername="AIR"/>
						<string name="SET_SAVEPOINT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.SET_SAVEPOINT" constant="true" tiptext="指出已呼叫 SQLConnection.setSavepoint() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:SET_SAVEPOINT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StackOverflowError" id="[flash.errors.StackOverflowError]" sort="true" index="true" asAncestors="Error,Object" tiptext="ActionScript 會在耗盡程式碼可用的堆疊時，擲出 StackOverflowError 例外。" helpurl="flash.errors:StackOverflowError">
					<folder name="方法" id="Methods" tiptext="StackOverflowError 類別的方法" helpurl="flash.errors:StackOverflowError">
						<string name="StackOverflowError" object="[flash.errors.StackOverflowError]" text="new StackOverflowError(%訊息:String%)" constructor="true" tiptext="建立新的 StackOverflowError 物件。" version="9" helpurl="flash.errors:StackOverflowError:StackOverflowError" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.events" id="flash.events" sort="true" tiptext="flash.events 套件的類別" helpurl="flash.events">
				<folder name="AccelerometerEvent" id="[flash.events.AccelerometerEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="從安裝在裝置上的 Accelerometer 感應器取得加速更新時，Accelerometer 類別會傳送 AccelerometerEvent 物件。" helpurl="flash.events:AccelerometerEvent">
					<folder name="方法" id="Methods" tiptext="AccelerometerEvent 類別的方法" helpurl="flash.events:AccelerometerEvent">
						<string name="AccelerometerEvent" object="[flash.events.AccelerometerEvent]" text="new AccelerometerEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,時間戳記:Number=0,加速度X:Number=0,加速度Y:Number=0,加速度Z:Number=0]%)" constructor="true" tiptext="AccelerometerEvent 物件的建構函式。" version="4" helpurl="flash.events:AccelerometerEvent:AccelerometerEvent" playername=""/>
						<string name="clone" object="[flash.events.AccelerometerEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 AccelerometerEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="10.1" helpurl="flash.events:AccelerometerEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.AccelerometerEvent]" text=".toString(%%):String" tiptext="傳回包含 AccelerometerEvent 物件所有屬性的字串。" version="10.1" helpurl="flash.events:AccelerometerEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AccelerometerEvent 類別的屬性" helpurl="flash.events:AccelerometerEvent">
						<string name="UPDATE" object="[flash.events.AccelerometerEvent]" text="AccelerometerEvent.UPDATE" constant="true" tiptext="定義 AccelerometerEvent 事件物件的 type 屬性值。" version="" helpurl="flash.events:AccelerometerEvent:UPDATE" playername=""/>
						<string name="accelerationX" object="[flash.events.AccelerometerEvent]" text=".accelerationX" tiptext="沿著 x 軸加速，單位為 G。" version="" helpurl="flash.events:AccelerometerEvent:accelerationX:get" playername=""/>
						<string name="accelerationY" object="[flash.events.AccelerometerEvent]" text=".accelerationY" tiptext="沿著 y 軸加速，單位為 G。" version="" helpurl="flash.events:AccelerometerEvent:accelerationY:get" playername=""/>
						<string name="accelerationZ" object="[flash.events.AccelerometerEvent]" text=".accelerationZ" tiptext="沿著 z 軸加速，單位為 G。" version="" helpurl="flash.events:AccelerometerEvent:accelerationZ:get" playername=""/>
						<string name="timestamp" object="[flash.events.AccelerometerEvent]" text=".timestamp" tiptext="從執行階段初始化之後，事件時間的毫秒數。" version="" helpurl="flash.events:AccelerometerEvent:timestamp:get" playername=""/>
					</folder>
				</folder>
				<folder name="ActivityEvent" id="[flash.events.ActivityEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當攝影機或麥克風報告狀態為啟用或停用時，Camera 或 Microphone 物件會傳送 ActivityEvent 物件。" helpurl="flash.events:ActivityEvent">
					<folder name="方法" id="Methods" tiptext="ActivityEvent 類別的方法" helpurl="flash.events:ActivityEvent">
						<string name="ActivityEvent" object="[flash.events.ActivityEvent]" text="new ActivityEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,啟動:Boolean=false]%)" constructor="true" tiptext="ActivityEvent 物件的建構函式。" version="9" helpurl="flash.events:ActivityEvent:ActivityEvent" playername=""/>
						<string name="clone" object="[flash.events.ActivityEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ActivityEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="9" helpurl="flash.events:ActivityEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ActivityEvent]" text=".toString(%%):String" tiptext="傳回包含 ActivityEvent 物件所有屬性的字串。" version="9" helpurl="flash.events:ActivityEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ActivityEvent 類別的屬性" helpurl="flash.events:ActivityEvent">
						<string name="ACTIVITY" object="[flash.events.ActivityEvent]" text="ActivityEvent.ACTIVITY" constant="true" tiptext="ActivityEvent.ACTIVITY 常數會定義 activity 事件物件的 type 屬性值。" version="" helpurl="flash.events:ActivityEvent:ACTIVITY" playername=""/>
						<string name="activating" object="[flash.events.ActivityEvent]" text=".activating" tiptext="指出裝置為作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:ActivityEvent:activating:get" playername=""/>
					</folder>
				</folder>
				<folder name="AsyncErrorEvent" id="[flash.events.AsyncErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="當原生非同步程式碼擲出例外時，物件會傳送 AsyncErrorEvent，而此程式碼可能來自如 LocalConnection、NetConnection、SharedObject 或 NetStream 之類的來源。" helpurl="flash.events:AsyncErrorEvent">
					<folder name="方法" id="Methods" tiptext="AsyncErrorEvent 類別的方法" helpurl="flash.events:AsyncErrorEvent">
						<string name="AsyncErrorEvent" object="[flash.events.AsyncErrorEvent]" text="new AsyncErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,錯誤:Error=null]%)" constructor="true" tiptext="AsyncErrorEvent 物件的建構函式。" version="4" helpurl="flash.events:AsyncErrorEvent:AsyncErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.AsyncErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 AsyncErrorEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:AsyncErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.AsyncErrorEvent]" text=".toString(%%):String" tiptext="傳回包含 AsyncErrorEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:AsyncErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AsyncErrorEvent 類別的屬性" helpurl="flash.events:AsyncErrorEvent">
						<string name="ASYNC_ERROR" object="[flash.events.AsyncErrorEvent]" text="AsyncErrorEvent.ASYNC_ERROR" constant="true" tiptext="AsyncErrorEvent.ASYNC_ERROR 常數會定義 asyncError 事件物件的 type 屬性值。" version="" helpurl="flash.events:AsyncErrorEvent:ASYNC_ERROR" playername=""/>
						<string name="error" object="[flash.events.AsyncErrorEvent]" text=".error" tiptext="擲出的例外。" version="" helpurl="flash.events:AsyncErrorEvent:error" playername=""/>
					</folder>
				</folder>
				<folder name="BrowserInvokeEvent" id="[flash.events.BrowserInvokeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="AIR 應用程式的 NativeApplication 物件會在瀏覽器的 SWF 檔使用瀏覽器叫用功能，而導致叫用應用程式時傳送 browserInvoke 事件。" helpurl="flash.events:BrowserInvokeEvent">
					<folder name="方法" id="Methods" tiptext="BrowserInvokeEvent 類別的方法" helpurl="flash.events:BrowserInvokeEvent">
						<string name="BrowserInvokeEvent" object="[flash.events.BrowserInvokeEvent]" text="new BrowserInvokeEvent(%類型:String,反昇:Boolean,可取消:Boolean,引數:Array,安全執行程序類型:String,安全性網域:String,為HTTPS:Boolean,為使用者事件:Boolean%)" constructor="true" tiptext="BrowserInvokeEvent 類別的建構函數。" version="1.0" helpurl="flash.events:BrowserInvokeEvent:BrowserInvokeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.BrowserInvokeEvent]" text=".clone(%%):flash.events:Event" tiptext="建立此事件的新副本。" version="1.0" helpurl="flash.events:BrowserInvokeEvent:clone" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BrowserInvokeEvent 類別的屬性" helpurl="flash.events:BrowserInvokeEvent">
						<string name="BROWSER_INVOKE" object="[flash.events.BrowserInvokeEvent]" text="BrowserInvokeEvent.BROWSER_INVOKE" constant="true" tiptext="BrowserInvokeEvent.BROWSER_INVOKE 常數會定義 BrowserInvokeEvent 物件的 type 屬性值。" version="" helpurl="flash.events:BrowserInvokeEvent:BROWSER_INVOKE" playername="AIR"/>
						<string name="arguments" object="[flash.events.BrowserInvokeEvent]" text=".arguments" tiptext="要傳遞至應用程式的引數 (字串) 陣列。" version="" helpurl="flash.events:BrowserInvokeEvent:arguments:get" playername="AIR"/>
						<string name="isHTTPS" object="[flash.events.BrowserInvokeEvent]" text=".isHTTPS" tiptext="不管瀏覽器中的內容使用 HTTPS URL 配置 (true) 或不使用 (false)。" version="" helpurl="flash.events:BrowserInvokeEvent:isHTTPS:get" playername="AIR"/>
						<string name="isUserEvent" object="[flash.events.BrowserInvokeEvent]" text=".isUserEvent" tiptext="不管瀏覽器叫用是否會導致出現使用者事件 (例如按下滑鼠)。" version="" helpurl="flash.events:BrowserInvokeEvent:isUserEvent:get" playername="AIR"/>
						<string name="sandboxType" object="[flash.events.BrowserInvokeEvent]" text=".sandboxType" tiptext="瀏覽器中內容的安全執行程序類型。" version="" helpurl="flash.events:BrowserInvokeEvent:sandboxType:get" playername="AIR"/>
						<string name="securityDomain" object="[flash.events.BrowserInvokeEvent]" text=".securityDomain" tiptext="瀏覽器中內容的安全性網域，例如「www.adobe.com」或「www.example.org」。" version="" helpurl="flash.events:BrowserInvokeEvent:securityDomain:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ContextMenuEvent" id="[flash.events.ContextMenuEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當使用者開啟快顯選單或與快顯選單互動時，InteractiveObject 會傳送 ContextMenuEvent 物件。" helpurl="flash.events:ContextMenuEvent">
					<folder name="方法" id="Methods" tiptext="ContextMenuEvent 類別的方法" helpurl="flash.events:ContextMenuEvent">
						<string name="ContextMenuEvent" object="[flash.events.ContextMenuEvent]" text="new ContextMenuEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,滑鼠目標:flash.display:InteractiveObject=null,快顯選單所有人:flash.display:InteractiveObject=null]%)" constructor="true" tiptext="ContextMenuEvent 物件的建構函式。" version="9" helpurl="flash.events:ContextMenuEvent:ContextMenuEvent" playername=""/>
						<string name="clone" object="[flash.events.ContextMenuEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ContextMenuEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="9" helpurl="flash.events:ContextMenuEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ContextMenuEvent]" text=".toString(%%):String" tiptext="傳回包含 ContextMenuEvent 物件所有屬性的字串。" version="9" helpurl="flash.events:ContextMenuEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ContextMenuEvent 類別的屬性" helpurl="flash.events:ContextMenuEvent">
						<string name="MENU_ITEM_SELECT" object="[flash.events.ContextMenuEvent]" text="ContextMenuEvent.MENU_ITEM_SELECT" constant="true" tiptext="定義 menuItemSelect 事件物件的 type 屬性值。" version="" helpurl="flash.events:ContextMenuEvent:MENU_ITEM_SELECT" playername=""/>
						<string name="MENU_SELECT" object="[flash.events.ContextMenuEvent]" text="ContextMenuEvent.MENU_SELECT" constant="true" tiptext="定義 menuSelect 事件物件的 type 屬性值。" version="" helpurl="flash.events:ContextMenuEvent:MENU_SELECT" playername=""/>
						<string name="contextMenuOwner" object="[flash.events.ContextMenuEvent]" text=".contextMenuOwner" tiptext="做為選單所附加目的地的顯示清單物件。" version="" helpurl="flash.events:ContextMenuEvent:contextMenuOwner:get" playername=""/>
						<string name="isMouseTargetInaccessible" object="[flash.events.ContextMenuEvent]" text=".isMouseTargetInaccessible" tiptext="指出 mouseTarget 屬性是否已基於安全性考量設為 null。" version="" helpurl="flash.events:ContextMenuEvent:isMouseTargetInaccessible:get" playername=""/>
						<string name="mouseTarget" object="[flash.events.ContextMenuEvent]" text=".mouseTarget" tiptext="使用者在其上按一下右鍵以顯示快顯選單的顯示清單物件。" version="" helpurl="flash.events:ContextMenuEvent:mouseTarget:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataEvent" id="[flash.events.DataEvent]" sort="true" index="true" asAncestors="flash.events:TextEvent,flash.events:Event,Object" tiptext="當原始資料已經完全載入時，物件會傳送 DataEvent 物件。" helpurl="flash.events:DataEvent">
					<folder name="方法" id="Methods" tiptext="DataEvent 類別的方法" helpurl="flash.events:DataEvent">
						<string name="DataEvent" object="[flash.events.DataEvent]" text="new DataEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,資料:String]%)" constructor="true" tiptext="DataEvent 物件的建構函式。" version="4" helpurl="flash.events:DataEvent:DataEvent" playername=""/>
						<string name="clone" object="[flash.events.DataEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DataEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:DataEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.DataEvent]" text=".toString(%%):String" tiptext="傳回包含 DataEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:DataEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DataEvent 類別的屬性" helpurl="flash.events:DataEvent">
						<string name="DATA" object="[flash.events.DataEvent]" text="DataEvent.DATA" constant="true" tiptext="定義 data 事件物件的 type 屬性值。" version="" helpurl="flash.events:DataEvent:DATA" playername=""/>
						<string name="UPLOAD_COMPLETE_DATA" object="[flash.events.DataEvent]" text="DataEvent.UPLOAD_COMPLETE_DATA" constant="true" tiptext="定義 uploadCompleteData 事件物件的 type 屬性值。" version="" helpurl="flash.events:DataEvent:UPLOAD_COMPLETE_DATA" playername=""/>
						<string name="data" object="[flash.events.DataEvent]" text=".data" tiptext="載入原始資料至 Flash Player 或 Adobe AIR。" version="" helpurl="flash.events:DataEvent:data:get" playername=""/>
					</folder>
				</folder>
				<folder name="DatagramSocketDataEvent" id="[flash.events.DatagramSocketDataEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當 Datagram 通訊端收到資料時會傳送 DatagramSocketDataEvent 物件。" helpurl="flash.events:DatagramSocketDataEvent">
					<folder name="方法" id="Methods" tiptext="DatagramSocketDataEvent 類別的方法" helpurl="flash.events:DatagramSocketDataEvent">
						<string name="DatagramSocketDataEvent" object="[flash.events.DatagramSocketDataEvent]" text="new DatagramSocketDataEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,來源位址:String,來源連接埠:int=0,目標位址:String,目標連接埠:int=0,資料:flash.utils:ByteArray=null]%)" constructor="true" tiptext="建立包含關於 datagram 事件資訊的 Event 物件。" version="2" helpurl="flash.events:DatagramSocketDataEvent:DatagramSocketDataEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.DatagramSocketDataEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DatagramSocketDataEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="2" helpurl="flash.events:DatagramSocketDataEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DatagramSocketDataEvent]" text=".toString(%%):String" tiptext="傳回包含 DatagramSocketDataEvent 物件所有屬性的字串。" version="2" helpurl="flash.events:DatagramSocketDataEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DatagramSocketDataEvent 類別的屬性" helpurl="flash.events:DatagramSocketDataEvent">
						<string name="DATA" object="[flash.events.DatagramSocketDataEvent]" text="DatagramSocketDataEvent.DATA" constant="true" tiptext="定義 data 事件物件的 type 屬性值。" version="" helpurl="flash.events:DatagramSocketDataEvent:DATA" playername="AIR"/>
						<string name="data" object="[flash.events.DatagramSocketDataEvent]" text=".data" tiptext="資料包封包資料。" version="" helpurl="flash.events:DatagramSocketDataEvent:data:get" playername="AIR"/>
						<string name="dstAddress" object="[flash.events.DatagramSocketDataEvent]" text=".dstAddress" tiptext="傳送此事件之 DatagramSocket 物件的 IP 位址。" version="" helpurl="flash.events:DatagramSocketDataEvent:dstAddress:get" playername="AIR"/>
						<string name="dstPort" object="[flash.events.DatagramSocketDataEvent]" text=".dstPort" tiptext="傳送此事件之 DatagramSocket 物件的連接埠。" version="" helpurl="flash.events:DatagramSocketDataEvent:dstPort:get" playername="AIR"/>
						<string name="srcAddress" object="[flash.events.DatagramSocketDataEvent]" text=".srcAddress" tiptext="傳送封包之機器的 IP 位址。" version="" helpurl="flash.events:DatagramSocketDataEvent:srcAddress:get" playername="AIR"/>
						<string name="srcPort" object="[flash.events.DatagramSocketDataEvent]" text=".srcPort" tiptext="傳送封包之機器的連接埠。" version="" helpurl="flash.events:DatagramSocketDataEvent:srcPort:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DNSResolverEvent" id="[flash.events.DNSResolverEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="DNSResolverEvent 類別代表網域名稱系統 (DNS) 查詢作業的結果。" helpurl="flash.events:DNSResolverEvent">
					<folder name="方法" id="Methods" tiptext="DNSResolverEvent 類別的方法" helpurl="flash.events:DNSResolverEvent">
						<string name="DNSResolverEvent" object="[flash.events.DNSResolverEvent]" text="new DNSResolverEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,主機:String,資源記錄:Array=null]%)" constructor="true" tiptext="建立包含 DNS 查詢作業結果的 DNSResolverEvent 物件。" version="2" helpurl="flash.events:DNSResolverEvent:DNSResolverEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.DNSResolverEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DNSResolverEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="2" helpurl="flash.events:DNSResolverEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DNSResolverEvent]" text=".toString(%%):String" tiptext="傳回包含 DNSResolverEvent 物件所有屬性的字串。" version="2" helpurl="flash.events:DNSResolverEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DNSResolverEvent 類別的屬性" helpurl="flash.events:DNSResolverEvent">
						<string name="LOOKUP" object="[flash.events.DNSResolverEvent]" text="DNSResolverEvent.LOOKUP" constant="true" tiptext="定義 lookup 事件物件的 type 屬性值。" version="" helpurl="flash.events:DNSResolverEvent:LOOKUP" playername="AIR"/>
						<string name="host" object="[flash.events.DNSResolverEvent]" text=".host" tiptext="此事件回應 DNSResolver 類別之 lookup() 方法呼叫所使用的查詢字串 (例如主機名稱、IP 位址或服務定位器)。" version="" helpurl="flash.events:DNSResolverEvent:host:get" playername="AIR"/>
						<string name="resourceRecords" object="[flash.events.DNSResolverEvent]" text=".resourceRecords" tiptext="包含 DNS 查詢作業所傳回之資源記錄的陣列。" version="" helpurl="flash.events:DNSResolverEvent:resourceRecords:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DRMAuthenticateEvent" id="[flash.events.DRMAuthenticateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="嘗試播放需要使用者憑證以供驗證的數位版權管理 (DRM) 加密內容時，NetStream 物件會傳送 DRMAuthenticateEvent物件。" helpurl="flash.events:DRMAuthenticateEvent">
					<folder name="方法" id="Methods" tiptext="DRMAuthenticateEvent 類別的方法" helpurl="flash.events:DRMAuthenticateEvent">
						<string name="DRMAuthenticateEvent" object="[flash.events.DRMAuthenticateEvent]" text="new DRMAuthenticateEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,標題:String,使用者提示:String,密碼提示:String,url提示:String,驗證類型:String,網路串流:flash.net:NetStream=null]%)" constructor="true" tiptext="建立包含 DRM 驗證事件特定資訊的 Event 物件。" version="1.0" helpurl="flash.events:DRMAuthenticateEvent:DRMAuthenticateEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.DRMAuthenticateEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DRMAuthenticateEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:DRMAuthenticateEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DRMAuthenticateEvent]" text=".toString(%%):String" tiptext="傳回包含 DRMAuthenticateEvent 物件所有屬性的字串。" version="1.0" helpurl="flash.events:DRMAuthenticateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMAuthenticateEvent 類別的屬性" helpurl="flash.events:DRMAuthenticateEvent">
						<string name="AUTHENTICATION_TYPE_DRM" object="[flash.events.DRMAuthenticateEvent]" text="DRMAuthenticateEvent.AUTHENTICATION_TYPE_DRM" constant="true" tiptext="DRMAuthenticateEvent.AUTHENTICATION_TYPE_DRM 常數會定義 DRMAuthenticateEvent 物件的 authenticationType 屬性值。" version="" helpurl="flash.events:DRMAuthenticateEvent:AUTHENTICATION_TYPE_DRM" playername="AIR"/>
						<string name="AUTHENTICATION_TYPE_PROXY" object="[flash.events.DRMAuthenticateEvent]" text="DRMAuthenticateEvent.AUTHENTICATION_TYPE_PROXY" constant="true" tiptext="DRMAuthenticateEvent.AUTHENTICATION_TYPE_PROXY 常數會定義 DRMAuthenticateEvent 物件的 authenticationType 屬性值。" version="" helpurl="flash.events:DRMAuthenticateEvent:AUTHENTICATION_TYPE_PROXY" playername="AIR"/>
						<string name="DRM_AUTHENTICATE" object="[flash.events.DRMAuthenticateEvent]" text="DRMAuthenticateEvent.DRM_AUTHENTICATE" constant="true" tiptext="DRMAuthenticateEvent.DRM_AUTHENTICATE 常數會定義 DRMAuthenticateEvent 物件的 type 屬性值。" version="" helpurl="flash.events:DRMAuthenticateEvent:DRM_AUTHENTICATE" playername="AIR"/>
						<string name="authenticationType" object="[flash.events.DRMAuthenticateEvent]" text=".authenticationType" tiptext="指出提供的憑證是針對 Flash Media Rights Management Server (FMRMS) 還是 Proxy 伺服器進行驗證。" version="" helpurl="flash.events:DRMAuthenticateEvent:authenticationType:get" playername="AIR"/>
						<string name="header" object="[flash.events.DRMAuthenticateEvent]" text=".header" tiptext="伺服器所提供的加密內容檔案檔頭。" version="" helpurl="flash.events:DRMAuthenticateEvent:header:get" playername="AIR"/>
						<string name="netstream" object="[flash.events.DRMAuthenticateEvent]" text=".netstream" tiptext="起始此事件的 NetStream 物件。" version="" helpurl="flash.events:DRMAuthenticateEvent:netstream:get" playername="AIR"/>
						<string name="passwordPrompt" object="[flash.events.DRMAuthenticateEvent]" text=".passwordPrompt" tiptext="由伺服器提供，要求提供密碼憑證的提示。" version="" helpurl="flash.events:DRMAuthenticateEvent:passwordPrompt:get" playername="AIR"/>
						<string name="urlPrompt" object="[flash.events.DRMAuthenticateEvent]" text=".urlPrompt" tiptext="由伺服器提供，要求提供 URL 字串的提示。" version="" helpurl="flash.events:DRMAuthenticateEvent:urlPrompt:get" playername="AIR"/>
						<string name="usernamePrompt" object="[flash.events.DRMAuthenticateEvent]" text=".usernamePrompt" tiptext="由伺服器提供，要求提供使用者名稱憑證的提示。" version="" helpurl="flash.events:DRMAuthenticateEvent:usernamePrompt:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DRMAuthenticationCompleteEvent" id="[flash.events.DRMAuthenticationCompleteEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當對 DRMManager 物件之 authenticate() 方法的呼叫成功時，DRMManager 會傳送 DRMAuthenticationCompleteEvent 物件。" helpurl="flash.events:DRMAuthenticationCompleteEvent">
					<folder name="方法" id="Methods" tiptext="DRMAuthenticationCompleteEvent 類別的方法" helpurl="flash.events:DRMAuthenticationCompleteEvent">
						<string name="DRMAuthenticationCompleteEvent" object="[flash.events.DRMAuthenticationCompleteEvent]" text="new DRMAuthenticationCompleteEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,以伺服器URL表示:String=null,以網域表示:String=null,以字符表示:flash.utils:ByteArray=null]%)" constructor="true" tiptext="建立 DRMAuthenticationCompleteEvent 物件的新實體" version="10.1" helpurl="flash.events:DRMAuthenticationCompleteEvent:DRMAuthenticationCompleteEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".clone(%%):flash.events:Event" tiptext="複製 Event 子類別的實體。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMAuthenticationCompleteEvent 類別的屬性" helpurl="flash.events:DRMAuthenticationCompleteEvent">
						<string name="AUTHENTICATION_COMPLETE" object="[flash.events.DRMAuthenticationCompleteEvent]" text="DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE" constant="true" tiptext="字串常數，當新增和移除事件偵聽程式時，用於在type 參數中的驗證完成事件。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:AUTHENTICATION_COMPLETE" playername=""/>
						<string name="domain" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".domain" tiptext="媒體版權伺服器的內容網域。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:domain:get" playername=""/>
						<string name="serverURL" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".serverURL" tiptext="媒體版權伺服器的 URL。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:serverURL:get" playername=""/>
						<string name="token" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".token" tiptext="驗證字符。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:token:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMAuthenticationErrorEvent" id="[flash.events.DRMAuthenticationErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="當對 DRMManager 物件之 authenticate() 方法的呼叫失敗時，DRMManager 會傳送 DRMAuthenticationErrorEvent 物件。" helpurl="flash.events:DRMAuthenticationErrorEvent">
					<folder name="方法" id="Methods" tiptext="DRMAuthenticationErrorEvent 類別的方法" helpurl="flash.events:DRMAuthenticationErrorEvent">
						<string name="DRMAuthenticationErrorEvent" object="[flash.events.DRMAuthenticationErrorEvent]" text="new DRMAuthenticationErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,以詳細資訊表示:String,以錯誤ID表示:int=0,以子錯誤ID表示:int=0,以伺服器URL表示:String=null,以網域表示:String=null]%)" constructor="true" tiptext="建立 DRMAuthenticationErrorEvent 物件的新實體" version="10.1" helpurl="flash.events:DRMAuthenticationErrorEvent:DRMAuthenticationErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMAuthenticationErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ErrorEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMAuthenticationErrorEvent 類別的屬性" helpurl="flash.events:DRMAuthenticationErrorEvent">
						<string name="AUTHENTICATION_ERROR" object="[flash.events.DRMAuthenticationErrorEvent]" text="DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR" constant="true" tiptext="字串常數，當新增和移除事件偵聽程式時，用於在 type 參數中的驗證錯誤事件。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:AUTHENTICATION_ERROR" playername=""/>
						<string name="domain" object="[flash.events.DRMAuthenticationErrorEvent]" text=".domain" tiptext="媒體版權伺服器的內容網域。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:domain:get" playername=""/>
						<string name="serverURL" object="[flash.events.DRMAuthenticationErrorEvent]" text=".serverURL" tiptext="拒絕驗證嘗試之媒體權限伺服器的 URL。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:serverURL:get" playername=""/>
						<string name="subErrorID" object="[flash.events.DRMAuthenticationErrorEvent]" text=".subErrorID" tiptext="更詳細的錯誤碼。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:subErrorID:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMErrorEvent" id="[flash.events.DRMErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="DRMErrorEvent 類別提供的資訊，與播放數位版權管理 (DRM) 加密檔案時發生的錯誤有關。" helpurl="flash.events:DRMErrorEvent">
					<folder name="方法" id="Methods" tiptext="DRMErrorEvent 類別的方法" helpurl="flash.events:DRMErrorEvent">
						<string name="DRMErrorEvent" object="[flash.events.DRMErrorEvent]" text="new DRMErrorEvent(%[類型:String=unknown,反昇:Boolean=false,可取消:Boolean=false,以錯誤詳細資訊表示:String,以錯誤程式碼表示:int=0,以子錯誤ID表示:int=0,以中繼資料表示:flash.net.drm:DRMContentData=null,以需要系統更新表示:Boolean=false,以需要DRM更新表示:Boolean=false]%)" constructor="true" tiptext="建立包含 DRM 錯誤事件相關資訊的 Event 物件。" version="10.1" helpurl="flash.events:DRMErrorEvent:DRMErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DRMErrorEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="10.1" helpurl="flash.events:DRMErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.DRMErrorEvent]" text=".toString(%%):String" tiptext="傳回包含 DRMErrorEvent 物件所有屬性的字串。" version="10.1" helpurl="flash.events:DRMErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMErrorEvent 類別的屬性" helpurl="flash.events:DRMErrorEvent">
						<string name="DRM_ERROR" object="[flash.events.DRMErrorEvent]" text="DRMErrorEvent.DRM_ERROR" constant="true" tiptext="DRMErrorEvent.DRM_ERROR 常數會定義 drmError 事件物件的 type 屬性值。" version="" helpurl="flash.events:DRMErrorEvent:DRM_ERROR" playername=""/>
						<string name="contentData" object="[flash.events.DRMErrorEvent]" text=".contentData" tiptext="媒體檔案的 DRMContentData。" version="" helpurl="flash.events:DRMErrorEvent:contentData:get" playername=""/>
						<string name="drmUpdateNeeded" object="[flash.events.DRMErrorEvent]" text=".drmUpdateNeeded" tiptext="指出是否需要更新 DRM 以便播放 DRM 保護的內容。" version="" helpurl="flash.events:DRMErrorEvent:drmUpdateNeeded:get" playername=""/>
						<string name="subErrorID" object="[flash.events.DRMErrorEvent]" text=".subErrorID" tiptext="錯誤 ID，用來指出根本問題的詳細相關資訊。" version="" helpurl="flash.events:DRMErrorEvent:subErrorID:get" playername=""/>
						<string name="systemUpdateNeeded" object="[flash.events.DRMErrorEvent]" text=".systemUpdateNeeded" tiptext="指出是否需要更新系統以便播放 DRM 保護的內容。" version="" helpurl="flash.events:DRMErrorEvent:systemUpdateNeeded:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMStatusEvent" id="[flash.events.DRMStatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當使用數位版權管理 (DRM) 保護的內容成功開始播放 (當憑證已經過確認，而且使用者已通過驗證並經過授權得以檢視內容) 時，NetStream 物件就會傳送 DRMStatusEvent 物件。" helpurl="flash.events:DRMStatusEvent">
					<folder name="方法" id="Methods" tiptext="DRMStatusEvent 類別的方法" helpurl="flash.events:DRMStatusEvent">
						<string name="DRMStatusEvent" object="[flash.events.DRMStatusEvent]" text="new DRMStatusEvent(%[類型:String=unknown,反昇:Boolean=false,可取消:Boolean=false,以中繼資料表示:flash.net.drm:DRMContentData=null,以憑證表示:flash.net.drm:DRMVoucher=null,以本機表示:Boolean=false]%)" constructor="true" tiptext="建立包含 DRM 狀態事件特定資訊的 Event 物件。" version="10.1" helpurl="flash.events:DRMStatusEvent:DRMStatusEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMStatusEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 DRMStatusEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:DRMStatusEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DRMStatusEvent]" text=".toString(%%):String" tiptext="傳回包含 DRMStatusEvent 物件所有屬性的字串。" version="1.0" helpurl="flash.events:DRMStatusEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMStatusEvent 類別的屬性" helpurl="flash.events:DRMStatusEvent">
						<string name="DRM_STATUS" object="[flash.events.DRMStatusEvent]" text="DRMStatusEvent.DRM_STATUS" constant="true" tiptext="DRMStatusEvent.DRM_STATUS 常數會定義 drmStatus 事件物件的 type 屬性值。" version="" helpurl="flash.events:DRMStatusEvent:DRM_STATUS" playername=""/>
						<string name="contentData" object="[flash.events.DRMStatusEvent]" text=".contentData" tiptext="DRMContentData 物件包含所需的資訊，以取得檢視受 DRM 保護之內容所需的憑證。" version="" helpurl="flash.events:DRMStatusEvent:contentData:get" playername=""/>
						<string name="detail" object="[flash.events.DRMStatusEvent]" text=".detail" tiptext="用來說明狀態事件內容的字串。" version="" helpurl="flash.events:DRMStatusEvent:detail:get" playername="AIR"/>
						<string name="isAnonymous" object="[flash.events.DRMStatusEvent]" text=".isAnonymous" tiptext="指出受數位版權管理 (DRM) 加密機制來保護的內容是否可供使用而不需使用者提供驗證憑證。" version="" helpurl="flash.events:DRMStatusEvent:isAnonymous:get" playername="AIR"/>
						<string name="isAvailableOffline" object="[flash.events.DRMStatusEvent]" text=".isAvailableOffline" tiptext="指出使用數位版權管理 (DRM) 加密機制來保護的內容是否可供離線使用。" version="" helpurl="flash.events:DRMStatusEvent:isAvailableOffline:get" playername="AIR"/>
						<string name="isLocal" object="[flash.events.DRMStatusEvent]" text=".isLocal" tiptext="指出憑證是否快取在本機憑證存放區中。" version="" helpurl="flash.events:DRMStatusEvent:isLocal:get" playername=""/>
						<string name="offlineLeasePeriod" object="[flash.events.DRMStatusEvent]" text=".offlineLeasePeriod" tiptext="內容可供離線檢視的剩餘天數。" version="" helpurl="flash.events:DRMStatusEvent:offlineLeasePeriod:get" playername="AIR"/>
						<string name="policies" object="[flash.events.DRMStatusEvent]" text=".policies" tiptext="DRM 狀態事件的自訂物件。" version="" helpurl="flash.events:DRMStatusEvent:policies:get" playername="AIR"/>
						<string name="voucherEndDate" object="[flash.events.DRMStatusEvent]" text=".voucherEndDate" tiptext="憑證到期的絕對日期，此時使用者將無法繼續檢視其內容。" version="" helpurl="flash.events:DRMStatusEvent:voucherEndDate:get" playername="AIR"/>
						<string name="voucher" object="[flash.events.DRMStatusEvent]" text=".voucher" tiptext="內容的 DRMVoucher 物件。" version="" helpurl="flash.events:DRMStatusEvent:voucher:get" playername=""/>
					</folder>
				</folder>
				<folder name="ErrorEvent" id="[flash.events.ErrorEvent]" sort="true" index="true" asAncestors="flash.events:TextEvent,flash.events:Event,Object" tiptext="當錯誤導致非同步作業失敗時，便會傳送 ErrorEvent 物件。" helpurl="flash.events:ErrorEvent">
					<folder name="方法" id="Methods" tiptext="ErrorEvent 類別的方法" helpurl="flash.events:ErrorEvent">
						<string name="ErrorEvent" object="[flash.events.ErrorEvent]" text="new ErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0]%)" constructor="true" tiptext="ErrorEvent 物件的建構函式。" version="4" helpurl="flash.events:ErrorEvent:ErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.ErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ErrorEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:ErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ErrorEvent]" text=".toString(%%):String" tiptext="傳回包含 ErrorEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:ErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ErrorEvent 類別的屬性" helpurl="flash.events:ErrorEvent">
						<string name="ERROR" object="[flash.events.ErrorEvent]" text="ErrorEvent.ERROR" constant="true" tiptext="定義 error 事件物件的 type 屬性值。" version="" helpurl="flash.events:ErrorEvent:ERROR" playername=""/>
						<string name="errorID" object="[flash.events.ErrorEvent]" text=".errorID" tiptext="包含與特定錯誤相關聯的參照號碼。" version="" helpurl="flash.events:ErrorEvent:errorID:get" playername=""/>
					</folder>
				</folder>
				<folder name="Event" id="[flash.events.Event]" sort="true" index="true" asAncestors="Object" tiptext="在建立 Event 物件時，Event 類別可以當作基底類別來使用，而當發生事件時，Event 物件會被當作參數傳遞至事件偵聽程式。" helpurl="flash.events:Event">
					<folder name="方法" id="Methods" tiptext="Event 類別的方法" helpurl="flash.events:Event">
						<string name="Event" object="[flash.events.Event]" text="new Event(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="用來建立新的 Event 物件。" version="4" helpurl="flash.events:Event:Event" playername=""/>
						<string name="clone" object="[flash.events.Event]" text=".clone(%%):flash.events:Event" tiptext="複製 Event 子類別的實體。" version="4" helpurl="flash.events:Event:clone" playername=""/>
						<string name="formatToString" object="[flash.events.Event]" text=".formatToString(%類別名稱:String,引數:長度不定的引數%):String" tiptext="公用程式函數，可用來實作自訂 ActionScript 3.0 Event 類別中的 toString() 方法。" version="4" helpurl="flash.events:Event:formatToString" playername=""/>
						<string name="isDefaultPrevented" object="[flash.events.Event]" text=".isDefaultPrevented(%%):Boolean" tiptext="檢查是否已經在事件上呼叫 preventDefault() 方法。" version="4" helpurl="flash.events:Event:isDefaultPrevented" playername=""/>
						<string name="preventDefault" object="[flash.events.Event]" text=".preventDefault(%%):void" tiptext="如果行為可以取消，則取消事件的預設行為。" version="4" helpurl="flash.events:Event:preventDefault" playername=""/>
						<string name="stopImmediatePropagation" object="[flash.events.Event]" text=".stopImmediatePropagation(%%):void" tiptext="避免處理事件流程中，目前節點以及任何後續節點中的任何事件偵聽程式。" version="4" helpurl="flash.events:Event:stopImmediatePropagation" playername=""/>
						<string name="stopPropagation" object="[flash.events.Event]" text=".stopPropagation(%%):void" tiptext="避免處理接續在事件流程中的目前節點之後，後續節點中的任何事件偵聽程式。" version="4" helpurl="flash.events:Event:stopPropagation" playername=""/>
						<string name="toString" object="[flash.events.Event]" text=".toString(%%):String" tiptext="傳回包含 Event 物件所有屬性的字串。" version="4" helpurl="flash.events:Event:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Event 類別的屬性" helpurl="flash.events:Event">
						<string name="ACTIVATE" object="[flash.events.Event]" text="Event.ACTIVATE" constant="true" tiptext="ACTIVATE 常數會定義 activate 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:ACTIVATE" playername=""/>
						<string name="ADDED_TO_STAGE" object="[flash.events.Event]" text="Event.ADDED_TO_STAGE" constant="true" tiptext="Event.ADDED_TO_STAGE 常數會定義 addedToStage 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:ADDED_TO_STAGE" playername=""/>
						<string name="ADDED" object="[flash.events.Event]" text="Event.ADDED" constant="true" tiptext="Event.ADDED 常數會定義 added 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:ADDED" playername=""/>
						<string name="CANCEL" object="[flash.events.Event]" text="Event.CANCEL" constant="true" tiptext="Event.CANCEL 常數會定義 cancel 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:CANCEL" playername=""/>
						<string name="CHANGE" object="[flash.events.Event]" text="Event.CHANGE" constant="true" tiptext="Event.CHANGE 常數會定義 change 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:CHANGE" playername=""/>
						<string name="CLEAR" object="[flash.events.Event]" text="Event.CLEAR" constant="true" tiptext="Event.CLEAR 常數會定義 clear 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:CLEAR" playername=""/>
						<string name="CLOSE" object="[flash.events.Event]" text="Event.CLOSE" constant="true" tiptext="Event.CLOSE 常數會定義 close 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:CLOSE" playername=""/>
						<string name="CLOSING" object="[flash.events.Event]" text="Event.CLOSING" constant="true" tiptext="Event.CLOSING 常數會定義 closing 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:CLOSING" playername=""/>
						<string name="COMPLETE" object="[flash.events.Event]" text="Event.COMPLETE" constant="true" tiptext="Event.COMPLETE 常數會定義 complete 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:COMPLETE" playername=""/>
						<string name="CONNECT" object="[flash.events.Event]" text="Event.CONNECT" constant="true" tiptext="Event.CONNECT 常數會定義 connect 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:CONNECT" playername=""/>
						<string name="COPY" object="[flash.events.Event]" text="Event.COPY" constant="true" tiptext="定義 copy 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:COPY" playername=""/>
						<string name="CUT" object="[flash.events.Event]" text="Event.CUT" constant="true" tiptext="定義 cut 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:CUT" playername=""/>
						<string name="DEACTIVATE" object="[flash.events.Event]" text="Event.DEACTIVATE" constant="true" tiptext="Event.DEACTIVATE 常數會定義 deactivate 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:DEACTIVATE" playername=""/>
						<string name="DISPLAYING" object="[flash.events.Event]" text="Event.DISPLAYING" constant="true" tiptext="Event.DISPLAYING 常數會定義 displaying 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:DISPLAYING" playername=""/>
						<string name="ENTER_FRAME" object="[flash.events.Event]" text="Event.ENTER_FRAME" constant="true" tiptext="Event.ENTER_FRAME 常數會定義 enterFrame 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:ENTER_FRAME" playername=""/>
						<string name="EXITING" object="[flash.events.Event]" text="Event.EXITING" constant="true" tiptext="Event.EXITING 常數會定義 exiting 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:EXITING" playername=""/>
						<string name="EXIT_FRAME" object="[flash.events.Event]" text="Event.EXIT_FRAME" constant="true" tiptext="Event.EXIT_FRAME 常數會定義 exitFrame 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:EXIT_FRAME" playername=""/>
						<string name="FRAME_CONSTRUCTED" object="[flash.events.Event]" text="Event.FRAME_CONSTRUCTED" constant="true" tiptext="Event.FRAME_CONSTRUCTED 常數會定義 frameConstructed 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:FRAME_CONSTRUCTED" playername=""/>
						<string name="FULLSCREEN" object="[flash.events.Event]" text="Event.FULLSCREEN" constant="true" tiptext="Event.FULL_SCREEN 常數會定義 fullScreen 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:FULLSCREEN" playername=""/>
						<string name="HTML_BOUNDS_CHANGE" object="[flash.events.Event]" text="Event.HTML_BOUNDS_CHANGE" constant="true" tiptext="Event.HTML_BOUNDS_CHANGE 常數會定義 htmlBoundsChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:HTML_BOUNDS_CHANGE" playername=""/>
						<string name="HTML_DOM_INITIALIZE" object="[flash.events.Event]" text="Event.HTML_DOM_INITIALIZE" constant="true" tiptext="Event.HTML_DOM_INITIALIZE 常數會定義 htmlDOMInitialize 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:HTML_DOM_INITIALIZE" playername=""/>
						<string name="HTML_RENDER" object="[flash.events.Event]" text="Event.HTML_RENDER" constant="true" tiptext="Event.HTML_RENDER 常數會定義 htmlRender 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:HTML_RENDER" playername=""/>
						<string name="ID3" object="[flash.events.Event]" text="Event.ID3" constant="true" tiptext="Event.ID3 常數會定義 id3 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:ID3" playername=""/>
						<string name="INIT" object="[flash.events.Event]" text="Event.INIT" constant="true" tiptext="Event.INIT 常數會定義 init 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:INIT" playername=""/>
						<string name="LOCATION_CHANGE" object="[flash.events.Event]" text="Event.LOCATION_CHANGE" constant="true" tiptext="Event.LOCATION_CHANGE 常數會定義 locationChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:LOCATION_CHANGE" playername=""/>
						<string name="MOUSE_LEAVE" object="[flash.events.Event]" text="Event.MOUSE_LEAVE" constant="true" tiptext="Event.MOUSE_LEAVE 常數會定義 mouseLeave 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:MOUSE_LEAVE" playername=""/>
						<string name="NETWORK_CHANGE" object="[flash.events.Event]" text="Event.NETWORK_CHANGE" constant="true" tiptext="Event.NETWORK_CHANGE 常數會定義 networkChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:NETWORK_CHANGE" playername=""/>
						<string name="OPEN" object="[flash.events.Event]" text="Event.OPEN" constant="true" tiptext="Event.OPEN 常數會定義 open 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:OPEN" playername=""/>
						<string name="PASTE" object="[flash.events.Event]" text="Event.PASTE" constant="true" tiptext="Event.PASTE 常數會定義 paste 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:PASTE" playername=""/>
						<string name="PREPARING" object="[flash.events.Event]" text="Event.PREPARING" constant="true" tiptext="Event.PREPARING 常數會定義 preparing 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:PREPARING" playername="AIR"/>
						<string name="REMOVED_FROM_STAGE" object="[flash.events.Event]" text="Event.REMOVED_FROM_STAGE" constant="true" tiptext="Event.REMOVED_FROM_STAGE 常數會定義 removedFromStage 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:REMOVED_FROM_STAGE" playername=""/>
						<string name="REMOVED" object="[flash.events.Event]" text="Event.REMOVED" constant="true" tiptext="Event.REMOVED 常數會定義 removed 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:REMOVED" playername=""/>
						<string name="RENDER" object="[flash.events.Event]" text="Event.RENDER" constant="true" tiptext="Event.RENDER 常數會定義 render 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:RENDER" playername=""/>
						<string name="RESIZE" object="[flash.events.Event]" text="Event.RESIZE" constant="true" tiptext="Event.RESIZE 常數會定義 resize 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:RESIZE" playername=""/>
						<string name="SCROLL" object="[flash.events.Event]" text="Event.SCROLL" constant="true" tiptext="Event.SCROLL 常數會定義 scroll 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:SCROLL" playername=""/>
						<string name="SELECT_ALL" object="[flash.events.Event]" text="Event.SELECT_ALL" constant="true" tiptext="Event.SELECT_ALL 常數會定義 selectAll 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:SELECT_ALL" playername=""/>
						<string name="SELECT" object="[flash.events.Event]" text="Event.SELECT" constant="true" tiptext="Event.SELECT 常數會定義 select 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:SELECT" playername=""/>
						<string name="SOUND_COMPLETE" object="[flash.events.Event]" text="Event.SOUND_COMPLETE" constant="true" tiptext="Event.SOUND_COMPLETE 常數會定義 soundComplete 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:SOUND_COMPLETE" playername=""/>
						<string name="STANDARD_ERROR_CLOSE" object="[flash.events.Event]" text="Event.STANDARD_ERROR_CLOSE" constant="true" tiptext="Event.STANDARD_ERROR_CLOSE 常數會定義 standardErrorClose 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:STANDARD_ERROR_CLOSE" playername=""/>
						<string name="STANDARD_INPUT_CLOSE" object="[flash.events.Event]" text="Event.STANDARD_INPUT_CLOSE" constant="true" tiptext="Event.STANDARD_INPUT_CLOSE 常數會定義 standardInputClose 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:STANDARD_INPUT_CLOSE" playername=""/>
						<string name="STANDARD_OUTPUT_CLOSE" object="[flash.events.Event]" text="Event.STANDARD_OUTPUT_CLOSE" constant="true" tiptext="Event.STANDARD_OUTPUT_CLOSE 常數會定義 standardOutputClose 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:STANDARD_OUTPUT_CLOSE" playername=""/>
						<string name="TAB_CHILDREN_CHANGE" object="[flash.events.Event]" text="Event.TAB_CHILDREN_CHANGE" constant="true" tiptext="Event.TAB_CHILDREN_CHANGE 常數會定義 tabChildrenChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:TAB_CHILDREN_CHANGE" playername=""/>
						<string name="TAB_ENABLED_CHANGE" object="[flash.events.Event]" text="Event.TAB_ENABLED_CHANGE" constant="true" tiptext="Event.TAB_ENABLED_CHANGE 常數會定義 tabEnabledChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:TAB_ENABLED_CHANGE" playername=""/>
						<string name="TAB_INDEX_CHANGE" object="[flash.events.Event]" text="Event.TAB_INDEX_CHANGE" constant="true" tiptext="Event.TAB_INDEX_CHANGE 常數會定義 tabIndexChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:TAB_INDEX_CHANGE" playername=""/>
						<string name="TEXT_INTERACTION_MODE_CHANGE" object="[flash.events.Event]" text="Event.TEXT_INTERACTION_MODE_CHANGE" constant="true" tiptext="Event.TEXT_INTERACTION_MODE_CHANGE 常數會定義互動模式事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:TEXT_INTERACTION_MODE_CHANGE" playername=""/>
						<string name="UNLOAD" object="[flash.events.Event]" text="Event.UNLOAD" constant="true" tiptext="Event.UNLOAD 常數會定義 unload 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:UNLOAD" playername=""/>
						<string name="USER_IDLE" object="[flash.events.Event]" text="Event.USER_IDLE" constant="true" tiptext="Event.USER_IDLE 常數會定義 userIdle 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:USER_IDLE" playername=""/>
						<string name="USER_PRESENT" object="[flash.events.Event]" text="Event.USER_PRESENT" constant="true" tiptext="Event.USER_PRESENT 常數會定義 userPresent 事件物件的 type 屬性值。" version="" helpurl="flash.events:Event:USER_PRESENT" playername=""/>
						<string name="bubbles" object="[flash.events.Event]" text=".bubbles" tiptext="指出事件是否為反昇事件。" version="" helpurl="flash.events:Event:bubbles:get" playername=""/>
						<string name="cancelable" object="[flash.events.Event]" text=".cancelable" tiptext="指出是否可以避免與事件相關聯的行為。" version="" helpurl="flash.events:Event:cancelable:get" playername=""/>
						<string name="currentTarget" object="[flash.events.Event]" text=".currentTarget" tiptext="主動使用事件偵聽程式處理 Event 物件的物件。" version="" helpurl="flash.events:Event:currentTarget:get" playername=""/>
						<string name="eventPhase" object="[flash.events.Event]" text=".eventPhase" tiptext="事件流程中的目前階段。" version="" helpurl="flash.events:Event:eventPhase:get" playername=""/>
						<string name="target" object="[flash.events.Event]" text=".target" tiptext="事件目標。" version="" helpurl="flash.events:Event:target:get" playername=""/>
						<string name="type" object="[flash.events.Event]" text=".type" tiptext="事件類型。" version="" helpurl="flash.events:Event:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="EventDispatcher" id="[flash.events.EventDispatcher]" sort="true" index="true" asAncestors="Object" tiptext="EventDispatcher 類別是所有傳送事件之執行階段類別的基底類別。" helpurl="flash.events:EventDispatcher">
					<folder name="方法" id="Methods" tiptext="EventDispatcher 類別的方法" helpurl="flash.events:EventDispatcher">
						<string name="EventDispatcher" object="[flash.events.EventDispatcher]" text="new EventDispatcher(%[目標:flash.events:IEventDispatcher=null]%)" constructor="true" tiptext="彙總 EventDispatcher 類別的實體。" version="4" helpurl="flash.events:EventDispatcher:EventDispatcher" playername=""/>
						<string name="addEventListener" object="[flash.events.EventDispatcher]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="4" helpurl="flash.events:EventDispatcher:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flash.events.EventDispatcher]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="4" helpurl="flash.events:EventDispatcher:dispatchEvent" playername=""/>
						<string name="hasEventListener" object="[flash.events.EventDispatcher]" text=".hasEventListener(%類型:String%):Boolean" tiptext="檢查 EventDispatcher 物件是否已經為特定類型的事件註冊任何偵聽程式。" version="4" helpurl="flash.events:EventDispatcher:hasEventListener" playername=""/>
						<string name="removeEventListener" object="[flash.events.EventDispatcher]" text=".removeEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false]%):void" tiptext="從 EventDispatcher 物件中移除偵聽程式。" version="4" helpurl="flash.events:EventDispatcher:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flash.events.EventDispatcher]" text=".willTrigger(%類型:String%):Boolean" tiptext="檢查此 EventDispatcher 物件是否已註冊為事件偵聽程式，或者此物件的任何祖先已註冊為特定的事件類型。" version="4" helpurl="flash.events:EventDispatcher:willTrigger" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="EventDispatcher 類別的事件" helpurl="flash.events:EventDispatcher">
						<string name="deactivate" object="[flash.events.EventDispatcher]" text=".addEventListener(%類型:String=Event.DEACTIVATE{Event.DEACTIVATE,Event.ACTIVATE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="[廣播事件] 當 Flash Player 或AIR應用程式失去作業系統焦點並成為非作用中後傳送。" version="" helpurl="flash.events:EventDispatcher_flash.events.Event.DEACTIVATE_deactivate" playername=""/>
						<string name="activate" object="[flash.events.EventDispatcher]" text=".addEventListener(%類型:String=Event.ACTIVATE{Event.DEACTIVATE,Event.ACTIVATE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="[廣播事件] 當 Flash Player 或 AIR 應用程式取得作業系統焦點並成為作用中後傳送。" version="" helpurl="flash.events:EventDispatcher_flash.events.Event.ACTIVATE_activate" playername=""/>
					</folder>
				</folder>
				<folder name="EventPhase" id="[flash.events.EventPhase]" sort="true" index="true" asAncestors="Object" tiptext="EventPhase 類別可提供 Event 類別的 eventPhase 屬性值。" helpurl="flash.events:EventPhase">
					<folder name="屬性" id="Properties" tiptext="EventPhase 類別的屬性" helpurl="flash.events:EventPhase">
						<string name="AT_TARGET" object="[flash.events.EventPhase]" text="EventPhase.AT_TARGET" constant="true" tiptext="目標階段，也就是事件流程的第二個階段。" version="" helpurl="flash.events:EventPhase:AT_TARGET" playername=""/>
						<string name="BUBBLING_PHASE" object="[flash.events.EventPhase]" text="EventPhase.BUBBLING_PHASE" constant="true" tiptext="反昇階段，也就是事件流程的第三個階段。" version="" helpurl="flash.events:EventPhase:BUBBLING_PHASE" playername=""/>
						<string name="CAPTURING_PHASE" object="[flash.events.EventPhase]" text="EventPhase.CAPTURING_PHASE" constant="true" tiptext="捕捉階段，也就是事件流程的第一個階段。" version="" helpurl="flash.events:EventPhase:CAPTURING_PHASE" playername=""/>
					</folder>
				</folder>
				<folder name="FileListEvent" id="[flash.events.FileListEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當呼叫 File 物件的 getDirectoryListingAsync() 方法並成功列舉一組檔案和目錄，或者當使用者在呼叫 browseForOpenMultiple() 方法之後選取數個檔案時，File 物件便會傳送 FileListEvent 物件。" helpurl="flash.events:FileListEvent">
					<folder name="方法" id="Methods" tiptext="FileListEvent 類別的方法" helpurl="flash.events:FileListEvent">
						<string name="FileListEvent" object="[flash.events.FileListEvent]" text="new FileListEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,檔案:Array=null]%)" constructor="true" tiptext="FileListEvent 物件的建構函數。" version="1.0" helpurl="flash.events:FileListEvent:FileListEvent" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FileListEvent 類別的屬性" helpurl="flash.events:FileListEvent">
						<string name="DIRECTORY_LISTING" object="[flash.events.FileListEvent]" text="FileListEvent.DIRECTORY_LISTING" constant="true" tiptext="FileListEvent.DIRECTORY_LISTING 常數會定義 directoryListing 事件之事件物件的 type 屬性值。" version="" helpurl="flash.events:FileListEvent:DIRECTORY_LISTING" playername="AIR"/>
						<string name="SELECT_MULTIPLE" object="[flash.events.FileListEvent]" text="FileListEvent.SELECT_MULTIPLE" constant="true" tiptext="FileListEvent.SELECT_MULTIPLE 常數會定義 selectMultiple 事件之事件物件的 type 屬性值。" version="" helpurl="flash.events:FileListEvent:SELECT_MULTIPLE" playername="AIR"/>
						<string name="files" object="[flash.events.FileListEvent]" text=".files" tiptext="File 物件的陣列，代表找到或已選取的檔案和目錄。" version="" helpurl="flash.events:FileListEvent:files" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FocusEvent" id="[flash.events.FocusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當使用者將焦點從顯示清單中的某個物件變更到另一個物件時，物件會傳送 FocusEvent 物件。" helpurl="flash.events:FocusEvent">
					<folder name="方法" id="Methods" tiptext="FocusEvent 類別的方法" helpurl="flash.events:FocusEvent">
						<string name="FocusEvent" object="[flash.events.FocusEvent]" text="new FocusEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,相關物件:flash.display:InteractiveObject=null,shift鍵:Boolean=false,按鍵碼:uint=0,方向:String=none]%)" constructor="true" tiptext="FocusEvent 物件的建構函式。" version="4" helpurl="flash.events:FocusEvent:FocusEvent" playername=""/>
						<string name="clone" object="[flash.events.FocusEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 FocusEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:FocusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.FocusEvent]" text=".toString(%%):String" tiptext="傳回包含 FocusEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:FocusEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FocusEvent 類別的屬性" helpurl="flash.events:FocusEvent">
						<string name="FOCUS_IN" object="[flash.events.FocusEvent]" text="FocusEvent.FOCUS_IN" constant="true" tiptext="定義 focusIn 事件物件的 type 屬性值。" version="" helpurl="flash.events:FocusEvent:FOCUS_IN" playername=""/>
						<string name="FOCUS_OUT" object="[flash.events.FocusEvent]" text="FocusEvent.FOCUS_OUT" constant="true" tiptext="定義 focusOut 事件物件的 type 屬性值。" version="" helpurl="flash.events:FocusEvent:FOCUS_OUT" playername=""/>
						<string name="KEY_FOCUS_CHANGE" object="[flash.events.FocusEvent]" text="FocusEvent.KEY_FOCUS_CHANGE" constant="true" tiptext="定義 keyFocusChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:FocusEvent:KEY_FOCUS_CHANGE" playername=""/>
						<string name="MOUSE_FOCUS_CHANGE" object="[flash.events.FocusEvent]" text="FocusEvent.MOUSE_FOCUS_CHANGE" constant="true" tiptext="定義 mouseFocusChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:FocusEvent:MOUSE_FOCUS_CHANGE" playername=""/>
						<string name="direction" object="[flash.events.FocusEvent]" text=".direction" tiptext="指定 focusIn 事件的焦點方向。" version="" helpurl="flash.events:FocusEvent:direction:get" playername=""/>
						<string name="isRelatedObjectInaccessible" object="[flash.events.FocusEvent]" text=".isRelatedObjectInaccessible" tiptext="如果為 true，會因涉及安全執行程序，而將 relatedObject 屬性設定成 null。" version="" helpurl="flash.events:FocusEvent:isRelatedObjectInaccessible:get" playername=""/>
						<string name="keyCode" object="[flash.events.FocusEvent]" text=".keyCode" tiptext="按下按鍵就會觸發 keyFocusChange 事件的按鍵碼值。" version="" helpurl="flash.events:FocusEvent:keyCode:get" playername=""/>
						<string name="relatedObject" object="[flash.events.FocusEvent]" text=".relatedObject" tiptext="受到焦點變更影響的互補 InteractiveObject 實體的參照。" version="" helpurl="flash.events:FocusEvent:relatedObject:get" playername=""/>
						<string name="shiftKey" object="[flash.events.FocusEvent]" text=".shiftKey" tiptext="指出是否已啟用 Shift 鍵修飾詞，在這種情況下，其值為 true。" version="" helpurl="flash.events:FocusEvent:shiftKey:get" playername=""/>
					</folder>
				</folder>
				<folder name="FullScreenEvent" id="[flash.events.FullScreenEvent]" sort="true" index="true" asAncestors="flash.events:ActivityEvent,flash.events:Event,Object" tiptext="只要「舞台」進入或離開全螢幕顯示模式，Stage 物件就會傳送 FullScreenEvent 物件。" helpurl="flash.events:FullScreenEvent">
					<folder name="方法" id="Methods" tiptext="FullScreenEvent 類別的方法" helpurl="flash.events:FullScreenEvent">
						<string name="FullScreenEvent" object="[flash.events.FullScreenEvent]" text="new FullScreenEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,全螢幕:Boolean=false]%)" constructor="true" tiptext="FullScreenEvent 物件的建構函式。" version="4" helpurl="flash.events:FullScreenEvent:FullScreenEvent" playername=""/>
						<string name="clone" object="[flash.events.FullScreenEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 FullScreenEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:FullScreenEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.FullScreenEvent]" text=".toString(%%):String" tiptext="傳回包含 FullScreenEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:FullScreenEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FullScreenEvent 類別的屬性" helpurl="flash.events:FullScreenEvent">
						<string name="FULL_SCREEN" object="[flash.events.FullScreenEvent]" text="FullScreenEvent.FULL_SCREEN" constant="true" tiptext="FullScreenEvent.FULL_SCREEN 常數會定義 fullScreen 事件物件的 type 屬性值。" version="" helpurl="flash.events:FullScreenEvent:FULL_SCREEN" playername=""/>
						<string name="fullScreen" object="[flash.events.FullScreenEvent]" text=".fullScreen" tiptext="指出 Stage 物件是處於全螢幕模式 (true) 或不是 (false)。" version="" helpurl="flash.events:FullScreenEvent:fullScreen:get" playername=""/>
					</folder>
				</folder>
				<folder name="GeolocationEvent" id="[flash.events.GeolocationEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當 Geolocation 物件從裝置上安裝的位置感應器收到更新時，就會傳送 GeolocationEvent 物件。" helpurl="flash.events:GeolocationEvent">
					<folder name="方法" id="Methods" tiptext="GeolocationEvent 類別的方法" helpurl="flash.events:GeolocationEvent">
						<string name="GeolocationEvent" object="[flash.events.GeolocationEvent]" text="new GeolocationEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,緯度:Number=0,經度:Number=0,高度:Number=0,h精確度:Number=0,v精確度:Number=0,速度:Number=0,航向:Number=0,時間戳記:Number=0]%)" constructor="true" tiptext="GeolocationEvent 物件的建構函式。" version="4" helpurl="flash.events:GeolocationEvent:GeolocationEvent" playername=""/>
						<string name="clone" object="[flash.events.GeolocationEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 GeolocationEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="2" helpurl="flash.events:GeolocationEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.GeolocationEvent]" text=".toString(%%):String" tiptext="傳回包含 GeolocationEvent 物件所有屬性的字串。" version="2" helpurl="flash.events:GeolocationEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GeolocationEvent 類別的屬性" helpurl="flash.events:GeolocationEvent">
						<string name="UPDATE" object="[flash.events.GeolocationEvent]" text="GeolocationEvent.UPDATE" constant="true" tiptext="定義 GeolocationEvent 事件物件的 type 屬性值。" version="" helpurl="flash.events:GeolocationEvent:UPDATE" playername=""/>
						<string name="altitude" object="[flash.events.GeolocationEvent]" text=".altitude" tiptext="高度 (以公尺為單位)。" version="" helpurl="flash.events:GeolocationEvent:altitude:get" playername=""/>
						<string name="heading" object="[flash.events.GeolocationEvent]" text=".heading" tiptext="移動方向 (以正北方作為基準) 整數角度。" version="" helpurl="flash.events:GeolocationEvent:heading:get" playername=""/>
						<string name="horizontalAccuracy" object="[flash.events.GeolocationEvent]" text=".horizontalAccuracy" tiptext="水平精確度 (以公尺為單位)。" version="" helpurl="flash.events:GeolocationEvent:horizontalAccuracy:get" playername=""/>
						<string name="latitude" object="[flash.events.GeolocationEvent]" text=".latitude" tiptext="緯度 (角度)。" version="" helpurl="flash.events:GeolocationEvent:latitude:get" playername=""/>
						<string name="longitude" object="[flash.events.GeolocationEvent]" text=".longitude" tiptext="經度 (角度)。" version="" helpurl="flash.events:GeolocationEvent:longitude:get" playername=""/>
						<string name="speed" object="[flash.events.GeolocationEvent]" text=".speed" tiptext="速度 (以公尺/秒為單位)。" version="" helpurl="flash.events:GeolocationEvent:speed:get" playername=""/>
						<string name="timestamp" object="[flash.events.GeolocationEvent]" text=".timestamp" tiptext="從執行階段初始化之後，事件時間的毫秒數。" version="" helpurl="flash.events:GeolocationEvent:timestamp:get" playername=""/>
						<string name="verticalAccuracy" object="[flash.events.GeolocationEvent]" text=".verticalAccuracy" tiptext="垂直精確度 (以公尺為單位)。" version="" helpurl="flash.events:GeolocationEvent:verticalAccuracy:get" playername=""/>
					</folder>
				</folder>
				<folder name="GestureEvent" id="[flash.events.GestureEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當裝置偵測到複雜的使用者接觸 (例如兩隻手指同時在觸控螢幕上按壓) 時， GestureEvent 類別可以讓您處理多點觸控事件" helpurl="flash.events:GestureEvent">
					<folder name="方法" id="Methods" tiptext="GestureEvent 類別的方法" helpurl="flash.events:GestureEvent">
						<string name="GestureEvent" object="[flash.events.GestureEvent]" text="new GestureEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,階段:String=null,區域X:Number=0,區域Y:Number=0,ctrl鍵:Boolean=false,alt鍵:Boolean=false,shift鍵:Boolean=false,command鍵:Boolean=false,control鍵:Boolean=false]%)" constructor="true" tiptext="GestureEvent 物件的建構函式。" version="4" helpurl="flash.events:GestureEvent:GestureEvent" playername=""/>
						<string name="clone" object="[flash.events.GestureEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 GestureEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:GestureEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.GestureEvent]" text=".toString(%%):String" tiptext="傳回包含 GestureEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:GestureEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.GestureEvent]" text=".updateAfterEvent(%%):void" tiptext="當事件處理常式變更顯示清單時，在處理 gesture 事件之後，重新整理 Flash 執行階段顯示。" version="4" helpurl="flash.events:GestureEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GestureEvent 類別的屬性" helpurl="flash.events:GestureEvent">
						<string name="GESTURE_TWO_FINGER_TAP" object="[flash.events.GestureEvent]" text="GestureEvent.GESTURE_TWO_FINGER_TAP" constant="true" tiptext="定義 GESTURE_TWO_FINGER_TAP 動作事件物件的 type 屬性值。" version="" helpurl="flash.events:GestureEvent:GESTURE_TWO_FINGER_TAP" playername=""/>
						<string name="altKey" object="[flash.events.GestureEvent]" text=".altKey" tiptext="指示清單 Alt 是否為作用中 (true) 或非作用中 (false)。" version="" helpurl="flash.events:GestureEvent:altKey:get" playername=""/>
						<string name="commandKey" object="[flash.events.GestureEvent]" text=".commandKey" tiptext="指出 Command 鍵是否啟動 (僅限Mac)。" version="" helpurl="flash.events:GestureEvent:commandKey:get" playername="AIR"/>
						<string name="controlKey" object="[flash.events.GestureEvent]" text=".controlKey" tiptext="指出 Mac 上的 Control 鍵是否啟動，以及 Windows 和 Linux 上的 Ctrl 鍵是否啟動。" version="" helpurl="flash.events:GestureEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.GestureEvent]" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指出 Ctrl 鍵是否作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:GestureEvent:ctrlKey:get" playername=""/>
						<string name="localX" object="[flash.events.GestureEvent]" text=".localX" tiptext="相對於包含的 Sprite，事件發生的水平座標。" version="" helpurl="flash.events:GestureEvent:localX:get" playername=""/>
						<string name="localY" object="[flash.events.GestureEvent]" text=".localY" tiptext="相對於包含的 Sprite，事件發生的垂直座標。" version="" helpurl="flash.events:GestureEvent:localY:get" playername=""/>
						<string name="phase" object="[flash.events.GestureEvent]" text=".phase" tiptext="GesturePhase 類別的值，指出觸控筆勢的進度。" version="" helpurl="flash.events:GestureEvent:phase:get" playername=""/>
						<string name="shiftKey" object="[flash.events.GestureEvent]" text=".shiftKey" tiptext="指出 Shift 鍵為作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:GestureEvent:shiftKey:get" playername=""/>
						<string name="stageX" object="[flash.events.GestureEvent]" text=".stageX" tiptext="在全域「舞台」座標上，事件發生的水平座標。" version="" helpurl="flash.events:GestureEvent:stageX:get" playername=""/>
						<string name="stageY" object="[flash.events.GestureEvent]" text=".stageY" tiptext="在全域「舞台」座標上，事件發生的垂直座標。" version="" helpurl="flash.events:GestureEvent:stageY:get" playername=""/>
					</folder>
				</folder>
				<folder name="GesturePhase" id="[flash.events.GesturePhase]" sort="true" index="true" asAncestors="Object" tiptext="GesturePhase 類別是搭配 GestureEvent、PressAndTapGestureEvent 以及 TransformGestureEvent 類別使用之常數值的列舉類別。" helpurl="flash.events:GesturePhase">
					<folder name="屬性" id="Properties" tiptext="GesturePhase 類別的屬性" helpurl="flash.events:GesturePhase">
						<string name="ALL" object="[flash.events.GesturePhase]" text="GesturePhase.ALL" constant="true" tiptext="包含簡單動作 (例如兩指輕點或揮動) 所有階段的單一值。" version="" helpurl="flash.events:GesturePhase:ALL" playername=""/>
						<string name="BEGIN" object="[flash.events.GesturePhase]" text="GesturePhase.BEGIN" constant="true" tiptext="新動作的開始 (例如手指碰觸觸控螢幕)。" version="" helpurl="flash.events:GesturePhase:BEGIN" playername=""/>
						<string name="END" object="[flash.events.GesturePhase]" text="GesturePhase.END" constant="true" tiptext="新動作的結束 (例如手指離開觸控螢幕)。" version="" helpurl="flash.events:GesturePhase:END" playername=""/>
						<string name="UPDATE" object="[flash.events.GesturePhase]" text="GesturePhase.UPDATE" constant="true" tiptext="新動作的進行 (例如手指在觸控螢幕上移動)。" version="" helpurl="flash.events:GesturePhase:UPDATE" playername=""/>
					</folder>
				</folder>
				<folder name="HTMLUncaughtScriptExceptionEvent" id="[flash.events.HTMLUncaughtScriptExceptionEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="每當 JavaScript 例外遭到擲回且未使用 catch 陳述式加以處理時，HTMLLoader 物件就會傳送 HTMLUncaughtScriptExceptionEvent 物件。" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent">
					<folder name="方法" id="Methods" tiptext="HTMLUncaughtScriptExceptionEvent 類別的方法" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent">
						<string name="HTMLUncaughtScriptExceptionEvent" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text="new HTMLUncaughtScriptExceptionEvent(%例外值:*%)" constructor="true" tiptext="建立 HTMLUncaughtScriptExceptionEvent 物件，以當做參數傳遞至事件偵聽程式。" version="1.0" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:HTMLUncaughtScriptExceptionEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 HTMLUncaughtScriptExceptionEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:clone" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="HTMLUncaughtScriptExceptionEvent 類別的屬性" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent">
						<string name="UNCAUGHT_SCRIPT_EXCEPTION" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text="HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION" constant="true" tiptext="HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION 常數會定義 uncaughtScriptException 事件物件的 type 屬性值。" version="" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:UNCAUGHT_SCRIPT_EXCEPTION" playername="AIR"/>
						<string name="exceptionValue" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text=".exceptionValue" tiptext="評估 throw 陳述式中導致未捕捉例外的運算式所得出的結果。" version="" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:exceptionValue" playername="AIR"/>
						<string name="stackTrace" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text=".stackTrace" tiptext="在執行導致未捕捉例外的 throw 陳述式時，代表堆疊追蹤的物件陣列。" version="" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:stackTrace:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTTPStatusEvent" id="[flash.events.HTTPStatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="此應用程式會在網路要求傳回 HTTPstatus 代碼時傳送 HTTPStatusEvent 物件。" helpurl="flash.events:HTTPStatusEvent">
					<folder name="方法" id="Methods" tiptext="HTTPStatusEvent 類別的方法" helpurl="flash.events:HTTPStatusEvent">
						<string name="HTTPStatusEvent" object="[flash.events.HTTPStatusEvent]" text="new HTTPStatusEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,狀態:int=0]%)" constructor="true" tiptext="HTTPStatusEvent 物件的建構函式。" version="4" helpurl="flash.events:HTTPStatusEvent:HTTPStatusEvent" playername=""/>
						<string name="clone" object="[flash.events.HTTPStatusEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 HTTPStatusEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:HTTPStatusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.HTTPStatusEvent]" text=".toString(%%):String" tiptext="傳回包含 HTTPStatusEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:HTTPStatusEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="HTTPStatusEvent 類別的屬性" helpurl="flash.events:HTTPStatusEvent">
						<string name="HTTP_RESPONSE_STATUS" object="[flash.events.HTTPStatusEvent]" text="HTTPStatusEvent.HTTP_RESPONSE_STATUS" constant="true" tiptext="與 httpStatus 事件不同，httpResponseStatus 事件在傳送任何回應資料之前會先行傳送。" version="" helpurl="flash.events:HTTPStatusEvent:HTTP_RESPONSE_STATUS" playername=""/>
						<string name="HTTP_STATUS" object="[flash.events.HTTPStatusEvent]" text="HTTPStatusEvent.HTTP_STATUS" constant="true" tiptext="HTTPStatusEvent.HTTP_STATUS 常數會定義 httpStatus 事件物件的 type 屬性值。" version="" helpurl="flash.events:HTTPStatusEvent:HTTP_STATUS" playername=""/>
						<string name="responseHeaders" object="[flash.events.HTTPStatusEvent]" text=".responseHeaders" tiptext="回應所傳回 (做為 URLRequestHeader 物件的陣列) 的回應檔頭。" version="" helpurl="flash.events:HTTPStatusEvent:responseHeaders:get" playername=""/>
						<string name="responseURL" object="[flash.events.HTTPStatusEvent]" text=".responseURL" tiptext="傳回回應的 URL。" version="" helpurl="flash.events:HTTPStatusEvent:responseURL:get" playername=""/>
						<string name="status" object="[flash.events.HTTPStatusEvent]" text=".status" tiptext="伺服器傳回的 HTTP 狀態碼。" version="" helpurl="flash.events:HTTPStatusEvent:status:get" playername=""/>
					</folder>
				</folder>
				<folder name="IEventDispatcher" id="[flash.events.IEventDispatcher]" sort="true" index="true" tiptext="IEventDispatcher 介面會定義用來新增或移除事件偵聽程式的方法、檢查特定類型的事件偵聽程式是否已註冊，以及傳送事件。" helpurl="flash.events:IEventDispatcher">
					<folder name="方法" id="Methods" tiptext="IEventDispatcher 類別的方法" helpurl="flash.events:IEventDispatcher">
						<string name="addEventListener" object="[flash.events.IEventDispatcher]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="4" helpurl="flash.events:IEventDispatcher:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flash.events.IEventDispatcher]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="4" helpurl="flash.events:IEventDispatcher:dispatchEvent" playername=""/>
						<string name="hasEventListener" object="[flash.events.IEventDispatcher]" text=".hasEventListener(%類型:String%):Boolean" tiptext="檢查 EventDispatcher 物件是否已經為特定類型的事件註冊任何偵聽程式。" version="4" helpurl="flash.events:IEventDispatcher:hasEventListener" playername=""/>
						<string name="removeEventListener" object="[flash.events.IEventDispatcher]" text=".removeEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false]%):void" tiptext="從 EventDispatcher 物件中移除偵聽程式。" version="4" helpurl="flash.events:IEventDispatcher:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flash.events.IEventDispatcher]" text=".willTrigger(%類型:String%):Boolean" tiptext="檢查此 EventDispatcher 物件是否已註冊為事件偵聽程式，或者此物件的任何祖先已註冊為特定的事件類型。" version="4" helpurl="flash.events:IEventDispatcher:willTrigger" playername=""/>
					</folder>
				</folder>
				<folder name="IMEEvent" id="[flash.events.IMEEvent]" sort="true" index="true" asAncestors="flash.events:TextEvent,flash.events:Event,Object" tiptext="當使用者使用輸入法編輯器 (IME) 來輸入文字時，會傳送 IMEEvent 物件。" helpurl="flash.events:IMEEvent">
					<folder name="方法" id="Methods" tiptext="IMEEvent 類別的方法" helpurl="flash.events:IMEEvent">
						<string name="IMEEvent" object="[flash.events.IMEEvent]" text="new IMEEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,IME用戶端:flash.text.ime:IIMEClient=null]%)" constructor="true" tiptext="IMEEvent 物件的建構函式。" version="4" helpurl="flash.events:IMEEvent:IMEEvent" playername=""/>
						<string name="clone" object="[flash.events.IMEEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 IMEEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:IMEEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.IMEEvent]" text=".toString(%%):String" tiptext="傳回包含 IMEEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:IMEEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IMEEvent 類別的屬性" helpurl="flash.events:IMEEvent">
						<string name="IME_COMPOSITION" object="[flash.events.IMEEvent]" text="IMEEvent.IME_COMPOSITION" constant="true" tiptext="定義 imeComposition 事件物件的 type 屬性值。" version="" helpurl="flash.events:IMEEvent:IME_COMPOSITION" playername=""/>
						<string name="IME_START_COMPOSITION" object="[flash.events.IMEEvent]" text="IMEEvent.IME_START_COMPOSITION" constant="true" tiptext="若要處理 IME 文字輸入，接收者必須將事件的 imeClient 欄位設定成一個可以實作 IIMEClient 介面的物件。" version="" helpurl="flash.events:IMEEvent:IME_START_COMPOSITION" playername=""/>
						<string name="imeClient" object="[flash.events.IMEEvent]" text=".imeClient" tiptext="指定一個可以實作 IMEClient 介面的物件。" version="" helpurl="flash.events:IMEEvent:imeClient:get" playername=""/>
					</folder>
				</folder>
				<folder name="InvokeEvent" id="[flash.events.InvokeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="AIR 應用程式的 NativeApplication 物件會在叫用應用程式時傳送 invoke 事件。" helpurl="flash.events:InvokeEvent">
					<folder name="方法" id="Methods" tiptext="InvokeEvent 類別的方法" helpurl="flash.events:InvokeEvent">
						<string name="InvokeEvent" object="[flash.events.InvokeEvent]" text="new InvokeEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,dir:flash.filesystem:File=null,argv:Array=null,原因:String=standard]%)" constructor="true" tiptext="InvokeEvent 類別的建構函數。" version="1.0" helpurl="flash.events:InvokeEvent:InvokeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.InvokeEvent]" text=".clone(%%):flash.events:Event" tiptext="建立此事件的新副本。" version="1.0" helpurl="flash.events:InvokeEvent:clone" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="InvokeEvent 類別的屬性" helpurl="flash.events:InvokeEvent">
						<string name="INVOKE" object="[flash.events.InvokeEvent]" text="InvokeEvent.INVOKE" constant="true" tiptext="InvokeEvent.INVOKE 常數會定義 InvokeEvent 物件的 type 屬性值。" version="" helpurl="flash.events:InvokeEvent:INVOKE" playername="AIR"/>
						<string name="arguments" object="[flash.events.InvokeEvent]" text=".arguments" tiptext="在此叫用期間傳遞的字串引數陣列。" version="" helpurl="flash.events:InvokeEvent:arguments:get" playername="AIR"/>
						<string name="currentDirectory" object="[flash.events.InvokeEvent]" text=".currentDirectory" tiptext="應該用來解析引數陣列中任何相對路徑的目錄。" version="" helpurl="flash.events:InvokeEvent:currentDirectory:get" playername="AIR"/>
						<string name="reason" object="[flash.events.InvokeEvent]" text=".reason" tiptext="這個 InvokeEvent 的原因。" version="" helpurl="flash.events:InvokeEvent:reason:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IOErrorEvent" id="[flash.events.IOErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="當錯誤導致輸入或輸出作業失敗時，會傳送 IOErrorEvent 物件。" helpurl="flash.events:IOErrorEvent">
					<folder name="方法" id="Methods" tiptext="IOErrorEvent 類別的方法" helpurl="flash.events:IOErrorEvent">
						<string name="IOErrorEvent" object="[flash.events.IOErrorEvent]" text="new IOErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0]%)" constructor="true" tiptext="IOErrorEvent 物件的建構函式。" version="4" helpurl="flash.events:IOErrorEvent:IOErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.IOErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 IOErrorEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:IOErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.IOErrorEvent]" text=".toString(%%):String" tiptext="傳回包含 IOErrorEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:IOErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IOErrorEvent 類別的屬性" helpurl="flash.events:IOErrorEvent">
						<string name="IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.IO_ERROR" constant="true" tiptext="定義 ioError 事件物件的 type 屬性值。" version="" helpurl="flash.events:IOErrorEvent:IO_ERROR" playername=""/>
						<string name="STANDARD_ERROR_IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.STANDARD_ERROR_IO_ERROR" constant="true" tiptext="從 NativeProcess 物件的 standardError 串流讀取資料時，如果發生錯誤，將會傳送 standardErrorIoError 事件。" version="" helpurl="flash.events:IOErrorEvent:STANDARD_ERROR_IO_ERROR" playername=""/>
						<string name="STANDARD_INPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.STANDARD_INPUT_IO_ERROR" constant="true" tiptext="寫入資料到 NativeProcess 物件的 standardInput 時，如果發生錯誤，將會傳送 standardInputIoError 事件。" version="" helpurl="flash.events:IOErrorEvent:STANDARD_INPUT_IO_ERROR" playername=""/>
						<string name="STANDARD_OUTPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.STANDARD_OUTPUT_IO_ERROR" constant="true" tiptext="從 NativeProcess 物件的 standardOutput 串流讀取資料時，如果發生錯誤，將會傳送 standardOutputIoError 事件。" version="" helpurl="flash.events:IOErrorEvent:STANDARD_OUTPUT_IO_ERROR" playername=""/>
					</folder>
				</folder>
				<folder name="KeyboardEvent" id="[flash.events.KeyboardEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="會傳送 KeyboardEvent 物件來回應使用者的鍵盤輸入動作。" helpurl="flash.events:KeyboardEvent">
					<folder name="方法" id="Methods" tiptext="KeyboardEvent 類別的方法" helpurl="flash.events:KeyboardEvent">
						<string name="KeyboardEvent" object="[flash.events.KeyboardEvent]" text="new KeyboardEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,字元碼值:uint=0,按鍵碼值:uint=0,按鍵位置值:uint=0,ctrl鍵值:Boolean=false,alt鍵值:Boolean=false,shift鍵值:Boolean=false,control鍵值:Boolean=false,command鍵值:Boolean=false]%)" constructor="true" tiptext="KeyboardEvent 物件的建構函式。" version="4" helpurl="flash.events:KeyboardEvent:KeyboardEvent" playername=""/>
						<string name="clone" object="[flash.events.KeyboardEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 KeyboardEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:KeyboardEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.KeyboardEvent]" text=".toString(%%):String" tiptext="傳回包含 KeyboardEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:KeyboardEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.KeyboardEvent]" text=".updateAfterEvent(%%):void" tiptext="指出如果顯示清單經過變更，在此事件處理完成之後，再顯示這個顯示。" version="9" helpurl="flash.events:KeyboardEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="KeyboardEvent 類別的屬性" helpurl="flash.events:KeyboardEvent">
						<string name="KEY_DOWN" object="[flash.events.KeyboardEvent]" text="KeyboardEvent.KEY_DOWN" constant="true" tiptext="KeyboardEvent.KEY_DOWN 常數會定義 keyDown 事件物件的 type 屬性值。" version="" helpurl="flash.events:KeyboardEvent:KEY_DOWN" playername=""/>
						<string name="KEY_UP" object="[flash.events.KeyboardEvent]" text="KeyboardEvent.KEY_UP" constant="true" tiptext="KeyboardEvent.KEY_UP 常數會定義 keyUp 事件物件的 type 屬性值。" version="" helpurl="flash.events:KeyboardEvent:KEY_UP" playername=""/>
						<string name="altKey" object="[flash.events.KeyboardEvent]" text=".altKey" tiptext="指出 Windows 上的 Alt 鍵是否作用中 (true) 或停用 (false); 指出 Mac OS 上的 Option 鍵是否作用中。" version="" helpurl="flash.events:KeyboardEvent:altKey:get" playername=""/>
						<string name="charCode" object="[flash.events.KeyboardEvent]" text=".charCode" tiptext="包含按下或放開之按鍵的字元碼值。" version="" helpurl="flash.events:KeyboardEvent:charCode:get" playername=""/>
						<string name="commandKey" object="[flash.events.KeyboardEvent]" text=".commandKey" tiptext="指出 Command 鍵為作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:KeyboardEvent:commandKey:get" playername=""/>
						<string name="controlKey" object="[flash.events.KeyboardEvent]" text=".controlKey" tiptext="指出 Control 鍵為作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:KeyboardEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.KeyboardEvent]" text=".ctrlKey" tiptext="在 Windows 和 Linux 上，指出 Ctrl 鍵是否作用中 (true) 或停用 (false); 在 Mac OS 上，指出 Ctrl 鍵或 Command 鍵是否作用中。" version="" helpurl="flash.events:KeyboardEvent:ctrlKey:get" playername=""/>
						<string name="keyCode" object="[flash.events.KeyboardEvent]" text=".keyCode" tiptext="按下或放開之按鍵的按鍵碼值。" version="" helpurl="flash.events:KeyboardEvent:keyCode:get" playername=""/>
						<string name="keyLocation" object="[flash.events.KeyboardEvent]" text=".keyLocation" tiptext="指出鍵盤上的按鍵位置。" version="" helpurl="flash.events:KeyboardEvent:keyLocation:get" playername=""/>
						<string name="shiftKey" object="[flash.events.KeyboardEvent]" text=".shiftKey" tiptext="指出 Shift 鍵修飾詞為作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:KeyboardEvent:shiftKey:get" playername=""/>
					</folder>
				</folder>
				<folder name="LocationChangeEvent" id="[flash.events.LocationChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="載入新頁面時，StageWebView 物件就會傳送 LocationChangeEvent 物件。" helpurl="flash.events:LocationChangeEvent">
					<folder name="方法" id="Methods" tiptext="LocationChangeEvent 類別的方法" helpurl="flash.events:LocationChangeEvent">
						<string name="LocationChangeEvent" object="[flash.events.LocationChangeEvent]" text="new LocationChangeEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,位置:String=null]%)" constructor="true" tiptext="建立 LocationChangeEvent 物件。" version="2.5" helpurl="flash.events:LocationChangeEvent:LocationChangeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.LocationChangeEvent]" text=".clone(%%):flash.events:Event" tiptext="" version="2.5" helpurl="flash.events:LocationChangeEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.LocationChangeEvent]" text=".toString(%%):String" tiptext="傳回包含 LocationChangeEvent 物件所有屬性的字串。" version="2.5" helpurl="flash.events:LocationChangeEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LocationChangeEvent 類別的屬性" helpurl="flash.events:LocationChangeEvent">
						<string name="LOCATION_CHANGE" object="[flash.events.LocationChangeEvent]" text="LocationChangeEvent.LOCATION_CHANGE" constant="true" tiptext="每次位置變更之後傳送。" version="" helpurl="flash.events:LocationChangeEvent:LOCATION_CHANGE" playername="AIR"/>
						<string name="LOCATION_CHANGING" object="[flash.events.LocationChangeEvent]" text="LocationChangeEvent.LOCATION_CHANGING" constant="true" tiptext="透過顯示在 StageWebView 物件中的內容而起始的位置變更之前傳送。" version="" helpurl="flash.events:LocationChangeEvent:LOCATION_CHANGING" playername="AIR"/>
						<string name="location" object="[flash.events.LocationChangeEvent]" text=".location" tiptext="變更的目的地 URL。" version="" helpurl="flash.events:LocationChangeEvent:location:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MediaEvent" id="[flash.events.MediaEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當媒體串流為可用時，CameraRoll 與 CameraUI 類別會傳送 MediaEvent 物件。" helpurl="flash.events:MediaEvent">
					<folder name="方法" id="Methods" tiptext="MediaEvent 類別的方法" helpurl="flash.events:MediaEvent">
						<string name="MediaEvent" object="[flash.events.MediaEvent]" text="new MediaEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,資料:flash.media:MediaPromise=null]%)" constructor="true" tiptext="MediaEvent 物件的建構函式。" version="2.5" helpurl="flash.events:MediaEvent:MediaEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.MediaEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 MediaEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="2.5" helpurl="flash.events:MediaEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.MediaEvent]" text=".toString(%%):String" tiptext="傳回包含 MediaEvent 物件所有屬性的字串。" version="2.5" helpurl="flash.events:MediaEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MediaEvent 類別的屬性" helpurl="flash.events:MediaEvent">
						<string name="COMPLETE" object="[flash.events.MediaEvent]" text="MediaEvent.COMPLETE" constant="true" tiptext="完整 MediaEvent 的常數。" version="" helpurl="flash.events:MediaEvent:COMPLETE" playername="AIR"/>
						<string name="SELECT" object="[flash.events.MediaEvent]" text="MediaEvent.SELECT" constant="true" tiptext="選取 MediaEvent 的常數。" version="" helpurl="flash.events:MediaEvent:SELECT" playername="AIR"/>
						<string name="data" object="[flash.events.MediaEvent]" text=".data" tiptext="可用媒體檔案的 MediaPromise 物件。" version="" helpurl="flash.events:MediaEvent:data:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MouseEvent" id="[flash.events.MouseEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="每當發生滑鼠事件時，會將 MouseEvent 物件傳送至事件流程。" helpurl="flash.events:MouseEvent">
					<folder name="方法" id="Methods" tiptext="MouseEvent 類別的方法" helpurl="flash.events:MouseEvent">
						<string name="MouseEvent" object="[flash.events.MouseEvent]" text="new MouseEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,區域X:Number=unknown,區域Y:Number=unknown,相關物件:flash.display:InteractiveObject=null,ctrl鍵:Boolean=false,alt鍵:Boolean=false,shift鍵:Boolean=false,按下按鈕:Boolean=false,Delta:int=0,command鍵:Boolean=false,control鍵:Boolean=false,按下數:int=0]%)" constructor="true" tiptext="MouseEvent 物件的建構函式。" version="4" helpurl="flash.events:MouseEvent:MouseEvent" playername=""/>
						<string name="clone" object="[flash.events.MouseEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 MouseEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:MouseEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.MouseEvent]" text=".toString(%%):String" tiptext="傳回包含 MouseEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:MouseEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.MouseEvent]" text=".updateAfterEvent(%%):void" tiptext="如果顯示清單經過變更，則指示 Flash Player 或 Adobe AIR 在此事件處理完畢後再顯示。" version="9" helpurl="flash.events:MouseEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MouseEvent 類別的屬性" helpurl="flash.events:MouseEvent">
						<string name="CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.CLICK" constant="true" tiptext="定義 click 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:CLICK" playername=""/>
						<string name="CONTEXT_MENU" object="[flash.events.MouseEvent]" text="MouseEvent.CONTEXT_MENU" constant="true" tiptext="定義 contextMenu 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:CONTEXT_MENU" playername=""/>
						<string name="DOUBLE_CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.DOUBLE_CLICK" constant="true" tiptext="定義 doubleClick 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:DOUBLE_CLICK" playername=""/>
						<string name="MIDDLE_CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.MIDDLE_CLICK" constant="true" tiptext="定義 middleClick 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MIDDLE_CLICK" playername=""/>
						<string name="MIDDLE_MOUSE_DOWN" object="[flash.events.MouseEvent]" text="MouseEvent.MIDDLE_MOUSE_DOWN" constant="true" tiptext="定義 middleMouseDown 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_DOWN" playername=""/>
						<string name="MIDDLE_MOUSE_UP" object="[flash.events.MouseEvent]" text="MouseEvent.MIDDLE_MOUSE_UP" constant="true" tiptext="定義 middleMouseUp 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_UP" playername=""/>
						<string name="MOUSE_DOWN" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_DOWN" constant="true" tiptext="定義 mouseDown 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_DOWN" playername=""/>
						<string name="MOUSE_MOVE" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_MOVE" constant="true" tiptext="定義 mouseMove 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_MOVE" playername=""/>
						<string name="MOUSE_OUT" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_OUT" constant="true" tiptext="定義 mouseOut 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_OUT" playername=""/>
						<string name="MOUSE_OVER" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_OVER" constant="true" tiptext="定義 mouseOver 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_OVER" playername=""/>
						<string name="MOUSE_UP" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_UP" constant="true" tiptext="定義 mouseUp 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_UP" playername=""/>
						<string name="MOUSE_WHEEL" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_WHEEL" constant="true" tiptext="定義 mouseWheel 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_WHEEL" playername=""/>
						<string name="RIGHT_CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.RIGHT_CLICK" constant="true" tiptext="定義 rightClick 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:RIGHT_CLICK" playername=""/>
						<string name="RIGHT_MOUSE_DOWN" object="[flash.events.MouseEvent]" text="MouseEvent.RIGHT_MOUSE_DOWN" constant="true" tiptext="定義 rightMouseDown 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_DOWN" playername=""/>
						<string name="RIGHT_MOUSE_UP" object="[flash.events.MouseEvent]" text="MouseEvent.RIGHT_MOUSE_UP" constant="true" tiptext="定義 rightMouseUp 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_UP" playername=""/>
						<string name="ROLL_OUT" object="[flash.events.MouseEvent]" text="MouseEvent.ROLL_OUT" constant="true" tiptext="定義 rollOut 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:ROLL_OUT" playername=""/>
						<string name="ROLL_OVER" object="[flash.events.MouseEvent]" text="MouseEvent.ROLL_OVER" constant="true" tiptext="定義 rollOver 事件物件的 type 屬性值。" version="" helpurl="flash.events:MouseEvent:ROLL_OVER" playername=""/>
						<string name="altKey" object="[flash.events.MouseEvent]" text=".altKey" tiptext="指示清單 Alt 是否為作用中 (true) 或非作用中 (false)。" version="" helpurl="flash.events:MouseEvent:altKey:get" playername=""/>
						<string name="buttonDown" object="[flash.events.MouseEvent]" text=".buttonDown" tiptext="指出已按下主要滑鼠按鈕 (true) 或未按下 (false)。" version="" helpurl="flash.events:MouseEvent:buttonDown:get" playername=""/>
						<string name="clickCount" object="[flash.events.MouseEvent]" text=".clickCount" tiptext="指出 mouse down 事件是否為多次點選中的其中一次。" version="" helpurl="flash.events:MouseEvent:clickCount:get" playername=""/>
						<string name="commandKey" object="[flash.events.MouseEvent]" text=".commandKey" tiptext="指出 command 鍵是否啟動 (僅限Mac)。commandKeywill 屬性的值與 Mac 上的 ctrlKey 屬性的值相同。" version="" helpurl="flash.events:MouseEvent:commandKey:get" playername=""/>
						<string name="controlKey" object="[flash.events.MouseEvent]" text=".controlKey" tiptext="指出 Mac 上的 Control 鍵是否啟動，以及 Windows 和 Linux 上的 Ctrl 鍵是否啟動。" version="" helpurl="flash.events:MouseEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.MouseEvent]" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指出 Ctrl 鍵是否作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:MouseEvent:ctrlKey:get" playername=""/>
						<string name="delta" object="[flash.events.MouseEvent]" text=".delta" tiptext="指出當使用者滾動滑鼠滾輪時，每滾動一個單位 (一格) 所代表的捲動行數。" version="" helpurl="flash.events:MouseEvent:delta:get" playername=""/>
						<string name="isRelatedObjectInaccessible" object="[flash.events.MouseEvent]" text=".isRelatedObjectInaccessible" tiptext="如果為 true，會因涉及安全執行程序，而將 relatedObject 屬性設定成 null。" version="" helpurl="flash.events:MouseEvent:isRelatedObjectInaccessible:get" playername=""/>
						<string name="localX" object="[flash.events.MouseEvent]" text=".localX" tiptext="相對於包含的 Sprite，事件發生的水平座標。" version="" helpurl="flash.events:MouseEvent:localX:get" playername=""/>
						<string name="localY" object="[flash.events.MouseEvent]" text=".localY" tiptext="相對於包含的 Sprite，事件發生的垂直座標。" version="" helpurl="flash.events:MouseEvent:localY:get" playername=""/>
						<string name="relatedObject" object="[flash.events.MouseEvent]" text=".relatedObject" tiptext="與事件相關的顯示清單物件的參照。" version="" helpurl="flash.events:MouseEvent:relatedObject:get" playername=""/>
						<string name="shiftKey" object="[flash.events.MouseEvent]" text=".shiftKey" tiptext="指出 Shift 鍵為作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:MouseEvent:shiftKey:get" playername=""/>
						<string name="stageX" object="[flash.events.MouseEvent]" text=".stageX" tiptext="在全域「舞台」座標上，事件發生的水平座標。" version="" helpurl="flash.events:MouseEvent:stageX:get" playername=""/>
						<string name="stageY" object="[flash.events.MouseEvent]" text=".stageY" tiptext="在全域「舞台」座標上，事件發生的垂直座標。" version="" helpurl="flash.events:MouseEvent:stageY:get" playername=""/>
					</folder>
				</folder>
				<folder name="NativeDragEvent" id="[flash.events.NativeDragEvent]" sort="true" index="true" asAncestors="flash.events:MouseEvent,flash.events:Event,Object" tiptext="當拖放作業牽涉到互動式物件時，就會傳送原生拖曳事件。" helpurl="flash.events:NativeDragEvent">
					<folder name="方法" id="Methods" tiptext="NativeDragEvent 類別的方法" helpurl="flash.events:NativeDragEvent">
						<string name="NativeDragEvent" object="[flash.events.NativeDragEvent]" text="new NativeDragEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=true,區域X:Number=unknown,區域Y:Number=unknown,相關物件:flash.display:InteractiveObject=null,剪貼簿:flash.desktop:Clipboard=null,允許的動作:flash.desktop:NativeDragOptions=null,放開動作:String=null,control鍵:Boolean=false,alt鍵:Boolean=false,shift鍵:Boolean=false,command鍵:Boolean=false]%)" constructor="true" tiptext="使用與原生拖放事件相關的特定資訊來建立 Event 物件。" version="1.0" helpurl="flash.events:NativeDragEvent:NativeDragEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeDragEvent]" text=".clone(%%):flash.events:Event" tiptext="建立此 NativeDragEvent 物件的副本。" version="1.0" helpurl="flash.events:NativeDragEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeDragEvent]" text=".toString(%%):String" tiptext="將此 NativeDragEvent 物件的屬性格式化為字串。" version="1.0" helpurl="flash.events:NativeDragEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeDragEvent 類別的屬性" helpurl="flash.events:NativeDragEvent">
						<string name="NATIVE_DRAG_COMPLETE" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_COMPLETE" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_COMPLETE 會定義 nativeDragComplete 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_COMPLETE" playername="AIR"/>
						<string name="NATIVE_DRAG_DROP" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_DROP" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_DROP 會定義 nativeDragDrop 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_DROP" playername="AIR"/>
						<string name="NATIVE_DRAG_ENTER" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_ENTER" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_ENTER 會定義 nativeDragEnter 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_ENTER" playername="AIR"/>
						<string name="NATIVE_DRAG_EXIT" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_EXIT" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_EXIT 會定義 nativeDragExit 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_EXIT" playername="AIR"/>
						<string name="NATIVE_DRAG_OVER" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_OVER" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_OVER 會定義 nativeDragOver 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_OVER" playername="AIR"/>
						<string name="NATIVE_DRAG_START" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_START" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_START 會定義 nativeDragStart 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_START" playername="AIR"/>
						<string name="NATIVE_DRAG_UPDATE" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_UPDATE" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_UPDATE 會定義 nativeDragUpdate 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_UPDATE" playername="AIR"/>
						<string name="allowedActions" object="[flash.events.NativeDragEvent]" text=".allowedActions" tiptext="NativeDragOptions 物件，可指定起始此拖曳作業之顯示物件所允許的動作。" version="" helpurl="flash.events:NativeDragEvent:allowedActions" playername="AIR"/>
						<string name="clipboard" object="[flash.events.NativeDragEvent]" text=".clipboard" tiptext="Clipboard 物件，其中包含此拖曳作業中的資料。" version="" helpurl="flash.events:NativeDragEvent:clipboard" playername="AIR"/>
						<string name="dropAction" object="[flash.events.NativeDragEvent]" text=".dropAction" tiptext="目前的動作。" version="" helpurl="flash.events:NativeDragEvent:dropAction" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeProcessExitEvent" id="[flash.events.NativeProcessExitEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當程序結束時， NativeProcess 物件會傳送此事件。" helpurl="flash.events:NativeProcessExitEvent">
					<folder name="方法" id="Methods" tiptext="NativeProcessExitEvent 類別的方法" helpurl="flash.events:NativeProcessExitEvent">
						<string name="NativeProcessExitEvent" object="[flash.events.NativeProcessExitEvent]" text="new NativeProcessExitEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,結束碼:Number=unknown]%)" constructor="true" tiptext="建立一個 NativeProcessExitEvent，內含 NativeProcess 結束程式碼有關的資訊。" version="2" helpurl="flash.events:NativeProcessExitEvent:NativeProcessExitEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeProcessExitEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 NativeProcessExitEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="2" helpurl="flash.events:NativeProcessExitEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeProcessExitEvent]" text=".toString(%%):String" tiptext="傳回包含 NativeProcessExitEvent 物件所有屬性的字串。" version="2" helpurl="flash.events:NativeProcessExitEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeProcessExitEvent 類別的屬性" helpurl="flash.events:NativeProcessExitEvent">
						<string name="EXIT" object="[flash.events.NativeProcessExitEvent]" text="NativeProcessExitEvent.EXIT" constant="true" tiptext="定義 exit 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeProcessExitEvent:EXIT" playername="AIR"/>
						<string name="exitCode" object="[flash.events.NativeProcessExitEvent]" text=".exitCode" tiptext="結束時原生處理程序傳回至主機作業系統的結束程式碼。" version="" helpurl="flash.events:NativeProcessExitEvent:exitCode:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowBoundsEvent" id="[flash.events.NativeWindowBoundsEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當視窗的大小或位置變更時，NativeWindow 物件就會傳送 NativeWindowBoundsEvent 物件。" helpurl="flash.events:NativeWindowBoundsEvent">
					<folder name="方法" id="Methods" tiptext="NativeWindowBoundsEvent 類別的方法" helpurl="flash.events:NativeWindowBoundsEvent">
						<string name="NativeWindowBoundsEvent" object="[flash.events.NativeWindowBoundsEvent]" text="new NativeWindowBoundsEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,邊界變更前:flash.geom:Rectangle=null,邊界變更後:flash.geom:Rectangle=null]%)" constructor="true" tiptext="使用與視窗邊界事件相關的特定資訊來建立 Event 物件。" version="1.0" helpurl="flash.events:NativeWindowBoundsEvent:NativeWindowBoundsEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeWindowBoundsEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 NativeWindowBoundsEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:NativeWindowBoundsEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeWindowBoundsEvent]" text=".toString(%%):String" tiptext="傳回包含 NativeWindowBoundsEvent 物件所有屬性的字串。" version="1.0" helpurl="flash.events:NativeWindowBoundsEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeWindowBoundsEvent 類別的屬性" helpurl="flash.events:NativeWindowBoundsEvent">
						<string name="MOVE" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.MOVE" constant="true" tiptext="定義 move 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:MOVE" playername="AIR"/>
						<string name="MOVING" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.MOVING" constant="true" tiptext="定義 moving 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:MOVING" playername="AIR"/>
						<string name="RESIZE" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.RESIZE" constant="true" tiptext="定義 resize 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:RESIZE" playername="AIR"/>
						<string name="RESIZING" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.RESIZING" constant="true" tiptext="定義 resizing 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:RESIZING" playername="AIR"/>
						<string name="afterBounds" object="[flash.events.NativeWindowBoundsEvent]" text=".afterBounds" tiptext="在變更之後的視窗邊界。" version="" helpurl="flash.events:NativeWindowBoundsEvent:afterBounds:get" playername="AIR"/>
						<string name="beforeBounds" object="[flash.events.NativeWindowBoundsEvent]" text=".beforeBounds" tiptext="在變更之前的視窗邊界。" version="" helpurl="flash.events:NativeWindowBoundsEvent:beforeBounds:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowDisplayStateEvent" id="[flash.events.NativeWindowDisplayStateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當視窗顯示狀態變更時，NativeWindow 物件就會傳送 NativeWindowDisplayStateEvent 類別的事件。" helpurl="flash.events:NativeWindowDisplayStateEvent">
					<folder name="方法" id="Methods" tiptext="NativeWindowDisplayStateEvent 類別的方法" helpurl="flash.events:NativeWindowDisplayStateEvent">
						<string name="NativeWindowDisplayStateEvent" object="[flash.events.NativeWindowDisplayStateEvent]" text="new NativeWindowDisplayStateEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,之前的顯示狀態:String,之後的顯示狀態:String]%)" constructor="true" tiptext="使用與視窗顯示狀態事件相關的特定資訊來建立事件物件。" version="1.0" helpurl="flash.events:NativeWindowDisplayStateEvent:NativeWindowDisplayStateEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeWindowDisplayStateEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 NativeWindowDisplayStateEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:NativeWindowDisplayStateEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeWindowDisplayStateEvent]" text=".toString(%%):String" tiptext="傳回包含 NativeWindowDisplayStateEvent 物件所有屬性的字串。" version="1.0" helpurl="flash.events:NativeWindowDisplayStateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NativeWindowDisplayStateEvent 類別的屬性" helpurl="flash.events:NativeWindowDisplayStateEvent">
						<string name="DISPLAY_STATE_CHANGE" object="[flash.events.NativeWindowDisplayStateEvent]" text="NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE" constant="true" tiptext="定義 displayStateChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:DISPLAY_STATE_CHANGE" playername="AIR"/>
						<string name="DISPLAY_STATE_CHANGING" object="[flash.events.NativeWindowDisplayStateEvent]" text="NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING" constant="true" tiptext="定義 displayStateChanging 事件物件的 type 屬性值。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:DISPLAY_STATE_CHANGING" playername="AIR"/>
						<string name="afterDisplayState" object="[flash.events.NativeWindowDisplayStateEvent]" text=".afterDisplayState" tiptext="在變更之後，NativeWindow 的顯示狀態。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:afterDisplayState:get" playername="AIR"/>
						<string name="beforeDisplayState" object="[flash.events.NativeWindowDisplayStateEvent]" text=".beforeDisplayState" tiptext="在變更之前，NativeWindow 的顯示狀態。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:beforeDisplayState:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NetStatusEvent" id="[flash.events.NetStatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當 NetConnection、NetStream 或 SharedObject 物件報告自身狀態時，會傳送 NetStatusEvent 物件。" helpurl="flash.events:NetStatusEvent">
					<folder name="方法" id="Methods" tiptext="NetStatusEvent 類別的方法" helpurl="flash.events:NetStatusEvent">
						<string name="NetStatusEvent" object="[flash.events.NetStatusEvent]" text="new NetStatusEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,資訊:Object=null]%)" constructor="true" tiptext="NetStatusEvent 物件的建構函式。" version="4" helpurl="flash.events:NetStatusEvent:NetStatusEvent" playername=""/>
						<string name="clone" object="[flash.events.NetStatusEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 NetStatusEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:NetStatusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.NetStatusEvent]" text=".toString(%%):String" tiptext="傳回包含 NetStatusEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:NetStatusEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetStatusEvent 類別的屬性" helpurl="flash.events:NetStatusEvent">
						<string name="NET_STATUS" object="[flash.events.NetStatusEvent]" text="NetStatusEvent.NET_STATUS" constant="true" tiptext="定義 netStatus 事件物件的 type 屬性值。" version="" helpurl="flash.events:NetStatusEvent:NET_STATUS" playername=""/>
						<string name="info" object="[flash.events.NetStatusEvent]" text=".info" tiptext="具有說明物件狀態或錯誤情況之屬性的物件。" version="" helpurl="flash.events:NetStatusEvent:info:get" playername=""/>
					</folder>
				</folder>
				<folder name="OutputProgressEvent" id="[flash.events.OutputProgressEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="FileStream 物件會在執行待處理的非同步檔案寫入作業時傳送 OutputProgressEvent 物件。" helpurl="flash.events:OutputProgressEvent">
					<folder name="方法" id="Methods" tiptext="OutputProgressEvent 類別的方法" helpurl="flash.events:OutputProgressEvent">
						<string name="OutputProgressEvent" object="[flash.events.OutputProgressEvent]" text="new OutputProgressEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,擱置的位元組:Number=0,位元組總數:Number=0]%)" constructor="true" tiptext="OutputProgressEvent 物件的建構函式。" version="1.0" helpurl="flash.events:OutputProgressEvent:OutputProgressEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.OutputProgressEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 OutputProgressEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:OutputProgressEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.OutputProgressEvent]" text=".toString(%%):String" tiptext="傳回包含 OutputProgressEvent 物件所有屬性的字串。" version="1.0" helpurl="flash.events:OutputProgressEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="OutputProgressEvent 類別的屬性" helpurl="flash.events:OutputProgressEvent">
						<string name="OUTPUT_PROGRESS" object="[flash.events.OutputProgressEvent]" text="OutputProgressEvent.OUTPUT_PROGRESS" constant="true" tiptext="定義 outputProgress 事件物件的 type 屬性值。" version="" helpurl="flash.events:OutputProgressEvent:OUTPUT_PROGRESS" playername="AIR"/>
						<string name="bytesPending" object="[flash.events.OutputProgressEvent]" text=".bytesPending" tiptext="偵聽程式處理事件時，尚未寫入的位元組數。" version="" helpurl="flash.events:OutputProgressEvent:bytesPending:get" playername="AIR"/>
						<string name="bytesTotal" object="[flash.events.OutputProgressEvent]" text=".bytesTotal" tiptext="目前已寫入的位元組數，加上即將寫入的待處理位元組數。" version="" helpurl="flash.events:OutputProgressEvent:bytesTotal:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PressAndTapGestureEvent" id="[flash.events.PressAndTapGestureEvent]" sort="true" index="true" asAncestors="flash.events:GestureEvent,flash.events:Event,Object" tiptext="PressAndTapGestureEvent 類別可讓您處理觸控裝置上的按下並輕點動作。" helpurl="flash.events:PressAndTapGestureEvent">
					<folder name="方法" id="Methods" tiptext="PressAndTapGestureEvent 類別的方法" helpurl="flash.events:PressAndTapGestureEvent">
						<string name="PressAndTapGestureEvent" object="[flash.events.PressAndTapGestureEvent]" text="new PressAndTapGestureEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,階段:String=null,區域X:Number=0,區域Y:Number=0,點一下區域X:Number=0,點一下區域Y:Number=0,ctrl鍵:Boolean=false,alt鍵:Boolean=false,shift鍵:Boolean=false,command鍵:Boolean=false,control鍵:Boolean=false]%)" constructor="true" tiptext="PressAndTapGestureEvent 物件的建構函式。" version="4" helpurl="flash.events:PressAndTapGestureEvent:PressAndTapGestureEvent" playername=""/>
						<string name="clone" object="[flash.events.PressAndTapGestureEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 PressAndTapGestureEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="4" helpurl="flash.events:PressAndTapGestureEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.PressAndTapGestureEvent]" text=".toString(%%):String" tiptext="傳回包含 PressAndTapGestureEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:PressAndTapGestureEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PressAndTapGestureEvent 類別的屬性" helpurl="flash.events:PressAndTapGestureEvent">
						<string name="GESTURE_PRESS_AND_TAP" object="[flash.events.PressAndTapGestureEvent]" text="PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP" constant="true" tiptext="定義 GESTURE_PRESS_AND_TAP 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:PressAndTapGestureEvent:GESTURE_PRESS_AND_TAP" playername=""/>
						<string name="tapLocalX" object="[flash.events.PressAndTapGestureEvent]" text=".tapLocalX" tiptext="相對於包含的互動式物件，事件發生的水平座標。" version="" helpurl="flash.events:PressAndTapGestureEvent:tapLocalX:get" playername=""/>
						<string name="tapLocalY" object="[flash.events.PressAndTapGestureEvent]" text=".tapLocalY" tiptext="相對於包含的互動式物件，事件發生的垂直座標。" version="" helpurl="flash.events:PressAndTapGestureEvent:tapLocalY:get" playername=""/>
						<string name="tapStageX" object="[flash.events.PressAndTapGestureEvent]" text=".tapStageX" tiptext="在全域舞台座標上，發生輕點觸碰的水平座標。 " version="" helpurl="flash.events:PressAndTapGestureEvent:tapStageX:get" playername=""/>
						<string name="tapStageY" object="[flash.events.PressAndTapGestureEvent]" text=".tapStageY" tiptext="在全域舞台座標上，發生輕點觸碰的垂直座標。 " version="" helpurl="flash.events:PressAndTapGestureEvent:tapStageY:get" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressEvent" id="[flash.events.ProgressEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當載入作業已經開始或當通訊端已經接收資料時，會傳送 ProgressEvent 物件。" helpurl="flash.events:ProgressEvent">
					<folder name="方法" id="Methods" tiptext="ProgressEvent 類別的方法" helpurl="flash.events:ProgressEvent">
						<string name="ProgressEvent" object="[flash.events.ProgressEvent]" text="new ProgressEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,已載入位元組:Number=0,總位元組:Number=0]%)" constructor="true" tiptext="ProgressEvent 物件的建構函式。" version="4" helpurl="flash.events:ProgressEvent:ProgressEvent" playername=""/>
						<string name="clone" object="[flash.events.ProgressEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ProgressEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:ProgressEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ProgressEvent]" text=".toString(%%):String" tiptext="傳回包含 ProgressEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:ProgressEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ProgressEvent 類別的屬性" helpurl="flash.events:ProgressEvent">
						<string name="PROGRESS" object="[flash.events.ProgressEvent]" text="ProgressEvent.PROGRESS" constant="true" tiptext="定義 progress 事件物件的 type 屬性值。" version="" helpurl="flash.events:ProgressEvent:PROGRESS" playername=""/>
						<string name="SOCKET_DATA" object="[flash.events.ProgressEvent]" text="ProgressEvent.SOCKET_DATA" constant="true" tiptext="定義 socketData 事件物件的 type 屬性值。" version="" helpurl="flash.events:ProgressEvent:SOCKET_DATA" playername=""/>
						<string name="STANDARD_ERROR_DATA" object="[flash.events.ProgressEvent]" text="ProgressEvent.STANDARD_ERROR_DATA" constant="true" tiptext="定義 standardErrorData 事件物件的 type 屬性值。" version="" helpurl="flash.events:ProgressEvent:STANDARD_ERROR_DATA" playername=""/>
						<string name="STANDARD_INPUT_PROGRESS" object="[flash.events.ProgressEvent]" text="ProgressEvent.STANDARD_INPUT_PROGRESS" constant="true" tiptext="定義 standardInputProgress 事件物件的 type 屬性值。" version="" helpurl="flash.events:ProgressEvent:STANDARD_INPUT_PROGRESS" playername=""/>
						<string name="STANDARD_OUTPUT_DATA" object="[flash.events.ProgressEvent]" text="ProgressEvent.STANDARD_OUTPUT_DATA" constant="true" tiptext="定義 standardOutputData 事件物件的 type 屬性值。" version="" helpurl="flash.events:ProgressEvent:STANDARD_OUTPUT_DATA" playername=""/>
						<string name="bytesLoaded" object="[flash.events.ProgressEvent]" text=".bytesLoaded" tiptext="在偵聽程式處理事件時，載入的項目或位元組數目。" version="" helpurl="flash.events:ProgressEvent:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.events.ProgressEvent]" text=".bytesTotal" tiptext="如果載入程序成功，將載入的總項目數量或位元組數。" version="" helpurl="flash.events:ProgressEvent:bytesTotal:get" playername=""/>
					</folder>
				</folder>
				<folder name="SampleDataEvent" id="[flash.events.SampleDataEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當 Sound 物件要求新音效資料，或 Microphone 物件提供新音效資料時傳送。" helpurl="flash.events:SampleDataEvent">
					<folder name="方法" id="Methods" tiptext="SampleDataEvent 類別的方法" helpurl="flash.events:SampleDataEvent">
						<string name="SampleDataEvent" object="[flash.events.SampleDataEvent]" text="new SampleDataEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,位置:Number=0,資料:flash.utils:ByteArray=null]%)" constructor="true" tiptext="建立包含音效資料事件相關資訊的事件物件。" version="1.5" helpurl="flash.events:SampleDataEvent:SampleDataEvent" playername=""/>
						<string name="clone" object="[flash.events.SampleDataEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SampleDataEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="1.5" helpurl="flash.events:SampleDataEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SampleDataEvent]" text=".toString(%%):String" tiptext="傳回包含 SampleDataEvent 物件所有屬性的字串。" version="1.5" helpurl="flash.events:SampleDataEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SampleDataEvent 類別的屬性" helpurl="flash.events:SampleDataEvent">
						<string name="SAMPLE_DATA" object="[flash.events.SampleDataEvent]" text="SampleDataEvent.SAMPLE_DATA" constant="true" tiptext="定義 SampleDataEvent 事件物件的 type 屬性值。" version="" helpurl="flash.events:SampleDataEvent:SAMPLE_DATA" playername=""/>
						<string name="data" object="[flash.events.SampleDataEvent]" text=".data" tiptext="音效串流中的資料。" version="" helpurl="flash.events:SampleDataEvent:data:get" playername=""/>
						<string name="position" object="[flash.events.SampleDataEvent]" text=".position" tiptext="資料在音效串流中的位置。" version="" helpurl="flash.events:SampleDataEvent:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="ScreenMouseEvent" id="[flash.events.ScreenMouseEvent]" sort="true" index="true" asAncestors="flash.events:MouseEvent,flash.events:Event,Object" tiptext="SystemTrayIcon 物件會傳送 ScreenMouseEvent 類型的事件，以回應滑鼠互動。" helpurl="flash.events:ScreenMouseEvent">
					<folder name="方法" id="Methods" tiptext="ScreenMouseEvent 類別的方法" helpurl="flash.events:ScreenMouseEvent">
						<string name="ScreenMouseEvent" object="[flash.events.ScreenMouseEvent]" text="new ScreenMouseEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,畫面X:Number=unknown,畫面Y:Number=unknown,ctrl鍵:Boolean=false,alt鍵:Boolean=false,shift鍵:Boolean=false,按鈕按下:Boolean=false,command鍵:Boolean=false,control鍵:Boolean=false]%)" constructor="true" tiptext="ScreenMouseEvent 物件的建構函式。" version="1.0" helpurl="flash.events:ScreenMouseEvent:ScreenMouseEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.ScreenMouseEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ScreenMouseEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:ScreenMouseEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.ScreenMouseEvent]" text=".toString(%%):String" tiptext="傳回包含 ScreenMouseEvent 物件所有屬性的字串。" version="1.0" helpurl="flash.events:ScreenMouseEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ScreenMouseEvent 類別的屬性" helpurl="flash.events:ScreenMouseEvent">
						<string name="CLICK" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.CLICK" constant="true" tiptext="ScreenMouseEvent.CLICK 常數會定義 click 事件物件的 type 屬性值。" version="" helpurl="flash.events:ScreenMouseEvent:CLICK" playername="AIR"/>
						<string name="MOUSE_DOWN" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.MOUSE_DOWN" constant="true" tiptext="ScreenMouseEvent.MOUSE_DOWN 常數會定義 mouseDown 事件物件的 type 屬性值。" version="" helpurl="flash.events:ScreenMouseEvent:MOUSE_DOWN" playername="AIR"/>
						<string name="MOUSE_UP" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.MOUSE_UP" constant="true" tiptext="ScreenMouseEvent.MOUSE_UP 常數會定義 mouseUp 事件物件的 type 屬性值。" version="" helpurl="flash.events:ScreenMouseEvent:MOUSE_UP" playername="AIR"/>
						<string name="RIGHT_CLICK" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.RIGHT_CLICK" constant="true" tiptext="ScreenMouseEvent.RIGHT_CLICK 常數會定義 rightClick 事件物件的 type 屬性值。" version="" helpurl="flash.events:ScreenMouseEvent:RIGHT_CLICK" playername="AIR"/>
						<string name="RIGHT_MOUSE_DOWN" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.RIGHT_MOUSE_DOWN" constant="true" tiptext="ScreenMouseEvent.RIGHT_MOUSE_DOWN 常數會定義 rightMouseDown 事件物件的 type 屬性值。" version="" helpurl="flash.events:ScreenMouseEvent:RIGHT_MOUSE_DOWN" playername="AIR"/>
						<string name="RIGHT_MOUSE_UP" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.RIGHT_MOUSE_UP" constant="true" tiptext="ScreenMouseEvent.RIGHT_MOUSE_UP 常數會定義 rightMouseUp 事件物件的 type 屬性值。" version="" helpurl="flash.events:ScreenMouseEvent:RIGHT_MOUSE_UP" playername="AIR"/>
						<string name="screenX" object="[flash.events.ScreenMouseEvent]" text=".screenX" tiptext="按一下動作在螢幕座標上的 X 位置。" version="" helpurl="flash.events:ScreenMouseEvent:screenX:get" playername="AIR"/>
						<string name="screenY" object="[flash.events.ScreenMouseEvent]" text=".screenY" tiptext="按一下動作在螢幕座標上的 Y 位置。" version="" helpurl="flash.events:ScreenMouseEvent:screenY:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SecurityErrorEvent" id="[flash.events.SecurityErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="物件會傳送 SecurityErrorEvent 物件，報告發生了安全性錯誤。" helpurl="flash.events:SecurityErrorEvent">
					<folder name="方法" id="Methods" tiptext="SecurityErrorEvent 類別的方法" helpurl="flash.events:SecurityErrorEvent">
						<string name="SecurityErrorEvent" object="[flash.events.SecurityErrorEvent]" text="new SecurityErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0]%)" constructor="true" tiptext="SecurityErrorEvent 物件的建構函式。" version="4" helpurl="flash.events:SecurityErrorEvent:SecurityErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.SecurityErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SecurityErrorEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:SecurityErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SecurityErrorEvent]" text=".toString(%%):String" tiptext="傳回包含 SecurityErrorEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:SecurityErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SecurityErrorEvent 類別的屬性" helpurl="flash.events:SecurityErrorEvent">
						<string name="SECURITY_ERROR" object="[flash.events.SecurityErrorEvent]" text="SecurityErrorEvent.SECURITY_ERROR" constant="true" tiptext="SecurityErrorEvent.SECURITY_ERROR 常數會定義 securityError 事件物件的 type 屬性值。" version="" helpurl="flash.events:SecurityErrorEvent:SECURITY_ERROR" playername=""/>
					</folder>
				</folder>
				<folder name="ServerSocketConnectEvent" id="[flash.events.ServerSocketConnectEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當用戶端嘗試連接至伺服器通訊端時，ServerSocket 物件會傳送 ServerSocketConnectEvent 物件。" helpurl="flash.events:ServerSocketConnectEvent">
					<folder name="方法" id="Methods" tiptext="ServerSocketConnectEvent 類別的方法" helpurl="flash.events:ServerSocketConnectEvent">
						<string name="ServerSocketConnectEvent" object="[flash.events.ServerSocketConnectEvent]" text="new ServerSocketConnectEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,通訊端:flash.net:Socket=null]%)" constructor="true" tiptext="建立一個包含用戶端連線資訊的 ServerSocketConnectEvent 物件。" version="2" helpurl="flash.events:ServerSocketConnectEvent:ServerSocketConnectEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.ServerSocketConnectEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ServerSocketConnectEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="2" helpurl="flash.events:ServerSocketConnectEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.ServerSocketConnectEvent]" text=".toString(%%):String" tiptext="傳回包含 ServerSocketConnectEvent 物件所有屬性的字串。" version="2" helpurl="flash.events:ServerSocketConnectEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ServerSocketConnectEvent 類別的屬性" helpurl="flash.events:ServerSocketConnectEvent">
						<string name="CONNECT" object="[flash.events.ServerSocketConnectEvent]" text="ServerSocketConnectEvent.CONNECT" constant="true" tiptext="定義 ServerSocketConnectEvent 事件物件的 type 屬性值。" version="" helpurl="flash.events:ServerSocketConnectEvent:CONNECT" playername="AIR"/>
						<string name="socket" object="[flash.events.ServerSocketConnectEvent]" text=".socket" tiptext="用於新連線的通訊端。" version="" helpurl="flash.events:ServerSocketConnectEvent:socket:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ShaderEvent" id="[flash.events.ShaderEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當從 ShaderJob 啟動的著色器作業完成時，就會傳送 ShaderEvent。" helpurl="flash.events:ShaderEvent">
					<folder name="方法" id="Methods" tiptext="ShaderEvent 類別的方法" helpurl="flash.events:ShaderEvent">
						<string name="ShaderEvent" object="[flash.events.ShaderEvent]" text="new ShaderEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,點陣圖:flash.display:BitmapData=null,陣列:flash.utils:ByteArray=null,向量:Vector$Number=null]%)" constructor="true" tiptext="建立一個 ShaderEvent 物件以傳遞至事件偵聽程式。" version="1.5" helpurl="flash.events:ShaderEvent:ShaderEvent" playername=""/>
						<string name="clone" object="[flash.events.ShaderEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 ShaderEvent 物件的副本，並將每個屬性的值設為符合原始物件的屬性值。" version="1.5" helpurl="flash.events:ShaderEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ShaderEvent]" text=".toString(%%):String" tiptext="傳回字串，其中包含 ShaderEvent 物件所有屬性的字串。" version="1.5" helpurl="flash.events:ShaderEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ShaderEvent 類別的屬性" helpurl="flash.events:ShaderEvent">
						<string name="COMPLETE" object="[flash.events.ShaderEvent]" text="ShaderEvent.COMPLETE" constant="true" tiptext="定義 complete 事件物件的 type 屬性值。" version="" helpurl="flash.events:ShaderEvent:COMPLETE" playername=""/>
						<string name="bitmapData" object="[flash.events.ShaderEvent]" text=".bitmapData" tiptext="傳遞至 ShaderJob.start() 方法的 BitmapData 物件。" version="" helpurl="flash.events:ShaderEvent:bitmapData:get" playername=""/>
						<string name="byteArray" object="[flash.events.ShaderEvent]" text=".byteArray" tiptext="傳遞至 ShaderJob.start() 方法的 ByteArray 物件。" version="" helpurl="flash.events:ShaderEvent:byteArray:get" playername=""/>
						<string name="vector" object="[flash.events.ShaderEvent]" text=".vector" tiptext="傳遞至 ShaderJob.start() 方法的 Vector.&amp;lt;Number&amp;gt; 物件。" version="" helpurl="flash.events:ShaderEvent:vector:get" playername=""/>
					</folder>
				</folder>
				<folder name="SoftKeyboardEvent" id="[flash.events.SoftKeyboardEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在裝置或作業系統上啟動或取消啟動軟體驅動的鍵盤時，就會傳送 SoftKeyboardEvent 物件。" helpurl="flash.events:SoftKeyboardEvent">
					<folder name="方法" id="Methods" tiptext="SoftKeyboardEvent 類別的方法" helpurl="flash.events:SoftKeyboardEvent">
						<string name="SoftKeyboardEvent" object="[flash.events.SoftKeyboardEvent]" text="new SoftKeyboardEvent(%類型:String,反昇:Boolean,可取消:Boolean,相關物件值:flash.display:InteractiveObject,觸發類型值:String%)" constructor="true" tiptext="SoftKeyboardEvent 物件的建構函式。" version="2.6" helpurl="flash.events:SoftKeyboardEvent:SoftKeyboardEvent" playername=""/>
						<string name="clone" object="[flash.events.SoftKeyboardEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SoftKeyboardEvent 物件的複本。" version="2.6" helpurl="flash.events:SoftKeyboardEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SoftKeyboardEvent]" text=".toString(%%):String" tiptext="傳回包含 SoftKeyboardEvent 物件所有屬性的字串。" version="2.6" helpurl="flash.events:SoftKeyboardEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SoftKeyboardEvent 類別的屬性" helpurl="flash.events:SoftKeyboardEvent">
						<string name="SOFT_KEYBOARD_ACTIVATE" object="[flash.events.SoftKeyboardEvent]" text="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE" constant="true" tiptext="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE 常數會在顯示軟體鍵盤時，定義 SoftKeyboardEvent 物件的 type 屬性值。" version="" helpurl="flash.events:SoftKeyboardEvent:SOFT_KEYBOARD_ACTIVATE" playername=""/>
						<string name="SOFT_KEYBOARD_ACTIVATING" object="[flash.events.SoftKeyboardEvent]" text="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING" constant="true" tiptext="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING 常數會在顯示軟體鍵盤之前，先立即定義 SoftKeyboardEvent 物件的 type 屬性值。" version="" helpurl="flash.events:SoftKeyboardEvent:SOFT_KEYBOARD_ACTIVATING" playername=""/>
						<string name="SOFT_KEYBOARD_DEACTIVATE" object="[flash.events.SoftKeyboardEvent]" text="SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE" constant="true" tiptext="SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE 常數會在軟體鍵盤降下隱藏時，定義 SoftKeyboardEvent 物件的 type 屬性值。" version="" helpurl="flash.events:SoftKeyboardEvent:SOFT_KEYBOARD_DEACTIVATE" playername=""/>
						<string name="relatedObject" object="[flash.events.SoftKeyboardEvent]" text=".relatedObject" tiptext="與事件相關的顯示清單物件的參照。" version="" helpurl="flash.events:SoftKeyboardEvent:relatedObject:get" playername=""/>
						<string name="triggerType" object="[flash.events.SoftKeyboardEvent]" text=".triggerType" tiptext="指出應用程式 (例如，以程式設計方式使用 requestSoftKeyboard()) 或使用者 (例如，選取文字欄位) 是否已觸發鍵盤狀態中的變更。" version="" helpurl="flash.events:SoftKeyboardEvent:triggerType:get" playername=""/>
					</folder>
				</folder>
				<folder name="SoftKeyboardTrigger" id="[flash.events.SoftKeyboardTrigger]" sort="true" index="true" asAncestors="Object" tiptext="SoftKeyboardTrigger 類別為 SoftKeyboardEvent 類別的 triggerType 屬性提供列舉值。" helpurl="flash.events:SoftKeyboardTrigger">
					<folder name="屬性" id="Properties" tiptext="SoftKeyboardTrigger 類別的屬性" helpurl="flash.events:SoftKeyboardTrigger">
						<string name="CONTENT_TRIGGERED" object="[flash.events.SoftKeyboardTrigger]" text="SoftKeyboardTrigger.CONTENT_TRIGGERED" constant="true" tiptext="指出 ActionScript 叫用事件。" version="" helpurl="flash.events:SoftKeyboardTrigger:CONTENT_TRIGGERED" playername=""/>
						<string name="USER_TRIGGERED" object="[flash.events.SoftKeyboardTrigger]" text="SoftKeyboardTrigger.USER_TRIGGERED" constant="true" tiptext="指出使用者動作是否已叫用事件。" version="" helpurl="flash.events:SoftKeyboardTrigger:USER_TRIGGERED" playername=""/>
					</folder>
				</folder>
				<folder name="SQLErrorEvent" id="[flash.events.SQLErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="在非同步執行模式中執行資料庫作業時如果發生錯誤，SQLConnection 實體或 SQLStatement 實體就會傳送 SQLErrorEvent 實體。" helpurl="flash.events:SQLErrorEvent">
					<folder name="方法" id="Methods" tiptext="SQLErrorEvent 類別的方法" helpurl="flash.events:SQLErrorEvent">
						<string name="SQLErrorEvent" object="[flash.events.SQLErrorEvent]" text="new SQLErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,錯誤:flash.errors:SQLError=null]%)" constructor="true" tiptext="用來建立新的 SQLErrorEvent 物件。" version="1.0" helpurl="flash.events:SQLErrorEvent:SQLErrorEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.SQLErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SQLErrorEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:SQLErrorEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.SQLErrorEvent]" text=".toString(%%):String" tiptext="傳回包含 SQLErrorEvent 物件所有屬性的字串。" version="1.0" helpurl="flash.events:SQLErrorEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLErrorEvent 類別的屬性" helpurl="flash.events:SQLErrorEvent">
						<string name="ERROR" object="[flash.events.SQLErrorEvent]" text="SQLErrorEvent.ERROR" constant="true" tiptext="SQLErrorEvent.ERROR 常數會定義 error 事件的 type 屬性值，當對 SQLConnection 或 SQLStatement 實體的呼叫發生錯誤而結束時，便會傳送此事件。" version="" helpurl="flash.events:SQLErrorEvent:ERROR" playername="AIR"/>
						<string name="error" object="[flash.events.SQLErrorEvent]" text=".error" tiptext="包含錯誤原因之相關詳細資訊的 SQLError 物件。" version="" helpurl="flash.events:SQLErrorEvent:error:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLEvent" id="[flash.events.SQLEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在 SQLConnection 或 SQLStatement 實體所執行的其中一項作業成功完成時，Adobe AIR 就會傳送 SQLEvent 物件。" helpurl="flash.events:SQLEvent">
					<folder name="方法" id="Methods" tiptext="SQLEvent 類別的方法" helpurl="flash.events:SQLEvent">
						<string name="SQLEvent" object="[flash.events.SQLEvent]" text="new SQLEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="用來建立新的 SQLEvent 物件。" version="1.0" helpurl="flash.events:SQLEvent:SQLEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.SQLEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SQLEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:SQLEvent:clone" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLEvent 類別的屬性" helpurl="flash.events:SQLEvent">
						<string name="ANALYZE" object="[flash.events.SQLEvent]" text="SQLEvent.ANALYZE" constant="true" tiptext="SQLEvent.ANALYZE 常數會定義 analyze 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:ANALYZE" playername="AIR"/>
						<string name="ATTACH" object="[flash.events.SQLEvent]" text="SQLEvent.ATTACH" constant="true" tiptext="SQLEvent.ATTACH 常數會定義 attach 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:ATTACH" playername="AIR"/>
						<string name="BEGIN" object="[flash.events.SQLEvent]" text="SQLEvent.BEGIN" constant="true" tiptext="SQLEvent.BEGIN 常數會定義 begin 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:BEGIN" playername="AIR"/>
						<string name="CANCEL" object="[flash.events.SQLEvent]" text="SQLEvent.CANCEL" constant="true" tiptext="SQLEvent.CANCEL 常數會定義 cancel 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:CANCEL" playername="AIR"/>
						<string name="CLOSE" object="[flash.events.SQLEvent]" text="SQLEvent.CLOSE" constant="true" tiptext="SQLEvent.CLOSE 常數會定義 close 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:CLOSE" playername="AIR"/>
						<string name="COMMIT" object="[flash.events.SQLEvent]" text="SQLEvent.COMMIT" constant="true" tiptext="SQLEvent.COMMIT 常數會定義 commit 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:COMMIT" playername="AIR"/>
						<string name="COMPACT" object="[flash.events.SQLEvent]" text="SQLEvent.COMPACT" constant="true" tiptext="SQLEvent.COMPACT 常數會定義 compact 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:COMPACT" playername="AIR"/>
						<string name="DEANALYZE" object="[flash.events.SQLEvent]" text="SQLEvent.DEANALYZE" constant="true" tiptext="SQLEvent.DEANALYZE 常數會定義 deanalyze 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:DEANALYZE" playername="AIR"/>
						<string name="DETACH" object="[flash.events.SQLEvent]" text="SQLEvent.DETACH" constant="true" tiptext="SQLEvent.DETACH 常數會定義 detach 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:DETACH" playername="AIR"/>
						<string name="OPEN" object="[flash.events.SQLEvent]" text="SQLEvent.OPEN" constant="true" tiptext="SQLEvent.OPEN 常數會定義 open 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:OPEN" playername="AIR"/>
						<string name="REENCRYPT" object="[flash.events.SQLEvent]" text="SQLEvent.REENCRYPT" constant="true" tiptext="SQLEvent.REENCRYPT 常數會定義 reencrypt 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:REENCRYPT" playername="AIR"/>
						<string name="RELEASE_SAVEPOINT" object="[flash.events.SQLEvent]" text="SQLEvent.RELEASE_SAVEPOINT" constant="true" tiptext="SQLEvent.RELEASE_SAVEPOINT 常數會定義 releaseSavepoint 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:RELEASE_SAVEPOINT" playername="AIR"/>
						<string name="RESULT" object="[flash.events.SQLEvent]" text="SQLEvent.RESULT" constant="true" tiptext="SQLEvent.RESULT 常數會定義 result 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:RESULT" playername="AIR"/>
						<string name="ROLLBACK_TO_SAVEPOINT" object="[flash.events.SQLEvent]" text="SQLEvent.ROLLBACK_TO_SAVEPOINT" constant="true" tiptext="SQLEvent.ROLLBACK_TO_SAVEPOINT 常數會定義 rollbackToSavepoint 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:ROLLBACK_TO_SAVEPOINT" playername="AIR"/>
						<string name="ROLLBACK" object="[flash.events.SQLEvent]" text="SQLEvent.ROLLBACK" constant="true" tiptext="SQLEvent.ROLLBACK 常數會定義 rollback 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:ROLLBACK" playername="AIR"/>
						<string name="SCHEMA" object="[flash.events.SQLEvent]" text="SQLEvent.SCHEMA" constant="true" tiptext="SQLEvent.SCHEMA 常數會定義 schema 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:SCHEMA" playername="AIR"/>
						<string name="SET_SAVEPOINT" object="[flash.events.SQLEvent]" text="SQLEvent.SET_SAVEPOINT" constant="true" tiptext="SQLEvent.SET_SAVEPOINT 常數會定義setSavepoint 事件物件的 type 屬性值。" version="" helpurl="flash.events:SQLEvent:SET_SAVEPOINT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLUpdateEvent" id="[flash.events.SQLUpdateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="與 SQLConnection 實體關聯的任何表格發生資料變更時，SQLConnection 物件就會傳送 SQLUpdateEvent 物件。" helpurl="flash.events:SQLUpdateEvent">
					<folder name="方法" id="Methods" tiptext="SQLUpdateEvent 類別的方法" helpurl="flash.events:SQLUpdateEvent">
						<string name="SQLUpdateEvent" object="[flash.events.SQLUpdateEvent]" text="new SQLUpdateEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,表格:String=null,列ID:Number=0]%)" constructor="true" tiptext="用來建立新的 SQLUpdateEvent 物件。" version="1.0" helpurl="flash.events:SQLUpdateEvent:SQLUpdateEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.SQLUpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SQLUpdateEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="1.0" helpurl="flash.events:SQLUpdateEvent:clone" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SQLUpdateEvent 類別的屬性" helpurl="flash.events:SQLUpdateEvent">
						<string name="DELETE" object="[flash.events.SQLUpdateEvent]" text="SQLUpdateEvent.DELETE" constant="true" tiptext="SQLUpdateEvent.DELETE 常數會定義 SQLConnection delete 事件的 type 屬性值。" version="" helpurl="flash.events:SQLUpdateEvent:DELETE" playername="AIR"/>
						<string name="INSERT" object="[flash.events.SQLUpdateEvent]" text="SQLUpdateEvent.INSERT" constant="true" tiptext="SQLUpdateEvent.INSERT 常數會定義 SQLConnection insert 事件的 type 屬性值。" version="" helpurl="flash.events:SQLUpdateEvent:INSERT" playername="AIR"/>
						<string name="UPDATE" object="[flash.events.SQLUpdateEvent]" text="SQLUpdateEvent.UPDATE" constant="true" tiptext="SQLUpdateEvent.UPDATE 常數會定義 SQLConnection update 事件的 type 屬性值。" version="" helpurl="flash.events:SQLUpdateEvent:UPDATE" playername="AIR"/>
						<string name="rowID" object="[flash.events.SQLUpdateEvent]" text=".rowID" tiptext="已插入、刪除，或更新之列的唯一列識別名稱。" version="" helpurl="flash.events:SQLUpdateEvent:rowID:get" playername="AIR"/>
						<string name="table" object="[flash.events.SQLUpdateEvent]" text=".table" tiptext="表格的名稱，此表格內含導致傳送事件的資料變更。" version="" helpurl="flash.events:SQLUpdateEvent:table:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StageOrientationEvent" id="[flash.events.StageOrientationEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當包含舞台之螢幕的方向變更時，Stage 物件就會傳送 StageOrientationEvent 物件。" helpurl="flash.events:StageOrientationEvent">
					<folder name="方法" id="Methods" tiptext="StageOrientationEvent 類別的方法" helpurl="flash.events:StageOrientationEvent">
						<string name="StageOrientationEvent" object="[flash.events.StageOrientationEvent]" text="new StageOrientationEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,之前方向:String=null,之後方向:String=null]%)" constructor="true" tiptext="使用與舞台方向事件相關的特定資訊來建立 StageOrientationEvent 物件。" version="2" helpurl="flash.events:StageOrientationEvent:StageOrientationEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.StageOrientationEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 StageOrientationEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="2" helpurl="flash.events:StageOrientationEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.StageOrientationEvent]" text=".toString(%%):String" tiptext="傳回包含 StageOrientationEvent 物件所有屬性的字串。" version="2" helpurl="flash.events:StageOrientationEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StageOrientationEvent 類別的屬性" helpurl="flash.events:StageOrientationEvent">
						<string name="ORIENTATION_CHANGE" object="[flash.events.StageOrientationEvent]" text="StageOrientationEvent.ORIENTATION_CHANGE" constant="true" tiptext="ORIENTATION_CHANGE 常數會定義 orientationChange 事件物件的 type 屬性值。" version="" helpurl="flash.events:StageOrientationEvent:ORIENTATION_CHANGE" playername="AIR"/>
						<string name="ORIENTATION_CHANGING" object="[flash.events.StageOrientationEvent]" text="StageOrientationEvent.ORIENTATION_CHANGING" constant="true" tiptext="ORIENTATION_CHANGING 常數會定義 orientationChanging 事件物件的 type 屬性值。" version="" helpurl="flash.events:StageOrientationEvent:ORIENTATION_CHANGING" playername="AIR"/>
						<string name="afterOrientation" object="[flash.events.StageOrientationEvent]" text=".afterOrientation" tiptext="在變更之後的舞台方向。" version="" helpurl="flash.events:StageOrientationEvent:afterOrientation:get" playername="AIR"/>
						<string name="beforeOrientation" object="[flash.events.StageOrientationEvent]" text=".beforeOrientation" tiptext="在變更之前的舞台方向。" version="" helpurl="flash.events:StageOrientationEvent:beforeOrientation:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StageVideoAvailabilityEvent" id="[flash.events.StageVideoAvailabilityEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="這個事件類別會報告舞台視訊的可用性。" helpurl="flash.events:StageVideoAvailabilityEvent">
					<folder name="方法" id="Methods" tiptext="StageVideoAvailabilityEvent 類別的方法" helpurl="flash.events:StageVideoAvailabilityEvent">
						<string name="StageVideoAvailabilityEvent" object="[flash.events.StageVideoAvailabilityEvent]" text="new StageVideoAvailabilityEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,可用:String=null]%)" constructor="true" tiptext="建構函式。" version="10.2" helpurl="flash.events:StageVideoAvailabilityEvent:StageVideoAvailabilityEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StageVideoAvailabilityEvent 類別的屬性" helpurl="flash.events:StageVideoAvailabilityEvent">
						<string name="STAGE_VIDEO_AVAILABILITY" object="[flash.events.StageVideoAvailabilityEvent]" text="StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY" constant="true" tiptext="StageVideoAvailability 事件的識別名稱。" version="" helpurl="flash.events:StageVideoAvailabilityEvent:STAGE_VIDEO_AVAILABILITY" playername=""/>
						<string name="availability" object="[flash.events.StageVideoAvailabilityEvent]" text=".availability" tiptext="報告舞台視訊目前的可用性。" version="" helpurl="flash.events:StageVideoAvailabilityEvent:availability:get" playername=""/>
					</folder>
				</folder>
				<folder name="StageVideoEvent" id="[flash.events.StageVideoEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="StageVideo 物件會在呼叫附加的 NetStream 物件之 play() 方法後，傳送 StageVideoEvent 物件。" helpurl="flash.events:StageVideoEvent">
					<folder name="方法" id="Methods" tiptext="StageVideoEvent 類別的方法" helpurl="flash.events:StageVideoEvent">
						<string name="StageVideoEvent" object="[flash.events.StageVideoEvent]" text="new StageVideoEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,狀態:String=null,色彩空間:String=null]%)" constructor="true" tiptext="StageVideoEvent 物件的建構函式。" version="10.2" helpurl="flash.events:StageVideoEvent:StageVideoEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StageVideoEvent 類別的屬性" helpurl="flash.events:StageVideoEvent">
						<string name="RENDER_STATE" object="[flash.events.StageVideoEvent]" text="StageVideoEvent.RENDER_STATE" constant="true" tiptext="StageVideoEvent.RENDER_STATE 常數會定義 renderState 事件物件的 type 屬性值。" version="" helpurl="flash.events:StageVideoEvent:RENDER_STATE" playername=""/>
						<string name="colorSpace" object="[flash.events.StageVideoEvent]" text=".colorSpace" tiptext="在 StageVideo 物件中顯示視訊時可用的顏色空間。" version="" helpurl="flash.events:StageVideoEvent:colorSpace:get" playername=""/>
						<string name="status" object="[flash.events.StageVideoEvent]" text=".status" tiptext="StageVideo 物件的狀態。" version="" helpurl="flash.events:StageVideoEvent:status:get" playername=""/>
					</folder>
				</folder>
				<folder name="StatusEvent" id="[flash.events.StatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當裝置 (例如攝影機或麥克風，或是諸如 LocalConnection 物件之類的物件) 報告自身狀態時，物件會傳送 StatusEvent 物件。" helpurl="flash.events:StatusEvent">
					<folder name="方法" id="Methods" tiptext="StatusEvent 類別的方法" helpurl="flash.events:StatusEvent">
						<string name="StatusEvent" object="[flash.events.StatusEvent]" text="new StatusEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,程式碼:String,層級:String]%)" constructor="true" tiptext="StatusEvent 物件的建構函式。" version="4" helpurl="flash.events:StatusEvent:StatusEvent" playername=""/>
						<string name="clone" object="[flash.events.StatusEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 StatusEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:StatusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.StatusEvent]" text=".toString(%%):String" tiptext="傳回包含 StatusEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:StatusEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StatusEvent 類別的屬性" helpurl="flash.events:StatusEvent">
						<string name="STATUS" object="[flash.events.StatusEvent]" text="StatusEvent.STATUS" constant="true" tiptext="定義 status 事件物件的 type 屬性值。" version="" helpurl="flash.events:StatusEvent:STATUS" playername=""/>
						<string name="code" object="[flash.events.StatusEvent]" text=".code" tiptext="物件的狀態說明。" version="" helpurl="flash.events:StatusEvent:code:get" playername=""/>
						<string name="level" object="[flash.events.StatusEvent]" text=".level" tiptext="訊息的類別，例如 &quot;status&quot;、&quot;warning&quot; 或 &quot;error&quot;。" version="" helpurl="flash.events:StatusEvent:level:get" playername=""/>
					</folder>
				</folder>
				<folder name="StorageVolumeChangeEvent" id="[flash.events.StorageVolumeChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當儲存磁碟掛接或卸下時， StorageVolumeInfo.storageVolumeInfo 物件會傳送 StorageVolumeChangeEvent 事件物件。" helpurl="flash.events:StorageVolumeChangeEvent">
					<folder name="方法" id="Methods" tiptext="StorageVolumeChangeEvent 類別的方法" helpurl="flash.events:StorageVolumeChangeEvent">
						<string name="StorageVolumeChangeEvent" object="[flash.events.StorageVolumeChangeEvent]" text="new StorageVolumeChangeEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,路徑:flash.filesystem:File=null,磁碟:flash.filesystem:StorageVolume=null]%)" constructor="true" tiptext="用來建立新的 StorageVolumeChangeEvent 物件。" version="2" helpurl="flash.events:StorageVolumeChangeEvent:StorageVolumeChangeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.StorageVolumeChangeEvent]" text=".clone(%%):flash.events:Event" tiptext="複製 Event 子類別的實體。" version="2" helpurl="flash.events:StorageVolumeChangeEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.StorageVolumeChangeEvent]" text=".toString(%%):String" tiptext="傳回包含 Event 物件所有屬性的字串。" version="2" helpurl="flash.events:StorageVolumeChangeEvent:toString" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StorageVolumeChangeEvent 類別的屬性" helpurl="flash.events:StorageVolumeChangeEvent">
						<string name="STORAGE_VOLUME_MOUNT" object="[flash.events.StorageVolumeChangeEvent]" text="StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT" constant="true" tiptext="當磁碟掛接之後，StorageVolumeChangeEvent.VOLUME_MOUNT 常數會定義 StorageVolumeChangeEvent 的 type 屬性值。" version="" helpurl="flash.events:StorageVolumeChangeEvent:STORAGE_VOLUME_MOUNT" playername="AIR"/>
						<string name="STORAGE_VOLUME_UNMOUNT" object="[flash.events.StorageVolumeChangeEvent]" text="StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT" constant="true" tiptext="當磁碟取消掛接之後，StorageVolumeChangeEvent.VOLUME_MOUNT 常數會定義 StorageVolumeChangeEvent 的 type 屬性值。" version="" helpurl="flash.events:StorageVolumeChangeEvent:STORAGE_VOLUME_UNMOUNT" playername="AIR"/>
						<string name="rootDirectory" object="[flash.events.StorageVolumeChangeEvent]" text=".rootDirectory" tiptext="對應至掛接式磁碟根目錄的 File 物件。" version="" helpurl="flash.events:StorageVolumeChangeEvent:rootDirectory:get" playername="AIR"/>
						<string name="storageVolume" object="[flash.events.StorageVolumeChangeEvent]" text=".storageVolume" tiptext="內含掛接式磁碟相關資訊的 StorageVolume 物件。" version="" helpurl="flash.events:StorageVolumeChangeEvent:storageVolume:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SyncEvent" id="[flash.events.SyncEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當遠端共用物件被伺服器更新時，SharedObject 物件會代表遠端共用物件傳送 SyncEvent 物件。" helpurl="flash.events:SyncEvent">
					<folder name="方法" id="Methods" tiptext="SyncEvent 類別的方法" helpurl="flash.events:SyncEvent">
						<string name="SyncEvent" object="[flash.events.SyncEvent]" text="new SyncEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,變更清單:Array=null]%)" constructor="true" tiptext="SyncEvent 物件的建構函式。" version="4" helpurl="flash.events:SyncEvent:SyncEvent" playername=""/>
						<string name="clone" object="[flash.events.SyncEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 SyncEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:SyncEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SyncEvent]" text=".toString(%%):String" tiptext="傳回包含 SyncEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:SyncEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SyncEvent 類別的屬性" helpurl="flash.events:SyncEvent">
						<string name="SYNC" object="[flash.events.SyncEvent]" text="SyncEvent.SYNC" constant="true" tiptext="定義 sync 事件物件的 type 屬性值。" version="" helpurl="flash.events:SyncEvent:SYNC" playername=""/>
						<string name="changeList" object="[flash.events.SyncEvent]" text=".changeList" tiptext="物件陣列，其中每個物件都包含可描述遠端共享物件之變更成員的屬性。" version="" helpurl="flash.events:SyncEvent:changeList:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextEvent" id="[flash.events.TextEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當使用者在文字欄位中輸入文字，或在已啟用 HTML 功能的文字欄位中按下超連結時，物件會傳送 TextEvent 物件。" helpurl="flash.events:TextEvent">
					<folder name="方法" id="Methods" tiptext="TextEvent 類別的方法" helpurl="flash.events:TextEvent">
						<string name="TextEvent" object="[flash.events.TextEvent]" text="new TextEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String]%)" constructor="true" tiptext="TextEvent 物件的建構函式。" version="4" helpurl="flash.events:TextEvent:TextEvent" playername=""/>
						<string name="clone" object="[flash.events.TextEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 TextEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:TextEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TextEvent]" text=".toString(%%):String" tiptext="傳回包含 TextEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:TextEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextEvent 類別的屬性" helpurl="flash.events:TextEvent">
						<string name="LINK" object="[flash.events.TextEvent]" text="TextEvent.LINK" constant="true" tiptext="定義 link 事件物件的 type 屬性值。" version="" helpurl="flash.events:TextEvent:LINK" playername=""/>
						<string name="TEXT_INPUT" object="[flash.events.TextEvent]" text="TextEvent.TEXT_INPUT" constant="true" tiptext="定義 textInput 事件物件的 type 屬性值。" version="" helpurl="flash.events:TextEvent:TEXT_INPUT" playername=""/>
						<string name="text" object="[flash.events.TextEvent]" text=".text" tiptext="用於 textInput 事件，表示使用者所輸入的字元或是字元順序。" version="" helpurl="flash.events:TextEvent:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="TimerEvent" id="[flash.events.TimerEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="每當 Timer 物件達到 Timer.delay 屬性所指定的間隔時，Timer 物件會傳送 TimerEvent 物件。" helpurl="flash.events:TimerEvent">
					<folder name="方法" id="Methods" tiptext="TimerEvent 類別的方法" helpurl="flash.events:TimerEvent">
						<string name="TimerEvent" object="[flash.events.TimerEvent]" text="new TimerEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="TimerEvent 物件的建構函式。" version="4" helpurl="flash.events:TimerEvent:TimerEvent" playername=""/>
						<string name="clone" object="[flash.events.TimerEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 TimerEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:TimerEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TimerEvent]" text=".toString(%%):String" tiptext="傳回包含 TimerEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:TimerEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.TimerEvent]" text=".updateAfterEvent(%%):void" tiptext="如果顯示清單經過變更，則指示 Flash Player 或 AIR 執行階段在此事件處理完畢後再顯示。" version="4" helpurl="flash.events:TimerEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TimerEvent 類別的屬性" helpurl="flash.events:TimerEvent">
						<string name="TIMER_COMPLETE" object="[flash.events.TimerEvent]" text="TimerEvent.TIMER_COMPLETE" constant="true" tiptext="定義 timerComplete 事件物件的 type 屬性值。" version="" helpurl="flash.events:TimerEvent:TIMER_COMPLETE" playername=""/>
						<string name="TIMER" object="[flash.events.TimerEvent]" text="TimerEvent.TIMER" constant="true" tiptext="定義 timer 事件物件的 type 屬性值。" version="" helpurl="flash.events:TimerEvent:TIMER" playername=""/>
					</folder>
				</folder>
				<folder name="TouchEvent" id="[flash.events.TouchEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當裝置偵測到使用者接觸 (例如手指在觸控螢幕上) 時，TouchEvent 類別可以讓您處理裝置上的事件。" helpurl="flash.events:TouchEvent">
					<folder name="方法" id="Methods" tiptext="TouchEvent 類別的方法" helpurl="flash.events:TouchEvent">
						<string name="TouchEvent" object="[flash.events.TouchEvent]" text="new TouchEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,觸控點ID:int=0,是主要觸控點:Boolean=false,區域X:Number=unknown,區域Y:Number=unknown,大小X:Number=unknown,大小Y:Number=unknown,壓力:Number=unknown,相關物件:flash.display:InteractiveObject=null,ctrl鍵:Boolean=false,alt鍵:Boolean=false,shift鍵:Boolean=false,command鍵:Boolean=false,control鍵:Boolean=false]%)" constructor="true" tiptext="TouchEvent 物件的建構函式。" version="4" helpurl="flash.events:TouchEvent:TouchEvent" playername=""/>
						<string name="clone" object="[flash.events.TouchEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 TouchEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:TouchEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TouchEvent]" text=".toString(%%):String" tiptext="傳回包含 TouchEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:TouchEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.TouchEvent]" text=".updateAfterEvent(%%):void" tiptext="如果顯示清單經過變更，則指示 Flash Player 或 Adobe AIR 在此事件處理完畢後再顯示。" version="4" helpurl="flash.events:TouchEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TouchEvent 類別的屬性" helpurl="flash.events:TouchEvent">
						<string name="TOUCH_BEGIN" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_BEGIN" constant="true" tiptext="定義 TOUCH_BEGIN 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_BEGIN" playername=""/>
						<string name="TOUCH_END" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_END" constant="true" tiptext="定義 TOUCH_END 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_END" playername=""/>
						<string name="TOUCH_MOVE" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_MOVE" constant="true" tiptext="定義 TOUCH_MOVE 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_MOVE" playername=""/>
						<string name="TOUCH_OUT" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_OUT" constant="true" tiptext="定義 TOUCH_OUT 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_OUT" playername=""/>
						<string name="TOUCH_OVER" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_OVER" constant="true" tiptext="定義 TOUCH_OVER 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_OVER" playername=""/>
						<string name="TOUCH_ROLL_OUT" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_ROLL_OUT" constant="true" tiptext="定義 TOUCH_ROLL_OUT 事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OUT" playername=""/>
						<string name="TOUCH_ROLL_OVER" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_ROLL_OVER" constant="true" tiptext="定義 TOUCH_ROLL_OVER 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OVER" playername=""/>
						<string name="TOUCH_TAP" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_TAP" constant="true" tiptext="定義 TOUCH_TAP 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_TAP" playername=""/>
						<string name="altKey" object="[flash.events.TouchEvent]" text=".altKey" tiptext="指示清單 Alt 是否為作用中 (true) 或非作用中 (false)。" version="" helpurl="flash.events:TouchEvent:altKey:get" playername=""/>
						<string name="commandKey" object="[flash.events.TouchEvent]" text=".commandKey" tiptext="指出 Command 鍵是否啟動 (僅限Mac)。" version="" helpurl="flash.events:TouchEvent:commandKey:get" playername=""/>
						<string name="controlKey" object="[flash.events.TouchEvent]" text=".controlKey" tiptext="指出 Mac 上的 Control 鍵是否啟動，以及 Windows 和 Linux 上的 Ctrl 鍵是否啟動。" version="" helpurl="flash.events:TouchEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.TouchEvent]" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指出 Ctrl 鍵是否作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:TouchEvent:ctrlKey:get" playername=""/>
						<string name="isPrimaryTouchPoint" object="[flash.events.TouchEvent]" text=".isPrimaryTouchPoint" tiptext="指出第一個接觸點是否對應至滑鼠事件。" version="" helpurl="flash.events:TouchEvent:isPrimaryTouchPoint:get" playername=""/>
						<string name="isRelatedObjectInaccessible" object="[flash.events.TouchEvent]" text=".isRelatedObjectInaccessible" tiptext="如果為 true，會因涉及安全執行程序，而將 relatedObject 屬性設定成 null。" version="" helpurl="flash.events:TouchEvent:isRelatedObjectInaccessible:get" playername=""/>
						<string name="localX" object="[flash.events.TouchEvent]" text=".localX" tiptext="相對於包含的 Sprite，事件發生的水平座標。" version="" helpurl="flash.events:TouchEvent:localX:get" playername=""/>
						<string name="localY" object="[flash.events.TouchEvent]" text=".localY" tiptext="相對於包含的 Sprite，事件發生的垂直座標。" version="" helpurl="flash.events:TouchEvent:localY:get" playername=""/>
						<string name="pressure" object="[flash.events.TouchEvent]" text=".pressure" tiptext="0.0 到 1.0 之間的值，指出與裝置的接觸力道。" version="" helpurl="flash.events:TouchEvent:pressure:get" playername=""/>
						<string name="relatedObject" object="[flash.events.TouchEvent]" text=".relatedObject" tiptext="與事件相關的顯示清單物件的參照。" version="" helpurl="flash.events:TouchEvent:relatedObject:get" playername=""/>
						<string name="shiftKey" object="[flash.events.TouchEvent]" text=".shiftKey" tiptext="指出 Shift 鍵為作用中 (true) 或停用 (false)。" version="" helpurl="flash.events:TouchEvent:shiftKey:get" playername=""/>
						<string name="sizeX" object="[flash.events.TouchEvent]" text=".sizeX" tiptext="接觸區域的寬度。" version="" helpurl="flash.events:TouchEvent:sizeX:get" playername=""/>
						<string name="sizeY" object="[flash.events.TouchEvent]" text=".sizeY" tiptext="接觸區域的高度。" version="" helpurl="flash.events:TouchEvent:sizeY:get" playername=""/>
						<string name="stageX" object="[flash.events.TouchEvent]" text=".stageX" tiptext="在全域「舞台」座標上，事件發生的水平座標。" version="" helpurl="flash.events:TouchEvent:stageX:get" playername=""/>
						<string name="stageY" object="[flash.events.TouchEvent]" text=".stageY" tiptext="在全域「舞台」座標上，事件發生的垂直座標。" version="" helpurl="flash.events:TouchEvent:stageY:get" playername=""/>
						<string name="touchPointID" object="[flash.events.TouchEvent]" text=".touchPointID" tiptext="指定給觸控點的專屬識別數字 (整數)。" version="" helpurl="flash.events:TouchEvent:touchPointID:get" playername=""/>
					</folder>
				</folder>
				<folder name="TransformGestureEvent" id="[flash.events.TransformGestureEvent]" sort="true" index="true" asAncestors="flash.events:GestureEvent,flash.events:Event,Object" tiptext="TransformGestureEvent 類別可讓您處理複雜的移動輸入事件 (例如在觸控螢幕上移動多根手指)，裝置或作業系統會將這些事件解譯為動作。" helpurl="flash.events:TransformGestureEvent">
					<folder name="方法" id="Methods" tiptext="TransformGestureEvent 類別的方法" helpurl="flash.events:TransformGestureEvent">
						<string name="TransformGestureEvent" object="[flash.events.TransformGestureEvent]" text="new TransformGestureEvent(%類型:String[,反昇:Boolean=true,可取消:Boolean=false,階段:String=null,區域X:Number=0,區域Y:Number=0,縮放X:Number=1.0,縮放Y:Number=1.0,旋轉:Number=0,位移X:Number=0,位移Y:Number=0,ctrl鍵:Boolean=false,alt鍵:Boolean=false,shift鍵:Boolean=false,command鍵:Boolean=false,control鍵:Boolean=false]%)" constructor="true" tiptext="TransformGestureEvent 物件的建構函式。" version="4" helpurl="flash.events:TransformGestureEvent:TransformGestureEvent" playername=""/>
						<string name="clone" object="[flash.events.TransformGestureEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 TransformGestureEvent 物件的副本，然後設定每個屬性的值以符合原始物件的屬性值。" version="4" helpurl="flash.events:TransformGestureEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TransformGestureEvent]" text=".toString(%%):String" tiptext="傳回包含 TransformGestureEvent 物件所有屬性的字串。" version="4" helpurl="flash.events:TransformGestureEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TransformGestureEvent 類別的屬性" helpurl="flash.events:TransformGestureEvent">
						<string name="GESTURE_PAN" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_PAN" constant="true" tiptext="定義 GESTURE_PAN 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_PAN" playername=""/>
						<string name="GESTURE_ROTATE" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_ROTATE" constant="true" tiptext="定義 GESTURE_ROTATE 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_ROTATE" playername=""/>
						<string name="GESTURE_SWIPE" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_SWIPE" constant="true" tiptext="定義 GESTURE_SWIPE 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_SWIPE" playername=""/>
						<string name="GESTURE_ZOOM" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_ZOOM" constant="true" tiptext="定義 GESTURE_ZOOM 觸控事件物件的 type 屬性值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_ZOOM" playername=""/>
						<string name="offsetX" object="[flash.events.TransformGestureEvent]" text=".offsetX" tiptext="從上個動作事件之後，顯示物件的水平轉移。" version="" helpurl="flash.events:TransformGestureEvent:offsetX:get" playername=""/>
						<string name="offsetY" object="[flash.events.TransformGestureEvent]" text=".offsetY" tiptext="從上個動作事件之後，顯示物件的垂直轉移。" version="" helpurl="flash.events:TransformGestureEvent:offsetY:get" playername=""/>
						<string name="rotation" object="[flash.events.TransformGestureEvent]" text=".rotation" tiptext="自上一個動作事件之後，顯示物件沿著 z 軸的目前旋轉角度。" version="" helpurl="flash.events:TransformGestureEvent:rotation:get" playername=""/>
						<string name="scaleX" object="[flash.events.TransformGestureEvent]" text=".scaleX" tiptext="從上個動作事件之後，顯示物件的水平縮放。" version="" helpurl="flash.events:TransformGestureEvent:scaleX:get" playername=""/>
						<string name="scaleY" object="[flash.events.TransformGestureEvent]" text=".scaleY" tiptext="從上個動作事件之後，顯示物件的垂直縮放。" version="" helpurl="flash.events:TransformGestureEvent:scaleY:get" playername=""/>
					</folder>
				</folder>
				<folder name="UncaughtErrorEvent" id="[flash.events.UncaughtErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="當發生未捕捉到的錯誤時，UncaughtErrorEvents 類別的實體會傳送一個 UncaughtErrorEvent 物件。" helpurl="flash.events:UncaughtErrorEvent">
					<folder name="方法" id="Methods" tiptext="UncaughtErrorEvent 類別的方法" helpurl="flash.events:UncaughtErrorEvent">
						<string name="UncaughtErrorEvent" object="[flash.events.UncaughtErrorEvent]" text="new UncaughtErrorEvent(%[類型:String=unknown,反昇:Boolean=true,可取消:Boolean=true,錯誤於:*=null]%)" constructor="true" tiptext="UncaughtErrorEvent 物件的建構函式。" version="2" helpurl="flash.events:UncaughtErrorEvent:UncaughtErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.UncaughtErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="建立 UncaughtErrorEvent 物件的副本，然後設定每個屬性值以符合原始物件的屬性值。" version="2" helpurl="flash.events:UncaughtErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.UncaughtErrorEvent]" text=".toString(%%):String" tiptext="傳回包含 UncaughtErrorEvent 物件所有屬性的字串。" version="2" helpurl="flash.events:UncaughtErrorEvent:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UncaughtErrorEvent 類別的屬性" helpurl="flash.events:UncaughtErrorEvent">
						<string name="UNCAUGHT_ERROR" object="[flash.events.UncaughtErrorEvent]" text="UncaughtErrorEvent.UNCAUGHT_ERROR" constant="true" tiptext="定義 uncaughtError 事件物件的 type 屬性值。" version="" helpurl="flash.events:UncaughtErrorEvent:UNCAUGHT_ERROR" playername=""/>
						<string name="error" object="[flash.events.UncaughtErrorEvent]" text=".error" tiptext="與未捕捉到的錯誤有關的錯誤物件。" version="" helpurl="flash.events:UncaughtErrorEvent:error:get" playername=""/>
					</folder>
				</folder>
				<folder name="UncaughtErrorEvents" id="[flash.events.UncaughtErrorEvents]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="UncaughtErrorEvents 類別提供可接收未捕捉到的錯誤事件的方法。" helpurl="flash.events:UncaughtErrorEvents">
					<folder name="方法" id="Methods" tiptext="UncaughtErrorEvents 類別的方法" helpurl="flash.events:UncaughtErrorEvents">
						<string name="UncaughtErrorEvents" object="[flash.events.UncaughtErrorEvents]" text="new UncaughtErrorEvents(%%)" constructor="true" tiptext="建立 UncaughtErrorEvents 實體。" version="2" helpurl="flash.events:UncaughtErrorEvents:UncaughtErrorEvents" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="UncaughtErrorEvents 類別的事件" helpurl="flash.events:UncaughtErrorEvents">
						<string name="uncaughtError" object="[flash.events.UncaughtErrorEvents]" text=".addEventListener(%類型:String=UncaughtErrorEvent.UNCAUGHT_ERROR{UncaughtErrorEvent.UNCAUGHT_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當發生錯誤，而開發人員程式碼未偵測到該錯誤並加以處理時傳送。" version="" helpurl="flash.events:UncaughtErrorEvents_flash.events.UncaughtErrorEvent.UNCAUGHT_ERROR_uncaughtError" playername=""/>
					</folder>
				</folder>
				<folder name="VideoEvent" id="[flash.events.VideoEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="這個事件類別會報告目前的視訊顯示狀態。" helpurl="flash.events:VideoEvent">
					<folder name="方法" id="Methods" tiptext="VideoEvent 類別的方法" helpurl="flash.events:VideoEvent">
						<string name="VideoEvent" object="[flash.events.VideoEvent]" text="new VideoEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,狀態:String=null]%)" constructor="true" tiptext="建構函式。" version="10.2" helpurl="flash.events:VideoEvent:VideoEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="VideoEvent 類別的屬性" helpurl="flash.events:VideoEvent">
						<string name="RENDER_STATE" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATE" constant="true" tiptext="Video 物件的顯示狀態事件之識別名稱。" version="" helpurl="flash.events:VideoEvent:RENDER_STATE" playername=""/>
						<string name="RENDER_STATUS_ACCELERATED" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATUS_ACCELERATED" constant="true" tiptext="可以使用硬體加速顯示。" version="" helpurl="flash.events:VideoEvent:RENDER_STATUS_ACCELERATED" playername=""/>
						<string name="RENDER_STATUS_SOFTWARE" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATUS_SOFTWARE" constant="true" tiptext="可以使用軟體顯示。" version="" helpurl="flash.events:VideoEvent:RENDER_STATUS_SOFTWARE" playername=""/>
						<string name="RENDER_STATUS_UNAVAILABLE" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATUS_UNAVAILABLE" constant="true" tiptext="無法使用顯示。" version="" helpurl="flash.events:VideoEvent:RENDER_STATUS_UNAVAILABLE" playername=""/>
						<string name="status" object="[flash.events.VideoEvent]" text=".status" tiptext="傳回 VideoEvent 物件的顯示狀態。" version="" helpurl="flash.events:VideoEvent:status:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.external" id="flash.external" sort="true" tiptext="flash.external 套件的類別" helpurl="flash.external">
				<folder name="ExtensionContext" id="[flash.external.ExtensionContext]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ExtensionContext 類別提供的介面，可呼叫 ActionScript 擴充功能原生實作中的函數。" helpurl="flash.external:ExtensionContext">
					<folder name="方法" id="Methods" tiptext="ExtensionContext 類別的方法" helpurl="flash.external:ExtensionContext">
						<string name="call" object="[flash.external.ExtensionContext]" text=".call(%函數名稱:String,引數:restParam%):Object" tiptext="呼叫 functionName 指定的原生函數。" version="2.5" helpurl="flash.external:ExtensionContext:call" playername="AIR"/>
						<string name="createExtensionContext" object="[flash.external.ExtensionContext]" text="ExtensionContext.createExtensionContext(%副檔名ID:String,內容類型:String%):flash.external:ExtensionContext" static="true" tiptext="為指定的副檔名識別名稱與內容類型建立 ExtensionContext 實體。" version="2.5" helpurl="flash.external:ExtensionContext:createExtensionContext" playername="AIR"/>
						<string name="dispose" object="[flash.external.ExtensionContext]" text=".dispose(%%):void" tiptext="釋放此 ExtensionContext 實體。" version="2.5" helpurl="flash.external:ExtensionContext:dispose" playername="AIR"/>
						<string name="getExtensionDirectory" object="[flash.external.ExtensionContext]" text="ExtensionContext.getExtensionDirectory(%副檔名ID:String%):flash.filesystem:File" static="true" tiptext="傳回在裝置上安裝擴充功能的目錄。" version="2.5" helpurl="flash.external:ExtensionContext:getExtensionDirectory" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ExtensionContext 類別的屬性" helpurl="flash.external:ExtensionContext">
						<string name="actionScriptData" object="[flash.external.ExtensionContext]" text=".actionScriptData" tiptext="與此內容關聯的 ActionScript 物件 (若有的話)。" version="" helpurl="flash.external:ExtensionContext:actionScriptData:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ExternalInterface" id="[flash.external.ExternalInterface]" sort="true" index="true" asAncestors="Object" tiptext="ExternalInterface 類別是可以讓 ActionScript 與 SWF 容器 (例如，具有 JavaScript 的 HTML 網頁或使用 Flash Player 顯示 SWF 檔案的桌面應用程式) 直接通訊的應用程式設計介面。" helpurl="flash.external:ExternalInterface">
					<folder name="方法" id="Methods" tiptext="ExternalInterface 類別的方法" helpurl="flash.external:ExternalInterface">
						<string name="addCallback" object="[flash.external.ExternalInterface]" text="ExternalInterface.addCallback(%函數名稱:String,結束:Function%):void" static="true" tiptext="將 ActionScript 方法註冊為可從容器呼叫。" version="4" helpurl="flash.external:ExternalInterface:addCallback" playername=""/>
						<string name="call" object="[flash.external.ExternalInterface]" text="ExternalInterface.call(%函數名稱:String,引數:長度不定的引數%)" static="true" tiptext="呼叫容器內的函數。" version="4" helpurl="flash.external:ExternalInterface:call" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ExternalInterface 類別的屬性" helpurl="flash.external:ExternalInterface">
						<string name="marshallExceptions" object="[flash.external.ExternalInterface]" text=".marshallExceptions" tiptext="指出外部介面是否應該嘗試通過 ActionScript 對目前瀏覽器的例外與 JavaScript 對播放程式的例外。" version="" helpurl="flash.external:ExternalInterface:marshallExceptions" playername=""/>
						<string name="available" object="[flash.external.ExternalInterface]" text=".available" tiptext="指出這個播放程式是否在提供外部介面的容器內。" version="" helpurl="flash.external:ExternalInterface:available:get" playername=""/>
						<string name="objectID" object="[flash.external.ExternalInterface]" text=".objectID" tiptext="傳回 Internet Explorer 中的物件標籤的 id 特質或 Netscape 的內嵌標籤特質。" version="" helpurl="flash.external:ExternalInterface:objectID:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.filesystem" id="flash.filesystem" sort="true" tiptext="flash.filesystem 套件的類別" helpurl="flash.filesystem">
				<folder name="File" id="[flash.filesystem.File]" sort="true" index="true" asAncestors="flash.net:FileReference,flash.events:EventDispatcher,Object" tiptext="File 物件代表檔案或目錄的路徑。" helpurl="flash.filesystem:File">
					<folder name="方法" id="Methods" tiptext="File 類別的方法" helpurl="flash.filesystem:File">
						<string name="File" object="[flash.filesystem.File]" text="new File(%[路徑:String=null]%)" constructor="true" tiptext="File 類別的建構函數。" version="1.0" helpurl="flash.filesystem:File:File" playername="AIR"/>
						<string name="browseForDirectory" object="[flash.filesystem.File]" text=".browseForDirectory(%標題:String%):void" tiptext="顯示目錄選擇器對話方塊，讓使用者選取目錄。" version="1.0" helpurl="flash.filesystem:File:browseForDirectory" playername="AIR"/>
						<string name="browseForOpenMultiple" object="[flash.filesystem.File]" text=".browseForOpenMultiple(%標題:String[,類別濾鏡:Array=null]%):void" tiptext="顯示「開啟檔案」對話方塊，讓使用者選取一個或多個要開啟的檔案。" version="1.0" helpurl="flash.filesystem:File:browseForOpenMultiple" playername="AIR"/>
						<string name="browseForOpen" object="[flash.filesystem.File]" text=".browseForOpen(%標題:String[,類別濾鏡:Array=null]%):void" tiptext="顯示「開啟檔案」對話方塊，讓使用者選取要開啟的檔案。" version="1.0" helpurl="flash.filesystem:File:browseForOpen" playername="AIR"/>
						<string name="browseForSave" object="[flash.filesystem.File]" text=".browseForSave(%標題:String%):void" tiptext="顯示「儲存檔案」對話方塊，讓使用者選取檔案目的地。" version="1.0" helpurl="flash.filesystem:File:browseForSave" playername="AIR"/>
						<string name="cancel" object="[flash.filesystem.File]" text=".cancel(%%):void" tiptext="取消任何待處理的非同步作業。" version="1.0" helpurl="flash.filesystem:File:cancel" playername="AIR"/>
						<string name="canonicalize" object="[flash.filesystem.File]" text=".canonicalize(%%):void" tiptext="規範化檔案路徑。" version="1.0" helpurl="flash.filesystem:File:canonicalize" playername="AIR"/>
						<string name="clone" object="[flash.filesystem.File]" text=".clone(%%):flash.filesystem:File" tiptext="傳回此 File 物件的副本。" version="1.0" helpurl="flash.filesystem:File:clone" playername="AIR"/>
						<string name="copyToAsync" object="[flash.filesystem.File]" text=".copyToAsync(%新位置:flash.net:FileReference[,覆寫:Boolean=false]%):void" tiptext="開始將此 File 物件指定位置上的檔案或目錄複製到 destination 參數所指定的位置。" version="1.0" helpurl="flash.filesystem:File:copyToAsync" playername="AIR"/>
						<string name="copyTo" object="[flash.filesystem.File]" text=".copyTo(%新位置:flash.net:FileReference[,覆寫:Boolean=false]%):void" tiptext="將這個 File 物件所指定之位置上的檔案或目錄複製到 newLocation 參數所指定的位置。" version="1.0" helpurl="flash.filesystem:File:copyTo" playername="AIR"/>
						<string name="createDirectory" object="[flash.filesystem.File]" text=".createDirectory(%%):void" tiptext="建立指定的目錄與任何必要的父目錄。" version="1.0" helpurl="flash.filesystem:File:createDirectory" playername="AIR"/>
						<string name="createTempDirectory" object="[flash.filesystem.File]" text="File.createTempDirectory(%%):flash.filesystem:File" static="true" tiptext="傳回新暫存目錄的參照。" version="1.0" helpurl="flash.filesystem:File:createTempDirectory" playername="AIR"/>
						<string name="createTempFile" object="[flash.filesystem.File]" text="File.createTempFile(%%):flash.filesystem:File" static="true" tiptext="傳回新暫存檔案的參照。" version="1.0" helpurl="flash.filesystem:File:createTempFile" playername="AIR"/>
						<string name="deleteDirectoryAsync" object="[flash.filesystem.File]" text=".deleteDirectoryAsync(%[刪除目錄內容:Boolean=false]%):void" tiptext="非同步刪除目錄。" version="1.0" helpurl="flash.filesystem:File:deleteDirectoryAsync" playername="AIR"/>
						<string name="deleteDirectory" object="[flash.filesystem.File]" text=".deleteDirectory(%[刪除目錄內容:Boolean=false]%):void" tiptext="刪除目錄。" version="1.0" helpurl="flash.filesystem:File:deleteDirectory" playername="AIR"/>
						<string name="deleteFileAsync" object="[flash.filesystem.File]" text=".deleteFileAsync(%%):void" tiptext="非同步刪除檔案。" version="1.0" helpurl="flash.filesystem:File:deleteFileAsync" playername="AIR"/>
						<string name="deleteFile" object="[flash.filesystem.File]" text=".deleteFile(%%):void" tiptext="刪除檔案。" version="1.0" helpurl="flash.filesystem:File:deleteFile" playername="AIR"/>
						<string name="getDirectoryListingAsync" object="[flash.filesystem.File]" text=".getDirectoryListingAsync(%%):void" tiptext="非同步擷取 File 物件陣列 (對應至由此 File 物件所代表的目錄內容)。" version="1.0" helpurl="flash.filesystem:File:getDirectoryListingAsync" playername="AIR"/>
						<string name="getDirectoryListing" object="[flash.filesystem.File]" text=".getDirectoryListing(%%):Array" tiptext="傳回 File 物件陣列 (對應至此 File 物件所代表之目錄中的檔案與目錄)。" version="1.0" helpurl="flash.filesystem:File:getDirectoryListing" playername="AIR"/>
						<string name="getRelativePath" object="[flash.filesystem.File]" text=".getRelativePath(%參照:flash.net:FileReference[,使用點點:Boolean=false]%):String" tiptext="找出兩個 File 路徑之間的相對路徑。" version="1.0" helpurl="flash.filesystem:File:getRelativePath" playername="AIR"/>
						<string name="getRootDirectories" object="[flash.filesystem.File]" text="File.getRootDirectories(%%):Array" static="true" tiptext="傳回 File 物件的陣列，並列出檔案系統根目錄。" version="1.0" helpurl="flash.filesystem:File:getRootDirectories" playername="AIR"/>
						<string name="moveToAsync" object="[flash.filesystem.File]" text=".moveToAsync(%新位置:flash.net:FileReference[,覆寫:Boolean=false]%):void" tiptext="開始將此 File 物件指定位置上的檔案或目錄移動到 newLocation 參數所指定的位置。" version="1.0" helpurl="flash.filesystem:File:moveToAsync" playername="AIR"/>
						<string name="moveToTrashAsync" object="[flash.filesystem.File]" text=".moveToTrashAsync(%%):void" tiptext="以非同步方式，將檔案或目錄移至資源回收筒。" version="1.0" helpurl="flash.filesystem:File:moveToTrashAsync" playername="AIR"/>
						<string name="moveToTrash" object="[flash.filesystem.File]" text=".moveToTrash(%%):void" tiptext="將檔案或目錄移動到垃圾桶。" version="1.0" helpurl="flash.filesystem:File:moveToTrash" playername="AIR"/>
						<string name="moveTo" object="[flash.filesystem.File]" text=".moveTo(%新位置:flash.net:FileReference[,覆寫:Boolean=false]%):void" tiptext="將此 File 物件指定位置上的檔案或目錄移動到 destination 參數所指定的位置。" version="1.0" helpurl="flash.filesystem:File:moveTo" playername="AIR"/>
						<string name="openWithDefaultApplication" object="[flash.filesystem.File]" text=".openWithDefaultApplication(%%):void" tiptext="以在作業系統註冊開啟這種檔案類型的應用程式來開啟檔案。" version="2" helpurl="flash.filesystem:File:openWithDefaultApplication" playername="AIR"/>
						<string name="resolvePath" object="[flash.filesystem.File]" text=".resolvePath(%路徑:String%):flash.filesystem:File" tiptext="根據 path 參數 (字串)，使用此 File 物件路徑的相對路徑來建立新的 File 物件。" version="1.0" helpurl="flash.filesystem:File:resolvePath" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="File 類別的屬性" helpurl="flash.filesystem:File">
						<string name="applicationDirectory" object="[flash.filesystem.File]" text=".applicationDirectory" tiptext="內含應用程式已安裝檔案的資料夾。" version="" helpurl="flash.filesystem:File:applicationDirectory:get" playername="AIR"/>
						<string name="applicationStorageDirectory" object="[flash.filesystem.File]" text=".applicationStorageDirectory" tiptext="應用程式的私有儲存目錄。" version="" helpurl="flash.filesystem:File:applicationStorageDirectory:get" playername="AIR"/>
						<string name="desktopDirectory" object="[flash.filesystem.File]" text=".desktopDirectory" tiptext="使用者桌面目錄。" version="" helpurl="flash.filesystem:File:desktopDirectory:get" playername="AIR"/>
						<string name="documentsDirectory" object="[flash.filesystem.File]" text=".documentsDirectory" tiptext="使用者文件目錄。" version="" helpurl="flash.filesystem:File:documentsDirectory:get" playername="AIR"/>
						<string name="downloaded" object="[flash.filesystem.File]" text=".downloaded" tiptext="指出是否已經 (從網際網路) 下載參照的檔案或目錄。" version="" helpurl="flash.filesystem:File:downloaded:get" playername="AIR"/>
						<string name="exists" object="[flash.filesystem.File]" text=".exists" tiptext="指出參考的檔案或目錄是否存在。" version="" helpurl="flash.filesystem:File:exists:get" playername="AIR"/>
						<string name="icon" object="[flash.filesystem.File]" text=".icon" tiptext="包含為檔案所定義之圖示的 Icon 物件。" version="" helpurl="flash.filesystem:File:icon:get" playername="AIR"/>
						<string name="isDirectory" object="[flash.filesystem.File]" text=".isDirectory" tiptext="指出是否參考目錄。" version="" helpurl="flash.filesystem:File:isDirectory:get" playername="AIR"/>
						<string name="isHidden" object="[flash.filesystem.File]" text=".isHidden" tiptext="指出參考的檔案或目錄是否為「隱藏」。如果參考的檔案或目錄是隱藏的，則此值為 true，否則為 false。" version="" helpurl="flash.filesystem:File:isHidden:get" playername="AIR"/>
						<string name="isPackage" object="[flash.filesystem.File]" text=".isPackage" tiptext="指出參考的目錄是否為套件。" version="" helpurl="flash.filesystem:File:isPackage:get" playername="AIR"/>
						<string name="isSymbolicLink" object="[flash.filesystem.File]" text=".isSymbolicLink" tiptext="指出參考是否為符號連結。" version="" helpurl="flash.filesystem:File:isSymbolicLink:get" playername="AIR"/>
						<string name="lineEnding" object="[flash.filesystem.File]" text=".lineEnding" tiptext="主機作業系統使用的行尾字元順序。" version="" helpurl="flash.filesystem:File:lineEnding:get" playername="AIR"/>
						<string name="nativePath" object="[flash.filesystem.File]" text=".nativePath" tiptext="主機作業系統形式中的完整路徑。" version="" helpurl="flash.filesystem:File:nativePath:get" playername="AIR"/>
						<string name="parent" object="[flash.filesystem.File]" text=".parent" tiptext="內含此 File 物件所參照之檔案或目錄的目錄。" version="" helpurl="flash.filesystem:File:parent:get" playername="AIR"/>
						<string name="separator" object="[flash.filesystem.File]" text=".separator" tiptext="主機作業系統的路徑元件分隔符號字元。" version="" helpurl="flash.filesystem:File:separator:get" playername="AIR"/>
						<string name="spaceAvailable" object="[flash.filesystem.File]" text=".spaceAvailable" tiptext="此 File 位置上的可用空間 (以位元組為單位)。" version="" helpurl="flash.filesystem:File:spaceAvailable:get" playername="AIR"/>
						<string name="systemCharset" object="[flash.filesystem.File]" text=".systemCharset" tiptext="主機作業系統使用的預設編碼。" version="" helpurl="flash.filesystem:File:systemCharset:get" playername="AIR"/>
						<string name="url" object="[flash.filesystem.File]" text=".url" tiptext="這個檔案路徑的 URL。" version="" helpurl="flash.filesystem:File:url:get" playername="AIR"/>
						<string name="userDirectory" object="[flash.filesystem.File]" text=".userDirectory" tiptext="使用者目錄。" version="" helpurl="flash.filesystem:File:userDirectory:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="File 類別的事件" helpurl="flash.filesystem:File">
						<string name="directoryListing" object="[flash.filesystem.File]" text=".addEventListener(%類型:String=FileListEvent.DIRECTORY_LISTING{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當目錄清單因為呼叫 getDirectoryListingAsync() 方法而可供使用時傳送。" version="" helpurl="flash.filesystem:File_flash.events.FileListEvent.DIRECTORY_LISTING_directoryListing" playername="AIR"/>
						<string name="selectMultiple" object="[flash.filesystem.File]" text=".addEventListener(%類型:String=FileListEvent.SELECT_MULTIPLE{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者從呼叫 browseForOpenMultiple() 方法所開啟的對話方塊中選取檔案時傳送。" version="" helpurl="flash.filesystem:File_flash.events.FileListEvent.SELECT_MULTIPLE_selectMultiple" playername="AIR"/>
						<string name="select" object="[flash.filesystem.File]" text=".addEventListener(%類型:String=Event.SELECT{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者從檔案或目錄瀏覽對話方塊中選取檔案或目錄時傳送。" version="" helpurl="flash.filesystem:File_flash.events.Event.SELECT_select" playername="AIR"/>
						<string name="securityError" object="[flash.filesystem.File]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當作業違反安全性限制時傳送。" version="" helpurl="flash.filesystem:File_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername="AIR"/>
						<string name="ioError" object="[flash.filesystem.File]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在非同步檔案作業期間發生錯誤時傳送。" version="" helpurl="flash.filesystem:File_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="complete" object="[flash.filesystem.File]" text=".addEventListener(%類型:String=Event.COMPLETE{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在非同步作業完成時傳送。" version="" helpurl="flash.filesystem:File_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="cancel" object="[flash.filesystem.File]" text=".addEventListener(%類型:String=Event.CANCEL{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在待處理的非同步作業取消時傳送。" version="" helpurl="flash.filesystem:File_flash.events.Event.CANCEL_cancel" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FileMode" id="[flash.filesystem.FileMode]" sort="true" index="true" asAncestors="Object" tiptext="FileMode 類別會定義 fileMode 參數 (屬於 FileStream 類別的 open() 和 openAsync() 方法) 中使用的字串常數。" helpurl="flash.filesystem:FileMode">
					<folder name="屬性" id="Properties" tiptext="FileMode 類別的屬性" helpurl="flash.filesystem:FileMode">
						<string name="APPEND" object="[flash.filesystem.FileMode]" text="FileMode.APPEND" constant="true" tiptext="用於要在寫入模式下開啟的檔案，其中所有寫入的資料都會附加至檔案結尾。" version="" helpurl="flash.filesystem:FileMode:APPEND" playername="AIR"/>
						<string name="READ" object="[flash.filesystem.FileMode]" text="FileMode.READ" constant="true" tiptext="用於要在唯讀模式下開啟的檔案。" version="" helpurl="flash.filesystem:FileMode:READ" playername="AIR"/>
						<string name="UPDATE" object="[flash.filesystem.FileMode]" text="FileMode.UPDATE" constant="true" tiptext="用於要在讀取/寫入模式下開啟的檔案。" version="" helpurl="flash.filesystem:FileMode:UPDATE" playername="AIR"/>
						<string name="WRITE" object="[flash.filesystem.FileMode]" text="FileMode.WRITE" constant="true" tiptext="用於要在唯寫模式下開啟的檔案。" version="" helpurl="flash.filesystem:FileMode:WRITE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FileStream" id="[flash.filesystem.FileStream]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="FileStream 物件可用來讀取與寫入檔案。" helpurl="flash.filesystem:FileStream">
					<folder name="方法" id="Methods" tiptext="FileStream 類別的方法" helpurl="flash.filesystem:FileStream">
						<string name="FileStream" object="[flash.filesystem.FileStream]" text="new FileStream(%%)" constructor="true" tiptext="建立 FileStream 物件。" version="1.0" helpurl="flash.filesystem:FileStream:FileStream" playername="AIR"/>
						<string name="close" object="[flash.filesystem.FileStream]" text=".close(%%):void" tiptext="關閉 FileStream 物件。" version="1.0" helpurl="flash.filesystem:FileStream:close" playername="AIR"/>
						<string name="openAsync" object="[flash.filesystem.FileStream]" text=".openAsync(%檔案:flash.filesystem:File,檔案模式:String%):void" tiptext="以非同步方式開啟 FileStream 物件，並指向 file 參數所指定的檔案。" version="1.0" helpurl="flash.filesystem:FileStream:openAsync" playername="AIR"/>
						<string name="open" object="[flash.filesystem.FileStream]" text=".open(%檔案:flash.filesystem:File,檔案模式:String%):void" tiptext="以同步方式開啟 FileStream 物件，並指向 file 參數所指定的檔案。" version="1.0" helpurl="flash.filesystem:FileStream:open" playername="AIR"/>
						<string name="readBoolean" object="[flash.filesystem.FileStream]" text=".readBoolean(%%):Boolean" tiptext="從檔案串流、位元組串流或位元組陣列讀取 Boolean 值。" version="1.0" helpurl="flash.filesystem:FileStream:readBoolean" playername="AIR"/>
						<string name="readByte" object="[flash.filesystem.FileStream]" text=".readByte(%%):int" tiptext="從檔案串流、位元組串流或位元組陣列讀取具有正負號的位元組。" version="1.0" helpurl="flash.filesystem:FileStream:readByte" playername="AIR"/>
						<string name="readBytes" object="[flash.filesystem.FileStream]" text=".readBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從檔案串流、位元組串流或位元組陣列，讀取資料位元組的數目 (由 length 參數指定)。" version="1.0" helpurl="flash.filesystem:FileStream:readBytes" playername="AIR"/>
						<string name="readDouble" object="[flash.filesystem.FileStream]" text=".readDouble(%%):Number" tiptext="從檔案串流、位元組串流或位元組陣列讀取 IEEE 754 雙精度浮點數。" version="1.0" helpurl="flash.filesystem:FileStream:readDouble" playername="AIR"/>
						<string name="readFloat" object="[flash.filesystem.FileStream]" text=".readFloat(%%):Number" tiptext="從檔案串流、位元組串流或位元組陣列讀取 IEEE 754 單精度浮點數。" version="1.0" helpurl="flash.filesystem:FileStream:readFloat" playername="AIR"/>
						<string name="readInt" object="[flash.filesystem.FileStream]" text=".readInt(%%):int" tiptext="從檔案串流、位元組串流或位元組陣列讀取具有正負號的 32 位元整數。" version="1.0" helpurl="flash.filesystem:FileStream:readInt" playername="AIR"/>
						<string name="readMultiByte" object="[flash.filesystem.FileStream]" text=".readMultiByte(%長度:uint,字元組:String%):String" tiptext="使用指定的字元集，從檔案串流、位元組串流或位元組陣列讀取指定長度的多位元組字串。" version="1.0" helpurl="flash.filesystem:FileStream:readMultiByte" playername="AIR"/>
						<string name="readObject" object="[flash.filesystem.FileStream]" text=".readObject(%%)" tiptext="從檔案串流、位元組串流或位元組陣列讀取物件，並以 AMF 序列化格式編碼。" version="1.0" helpurl="flash.filesystem:FileStream:readObject" playername="AIR"/>
						<string name="readShort" object="[flash.filesystem.FileStream]" text=".readShort(%%):int" tiptext="從檔案串流、位元組串流或位元組陣列讀取具有正負號的 16 位元整數。" version="1.0" helpurl="flash.filesystem:FileStream:readShort" playername="AIR"/>
						<string name="readUTFBytes" object="[flash.filesystem.FileStream]" text=".readUTFBytes(%長度:uint%):String" tiptext="從位元組串流或位元組陣列讀取 UTF-8 位元組的序列，並傳回字串。" version="1.0" helpurl="flash.filesystem:FileStream:readUTFBytes" playername="AIR"/>
						<string name="readUTF" object="[flash.filesystem.FileStream]" text=".readUTF(%%):String" tiptext="從檔案串流、位元組串流或位元組陣列讀取 UTF-8 字串。" version="1.0" helpurl="flash.filesystem:FileStream:readUTF" playername="AIR"/>
						<string name="readUnsignedByte" object="[flash.filesystem.FileStream]" text=".readUnsignedByte(%%):uint" tiptext="從檔案串流、位元組串流或位元組陣列讀取無正負號的位元組。" version="1.0" helpurl="flash.filesystem:FileStream:readUnsignedByte" playername="AIR"/>
						<string name="readUnsignedInt" object="[flash.filesystem.FileStream]" text=".readUnsignedInt(%%):uint" tiptext="從檔案串流、位元組串流或位元組陣列讀取無正負號的 32 位元整數。" version="1.0" helpurl="flash.filesystem:FileStream:readUnsignedInt" playername="AIR"/>
						<string name="readUnsignedShort" object="[flash.filesystem.FileStream]" text=".readUnsignedShort(%%):uint" tiptext="從檔案串流、位元組串流或位元組陣列讀取無正負號的 16 位元整數。" version="1.0" helpurl="flash.filesystem:FileStream:readUnsignedShort" playername="AIR"/>
						<string name="truncate" object="[flash.filesystem.FileStream]" text=".truncate(%%):void" tiptext="在 FileStream 物件之 position 屬性所指定的位置截斷檔案。" version="1.0" helpurl="flash.filesystem:FileStream:truncate" playername="AIR"/>
						<string name="writeBoolean" object="[flash.filesystem.FileStream]" text=".writeBoolean(%值:Boolean%):void" tiptext="寫入 Boolean 值。" version="1.0" helpurl="flash.filesystem:FileStream:writeBoolean" playername="AIR"/>
						<string name="writeByte" object="[flash.filesystem.FileStream]" text=".writeByte(%值:int%):void" tiptext="寫入位元組。" version="1.0" helpurl="flash.filesystem:FileStream:writeByte" playername="AIR"/>
						<string name="writeBytes" object="[flash.filesystem.FileStream]" text=".writeBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從指定的位元組陣列、位元組，根據 offset  (使用從零開始的索引) 指定的開頭，以及 length 指定的長度，將一系列的位元組寫入檔案串流、位元組串流或位元組陣列。" version="1.0" helpurl="flash.filesystem:FileStream:writeBytes" playername="AIR"/>
						<string name="writeDouble" object="[flash.filesystem.FileStream]" text=".writeDouble(%值:Number%):void" tiptext="寫入 IEEE 754 雙精度 (64 位元) 浮點數。" version="1.0" helpurl="flash.filesystem:FileStream:writeDouble" playername="AIR"/>
						<string name="writeFloat" object="[flash.filesystem.FileStream]" text=".writeFloat(%值:Number%):void" tiptext="寫入 IEEE 754 單精度 (32 位元) 浮點數。" version="1.0" helpurl="flash.filesystem:FileStream:writeFloat" playername="AIR"/>
						<string name="writeInt" object="[flash.filesystem.FileStream]" text=".writeInt(%值:int%):void" tiptext="寫入 32 位元的具有正負號整數。" version="1.0" helpurl="flash.filesystem:FileStream:writeInt" playername="AIR"/>
						<string name="writeMultiByte" object="[flash.filesystem.FileStream]" text=".writeMultiByte(%值:String,字元組:String%):void" tiptext="使用指定的字元集，將多位元組字串寫入檔案串流、位元組串流或位元組陣列。" version="1.0" helpurl="flash.filesystem:FileStream:writeMultiByte" playername="AIR"/>
						<string name="writeObject" object="[flash.filesystem.FileStream]" text=".writeObject(%物件:*%):void" tiptext="以 AMF 序列化格式，將物件寫入檔案串流、位元組串流或位元組陣列。" version="1.0" helpurl="flash.filesystem:FileStream:writeObject" playername="AIR"/>
						<string name="writeShort" object="[flash.filesystem.FileStream]" text=".writeShort(%值:int%):void" tiptext="寫入 16 位元整數。" version="1.0" helpurl="flash.filesystem:FileStream:writeShort" playername="AIR"/>
						<string name="writeUTFBytes" object="[flash.filesystem.FileStream]" text=".writeUTFBytes(%值:String%):void" tiptext="寫入 UTF-8 字串。" version="1.0" helpurl="flash.filesystem:FileStream:writeUTFBytes" playername="AIR"/>
						<string name="writeUTF" object="[flash.filesystem.FileStream]" text=".writeUTF(%值:String%):void" tiptext="將 UTF-8 字串寫入檔案串流、位元組串流或位元組陣列。" version="1.0" helpurl="flash.filesystem:FileStream:writeUTF" playername="AIR"/>
						<string name="writeUnsignedInt" object="[flash.filesystem.FileStream]" text=".writeUnsignedInt(%值:uint%):void" tiptext="寫入 32 位元的無正負號整數。" version="1.0" helpurl="flash.filesystem:FileStream:writeUnsignedInt" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FileStream 類別的屬性" helpurl="flash.filesystem:FileStream">
						<string name="bytesAvailable" object="[flash.filesystem.FileStream]" text=".bytesAvailable" tiptext="傳回可在輸入緩衝區中讀取之資料的位元組數。" version="" helpurl="flash.filesystem:FileStream:bytesAvailable:get" playername="AIR"/>
						<string name="endian" object="[flash.filesystem.FileStream]" text=".endian" tiptext="資料的位元組順序，會是 Endian 類別的 BIG_ENDIAN 或 LITTLE_ENDIAN 常數。" version="" helpurl="flash.filesystem:FileStream:endian:get" playername="AIR"/>
						<string name="objectEncoding" object="[flash.filesystem.FileStream]" text=".objectEncoding" tiptext="指定當使用 readObject() 或 writeObject() 方法來寫入或讀取二進位資料時，是否使用 AMF3 或 AMF0 格式。" version="" helpurl="flash.filesystem:FileStream:objectEncoding:get" playername="AIR"/>
						<string name="position" object="[flash.filesystem.FileStream]" text=".position" tiptext="檔案中的目前位置。" version="" helpurl="flash.filesystem:FileStream:position:get" playername="AIR"/>
						<string name="readAhead" object="[flash.filesystem.FileStream]" text=".readAhead" tiptext="非同步讀取檔案時要從磁碟讀取的最少資料量。" version="" helpurl="flash.filesystem:FileStream:readAhead:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="FileStream 類別的事件。" helpurl="flash.filesystem:FileStream">
						<string name="complete" object="[flash.filesystem.FileStream]" text=".addEventListener(%類型:String=Event.COMPLETE{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，表示已到達串流結尾。" version="" helpurl="flash.filesystem:FileStream_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="outputProgress" object="[flash.filesystem.FileStream]" text=".addEventListener(%類型:String=OutputProgressEvent.OUTPUT_PROGRESS{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，表示已將緩衝區資料寫入檔案。" version="" helpurl="flash.filesystem:FileStream_flash.events.OutputProgressEvent.OUTPUT_PROGRESS_outputProgress" playername="AIR"/>
						<string name="progress" object="[flash.filesystem.FileStream]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，表示串流上已有可用的新資料。" version="" helpurl="flash.filesystem:FileStream_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="ioError" object="[flash.filesystem.FileStream]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出在非同步檔案 I/O 作業期間發生錯誤。" version="" helpurl="flash.filesystem:FileStream_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="close" object="[flash.filesystem.FileStream]" text=".addEventListener(%類型:String=Event.CLOSE{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出已經明確呼叫 close() 方法來關閉串流。" version="" helpurl="flash.filesystem:FileStream_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StorageVolume" id="[flash.filesystem.StorageVolume]" sort="true" index="true" asAncestors="Object" tiptext="StorageVolume 物件包含定義大型儲存磁碟的屬性。" helpurl="flash.filesystem:StorageVolume">
					<folder name="方法" id="Methods" tiptext="StorageVolume 類別的方法" helpurl="flash.filesystem:StorageVolume">
						<string name="StorageVolume" object="[flash.filesystem.StorageVolume]" text="new StorageVolume(%根目錄路徑:flash.filesystem:File,名稱:String,可寫入:Boolean,可移除:Boolean,檔案系統類型:String,磁碟機:String%):void" constructor="true" tiptext="建構函式函數。" version="2" helpurl="flash.filesystem:StorageVolume:StorageVolume" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StorageVolume 類別的屬性" helpurl="flash.filesystem:StorageVolume">
						<string name="drive" object="[flash.filesystem.StorageVolume]" text=".drive" tiptext="Windows 上的磁碟機代號。" version="" helpurl="flash.filesystem:StorageVolume:drive:get" playername="AIR"/>
						<string name="fileSystemType" object="[flash.filesystem.StorageVolume]" text=".fileSystemType" tiptext="儲存磁碟上的檔案系統類型 (例如 &quot;FAT&quot;、&quot;NTFS&quot;、&quot;HFS&quot; 或 &quot;UFS&quot;)。" version="" helpurl="flash.filesystem:StorageVolume:fileSystemType:get" playername="AIR"/>
						<string name="isRemovable" object="[flash.filesystem.StorageVolume]" text=".isRemovable" tiptext="作業系統將儲存磁碟視為可卸除 (true) 或不可卸除 (false)。" version="" helpurl="flash.filesystem:StorageVolume:isRemovable:get" playername="AIR"/>
						<string name="isWritable" object="[flash.filesystem.StorageVolume]" text=".isWritable" tiptext="磁碟可寫入 (true) 或不可寫入 (false)。" version="" helpurl="flash.filesystem:StorageVolume:isWritable:get" playername="AIR"/>
						<string name="name" object="[flash.filesystem.StorageVolume]" text=".name" tiptext="磁碟名稱。" version="" helpurl="flash.filesystem:StorageVolume:name:get" playername="AIR"/>
						<string name="rootDirectory" object="[flash.filesystem.StorageVolume]" text=".rootDirectory" tiptext="File 物件，對應至磁碟的根目錄。" version="" helpurl="flash.filesystem:StorageVolume:rootDirectory:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StorageVolumeInfo" id="[flash.filesystem.StorageVolumeInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="當儲存磁碟掛接或卸下時，StorageVolumeInfo 物件會傳送 StorageVolumeChangeEvent 物件。" helpurl="flash.filesystem:StorageVolumeInfo">
					<folder name="方法" id="Methods" tiptext="StorageVolumeInfo 類別的方法" helpurl="flash.filesystem:StorageVolumeInfo">
						<string name="getStorageVolumes" object="[flash.filesystem.StorageVolumeInfo]" text=".getStorageVolumes(%%):Vector$flash.filesystem:StorageVolume" tiptext="根據對應至目前掛接的儲存磁碟，傳回 StorageVolume 物件的向量。" version="2" helpurl="flash.filesystem:StorageVolumeInfo:getStorageVolumes" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StorageVolumeInfo 類別的屬性" helpurl="flash.filesystem:StorageVolumeInfo">
						<string name="isSupported" object="[flash.filesystem.StorageVolumeInfo]" text=".isSupported" tiptext="如果目前的平台支援 StorageVolumeInfo 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.filesystem:StorageVolumeInfo:isSupported:get" playername="AIR"/>
						<string name="storageVolumeInfo" object="[flash.filesystem.StorageVolumeInfo]" text=".storageVolumeInfo" tiptext="StorageVolumeInfo 物件的 Singleton 實體。" version="" helpurl="flash.filesystem:StorageVolumeInfo:storageVolumeInfo:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="StorageVolumeInfo 類別的事件" helpurl="flash.filesystem:StorageVolumeInfo">
						<string name="storageVolumeUnmount" object="[flash.filesystem.StorageVolumeInfo]" text=".addEventListener(%類型:String=StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT{StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT,StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當儲存磁碟取消掛接時傳送。" version="" helpurl="flash.filesystem:StorageVolumeInfo_flash.events.StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT_storageVolumeUnmount" playername="AIR"/>
						<string name="storageVolumeMount" object="[flash.filesystem.StorageVolumeInfo]" text=".addEventListener(%類型:String=StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT{StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT,StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當儲存磁碟掛接時傳送。" version="" helpurl="flash.filesystem:StorageVolumeInfo_flash.events.StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT_storageVolumeMount" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.filters" id="flash.filters" sort="true" tiptext="flash.filters 套件的類別" helpurl="flash.filters">
				<folder name="BevelFilter" id="[flash.filters.BevelFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="BevelFilter 類別可讓您將斜角特效加入至顯示物件。" helpurl="flash.filters:BevelFilter">
					<folder name="方法" id="Methods" tiptext="BevelFilter 類別的方法" helpurl="flash.filters:BevelFilter">
						<string name="BevelFilter" object="[flash.filters.BevelFilter]" text="new BevelFilter(%[距離:Number=4.0,角度:Number=45,反白標示顏色:uint=0xFFFFFF,反白標示 Alpha:Number=1.0,陰影顏色:uint=0x000000,陰影 Alpha:Number=1.0,X 軸模糊化:Number=4.0,Y 軸模糊化:Number=4.0,強度:Number=1,品質:int=1,類型:String=inner,去底色:Boolean=false]%)" constructor="true" tiptext="會以指定的參數初始化新的 BevelFilter 實體。" version="9" helpurl="flash.filters:BevelFilter:BevelFilter" playername=""/>
						<string name="clone" object="[flash.filters.BevelFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:BevelFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BevelFilter 類別的屬性" helpurl="flash.filters:BevelFilter">
						<string name="angle" object="[flash.filters.BevelFilter]" text=".angle" tiptext="斜角的角度。" version="" helpurl="flash.filters:BevelFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.BevelFilter]" text=".blurX" tiptext="水平模糊化量，以像素為單位。" version="" helpurl="flash.filters:BevelFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.BevelFilter]" text=".blurY" tiptext="垂直模糊化量，以像素為單位。" version="" helpurl="flash.filters:BevelFilter:blurY:get" playername=""/>
						<string name="distance" object="[flash.filters.BevelFilter]" text=".distance" tiptext="斜角的偏移距離。" version="" helpurl="flash.filters:BevelFilter:distance:get" playername=""/>
						<string name="highlightAlpha" object="[flash.filters.BevelFilter]" text=".highlightAlpha" tiptext="反白標示顏色的 Alpha 透明度值。" version="" helpurl="flash.filters:BevelFilter:highlightAlpha:get" playername=""/>
						<string name="highlightColor" object="[flash.filters.BevelFilter]" text=".highlightColor" tiptext="斜角的反白標示顏色。" version="" helpurl="flash.filters:BevelFilter:highlightColor:get" playername=""/>
						<string name="knockout" object="[flash.filters.BevelFilter]" text=".knockout" tiptext="套用去底色特效 (true)，可以有效地讓物件的填色透明化，並顯露出文件的背景顏色。" version="" helpurl="flash.filters:BevelFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.BevelFilter]" text=".quality" tiptext="套用濾鏡的次數。" version="" helpurl="flash.filters:BevelFilter:quality:get" playername=""/>
						<string name="shadowAlpha" object="[flash.filters.BevelFilter]" text=".shadowAlpha" tiptext="陰影顏色的 Alpha 透明度值。" version="" helpurl="flash.filters:BevelFilter:shadowAlpha:get" playername=""/>
						<string name="shadowColor" object="[flash.filters.BevelFilter]" text=".shadowColor" tiptext="斜角的陰影顏色。" version="" helpurl="flash.filters:BevelFilter:shadowColor:get" playername=""/>
						<string name="strength" object="[flash.filters.BevelFilter]" text=".strength" tiptext="壓印強度或範圍。" version="" helpurl="flash.filters:BevelFilter:strength:get" playername=""/>
						<string name="type" object="[flash.filters.BevelFilter]" text=".type" tiptext="斜角在物件上的位置。" version="" helpurl="flash.filters:BevelFilter:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapFilter" id="[flash.filters.BitmapFilter]" sort="true" index="true" asAncestors="Object" tiptext="BitmapFilter 類別是所有影像濾鏡特效的基底類別。" helpurl="flash.filters:BitmapFilter">
					<folder name="方法" id="Methods" tiptext="BitmapFilter 類別的方法" helpurl="flash.filters:BitmapFilter">
						<string name="clone" object="[flash.filters.BitmapFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="BitmapFilter 物件的副本。" version="9" helpurl="flash.filters:BitmapFilter:clone" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapFilterQuality" id="[flash.filters.BitmapFilterQuality]" sort="true" index="true" asAncestors="Object" tiptext="BitmapFilterQuality 類別包含可設定 BitmapFilter 物件顯示品質的值。" helpurl="flash.filters:BitmapFilterQuality">
					<folder name="屬性" id="Properties" tiptext="BitmapFilterQuality 類別的屬性" helpurl="flash.filters:BitmapFilterQuality">
						<string name="HIGH" object="[flash.filters.BitmapFilterQuality]" text="BitmapFilterQuality.HIGH" constant="true" tiptext="定義高品質濾鏡設定。" version="" helpurl="flash.filters:BitmapFilterQuality:HIGH" playername=""/>
						<string name="LOW" object="[flash.filters.BitmapFilterQuality]" text="BitmapFilterQuality.LOW" constant="true" tiptext="定義低品質濾鏡設定。" version="" helpurl="flash.filters:BitmapFilterQuality:LOW" playername=""/>
						<string name="MEDIUM" object="[flash.filters.BitmapFilterQuality]" text="BitmapFilterQuality.MEDIUM" constant="true" tiptext="定義普通品質濾鏡設定。" version="" helpurl="flash.filters:BitmapFilterQuality:MEDIUM" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapFilterType" id="[flash.filters.BitmapFilterType]" sort="true" index="true" asAncestors="Object" tiptext="BitmapFilterType 類別含有用來設定 BitmapFilter 類型的值。" helpurl="flash.filters:BitmapFilterType">
					<folder name="屬性" id="Properties" tiptext="BitmapFilterType 類別的屬性" helpurl="flash.filters:BitmapFilterType">
						<string name="FULL" object="[flash.filters.BitmapFilterType]" text="BitmapFilterType.FULL" constant="true" tiptext="會定義將濾鏡套用至物件整個區域的設定。" version="" helpurl="flash.filters:BitmapFilterType:FULL" playername=""/>
						<string name="INNER" object="[flash.filters.BitmapFilterType]" text="BitmapFilterType.INNER" constant="true" tiptext="會定義將濾鏡套用至物件內部區域的設定。" version="" helpurl="flash.filters:BitmapFilterType:INNER" playername=""/>
						<string name="OUTER" object="[flash.filters.BitmapFilterType]" text="BitmapFilterType.OUTER" constant="true" tiptext="會定義將濾鏡套用至物件外部區域的設定。" version="" helpurl="flash.filters:BitmapFilterType:OUTER" playername=""/>
					</folder>
				</folder>
				<folder name="BlurFilter" id="[flash.filters.BlurFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="BlurFilter 類別可讓您將模糊化視覺效果套用至顯示物件。" helpurl="flash.filters:BlurFilter">
					<folder name="方法" id="Methods" tiptext="BlurFilter 類別的方法" helpurl="flash.filters:BlurFilter">
						<string name="BlurFilter" object="[flash.filters.BlurFilter]" text="new BlurFilter(%[模糊X:Number=4.0,模糊Y:Number=4.0,品質:int=1]%)" constructor="true" tiptext="初始化濾鏡。" version="9" helpurl="flash.filters:BlurFilter:BlurFilter" playername=""/>
						<string name="clone" object="[flash.filters.BlurFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:BlurFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="BlurFilter 類別的屬性" helpurl="flash.filters:BlurFilter">
						<string name="blurX" object="[flash.filters.BlurFilter]" text=".blurX" tiptext="水平模糊化量。" version="" helpurl="flash.filters:BlurFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.BlurFilter]" text=".blurY" tiptext="垂直模糊化量。" version="" helpurl="flash.filters:BlurFilter:blurY:get" playername=""/>
						<string name="quality" object="[flash.filters.BlurFilter]" text=".quality" tiptext="執行模糊化的次數。" version="" helpurl="flash.filters:BlurFilter:quality:get" playername=""/>
					</folder>
				</folder>
				<folder name="ColorMatrixFilter" id="[flash.filters.ColorMatrixFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="ColorMatrixFilter 類別可讓您將 4 x 5 矩陣變化套用到輸入影像上每一像素的 RGBA 值，以產生新的 RGBA 顏色和 Alpha 值組合結果。" helpurl="flash.filters:ColorMatrixFilter">
					<folder name="方法" id="Methods" tiptext="ColorMatrixFilter 類別的方法" helpurl="flash.filters:ColorMatrixFilter">
						<string name="ColorMatrixFilter" object="[flash.filters.ColorMatrixFilter]" text="new ColorMatrixFilter(%[矩陣:Array=null]%)" constructor="true" tiptext="初始化新的 ColorMatrixFilter 實體。" version="9" helpurl="flash.filters:ColorMatrixFilter:ColorMatrixFilter" playername=""/>
						<string name="clone" object="[flash.filters.ColorMatrixFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:ColorMatrixFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ColorMatrixFilter 類別的屬性" helpurl="flash.filters:ColorMatrixFilter">
						<string name="matrix" object="[flash.filters.ColorMatrixFilter]" text=".matrix" tiptext="用於 4 x 5 顏色變化的 20 個項目陣列。" version="" helpurl="flash.filters:ColorMatrixFilter:matrix:get" playername=""/>
					</folder>
				</folder>
				<folder name="ConvolutionFilter" id="[flash.filters.ConvolutionFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="ConvolutionFilter 類別套用矩陣迴旋濾鏡效果。" helpurl="flash.filters:ConvolutionFilter">
					<folder name="方法" id="Methods" tiptext="ConvolutionFilter 類別的方法" helpurl="flash.filters:ConvolutionFilter">
						<string name="ConvolutionFilter" object="[flash.filters.ConvolutionFilter]" text="new ConvolutionFilter(%[矩陣X:Number=0,矩陣Y:Number=0,矩陣:Array=null,除數:Number=1.0,偏差值:Number=0.0,保留 Alpha:Boolean=true,錯置值:Boolean=true,顏色:uint=0,alpha:Number=0.0]%)" constructor="true" tiptext="以指定的參數初始化 ConvolutionFilter 實體。" version="9" helpurl="flash.filters:ConvolutionFilter:ConvolutionFilter" playername=""/>
						<string name="clone" object="[flash.filters.ConvolutionFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:ConvolutionFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ConvolutionFilter 類別的屬性" helpurl="flash.filters:ConvolutionFilter">
						<string name="alpha" object="[flash.filters.ConvolutionFilter]" text=".alpha" tiptext="替代顏色的 Alpha 透明度值。" version="" helpurl="flash.filters:ConvolutionFilter:alpha:get" playername=""/>
						<string name="bias" object="[flash.filters.ConvolutionFilter]" text=".bias" tiptext="增加至矩陣變化結果的偏差值量。" version="" helpurl="flash.filters:ConvolutionFilter:bias:get" playername=""/>
						<string name="clamp" object="[flash.filters.ConvolutionFilter]" text=".clamp" tiptext="指出是否應該固定影像。" version="" helpurl="flash.filters:ConvolutionFilter:clamp:get" playername=""/>
						<string name="color" object="[flash.filters.ConvolutionFilter]" text=".color" tiptext="要用來替代原始影像中的像素的十六進位顏色。" version="" helpurl="flash.filters:ConvolutionFilter:color:get" playername=""/>
						<string name="divisor" object="[flash.filters.ConvolutionFilter]" text=".divisor" tiptext="進行矩陣變化時使用的除數值。" version="" helpurl="flash.filters:ConvolutionFilter:divisor:get" playername=""/>
						<string name="matrixX" object="[flash.filters.ConvolutionFilter]" text=".matrixX" tiptext="矩陣的 x 維度 (矩陣的行數)。" version="" helpurl="flash.filters:ConvolutionFilter:matrixX:get" playername=""/>
						<string name="matrixY" object="[flash.filters.ConvolutionFilter]" text=".matrixY" tiptext="矩陣的 y 維度 (矩陣的列數)。" version="" helpurl="flash.filters:ConvolutionFilter:matrixY:get" playername=""/>
						<string name="matrix" object="[flash.filters.ConvolutionFilter]" text=".matrix" tiptext="用於矩陣變化的值陣列。" version="" helpurl="flash.filters:ConvolutionFilter:matrix:get" playername=""/>
						<string name="preserveAlpha" object="[flash.filters.ConvolutionFilter]" text=".preserveAlpha" tiptext="指出是否保留了 Alpha 色版而未保留濾鏡效果，或者迴旋濾鏡是否套用到 Alpha 色版以及顏色色版。" version="" helpurl="flash.filters:ConvolutionFilter:preserveAlpha:get" playername=""/>
					</folder>
				</folder>
				<folder name="DisplacementMapFilter" id="[flash.filters.DisplacementMapFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="DisplacementMapFilter 類別會使用指定之 BitmapData 物件 (稱為置換對應影像) 的像素值來執行物件的置換，如 MovieClip 實體。" helpurl="flash.filters:DisplacementMapFilter">
					<folder name="方法" id="Methods" tiptext="DisplacementMapFilter 類別的方法" helpurl="flash.filters:DisplacementMapFilter">
						<string name="DisplacementMapFilter" object="[flash.filters.DisplacementMapFilter]" text="new DisplacementMapFilter(% 對應點陣圖:flash.display.BitmapData, 對應點:flash.geom.Point, 組件 X:Number, 組件 Y:Number, X 軸縮放:Number, Y 軸縮放:Number[, 模式:String, 顏色:Number, Alpha:Number] %)" constructor="true" tiptext="初始化 DisplacementMapFilter 實體。" version="9" helpurl="flash.filters:DisplacementMapFilter:DisplacementMapFilter" playername=""/>
						<string name="clone" object="[flash.filters.DisplacementMapFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:DisplacementMapFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DisplacementMapFilter 類別的屬性" helpurl="flash.filters:DisplacementMapFilter">
						<string name="alpha" object="[flash.filters.DisplacementMapFilter]" text=".alpha" tiptext="指定邊界外置換項目要使用的 Alpha 透明度值。" version="" helpurl="flash.filters:DisplacementMapFilter:alpha:get" playername=""/>
						<string name="color" object="[flash.filters.DisplacementMapFilter]" text=".color" tiptext="指定要對邊界外的置換項目使用何種顏色。" version="" helpurl="flash.filters:DisplacementMapFilter:color:get" playername=""/>
						<string name="componentX" object="[flash.filters.DisplacementMapFilter]" text=".componentX" tiptext="說明對應影像要使用何種顏色色版來置換 x 結果。" version="" helpurl="flash.filters:DisplacementMapFilter:componentX:get" playername=""/>
						<string name="componentY" object="[flash.filters.DisplacementMapFilter]" text=".componentY" tiptext="說明在對應影像中要使用何種顏色色版來置換 y 結果。" version="" helpurl="flash.filters:DisplacementMapFilter:componentY:get" playername=""/>
						<string name="mapBitmap" object="[flash.filters.DisplacementMapFilter]" text=".mapBitmap" tiptext="含有置換對應資料的 BitmapData 物件。" version="" helpurl="flash.filters:DisplacementMapFilter:mapBitmap:get" playername=""/>
						<string name="mapPoint" object="[flash.filters.DisplacementMapFilter]" text=".mapPoint" tiptext="值，包含目標顯示物件左上角到對應影像左上角的偏移值。" version="" helpurl="flash.filters:DisplacementMapFilter:mapPoint:get" playername=""/>
						<string name="mode" object="[flash.filters.DisplacementMapFilter]" text=".mode" tiptext="濾鏡模式。" version="" helpurl="flash.filters:DisplacementMapFilter:mode:get" playername=""/>
						<string name="scaleX" object="[flash.filters.DisplacementMapFilter]" text=".scaleX" tiptext="用來縮放對應計算的 x 置換結果之倍數。" version="" helpurl="flash.filters:DisplacementMapFilter:scaleX:get" playername=""/>
						<string name="scaleY" object="[flash.filters.DisplacementMapFilter]" text=".scaleY" tiptext="用來縮放對應計算的 y 置換結果之倍數。" version="" helpurl="flash.filters:DisplacementMapFilter:scaleY:get" playername=""/>
					</folder>
				</folder>
				<folder name="DisplacementMapFilterMode" id="[flash.filters.DisplacementMapFilterMode]" sort="true" index="true" asAncestors="Object" tiptext="DisplacementMapFilterMode 類別會提供 DisplacementMapFilter 類別的 mode 屬性值。" helpurl="flash.filters:DisplacementMapFilterMode">
					<folder name="屬性" id="Properties" tiptext="DisplacementMapFilterMode 類別的屬性" helpurl="flash.filters:DisplacementMapFilterMode">
						<string name="CLAMP" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.CLAMP" constant="true" tiptext="會將置換值固定在原始影像的邊緣。" version="" helpurl="flash.filters:DisplacementMapFilterMode:CLAMP" playername=""/>
						<string name="COLOR" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.COLOR" constant="true" tiptext="如果置換值在影像範圍之外，則會取代 color 和 alpha 屬性中的值。" version="" helpurl="flash.filters:DisplacementMapFilterMode:COLOR" playername=""/>
						<string name="IGNORE" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.IGNORE" constant="true" tiptext="如果置換值已超出範圍，則會忽略該置換行為而使用原始像素。" version="" helpurl="flash.filters:DisplacementMapFilterMode:IGNORE" playername=""/>
						<string name="WRAP" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.WRAP" constant="true" tiptext="會將置換值圍繞到原始影像的另一邊。" version="" helpurl="flash.filters:DisplacementMapFilterMode:WRAP" playername=""/>
					</folder>
				</folder>
				<folder name="DropShadowFilter" id="[flash.filters.DropShadowFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="DropShadowFilter 類別可讓您將投影加入至顯示物件。" helpurl="flash.filters:DropShadowFilter">
					<folder name="方法" id="Methods" tiptext="DropShadowFilter 類別的方法" helpurl="flash.filters:DropShadowFilter">
						<string name="DropShadowFilter" object="[flash.filters.DropShadowFilter]" text="new DropShadowFilter(%[距離:Number=4.0,角度:Number=45,顏色:uint=0,alpha:Number=1.0,X 軸模糊化:Number=4.0,Y 軸模糊化:Number=4.0,強度:Number=1.0,品質:int=1,內層:Boolean=false,去底色:Boolean=false,hideObject:Boolean=false]%)" constructor="true" tiptext="會以指定的參數建立新的 DropShadowFilter 實體。" version="9" helpurl="flash.filters:DropShadowFilter:DropShadowFilter" playername=""/>
						<string name="clone" object="[flash.filters.DropShadowFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:DropShadowFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DropShadowFilter 類別的屬性" helpurl="flash.filters:DropShadowFilter">
						<string name="alpha" object="[flash.filters.DropShadowFilter]" text=".alpha" tiptext="陰影顏色的 Alpha 透明度值。" version="" helpurl="flash.filters:DropShadowFilter:alpha:get" playername=""/>
						<string name="angle" object="[flash.filters.DropShadowFilter]" text=".angle" tiptext="陰影的角度。" version="" helpurl="flash.filters:DropShadowFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.DropShadowFilter]" text=".blurX" tiptext="水平模糊化量。" version="" helpurl="flash.filters:DropShadowFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.DropShadowFilter]" text=".blurY" tiptext="垂直模糊化量。" version="" helpurl="flash.filters:DropShadowFilter:blurY:get" playername=""/>
						<string name="color" object="[flash.filters.DropShadowFilter]" text=".color" tiptext="陰影的顏色。" version="" helpurl="flash.filters:DropShadowFilter:color:get" playername=""/>
						<string name="distance" object="[flash.filters.DropShadowFilter]" text=".distance" tiptext="陰影的偏移距離，以像素為單位。" version="" helpurl="flash.filters:DropShadowFilter:distance:get" playername=""/>
						<string name="hideObject" object="[flash.filters.DropShadowFilter]" text=".hideObject" tiptext="指出是否隱藏物件。" version="" helpurl="flash.filters:DropShadowFilter:hideObject:get" playername=""/>
						<string name="inner" object="[flash.filters.DropShadowFilter]" text=".inner" tiptext="指出陰影是否為內陰影。" version="" helpurl="flash.filters:DropShadowFilter:inner:get" playername=""/>
						<string name="knockout" object="[flash.filters.DropShadowFilter]" text=".knockout" tiptext="套用去底色特效 (true)，可以有效地讓物件的填色透明化，並顯露出文件的背景顏色。" version="" helpurl="flash.filters:DropShadowFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.DropShadowFilter]" text=".quality" tiptext="套用濾鏡的次數。" version="" helpurl="flash.filters:DropShadowFilter:quality:get" playername=""/>
						<string name="strength" object="[flash.filters.DropShadowFilter]" text=".strength" tiptext="壓印強度或範圍。" version="" helpurl="flash.filters:DropShadowFilter:strength:get" playername=""/>
					</folder>
				</folder>
				<folder name="GlowFilter" id="[flash.filters.GlowFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="GlowFilter 類別可以讓您將光暈特效套用至顯示物件。" helpurl="flash.filters:GlowFilter">
					<folder name="方法" id="Methods" tiptext="GlowFilter 類別的方法" helpurl="flash.filters:GlowFilter">
						<string name="GlowFilter" object="[flash.filters.GlowFilter]" text="new GlowFilter(%[顏色:uint=0xFF0000,alpha:Number=1.0,X 軸模糊化:Number=6.0,Y 軸模糊化:Number=6.0,強度:Number=2,品質:int=1,內層:Boolean=false,去底色:Boolean=false]%)" constructor="true" tiptext="會以指定的參數初始化新的 GlowFilter 實體。" version="9" helpurl="flash.filters:GlowFilter:GlowFilter" playername=""/>
						<string name="clone" object="[flash.filters.GlowFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:GlowFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GlowFilter 類別的屬性" helpurl="flash.filters:GlowFilter">
						<string name="alpha" object="[flash.filters.GlowFilter]" text=".alpha" tiptext="顏色的 Alpha 透明度值。" version="" helpurl="flash.filters:GlowFilter:alpha:get" playername=""/>
						<string name="blurX" object="[flash.filters.GlowFilter]" text=".blurX" tiptext="水平模糊化量。" version="" helpurl="flash.filters:GlowFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.GlowFilter]" text=".blurY" tiptext="垂直模糊化量。" version="" helpurl="flash.filters:GlowFilter:blurY:get" playername=""/>
						<string name="color" object="[flash.filters.GlowFilter]" text=".color" tiptext="光暈的顏色。" version="" helpurl="flash.filters:GlowFilter:color:get" playername=""/>
						<string name="inner" object="[flash.filters.GlowFilter]" text=".inner" tiptext="會指定光暈是否為內光暈。" version="" helpurl="flash.filters:GlowFilter:inner:get" playername=""/>
						<string name="knockout" object="[flash.filters.GlowFilter]" text=".knockout" tiptext="會指定物件是否具有去底色特效。" version="" helpurl="flash.filters:GlowFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.GlowFilter]" text=".quality" tiptext="套用濾鏡的次數。" version="" helpurl="flash.filters:GlowFilter:quality:get" playername=""/>
						<string name="strength" object="[flash.filters.GlowFilter]" text=".strength" tiptext="壓印強度或範圍。" version="" helpurl="flash.filters:GlowFilter:strength:get" playername=""/>
					</folder>
				</folder>
				<folder name="GradientBevelFilter" id="[flash.filters.GradientBevelFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="GradientBevelFilter 類別可讓您將漸層斜角特效套用至顯示物件。" helpurl="flash.filters:GradientBevelFilter">
					<folder name="方法" id="Methods" tiptext="GradientBevelFilter 類別的方法" helpurl="flash.filters:GradientBevelFilter">
						<string name="GradientBevelFilter" object="[flash.filters.GradientBevelFilter]" text="new GradientBevelFilter(%[距離:Number=4.0,角度:Number=45,顏色:Array=null,alphas:Array=null,比例:Array=null,X 軸模糊化:Number=4.0,Y 軸模糊化:Number=4.0,強度:Number=1,品質:int=1,類型:String=inner,去底色:Boolean=false]%)" constructor="true" tiptext="以指定的參數初始化濾鏡。" version="9" helpurl="flash.filters:GradientBevelFilter:GradientBevelFilter" playername=""/>
						<string name="clone" object="[flash.filters.GradientBevelFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:GradientBevelFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GradientBevelFilter 類別的屬性" helpurl="flash.filters:GradientBevelFilter">
						<string name="alphas" object="[flash.filters.GradientBevelFilter]" text=".alphas" tiptext="在 colors 陣列中，其對應顏色之 Alpha 透明度值的陣列。" version="" helpurl="flash.filters:GradientBevelFilter:alphas:get" playername=""/>
						<string name="angle" object="[flash.filters.GradientBevelFilter]" text=".angle" tiptext="角度，以度數為單位。" version="" helpurl="flash.filters:GradientBevelFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.GradientBevelFilter]" text=".blurX" tiptext="水平模糊化量。" version="" helpurl="flash.filters:GradientBevelFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.GradientBevelFilter]" text=".blurY" tiptext="垂直模糊化量。" version="" helpurl="flash.filters:GradientBevelFilter:blurY:get" playername=""/>
						<string name="colors" object="[flash.filters.GradientBevelFilter]" text=".colors" tiptext="用於漸層的 RGB 十六進位顏色值的陣列。" version="" helpurl="flash.filters:GradientBevelFilter:colors:get" playername=""/>
						<string name="distance" object="[flash.filters.GradientBevelFilter]" text=".distance" tiptext="偏移距離。" version="" helpurl="flash.filters:GradientBevelFilter:distance:get" playername=""/>
						<string name="knockout" object="[flash.filters.GradientBevelFilter]" text=".knockout" tiptext="會指定物件是否具有去底色特效。" version="" helpurl="flash.filters:GradientBevelFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.GradientBevelFilter]" text=".quality" tiptext="套用濾鏡的次數。" version="" helpurl="flash.filters:GradientBevelFilter:quality:get" playername=""/>
						<string name="ratios" object="[flash.filters.GradientBevelFilter]" text=".ratios" tiptext="在 colors 陣列中，其對應顏色的顏色分佈比例陣列。" version="" helpurl="flash.filters:GradientBevelFilter:ratios:get" playername=""/>
						<string name="strength" object="[flash.filters.GradientBevelFilter]" text=".strength" tiptext="壓印強度或範圍。" version="" helpurl="flash.filters:GradientBevelFilter:strength:get" playername=""/>
						<string name="type" object="[flash.filters.GradientBevelFilter]" text=".type" tiptext="斜角特效的位置。" version="" helpurl="flash.filters:GradientBevelFilter:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="GradientGlowFilter" id="[flash.filters.GradientGlowFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="GradientGlowFilter 類別可讓您將漸層光暈特效套用至顯示物件。" helpurl="flash.filters:GradientGlowFilter">
					<folder name="方法" id="Methods" tiptext="GradientGlowFilter 類別的方法" helpurl="flash.filters:GradientGlowFilter">
						<string name="GradientGlowFilter" object="[flash.filters.GradientGlowFilter]" text="new GradientGlowFilter(%[距離:Number=4.0,角度:Number=45,顏色:Array=null,alphas:Array=null,比例:Array=null,X 軸模糊化:Number=4.0,Y 軸模糊化:Number=4.0,強度:Number=1,品質:int=1,類型:String=inner,去底色:Boolean=false]%)" constructor="true" tiptext="以指定的參數初始化濾鏡。" version="9" helpurl="flash.filters:GradientGlowFilter:GradientGlowFilter" playername=""/>
						<string name="clone" object="[flash.filters.GradientGlowFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="傳回此濾鏡物件的副本。" version="9" helpurl="flash.filters:GradientGlowFilter:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GradientGlowFilter 類別的屬性" helpurl="flash.filters:GradientGlowFilter">
						<string name="alphas" object="[flash.filters.GradientGlowFilter]" text=".alphas" tiptext="在 colors 陣列中，其對應顏色之 Alpha 透明度值的陣列。" version="" helpurl="flash.filters:GradientGlowFilter:alphas:get" playername=""/>
						<string name="angle" object="[flash.filters.GradientGlowFilter]" text=".angle" tiptext="角度，以度數為單位。" version="" helpurl="flash.filters:GradientGlowFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.GradientGlowFilter]" text=".blurX" tiptext="水平模糊化量。" version="" helpurl="flash.filters:GradientGlowFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.GradientGlowFilter]" text=".blurY" tiptext="垂直模糊化量。" version="" helpurl="flash.filters:GradientGlowFilter:blurY:get" playername=""/>
						<string name="colors" object="[flash.filters.GradientGlowFilter]" text=".colors" tiptext="定義漸層的顏色陣列。" version="" helpurl="flash.filters:GradientGlowFilter:colors:get" playername=""/>
						<string name="distance" object="[flash.filters.GradientGlowFilter]" text=".distance" tiptext="光暈的偏移距離。" version="" helpurl="flash.filters:GradientGlowFilter:distance:get" playername=""/>
						<string name="knockout" object="[flash.filters.GradientGlowFilter]" text=".knockout" tiptext="會指定物件是否具有去底色特效。" version="" helpurl="flash.filters:GradientGlowFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.GradientGlowFilter]" text=".quality" tiptext="套用濾鏡的次數。" version="" helpurl="flash.filters:GradientGlowFilter:quality:get" playername=""/>
						<string name="ratios" object="[flash.filters.GradientGlowFilter]" text=".ratios" tiptext="在 colors 陣列中，其對應顏色的顏色分佈比例陣列。" version="" helpurl="flash.filters:GradientGlowFilter:ratios:get" playername=""/>
						<string name="strength" object="[flash.filters.GradientGlowFilter]" text=".strength" tiptext="壓印強度或範圍。" version="" helpurl="flash.filters:GradientGlowFilter:strength:get" playername=""/>
						<string name="type" object="[flash.filters.GradientGlowFilter]" text=".type" tiptext="濾鏡特效的位置。" version="" helpurl="flash.filters:GradientGlowFilter:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderFilter" id="[flash.filters.ShaderFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="ShaderFilter 類別會在正要套用濾鏡的物件上執行著色器以套用濾鏡。" helpurl="flash.filters:ShaderFilter">
					<folder name="方法" id="Methods" tiptext="ShaderFilter 類別的方法" helpurl="flash.filters:ShaderFilter">
						<string name="ShaderFilter" object="[flash.filters.ShaderFilter]" text="new ShaderFilter(%[著色器:flash.display:Shader=null]%)" constructor="true" tiptext="建立新的著色器濾鏡。" version="1.5" helpurl="flash.filters:ShaderFilter:ShaderFilter" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ShaderFilter 類別的屬性" helpurl="flash.filters:ShaderFilter">
						<string name="bottomExtension" object="[flash.filters.ShaderFilter]" text=".bottomExtension" tiptext="目標物件下緣的像素成長。" version="" helpurl="flash.filters:ShaderFilter:bottomExtension:get" playername=""/>
						<string name="leftExtension" object="[flash.filters.ShaderFilter]" text=".leftExtension" tiptext="目標物件左側的像素成長。" version="" helpurl="flash.filters:ShaderFilter:leftExtension:get" playername=""/>
						<string name="rightExtension" object="[flash.filters.ShaderFilter]" text=".rightExtension" tiptext="目標物件右側的像素成長。" version="" helpurl="flash.filters:ShaderFilter:rightExtension:get" playername=""/>
						<string name="shader" object="[flash.filters.ShaderFilter]" text=".shader" tiptext="要用於此濾鏡的著色器。" version="" helpurl="flash.filters:ShaderFilter:shader:get" playername=""/>
						<string name="topExtension" object="[flash.filters.ShaderFilter]" text=".topExtension" tiptext="目標物件上緣的像素成長。" version="" helpurl="flash.filters:ShaderFilter:topExtension:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.geom" id="flash.geom" sort="true" tiptext="flash.geom 套件的類別" helpurl="flash.geom">
				<folder name="ColorTransform" id="[flash.geom.ColorTransform]" sort="true" index="true" asAncestors="Object" tiptext="ColorTransform 類別可讓您調整顯示物件中的顏色值。" helpurl="flash.geom:ColorTransform">
					<folder name="方法" id="Methods" tiptext="ColorTransform 類別的方法" helpurl="flash.geom:ColorTransform">
						<string name="ColorTransform" object="[flash.geom.ColorTransform]" text="new ColorTransform(%[紅乘數:Number=1.0,綠乘數:Number=1.0,藍乘數:Number=1.0,Alpha 乘數:Number=1.0,紅偏移:Number=0,綠偏移:Number=0,藍偏移:Number=0,Alpha 偏移:Number=0]%)" constructor="true" tiptext="為顯示物件建立 ColorTransform 物件。" version="4" helpurl="flash.geom:ColorTransform:ColorTransform" playername=""/>
						<string name="concat" object="[flash.geom.ColorTransform]" text=".concat(%第二:flash.geom:ColorTransform%):void" tiptext="會連接 second 參數指定的 ColorTranform 物件與目前的 ColorTransform 物件，然後將目前的物件設定為結果 (兩個色彩轉換的累增組合)。" version="4" helpurl="flash.geom:ColorTransform:concat" playername=""/>
						<string name="toString" object="[flash.geom.ColorTransform]" text=".toString(%%):String" tiptext="格式化並傳回字串以描述 ColorTransform 物件的所有屬性。" version="4" helpurl="flash.geom:ColorTransform:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ColorTransform 類別的屬性" helpurl="flash.geom:ColorTransform">
						<string name="alphaMultiplier" object="[flash.geom.ColorTransform]" text=".alphaMultiplier" tiptext="十進位值，將會和 Alpha 透明度色版值相乘。" version="" helpurl="flash.geom:ColorTransform:alphaMultiplier" playername=""/>
						<string name="alphaOffset" object="[flash.geom.ColorTransform]" text=".alphaOffset" tiptext="從 -255 到 255 的數字。將會在乘以 alphaMultiplier 值之後，加上 Alpha 透明度色版值。" version="" helpurl="flash.geom:ColorTransform:alphaOffset" playername=""/>
						<string name="blueMultiplier" object="[flash.geom.ColorTransform]" text=".blueMultiplier" tiptext="十進位值，將會和藍色色版值相乘。" version="" helpurl="flash.geom:ColorTransform:blueMultiplier" playername=""/>
						<string name="blueOffset" object="[flash.geom.ColorTransform]" text=".blueOffset" tiptext="從 -255 到 255 的數字。將會在乘以 blueMultiplier 值之後，加上藍色色版值。" version="" helpurl="flash.geom:ColorTransform:blueOffset" playername=""/>
						<string name="greenMultiplier" object="[flash.geom.ColorTransform]" text=".greenMultiplier" tiptext="十進位值，將會和綠色色版值相乘。" version="" helpurl="flash.geom:ColorTransform:greenMultiplier" playername=""/>
						<string name="greenOffset" object="[flash.geom.ColorTransform]" text=".greenOffset" tiptext="從 -255 到 255 的數字。將會在乘以 greenMultiplier 值之後，加上綠色色版值。" version="" helpurl="flash.geom:ColorTransform:greenOffset" playername=""/>
						<string name="redMultiplier" object="[flash.geom.ColorTransform]" text=".redMultiplier" tiptext="十進位值，將會和紅色色版值相乘。" version="" helpurl="flash.geom:ColorTransform:redMultiplier" playername=""/>
						<string name="redOffset" object="[flash.geom.ColorTransform]" text=".redOffset" tiptext="從 -255 到 255 的數字。將會在乘以 redMultiplier 值之後，加上紅色色版值。" version="" helpurl="flash.geom:ColorTransform:redOffset" playername=""/>
						<string name="color" object="[flash.geom.ColorTransform]" text=".color" tiptext="ColorTransform 物件的 RGB 顏色數值。" version="" helpurl="flash.geom:ColorTransform:color:get" playername=""/>
					</folder>
				</folder>
				<folder name="Matrix" id="[flash.geom.Matrix]" sort="true" index="true" asAncestors="Object" tiptext="Matrix 類別代表變形矩陣，可決定如何從一個座標空間，將各點對應到另一個空間。" helpurl="flash.geom:Matrix">
					<folder name="方法" id="Methods" tiptext="Matrix 類別的方法" helpurl="flash.geom:Matrix">
						<string name="Matrix" object="[flash.geom.Matrix]" text="new Matrix(%[a:Number=1,b:Number=0,c:Number=0,d:Number=1,tx:Number=0,ty:Number=0]%)" constructor="true" tiptext="建立新的二維 Matrix 物件。" version="4" helpurl="flash.geom:Matrix:Matrix" playername=""/>
						<string name="clone" object="[flash.geom.Matrix]" text=".clone(%%):flash.geom:Matrix" tiptext="會傳回新的 Matrix 物件，此物件為目前矩陣的副本。" version="4" helpurl="flash.geom:Matrix:clone" playername=""/>
						<string name="concat" object="[flash.geom.Matrix]" text=".concat(%m:flash.geom:Matrix%):void" tiptext="會將某個矩陣與目前的矩陣連接，有效地結合兩個矩陣的幾何效果。" version="4" helpurl="flash.geom:Matrix:concat" playername=""/>
						<string name="createBox" object="[flash.geom.Matrix]" text=".createBox(%縮放X:Number,縮放Y:Number[,旋轉:Number=0,轉變 x:Number=0,轉變 y:Number=0]%):void" tiptext="會使用縮放、旋轉和轉譯值來建立 Matrix。" version="4" helpurl="flash.geom:Matrix:createBox" playername=""/>
						<string name="createGradientBox" object="[flash.geom.Matrix]" text=".createGradientBox(%寬度:Number,高度:Number[,旋轉:Number=0,轉變 x:Number=0,轉變 y:Number=0]%):void" tiptext="會建立 Graphics 類別之 beginGradientFill() 方法預期的特定矩陣樣式。" version="4" helpurl="flash.geom:Matrix:createGradientBox" playername=""/>
						<string name="deltaTransformPoint" object="[flash.geom.Matrix]" text=".deltaTransformPoint(%點:flash.geom:Point%):flash.geom:Point" tiptext="在轉換前的座標空間中指定一個點，並於轉換完成後傳回該點的座標。" version="4" helpurl="flash.geom:Matrix:deltaTransformPoint" playername=""/>
						<string name="identity" object="[flash.geom.Matrix]" text=".identity(%%):void" tiptext="會將每個矩陣的屬性設定為導致 null 轉換的值。" version="4" helpurl="flash.geom:Matrix:identity" playername=""/>
						<string name="invert" object="[flash.geom.Matrix]" text=".invert(%%):void" tiptext="會執行原始矩陣的反向轉換。" version="4" helpurl="flash.geom:Matrix:invert" playername=""/>
						<string name="rotate" object="[flash.geom.Matrix]" text=".rotate(%角度:Number%):void" tiptext="會將旋轉轉換套用至 Matrix 物件。" version="4" helpurl="flash.geom:Matrix:rotate" playername=""/>
						<string name="scale" object="[flash.geom.Matrix]" text=".scale(%sx:Number,sy:Number%):void" tiptext="會將縮放轉換套用至矩陣。" version="4" helpurl="flash.geom:Matrix:scale" playername=""/>
						<string name="toString" object="[flash.geom.Matrix]" text=".toString(%%):String" tiptext="傳回文字值，列出此 Matrix 物件的屬性。" version="4" helpurl="flash.geom:Matrix:toString" playername=""/>
						<string name="transformPoint" object="[flash.geom.Matrix]" text=".transformPoint(%點:flash.geom:Point%):flash.geom:Point" tiptext="會傳回 Point 物件之幾何轉換的結果。" version="4" helpurl="flash.geom:Matrix:transformPoint" playername=""/>
						<string name="translate" object="[flash.geom.Matrix]" text=".translate(%dx:Number,dy:Number%):void" tiptext="沿著 x 和 y 軸轉譯矩陣。" version="4" helpurl="flash.geom:Matrix:translate" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Matrix 類別的屬性" helpurl="flash.geom:Matrix">
						<string name="a" object="[flash.geom.Matrix]" text=".a" tiptext="在縮放或旋轉影像時，影響像素沿著 x 軸定位的值。" version="" helpurl="flash.geom:Matrix:a" playername=""/>
						<string name="b" object="[flash.geom.Matrix]" text=".b" tiptext="在旋轉或傾斜影像時，影響像素沿著 y 軸定位的值。" version="" helpurl="flash.geom:Matrix:b" playername=""/>
						<string name="c" object="[flash.geom.Matrix]" text=".c" tiptext="在旋轉或傾斜影像時，影響像素沿著 x 軸定位的值。" version="" helpurl="flash.geom:Matrix:c" playername=""/>
						<string name="d" object="[flash.geom.Matrix]" text=".d" tiptext="在縮放或旋轉影像時，影響像素沿著 y 軸定位的值。" version="" helpurl="flash.geom:Matrix:d" playername=""/>
						<string name="tx" object="[flash.geom.Matrix]" text=".tx" tiptext="要做為根據並沿著 x 軸轉譯每一個點的距離。" version="" helpurl="flash.geom:Matrix:tx" playername=""/>
						<string name="ty" object="[flash.geom.Matrix]" text=".ty" tiptext="要做為根據並沿著 y 軸轉譯每一個點的距離。" version="" helpurl="flash.geom:Matrix:ty" playername=""/>
					</folder>
				</folder>
				<folder name="Matrix3D" id="[flash.geom.Matrix3D]" sort="true" index="true" asAncestors="Object" tiptext="Matrix3D 類別代表變形矩陣，用來決定三維 (3D) 顯示物件的位置和方向。" helpurl="flash.geom:Matrix3D">
					<folder name="方法" id="Methods" tiptext="Matrix3D 類別的方法" helpurl="flash.geom:Matrix3D">
						<string name="Matrix3D" object="[flash.geom.Matrix3D]" text="new Matrix3D(%[v:Vector$Number=null]%)" constructor="true" tiptext="建立 Matrix3D 物件。" version="1.5" helpurl="flash.geom:Matrix3D:Matrix3D" playername=""/>
						<string name="appendRotation" object="[flash.geom.Matrix3D]" text=".appendRotation(%度數:Number,軸:flash.geom:Vector3D[,樞紐點:flash.geom:Vector3D=null]%):void" tiptext="將遞增式旋轉附加在 Matrix3D 物件的結尾。" version="1.5" helpurl="flash.geom:Matrix3D:appendRotation" playername=""/>
						<string name="appendScale" object="[flash.geom.Matrix3D]" text=".appendScale(%x縮放:Number,y縮放:Number,z縮放:Number%):void" tiptext="將遞增式縮放 (即沿著 x、y 和 z 軸變更) 附加在 Matrix3D 物件的結尾。" version="1.5" helpurl="flash.geom:Matrix3D:appendScale" playername=""/>
						<string name="appendTranslation" object="[flash.geom.Matrix3D]" text=".appendTranslation(%x:Number,y:Number,z:Number%):void" tiptext="將遞增式轉譯 (即沿著 x、y 和 z 軸重新定位) 附加在 Matrix3D 物件的結尾。" version="1.5" helpurl="flash.geom:Matrix3D:appendTranslation" playername=""/>
						<string name="append" object="[flash.geom.Matrix3D]" text=".append(%lhs:flash.geom:Matrix3D%):void" tiptext="將另一個 Matrix3D 物件與目前的 Matrix3D 物件相乘，並附加在矩陣的結尾。" version="1.5" helpurl="flash.geom:Matrix3D:append" playername=""/>
						<string name="clone" object="[flash.geom.Matrix3D]" text=".clone(%%):flash.geom:Matrix3D" tiptext="傳回新的 Matrix3D 物件，新的物件為目前 Matrix3D 物件完全相同的副本。" version="1.5" helpurl="flash.geom:Matrix3D:clone" playername=""/>
						<string name="decompose" object="[flash.geom.Matrix3D]" text=".decompose(%[方向樣式:String=eulerAngles]%):Vector$flash.geom:Vector3D" tiptext="以包含 3 個 Vector3D 物件的 Vector，傳回變形矩陣的轉譯、旋轉和縮放設定。" version="1.5" helpurl="flash.geom:Matrix3D:decompose" playername=""/>
						<string name="deltaTransformVector" object="[flash.geom.Matrix3D]" text=".deltaTransformVector(%v:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="使用不含其轉譯元素的變形矩陣，將 Vector3D 物件從一個空間座標轉換成另一個空間座標。" version="1.5" helpurl="flash.geom:Matrix3D:deltaTransformVector" playername=""/>
						<string name="identity" object="[flash.geom.Matrix3D]" text=".identity(%%):void" tiptext="將目前的矩陣轉換成單位矩陣。" version="1.5" helpurl="flash.geom:Matrix3D:identity" playername=""/>
						<string name="interpolateTo" object="[flash.geom.Matrix3D]" text=".interpolateTo(%至矩陣:flash.geom:Matrix3D,百分比:Number%):void" tiptext="在更接近目標矩陣一個百分點的位置插入顯示物件的矩陣。" version="1.5" helpurl="flash.geom:Matrix3D:interpolateTo" playername=""/>
						<string name="interpolate" object="[flash.geom.Matrix3D]" text="Matrix3D.interpolate(%這個矩陣:flash.geom:Matrix3D,至矩陣:flash.geom:Matrix3D,百分比:Number%):flash.geom:Matrix3D" static="true" tiptext="在更接近目標顯示物件一個百分點的位置插補顯示物件。" version="1.5" helpurl="flash.geom:Matrix3D:interpolate" playername=""/>
						<string name="invert" object="[flash.geom.Matrix3D]" text=".invert(%%):Boolean" tiptext="將目前的矩陣反轉。" version="1.5" helpurl="flash.geom:Matrix3D:invert" playername=""/>
						<string name="pointAt" object="[flash.geom.Matrix3D]" text=".pointAt(%位置:flash.geom:Vector3D[,位於:flash.geom:Vector3D=null,上:flash.geom:Vector3D=null]%):void" tiptext="旋轉顯示物件，使其面對指定的位置。" version="1.5" helpurl="flash.geom:Matrix3D:pointAt" playername=""/>
						<string name="prependRotation" object="[flash.geom.Matrix3D]" text=".prependRotation(%度數:Number,軸:flash.geom:Vector3D[,樞紐點:flash.geom:Vector3D=null]%):void" tiptext="將遞增式旋轉附加在 Matrix3D 物件的開頭。" version="1.5" helpurl="flash.geom:Matrix3D:prependRotation" playername=""/>
						<string name="prependScale" object="[flash.geom.Matrix3D]" text=".prependScale(%x縮放:Number,y縮放:Number,z縮放:Number%):void" tiptext="將遞增式縮放 (即沿著 x、y 和 z 軸變更) 附加在 Matrix3D 物件的開頭。" version="1.5" helpurl="flash.geom:Matrix3D:prependScale" playername=""/>
						<string name="prependTranslation" object="[flash.geom.Matrix3D]" text=".prependTranslation(%x:Number,y:Number,z:Number%):void" tiptext="將遞增式轉譯 (即沿著 x、y 和 z 軸重新定位) 附加在 Matrix3D 物件的開頭。" version="1.5" helpurl="flash.geom:Matrix3D:prependTranslation" playername=""/>
						<string name="prepend" object="[flash.geom.Matrix3D]" text=".prepend(%rhs:flash.geom:Matrix3D%):void" tiptext="將目前的 Matrix3D 物件與另一個 Matrix3D 物件相乘，並附加在矩陣的開頭。" version="1.5" helpurl="flash.geom:Matrix3D:prepend" playername=""/>
						<string name="recompose" object="[flash.geom.Matrix3D]" text=".recompose(%組件:Vector$flash.geom:Vector3D[,方向樣式:String=eulerAngles]%):Boolean" tiptext="設定變形矩陣的轉譯、旋轉和縮放設定。" version="1.5" helpurl="flash.geom:Matrix3D:recompose" playername=""/>
						<string name="transformVector" object="[flash.geom.Matrix3D]" text=".transformVector(%v:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="使用變形矩陣，將 Vector3D 物件從一個空間座標轉換成另一個空間座標。" version="1.5" helpurl="flash.geom:Matrix3D:transformVector" playername=""/>
						<string name="transformVectors" object="[flash.geom.Matrix3D]" text=".transformVectors(%輸入向量:Vector$Number,輸出向量:Vector$Number%):void" tiptext="使用變形矩陣，將數字的向量從一個座標空間轉換成另一個座標空間。" version="1.5" helpurl="flash.geom:Matrix3D:transformVectors" playername=""/>
						<string name="transpose" object="[flash.geom.Matrix3D]" text=".transpose(%%):void" tiptext="將目前的 Matrix3D 物件轉換成列與欄對調的矩陣。" version="1.5" helpurl="flash.geom:Matrix3D:transpose" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Matrix3D 類別的屬性" helpurl="flash.geom:Matrix3D">
						<string name="determinant" object="[flash.geom.Matrix3D]" text=".determinant" tiptext="一個數字，用來決定矩陣是否可以反轉。" version="" helpurl="flash.geom:Matrix3D:determinant:get" playername=""/>
						<string name="position" object="[flash.geom.Matrix3D]" text=".position" tiptext="保留位置的 Vector3D 物件，即顯示物件在變形之參考影格內的三維座標 (x,y,z)。" version="" helpurl="flash.geom:Matrix3D:position:get" playername=""/>
						<string name="rawData" object="[flash.geom.Matrix3D]" text=".rawData" tiptext="包含 16 個數字的 Vector，其中每 4 個元素組成一列或一欄，構成一個 4x4 矩陣。" version="" helpurl="flash.geom:Matrix3D:rawData:get" playername=""/>
					</folder>
				</folder>
				<folder name="Orientation3D" id="[flash.geom.Orientation3D]" sort="true" index="true" asAncestors="Object" tiptext="Orientation3D 類別是代表 Matrix3D 物件方向樣式之常數值的列舉。" helpurl="flash.geom:Orientation3D">
					<folder name="屬性" id="Properties" tiptext="Orientation3D 類別的屬性" helpurl="flash.geom:Orientation3D">
						<string name="AXIS_ANGLE" object="[flash.geom.Orientation3D]" text="Orientation3D.AXIS_ANGLE" constant="true" tiptext="軸角度方向會使用座標軸和角度的組合來決定方向。" version="" helpurl="flash.geom:Orientation3D:AXIS_ANGLE" playername=""/>
						<string name="EULER_ANGLES" object="[flash.geom.Orientation3D]" text="Orientation3D.EULER_ANGLES" constant="true" tiptext="尤拉角度 (decompose() 和 recompose() 方法的預設方向) 會使用每個座標軸的三個獨立旋轉角度來定義方向。" version="" helpurl="flash.geom:Orientation3D:EULER_ANGLES" playername=""/>
						<string name="QUATERNION" object="[flash.geom.Orientation3D]" text="Orientation3D.QUATERNION" constant="true" tiptext="四元數方向使用複數。" version="" helpurl="flash.geom:Orientation3D:QUATERNION" playername=""/>
					</folder>
				</folder>
				<folder name="PerspectiveProjection" id="[flash.geom.PerspectiveProjection]" sort="true" index="true" asAncestors="Object" tiptext="PerspectiveProjection 類別提供指定或修改顯示物件及其所有子系之透視變形的簡單方式。" helpurl="flash.geom:PerspectiveProjection">
					<folder name="方法" id="Methods" tiptext="PerspectiveProjection 類別的方法" helpurl="flash.geom:PerspectiveProjection">
						<string name="PerspectiveProjection" object="[flash.geom.PerspectiveProjection]" text="new PerspectiveProjection(%%)" constructor="true" tiptext="建立 PerspectiveProjection 物件的實體。" version="1.5" helpurl="flash.geom:PerspectiveProjection:PerspectiveProjection" playername=""/>
						<string name="toMatrix3D" object="[flash.geom.PerspectiveProjection]" text=".toMatrix3D(%%):flash.geom:Matrix3D" tiptext="傳回顯示物件的基礎 Matrix3D 物件。" version="1.5" helpurl="flash.geom:PerspectiveProjection:toMatrix3D" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PerspectiveProjection 類別的屬性" helpurl="flash.geom:PerspectiveProjection">
						<string name="fieldOfView" object="[flash.geom.PerspectiveProjection]" text=".fieldOfView" tiptext="針對三維檢視指定一個介於 0 和 180 之間的角度數。" version="" helpurl="flash.geom:PerspectiveProjection:fieldOfView:get" playername=""/>
						<string name="focalLength" object="[flash.geom.PerspectiveProjection]" text=".focalLength" tiptext="眼睛或視點的原點 (0,0,0) 與位於 z 軸的顯示物件之間的距離。" version="" helpurl="flash.geom:PerspectiveProjection:focalLength:get" playername=""/>
						<string name="projectionCenter" object="[flash.geom.PerspectiveProjection]" text=".projectionCenter" tiptext="代表投影中心的二維點，即顯示物件的消失點。" version="" helpurl="flash.geom:PerspectiveProjection:projectionCenter:get" playername=""/>
					</folder>
				</folder>
				<folder name="Point" id="[flash.geom.Point]" sort="true" index="true" asAncestors="Object" tiptext="Point 物件代表二維座標系統中的位置，其中 x 表示水平軸，而 y 表示垂直軸。" helpurl="flash.geom:Point">
					<folder name="方法" id="Methods" tiptext="Point 類別的方法" helpurl="flash.geom:Point">
						<string name="Point" object="[flash.geom.Point]" text="new Point(%[x:Number=0,y:Number=0]%)" constructor="true" tiptext="建立新的點。" version="4" helpurl="flash.geom:Point:Point" playername=""/>
						<string name="add" object="[flash.geom.Point]" text=".add(%v:flash.geom:Point%):flash.geom:Point" tiptext="對這點的座標增加另一點的座標，以建立新點。" version="4" helpurl="flash.geom:Point:add" playername=""/>
						<string name="clone" object="[flash.geom.Point]" text=".clone(%%):flash.geom:Point" tiptext="會建立此 Point 物件的副本。" version="4" helpurl="flash.geom:Point:clone" playername=""/>
						<string name="distance" object="[flash.geom.Point]" text="Point.distance(%點1:flash.geom:點,點2:flash.geom:Point%):Number" static="true" tiptext="傳回介於 點1 和 點2 之間的距離。" version="4" helpurl="flash.geom:Point:distance" playername=""/>
						<string name="equals" object="[flash.geom.Point]" text=".equals(%比較:flash.geom:Point%):Boolean" tiptext="會判斷兩點是否相等。" version="4" helpurl="flash.geom:Point:equals" playername=""/>
						<string name="interpolate" object="[flash.geom.Point]" text="Point.interpolate(%點1:flash.geom:Point,點2:flash.geom:Point,f:Number%):flash.geom:Point" static="true" tiptext="決定指定兩點之間的一點。" version="4" helpurl="flash.geom:Point:interpolate" playername=""/>
						<string name="normalize" object="[flash.geom.Point]" text=".normalize(%粗細:Number%):void" tiptext="將 (0,0) 與目前點之間的線段縮放為設定的長度。" version="4" helpurl="flash.geom:Point:normalize" playername=""/>
						<string name="offset" object="[flash.geom.Point]" text=".offset(%dx:Number,dy:Number%):void" tiptext="以指定的量偏移 Point 物件。" version="4" helpurl="flash.geom:Point:offset" playername=""/>
						<string name="polar" object="[flash.geom.Point]" text="Point.polar(%長度:Number,角度:Number %):flash.geom:Point" static="true" tiptext="會將一對極座標轉換為一個迪卡兒點座標。" version="4" helpurl="flash.geom:Point:polar" playername=""/>
						<string name="subtract" object="[flash.geom.Point]" text=".subtract(%v:flash.geom:Point%):flash.geom:Point" tiptext="從這點的座標減掉另一點的座標，以建立新點。" version="4" helpurl="flash.geom:Point:subtract" playername=""/>
						<string name="toString" object="[flash.geom.Point]" text=".toString(%%):String" tiptext="傳回字串，含有 x 和 y 座標的值。" version="4" helpurl="flash.geom:Point:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Point 類別的屬性" helpurl="flash.geom:Point">
						<string name="x" object="[flash.geom.Point]" text=".x" tiptext="點的水平座標。" version="" helpurl="flash.geom:Point:x" playername=""/>
						<string name="y" object="[flash.geom.Point]" text=".y" tiptext="點的垂直座標。" version="" helpurl="flash.geom:Point:y" playername=""/>
						<string name="length" object="[flash.geom.Point]" text=".length" tiptext="從 (0,0) 到這點的線段的長度。" version="" helpurl="flash.geom:Point:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="Rectangle" id="[flash.geom.Rectangle]" sort="true" index="true" asAncestors="Object" tiptext="Rectangle 物件是由它的位置所定義的區域，並且是由它左上角的點 (x, y) 以及它的寬度及高度來表示。" helpurl="flash.geom:Rectangle">
					<folder name="方法" id="Methods" tiptext="Rectangle 類別的方法" helpurl="flash.geom:Rectangle">
						<string name="Rectangle" object="[flash.geom.Rectangle]" text="new Rectangle(%[x:Number=0,y:Number=0,寬度:Number=0,高度:Number=0]%)" constructor="true" tiptext="會使用 x 和 y 參數指定之左上角以及指定的寬度和高度，建立新的 Rectangle 物件。" version="4" helpurl="flash.geom:Rectangle:Rectangle" playername=""/>
						<string name="clone" object="[flash.geom.Rectangle]" text=".clone(%%):flash.geom:Rectangle" tiptext="傳回此 Rectangle 物件的副本。" version="4" helpurl="flash.geom:Rectangle:clone" playername=""/>
						<string name="containsPoint" object="[flash.geom.Rectangle]" text=".containsPoint(%點:flash.geom:Point%):Boolean" tiptext="會決定指定的點是否包含在此 Rectangle 物件所定義 (使用 Point 物件做為參數) 的矩形區域中。" version="4" helpurl="flash.geom:Rectangle:containsPoint" playername=""/>
						<string name="containsRect" object="[flash.geom.Rectangle]" text=".containsRect(%矩型:flash.geom:Rectangle%):Boolean" tiptext="決定由 rect 參數指定的 Rectangle 物件是否包含在此 Rectangle 物件內。" version="4" helpurl="flash.geom:Rectangle:containsRect" playername=""/>
						<string name="contains" object="[flash.geom.Rectangle]" text=".contains(%x:Number,y:Number%):Boolean" tiptext="決定指定的點是否包含在矩形區域中。" version="4" helpurl="flash.geom:Rectangle:contains" playername=""/>
						<string name="equals" object="[flash.geom.Rectangle]" text=".equals(%比較:flash.geom:Rectangle%):Boolean" tiptext="決定在 toCompare 參數中指定的物件是否等於此 Rectangle 物件。" version="4" helpurl="flash.geom:Rectangle:equals" playername=""/>
						<string name="inflatePoint" object="[flash.geom.Rectangle]" text=".inflatePoint(%點:flash.geom:Point%):void" tiptext="會使用 Point 物件做為參數，增加 Rectangle 物件的大小。" version="4" helpurl="flash.geom:Rectangle:inflatePoint" playername=""/>
						<string name="inflate" object="[flash.geom.Rectangle]" text=".inflate(%dx:Number,dy:Number%):void" tiptext="會以指定的量來增加 Rectangle 物件的大小 (以像素為單位)。" version="4" helpurl="flash.geom:Rectangle:inflate" playername=""/>
						<string name="intersection" object="[flash.geom.Rectangle]" text=".intersection(%至交集:flash.geom:Rectangle%):flash.geom:Rectangle" tiptext="傳回交集區域。" version="4" helpurl="flash.geom:Rectangle:intersection" playername=""/>
						<string name="intersects" object="[flash.geom.Rectangle]" text=".intersects(%交錯:flash.geom:Rectangle%):Boolean" tiptext="決定在 toIntersect 參數中指定的物件是否與此 Rectangle 物件交集。" version="4" helpurl="flash.geom:Rectangle:intersects" playername=""/>
						<string name="isEmpty" object="[flash.geom.Rectangle]" text=".isEmpty(%%):Boolean" tiptext="決定此 Rectangle 物件是否為空白。" version="4" helpurl="flash.geom:Rectangle:isEmpty" playername=""/>
						<string name="offsetPoint" object="[flash.geom.Rectangle]" text=".offsetPoint(%點:flash.geom:Point%):void" tiptext="調整使用 Point 物件做為參數的 Rectangle 物件的位置。" version="4" helpurl="flash.geom:Rectangle:offsetPoint" playername=""/>
						<string name="offset" object="[flash.geom.Rectangle]" text=".offset(%dx:Number,dy:Number%):void" tiptext="調整 Rectangle 物件的位置。" version="4" helpurl="flash.geom:Rectangle:offset" playername=""/>
						<string name="setEmpty" object="[flash.geom.Rectangle]" text=".setEmpty(%%):void" tiptext="將所有屬性設定為 0。" version="4" helpurl="flash.geom:Rectangle:setEmpty" playername=""/>
						<string name="toString" object="[flash.geom.Rectangle]" text=".toString(%%):String" tiptext="會建立並傳回一個字串，用來列出 Rectangle 物件的水平和垂直位置，以及寬度及高度。" version="4" helpurl="flash.geom:Rectangle:toString" playername=""/>
						<string name="union" object="[flash.geom.Rectangle]" text=".union(%至聯集:flash.geom:Rectangle%):flash.geom:Rectangle" tiptext="一起增加兩個矩形以建立新的 Rectangle 物件。" version="4" helpurl="flash.geom:Rectangle:union" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Rectangle 類別的屬性" helpurl="flash.geom:Rectangle">
						<string name="height" object="[flash.geom.Rectangle]" text=".height" tiptext="矩形的高度，以像素為單位。" version="" helpurl="flash.geom:Rectangle:height" playername=""/>
						<string name="width" object="[flash.geom.Rectangle]" text=".width" tiptext="矩形的寬度，以像素為單位。" version="" helpurl="flash.geom:Rectangle:width" playername=""/>
						<string name="x" object="[flash.geom.Rectangle]" text=".x" tiptext="矩形左上角的 x 座標。" version="" helpurl="flash.geom:Rectangle:x" playername=""/>
						<string name="y" object="[flash.geom.Rectangle]" text=".y" tiptext="矩形左上角的 y 座標。" version="" helpurl="flash.geom:Rectangle:y" playername=""/>
						<string name="bottomRight" object="[flash.geom.Rectangle]" text=".bottomRight" tiptext="Rectangle 物件右下角的位置，這個位置會以 right 和 bottom 屬性值來決定。" version="" helpurl="flash.geom:Rectangle:bottomRight:get" playername=""/>
						<string name="bottom" object="[flash.geom.Rectangle]" text=".bottom" tiptext="y 和高度屬性的和。" version="" helpurl="flash.geom:Rectangle:bottom:get" playername=""/>
						<string name="left" object="[flash.geom.Rectangle]" text=".left" tiptext="矩形左上角的 x 座標。" version="" helpurl="flash.geom:Rectangle:left:get" playername=""/>
						<string name="right" object="[flash.geom.Rectangle]" text=".right" tiptext="x 和寬度屬性的和。" version="" helpurl="flash.geom:Rectangle:right:get" playername=""/>
						<string name="size" object="[flash.geom.Rectangle]" text=".size" tiptext="Rectangle 物件的大小，以 Point 物件的 width 和 height 屬性值來表示。" version="" helpurl="flash.geom:Rectangle:size:get" playername=""/>
						<string name="topLeft" object="[flash.geom.Rectangle]" text=".topLeft" tiptext="Rectangle 物件左上角的位置，這個位置會以該點的 x 及 y 座標來決定。" version="" helpurl="flash.geom:Rectangle:topLeft:get" playername=""/>
						<string name="top" object="[flash.geom.Rectangle]" text=".top" tiptext="矩形左上角的 y 座標。" version="" helpurl="flash.geom:Rectangle:top:get" playername=""/>
					</folder>
				</folder>
				<folder name="Transform" id="[flash.geom.Transform]" sort="true" index="true" asAncestors="Object" tiptext="Transform 類別會讓使用者存取可套用至顯示物件的顏色調整屬性和二維或三維變形物件。" helpurl="flash.geom:Transform">
					<folder name="方法" id="Methods" tiptext="Transform 類別的方法" helpurl="flash.geom:Transform">
						<string name="getRelativeMatrix3D" object="[flash.geom.Transform]" text=".getRelativeMatrix3D(%相對於:flash.display:DisplayObject%):flash.geom:Matrix3D" tiptext="傳回 Matrix3D 物件，這個物件可以相對於目前顯示物件的空間來轉換指定之顯示物件的空間。" version="1.5" helpurl="flash.geom:Transform:getRelativeMatrix3D" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Transform 類別的屬性" helpurl="flash.geom:Transform">
						<string name="colorTransform" object="[flash.geom.Transform]" text=".colorTransform" tiptext="ColorTransform 物件，含有調整整個顯示物件中顏色的值。" version="" helpurl="flash.geom:Transform:colorTransform:get" playername=""/>
						<string name="concatenatedColorTransform" object="[flash.geom.Transform]" text=".concatenatedColorTransform" tiptext="ColorTransform 物件，代表套用至顯示物件及其所有父物件之根層級中的混合顏色轉換。" version="" helpurl="flash.geom:Transform:concatenatedColorTransform:get" playername=""/>
						<string name="concatenatedMatrix" object="[flash.geom.Transform]" text=".concatenatedMatrix" tiptext="Matrix 物件，代表顯示物件及其所有父物件之根層級中的混合變形矩陣。" version="" helpurl="flash.geom:Transform:concatenatedMatrix:get" playername=""/>
						<string name="matrix3D" object="[flash.geom.Transform]" text=".matrix3D" tiptext="讓使用者存取三維顯示物件的 Matrix3D 物件。" version="" helpurl="flash.geom:Transform:matrix3D:get" playername=""/>
						<string name="matrix" object="[flash.geom.Transform]" text=".matrix" tiptext="Matrix 物件，含有變更顯示物件之縮放、旋轉和轉譯的值。" version="" helpurl="flash.geom:Transform:matrix:get" playername=""/>
						<string name="perspectiveProjection" object="[flash.geom.Transform]" text=".perspectiveProjection" tiptext="讓使用者存取三維顯示物件的 PerspectiveProjection 物件。" version="" helpurl="flash.geom:Transform:perspectiveProjection:get" playername=""/>
						<string name="pixelBounds" object="[flash.geom.Transform]" text=".pixelBounds" tiptext="Rectangle 物件，定義舞台上顯示物件的矩形邊界。" version="" helpurl="flash.geom:Transform:pixelBounds:get" playername=""/>
					</folder>
				</folder>
				<folder name="Utils3D" id="[flash.geom.Utils3D]" sort="true" index="true" asAncestors="Object" tiptext="Utils3D 類別包含靜態方法，可以簡化某些三維矩陣作業的實作。" helpurl="flash.geom:Utils3D">
					<folder name="方法" id="Methods" tiptext="Utils3D 類別的方法" helpurl="flash.geom:Utils3D">
						<string name="pointTowards" object="[flash.geom.Utils3D]" text="Utils3D.pointTowards(%百分比:Number,矩陣:flash.geom:Matrix3D,位置:flash.geom:Vector3D[,位於:flash.geom:Vector3D=null,上:flash.geom:Vector3D=null]%):flash.geom:Matrix3D" static="true" tiptext="插補時將物件的方向朝向某個位置。" version="1.5" helpurl="flash.geom:Utils3D:pointTowards" playername=""/>
						<string name="projectVectors" object="[flash.geom.Utils3D]" text="Utils3D.projectVectors(%m:flash.geom:Matrix3D,向量:Vector$Number,投影向量:Vector$Number,uvt:Vector$Number%):void" static="true" tiptext="將具有三維空間座標的 Vector 投影至具有二維空間座標的 Vector。" version="1.5" helpurl="flash.geom:Utils3D:projectVectors" playername=""/>
						<string name="projectVector" object="[flash.geom.Utils3D]" text="Utils3D.projectVector(%m:flash.geom:Matrix3D,v:flash.geom:Vector3D%):flash.geom:Vector3D" static="true" tiptext="使用投影 Matrix3D 物件，將 Vector3D 物件從一個空間座標投影至另一個空間座標。" version="1.5" helpurl="flash.geom:Utils3D:projectVector" playername=""/>
					</folder>
				</folder>
				<folder name="Vector3D" id="[flash.geom.Vector3D]" sort="true" index="true" asAncestors="Object" tiptext="Vector3D 類別會使用迪卡兒座標 x、y 和 z 來表示三維空間中的某個點或位置。" helpurl="flash.geom:Vector3D">
					<folder name="方法" id="Methods" tiptext="Vector3D 類別的方法" helpurl="flash.geom:Vector3D">
						<string name="Vector3D" object="[flash.geom.Vector3D]" text="new Vector3D(%[x:Number=0.,y:Number=0.,z:Number=0.,w:Number=0.]%)" constructor="true" tiptext="建立 Vector3D 物件的實體。" version="1.5" helpurl="flash.geom:Vector3D:Vector3D" playername=""/>
						<string name="add" object="[flash.geom.Vector3D]" text=".add(%a:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="將目前的 Vector3D 物件加到另一個 Vector3D 物件中，以便建立新的 Vector3D 物件。" version="1.5" helpurl="flash.geom:Vector3D:add" playername=""/>
						<string name="angleBetween" object="[flash.geom.Vector3D]" text="Vector3D.angleBetween(%a:flash.geom:Vector3D,b:flash.geom:Vector3D%):Number" static="true" tiptext="以弧度傳回兩個向量之間的夾角。" version="1.5" helpurl="flash.geom:Vector3D:angleBetween" playername=""/>
						<string name="clone" object="[flash.geom.Vector3D]" text=".clone(%%):flash.geom:Vector3D" tiptext="傳回新的 Vector3D 物件，新的物件為目前 Vector3D 物件完全相同的副本。" version="1.5" helpurl="flash.geom:Vector3D:clone" playername=""/>
						<string name="crossProduct" object="[flash.geom.Vector3D]" text=".crossProduct(%a:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="傳回新的 Vector3D 物件，新的物件會與目前 Vector3D 物件和另一個 Vector3D 物件垂直 (呈直角)。" version="1.5" helpurl="flash.geom:Vector3D:crossProduct" playername=""/>
						<string name="decrementBy" object="[flash.geom.Vector3D]" text=".decrementBy(%a:flash.geom:Vector3D%):void" tiptext="依另一個 Vector3D 物件遞減目前 Vector3D 物件。" version="1.5" helpurl="flash.geom:Vector3D:decrementBy" playername=""/>
						<string name="distance" object="[flash.geom.Vector3D]" text="Vector3D.distance(%點1:flash.geom:Vector3D,點2:flash.geom:Vector3D%):Number" static="true" tiptext="傳回兩個 Vector3D 物件之間的距離。" version="1.5" helpurl="flash.geom:Vector3D:distance" playername=""/>
						<string name="dotProduct" object="[flash.geom.Vector3D]" text=".dotProduct(%a:flash.geom:Vector3D%):Number" tiptext="傳回目前 Vector3D 物件和另一個 Vector3D 物件的內積。" version="1.5" helpurl="flash.geom:Vector3D:dotProduct" playername=""/>
						<string name="equals" object="[flash.geom.Vector3D]" text=".equals(%比較:flash.geom:Vector3D[,所有四種:Boolean=false]%):Boolean" tiptext="藉由比較目前 Vector3D 物件的 x、y 和 z 元素值與指定之 Vector3D 物件的 x、y 和 z 元素值，判斷兩個 Vector3D 物件是否相等。" version="1.5" helpurl="flash.geom:Vector3D:equals" playername=""/>
						<string name="incrementBy" object="[flash.geom.Vector3D]" text=".incrementBy(%a:flash.geom:Vector3D%):void" tiptext="依另一個 Vector3D 物件遞增目前 Vector3D 物件。" version="1.5" helpurl="flash.geom:Vector3D:incrementBy" playername=""/>
						<string name="nearEquals" object="[flash.geom.Vector3D]" text=".nearEquals(%比較:flash.geom:Vector3D,容許度:Number[,所有四種:Boolean=false]%):Boolean" tiptext="將目前 Vector3D 物件的元素與指定之 Vector3D 物件的元素加以比較，以判斷這兩個物件是否幾近相等。" version="1.5" helpurl="flash.geom:Vector3D:nearEquals" playername=""/>
						<string name="negate" object="[flash.geom.Vector3D]" text=".negate(%%):void" tiptext="將目前的 Vector3D 物件設定為反轉。" version="1.5" helpurl="flash.geom:Vector3D:negate" playername=""/>
						<string name="normalize" object="[flash.geom.Vector3D]" text=".normalize(%%):Number" tiptext="藉由將前三個元素 (x, y, z) 除以向量長度，將 Vector3D 物件轉換為單位向量。" version="1.5" helpurl="flash.geom:Vector3D:normalize" playername=""/>
						<string name="project" object="[flash.geom.Vector3D]" text=".project(%%):void" tiptext="將目前 Vector3D 物件的 x、y 和 z 屬性值除以其 w 屬性值。" version="1.5" helpurl="flash.geom:Vector3D:project" playername=""/>
						<string name="scaleBy" object="[flash.geom.Vector3D]" text=".scaleBy(%s:Number%):void" tiptext="依純量縮放目前的 Vector3D 物件。" version="1.5" helpurl="flash.geom:Vector3D:scaleBy" playername=""/>
						<string name="subtract" object="[flash.geom.Vector3D]" text=".subtract(%a:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="將目前的 Vector3D 物件從另一個 Vector3D 物件中減去，以便建立新的 Vector3D 物件。" version="1.5" helpurl="flash.geom:Vector3D:subtract" playername=""/>
						<string name="toString" object="[flash.geom.Vector3D]" text=".toString(%%):String" tiptext="傳回目前 Vector3D 物件的字串形式。" version="1.5" helpurl="flash.geom:Vector3D:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Vector3D 類別的屬性" helpurl="flash.geom:Vector3D">
						<string name="X_AXIS" object="[flash.geom.Vector3D]" text="Vector3D.X_AXIS" constant="true" tiptext="定義為 Vector3D 物件的 x 軸，座標為 (1,0,0)。" version="" helpurl="flash.geom:Vector3D:X_AXIS" playername=""/>
						<string name="Y_AXIS" object="[flash.geom.Vector3D]" text="Vector3D.Y_AXIS" constant="true" tiptext="定義為 Vector3D 物件的 y 軸，座標為 (0,1,0)。" version="" helpurl="flash.geom:Vector3D:Y_AXIS" playername=""/>
						<string name="Z_AXIS" object="[flash.geom.Vector3D]" text="Vector3D.Z_AXIS" constant="true" tiptext="定義為 Vector3D 物件的 z 軸，座標為 (0,0,1)。" version="" helpurl="flash.geom:Vector3D:Z_AXIS" playername=""/>
						<string name="w" object="[flash.geom.Vector3D]" text=".w" tiptext="Vector3D 物件的第四個元素 (除了 x、y 和 z 屬性之外) 可以保存旋轉角度之類的資料。" version="" helpurl="flash.geom:Vector3D:w" playername=""/>
						<string name="x" object="[flash.geom.Vector3D]" text=".x" tiptext="Vector3D 物件的第一個元素，例如三維空間中某個點的 x 座標。" version="" helpurl="flash.geom:Vector3D:x" playername=""/>
						<string name="y" object="[flash.geom.Vector3D]" text=".y" tiptext="Vector3D 物件的第二個元素，例如三維空間中某個點的 y 座標。" version="" helpurl="flash.geom:Vector3D:y" playername=""/>
						<string name="z" object="[flash.geom.Vector3D]" text=".z" tiptext="Vector3D 物件的第三個元素，例如三維空間中某個點的 z 座標。" version="" helpurl="flash.geom:Vector3D:z" playername=""/>
						<string name="lengthSquared" object="[flash.geom.Vector3D]" text=".lengthSquared" tiptext="目前 Vector3D 物件長度的平方，使用 x、y 和 z 屬性計算而來。" version="" helpurl="flash.geom:Vector3D:lengthSquared:get" playername=""/>
						<string name="length" object="[flash.geom.Vector3D]" text=".length" tiptext="目前 Vector3D 物件從原點 (0,0,0) 到此物件的 x、y 和 z 座標之間的長度。" version="" helpurl="flash.geom:Vector3D:length:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.globalization" id="flash.globalization" sort="true" tiptext="flash.globalization 套件的類別" helpurl="flash.globalization">
				<folder name="Collator" id="[flash.globalization.Collator]" sort="true" index="true" asAncestors="Object" tiptext="Collator 類別提供依地區而不同的字串比較功能。" helpurl="flash.globalization:Collator">
					<folder name="方法" id="Methods" tiptext="Collator 類別的方法" helpurl="flash.globalization:Collator">
						<string name="Collator" object="[flash.globalization.Collator]" text="new Collator(%要求的地區ID名稱:String[,初始模式:String=sorting]%)" constructor="true" tiptext="建構新的 Collator 物件，根據指定地區的慣例，提供字串比較。" version="2" helpurl="flash.globalization:Collator:Collator" playername=""/>
						<string name="compare" object="[flash.globalization.Collator]" text=".compare(%字串1:String,字串2:String%):int" tiptext="比較兩個字串並傳回整數值，指出第一個字串是否小於、等於或大於第二個字串。" version="2" helpurl="flash.globalization:Collator:compare" playername=""/>
						<string name="equals" object="[flash.globalization.Collator]" text=".equals(%字串1:String,字串2:String%):Boolean" tiptext="比較兩個字串並傳回布林值，指出字串是否相等。" version="2" helpurl="flash.globalization:Collator:equals" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.Collator]" text="Collator.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列示此類別支援的所有地區 ID 名稱。" version="2" helpurl="flash.globalization:Collator:getAvailableLocaleIDNames" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Collator 類別的屬性" helpurl="flash.globalization:Collator">
						<string name="actualLocaleIDName" object="[flash.globalization.Collator]" text=".actualLocaleIDName" tiptext="此 Collator 物件實際使用之地區 ID 的名稱。" version="" helpurl="flash.globalization:Collator:actualLocaleIDName:get" playername=""/>
						<string name="ignoreCase" object="[flash.globalization.Collator]" text=".ignoreCase" tiptext="若此屬性設為 true，表示若字串間只有字母大小寫不同，會視為相同。" version="" helpurl="flash.globalization:Collator:ignoreCase:get" playername=""/>
						<string name="ignoreCharacterWidth" object="[flash.globalization.Collator]" text=".ignoreCharacterWidth" tiptext="若此屬性為 true，會將某些中文和日文的全形和半形字元視為相同。" version="" helpurl="flash.globalization:Collator:ignoreCharacterWidth:get" playername=""/>
						<string name="ignoreDiacritics" object="[flash.globalization.Collator]" text=".ignoreDiacritics" tiptext="若此屬性設為 true，使用相同基礎字元但重音不同或區別發音符號不同者，會視為相同。" version="" helpurl="flash.globalization:Collator:ignoreDiacritics:get" playername=""/>
						<string name="ignoreKanaType" object="[flash.globalization.Collator]" text=".ignoreKanaType" tiptext="將此屬性設為 true 時，若字串間的差異只因為所用假名字元的類型不同，則會將字串視為相同。" version="" helpurl="flash.globalization:Collator:ignoreKanaType:get" playername=""/>
						<string name="ignoreSymbols" object="[flash.globalization.Collator]" text=".ignoreSymbols" tiptext="當這個屬性設定成 true 時，空格、貨幣符號、數學符號以及其他符號類型在內的符號字元在排序或比對時都會被略過。" version="" helpurl="flash.globalization:Collator:ignoreSymbols:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.Collator]" text=".lastOperationStatus" tiptext="此 Collator 物件執行的最近作業狀態。" version="" helpurl="flash.globalization:Collator:lastOperationStatus:get" playername=""/>
						<string name="numericComparison" object="[flash.globalization.Collator]" text=".numericComparison" tiptext="控制字串比較過程中，如何處理內嵌於字串中的數值。" version="" helpurl="flash.globalization:Collator:numericComparison:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.Collator]" text=".requestedLocaleIDName" tiptext="要求傳送到此 Collator 物件建構函式之地區 ID 的名稱。" version="" helpurl="flash.globalization:Collator:requestedLocaleIDName:get" playername=""/>
					</folder>
				</folder>
				<folder name="CollatorMode" id="[flash.globalization.CollatorMode]" sort="true" index="true" asAncestors="Object" tiptext="CollatorMode 類別列舉常數值，決定 Collator 物件執行字串比較的行為。" helpurl="flash.globalization:CollatorMode">
					<folder name="屬性" id="Properties" tiptext="CollatorMode 類別的屬性" helpurl="flash.globalization:CollatorMode">
						<string name="MATCHING" object="[flash.globalization.CollatorMode]" text="CollatorMode.MATCHING" constant="true" tiptext="初始化 Collator 物件來最佳化 compare 方法，以判斷兩個字串是否相同。" version="" helpurl="flash.globalization:CollatorMode:MATCHING" playername=""/>
						<string name="SORTING" object="[flash.globalization.CollatorMode]" text="CollatorMode.SORTING" constant="true" tiptext="初始化 Collator 物件，讓比較方法進行最佳化，以排序要對使用者顯示的文字字串清單。" version="" helpurl="flash.globalization:CollatorMode:SORTING" playername=""/>
					</folder>
				</folder>
				<folder name="CurrencyFormatter" id="[flash.globalization.CurrencyFormatter]" sort="true" index="true" asAncestors="Object" tiptext="CurrencyFormatter 類別對於貨幣值提供依地區而不同的格式設定與剖析。" helpurl="flash.globalization:CurrencyFormatter">
					<folder name="方法" id="Methods" tiptext="CurrencyFormatter 類別的方法" helpurl="flash.globalization:CurrencyFormatter">
						<string name="CurrencyFormatter" object="[flash.globalization.CurrencyFormatter]" text="new CurrencyFormatter(%要求的地區ID名稱:String%)" constructor="true" tiptext="建構一個新的 CurrencyFormatter 物件，根據指定地區的慣例格式化代表貨幣金額的數字。" version="2" helpurl="flash.globalization:CurrencyFormatter:CurrencyFormatter" playername=""/>
						<string name="format" object="[flash.globalization.CurrencyFormatter]" text=".format(%值:Number[,使用貨幣符號:Boolean=false]%):String" tiptext="建立一個字串，代表根據此 CurrencyFormatter 物件的目前屬性來格式化的貨幣金額，目前屬性包括地區設定、貨幣符號與貨幣 ISO 代碼。" version="2" helpurl="flash.globalization:CurrencyFormatter:format" playername=""/>
						<string name="formattingWithCurrencySymbolIsSafe" object="[flash.globalization.CurrencyFormatter]" text=".formattingWithCurrencySymbolIsSafe(%要求的ISO代碼:String%):Boolean" tiptext="判斷格式化貨幣金額時，可否使用目前指定的貨幣符號。" version="2" helpurl="flash.globalization:CurrencyFormatter:formattingWithCurrencySymbolIsSafe" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.CurrencyFormatter]" text="CurrencyFormatter.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列示此類別支援的所有地區 ID 名稱。" version="2" helpurl="flash.globalization:CurrencyFormatter:getAvailableLocaleIDNames" playername=""/>
						<string name="parse" object="[flash.globalization.CurrencyFormatter]" text=".parse(%輸入字串:String%):flash.globalization:CurrencyParseResult" tiptext="將字串剖析成貨幣金額以及貨幣符號。" version="2" helpurl="flash.globalization:CurrencyFormatter:parse" playername=""/>
						<string name="setCurrency" object="[flash.globalization.CurrencyFormatter]" text=".setCurrency(%貨幣ISO代碼:String,貨幣符號:String%):void" tiptext="設定 CurrencyFormatter 物件的 currencyISOCode 和 currencySymbol 屬性。" version="2" helpurl="flash.globalization:CurrencyFormatter:setCurrency" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CurrencyFormatter 類別的屬性" helpurl="flash.globalization:CurrencyFormatter">
						<string name="actualLocaleIDName" object="[flash.globalization.CurrencyFormatter]" text=".actualLocaleIDName" tiptext="此 CurrencyFormatter 物件實際使用之地區 ID 的名稱。" version="" helpurl="flash.globalization:CurrencyFormatter:actualLocaleIDName:get" playername=""/>
						<string name="currencyISOCode" object="[flash.globalization.CurrencyFormatter]" text=".currencyISOCode" tiptext="目前使用之實際地區的三個字母 ISO 4217 貨幣代碼。" version="" helpurl="flash.globalization:CurrencyFormatter:currencyISOCode:get" playername=""/>
						<string name="currencySymbol" object="[flash.globalization.CurrencyFormatter]" text=".currencySymbol" tiptext="目前使用之實際地區的貨幣符號或字串。" version="" helpurl="flash.globalization:CurrencyFormatter:currencySymbol:get" playername=""/>
						<string name="decimalSeparator" object="[flash.globalization.CurrencyFormatter]" text=".decimalSeparator" tiptext="對於內含小數點的貨幣金額進行格式化或剖析時，使用的小數分隔符號字元。" version="" helpurl="flash.globalization:CurrencyFormatter:decimalSeparator:get" playername=""/>
						<string name="digitsType" object="[flash.globalization.CurrencyFormatter]" text=".digitsType" tiptext="定義一組當格式化貨幣金額時會用到的位數字元。" version="" helpurl="flash.globalization:CurrencyFormatter:digitsType:get" playername=""/>
						<string name="fractionalDigits" object="[flash.globalization.CurrencyFormatter]" text=".fractionalDigits" tiptext="小數區隔符號之後可以顯示的位數上限。" version="" helpurl="flash.globalization:CurrencyFormatter:fractionalDigits:get" playername=""/>
						<string name="groupingPattern" object="[flash.globalization.CurrencyFormatter]" text=".groupingPattern" tiptext="描述格式化貨幣金額字串中，群組分隔符號的位置。" version="" helpurl="flash.globalization:CurrencyFormatter:groupingPattern:get" playername=""/>
						<string name="groupingSeparator" object="[flash.globalization.CurrencyFormatter]" text=".groupingSeparator" tiptext="用於群組分隔字元的字元或字串。" version="" helpurl="flash.globalization:CurrencyFormatter:groupingSeparator:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.CurrencyFormatter]" text=".lastOperationStatus" tiptext="此 CurrencyFormatter 物件執行的最近作業狀態。" version="" helpurl="flash.globalization:CurrencyFormatter:lastOperationStatus:get" playername=""/>
						<string name="leadingZero" object="[flash.globalization.CurrencyFormatter]" text=".leadingZero" tiptext="指定若小數分隔符號左邊沒有整數位數，是否要在格式化的貨幣金額中補上開頭的零。" version="" helpurl="flash.globalization:CurrencyFormatter:leadingZero:get" playername=""/>
						<string name="negativeCurrencyFormat" object="[flash.globalization.CurrencyFormatter]" text=".negativeCurrencyFormat" tiptext="一個數字值，指出負數貨幣金額的格式化樣式。" version="" helpurl="flash.globalization:CurrencyFormatter:negativeCurrencyFormat:get" playername=""/>
						<string name="negativeSymbol" object="[flash.globalization.CurrencyFormatter]" text=".negativeSymbol" tiptext="格式化負值金額時所使用的負號。" version="" helpurl="flash.globalization:CurrencyFormatter:negativeSymbol:get" playername=""/>
						<string name="positiveCurrencyFormat" object="[flash.globalization.CurrencyFormatter]" text=".positiveCurrencyFormat" tiptext="表示正值貨幣金額格式化樣式的數值。" version="" helpurl="flash.globalization:CurrencyFormatter:positiveCurrencyFormat:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.CurrencyFormatter]" text=".requestedLocaleIDName" tiptext="要求傳送到此 CurrencyFormatter 物件建構函式之地區 ID 的名稱。" version="" helpurl="flash.globalization:CurrencyFormatter:requestedLocaleIDName:get" playername=""/>
						<string name="trailingZeros" object="[flash.globalization.CurrencyFormatter]" text=".trailingZeros" tiptext="指定格式化後的貨幣金額是否包含結尾零。" version="" helpurl="flash.globalization:CurrencyFormatter:trailingZeros:get" playername=""/>
						<string name="useGrouping" object="[flash.globalization.CurrencyFormatter]" text=".useGrouping" tiptext="格式化貨幣金額時使用群組分隔符號。" version="" helpurl="flash.globalization:CurrencyFormatter:useGrouping:get" playername=""/>
					</folder>
				</folder>
				<folder name="CurrencyParseResult" id="[flash.globalization.CurrencyParseResult]" sort="true" index="true" asAncestors="Object" tiptext="是一種資料結構，代表剖析貨幣值所擷取的貨幣金額與貨幣符號或字串。" helpurl="flash.globalization:CurrencyParseResult">
					<folder name="方法" id="Methods" tiptext="CurrencyParseResult 類別的方法" helpurl="flash.globalization:CurrencyParseResult">
						<string name="CurrencyParseResult" object="[flash.globalization.CurrencyParseResult]" text="new CurrencyParseResult(%[值:Number=unknown,符號:String]%)" constructor="true" tiptext="建構貨幣剖析結果物件。" version="2" helpurl="flash.globalization:CurrencyParseResult:CurrencyParseResult" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CurrencyParseResult 類別的屬性" helpurl="flash.globalization:CurrencyParseResult">
						<string name="currencyString" object="[flash.globalization.CurrencyParseResult]" text=".currencyString" tiptext="輸入字串中對應至貨幣符號或貨幣字串的部分。" version="" helpurl="flash.globalization:CurrencyParseResult:currencyString:get" playername=""/>
						<string name="value" object="[flash.globalization.CurrencyParseResult]" text=".value" tiptext="從輸入字串擷取的貨幣金額值。" version="" helpurl="flash.globalization:CurrencyParseResult:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeFormatter" id="[flash.globalization.DateTimeFormatter]" sort="true" index="true" asAncestors="Object" tiptext="DateTimeFormatter 類別對於 Date 物件提供依地區而不同的格式設定，並存取當地語系化的日期欄位名稱。" helpurl="flash.globalization:DateTimeFormatter">
					<folder name="方法" id="Methods" tiptext="DateTimeFormatter 類別的方法" helpurl="flash.globalization:DateTimeFormatter">
						<string name="DateTimeFormatter" object="[flash.globalization.DateTimeFormatter]" text="new DateTimeFormatter(%要求的地區ID名稱:String[,日期樣式:String=long,時間樣式:String=long]%)" constructor="true" tiptext="建構新的 DateTimeFormatter 物件，根據指定地區的慣例及提供的日期及時間格式化樣式，設定日期及時間的格式。" version="2" helpurl="flash.globalization:DateTimeFormatter:DateTimeFormatter" playername=""/>
						<string name="formatUTC" object="[flash.globalization.DateTimeFormatter]" text=".formatUTC(%日期時間:Date%):String" tiptext="依 UTC 時間進行解譯，為 Date 物件設定顯示字串格式 (使用 Date 物件的 UTC 組件，例如: dateUTC、dayUTC、fullYearUTC、hoursUTC、minutesUTC、monthUTC 及 secondsUTC)，根據 dateStyle、timeStyle 或 datetime 樣式。" version="2" helpurl="flash.globalization:DateTimeFormatter:formatUTC" playername=""/>
						<string name="format" object="[flash.globalization.DateTimeFormatter]" text=".format(%日期時間:Date%):String" tiptext="依使用者的當地時間進行解譯，為 Date 物件設定顯示字串格式 (使用 Date 物件的本地時間組件，例如: date、day、fullYear、hours、minutes、month 及 seconds)。" version="2" helpurl="flash.globalization:DateTimeFormatter:format" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.DateTimeFormatter]" text="DateTimeFormatter.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列示此類別支援的所有地區 ID 名稱。" version="2" helpurl="flash.globalization:DateTimeFormatter:getAvailableLocaleIDNames" playername=""/>
						<string name="getDateStyle" object="[flash.globalization.DateTimeFormatter]" text=".getDateStyle(%%):String" tiptext="為這個 DateTimeFormatter 實體取得日期樣式。" version="2" helpurl="flash.globalization:DateTimeFormatter:getDateStyle" playername=""/>
						<string name="getDateTimePattern" object="[flash.globalization.DateTimeFormatter]" text=".getDateTimePattern(%%):String" tiptext="傳回此 DateTimeFormatter 物件使用的樣式字串，以設定日期及時間的格式。" version="2" helpurl="flash.globalization:DateTimeFormatter:getDateTimePattern" playername=""/>
						<string name="getFirstWeekday" object="[flash.globalization.DateTimeFormatter]" text=".getFirstWeekday(%%):int" tiptext="根據此地區及日曆系統的每週第一天傳回整數。" version="2" helpurl="flash.globalization:DateTimeFormatter:getFirstWeekday" playername=""/>
						<string name="getMonthNames" object="[flash.globalization.DateTimeFormatter]" text=".getMonthNames(%[名稱樣式:String=full,內容:String=standalone]%):Vector$String" tiptext="針對目前的日曆系統，擷取一份包含當地化字串的月份名稱清單。" version="2" helpurl="flash.globalization:DateTimeFormatter:getMonthNames" playername=""/>
						<string name="getTimeStyle" object="[flash.globalization.DateTimeFormatter]" text=".getTimeStyle(%%):String" tiptext="為這個 DateTimeFormatter 實體取得時間樣式。" version="2" helpurl="flash.globalization:DateTimeFormatter:getTimeStyle" playername=""/>
						<string name="getWeekdayNames" object="[flash.globalization.DateTimeFormatter]" text=".getWeekdayNames(%[名稱樣式:String=full,內容:String=standalone]%):Vector$String" tiptext="針對目前的日曆系統，擷取一份包含當地化字串的星期一到星期日名稱清單。" version="2" helpurl="flash.globalization:DateTimeFormatter:getWeekdayNames" playername=""/>
						<string name="setDateTimePattern" object="[flash.globalization.DateTimeFormatter]" text=".setDateTimePattern(%樣式:String%):void" tiptext="設定此 DateTimeFormatter 物件使用的樣式字串，以設定日期及時間的格式。" version="2" helpurl="flash.globalization:DateTimeFormatter:setDateTimePattern" playername=""/>
						<string name="setDateTimeStyles" object="[flash.globalization.DateTimeFormatter]" text=".setDateTimeStyles(%日期樣式:String,時間樣式:String%):void" tiptext="為這個 DateTimeFormatter 實體設定日期與時間樣式。" version="2" helpurl="flash.globalization:DateTimeFormatter:setDateTimeStyles" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DateTimeFormatter 類別的屬性" helpurl="flash.globalization:DateTimeFormatter">
						<string name="actualLocaleIDName" object="[flash.globalization.DateTimeFormatter]" text=".actualLocaleIDName" tiptext="此 DateTimeFormatter 物件實際使用之地區 ID 的名稱。" version="" helpurl="flash.globalization:DateTimeFormatter:actualLocaleIDName:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.DateTimeFormatter]" text=".lastOperationStatus" tiptext="此 DateTimeFormatter 物件執行之上一個作業的狀態。" version="" helpurl="flash.globalization:DateTimeFormatter:lastOperationStatus:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.DateTimeFormatter]" text=".requestedLocaleIDName" tiptext="要求傳送到此 DateTimeFormatter 物件建構函式之地區 ID 的名稱。" version="" helpurl="flash.globalization:DateTimeFormatter:requestedLocaleIDName:get" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeNameContext" id="[flash.globalization.DateTimeNameContext]" sort="true" index="true" asAncestors="Object" tiptext="DateTimeNameContext 類別列舉的常數值，代表其中要使用月份名稱或星期一到星期日名稱的格式化內容。" helpurl="flash.globalization:DateTimeNameContext">
					<folder name="屬性" id="Properties" tiptext="DateTimeNameContext 類別的屬性" helpurl="flash.globalization:DateTimeNameContext">
						<string name="FORMAT" object="[flash.globalization.DateTimeNameContext]" text="DateTimeNameContext.FORMAT" constant="true" tiptext="表示會在日期格式中使用日期元素名稱。" version="" helpurl="flash.globalization:DateTimeNameContext:FORMAT" playername=""/>
						<string name="STANDALONE" object="[flash.globalization.DateTimeNameContext]" text="DateTimeNameContext.STANDALONE" constant="true" tiptext="指出與其他格式無關，會用於「獨立」內容的日期元素名稱。" version="" helpurl="flash.globalization:DateTimeNameContext:STANDALONE" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeNameStyle" id="[flash.globalization.DateTimeNameStyle]" sort="true" index="true" asAncestors="Object" tiptext="DateTimeNameStyle 類別會列舉常數，在設定日期格式時控制月份名稱或星期一到星期日之名稱的長度。" helpurl="flash.globalization:DateTimeNameStyle">
					<folder name="屬性" id="Properties" tiptext="DateTimeNameStyle 類別的屬性" helpurl="flash.globalization:DateTimeNameStyle">
						<string name="FULL" object="[flash.globalization.DateTimeNameStyle]" text="DateTimeNameStyle.FULL" constant="true" tiptext="指定月份名稱與星期一到星期日名稱的完整形式或完整名稱樣式。" version="" helpurl="flash.globalization:DateTimeNameStyle:FULL" playername=""/>
						<string name="LONG_ABBREVIATION" object="[flash.globalization.DateTimeNameStyle]" text="DateTimeNameStyle.LONG_ABBREVIATION" constant="true" tiptext="指定月份名稱與星期一到星期日名稱的完整縮寫樣式。" version="" helpurl="flash.globalization:DateTimeNameStyle:LONG_ABBREVIATION" playername=""/>
						<string name="SHORT_ABBREVIATION" object="[flash.globalization.DateTimeNameStyle]" text="DateTimeNameStyle.SHORT_ABBREVIATION" constant="true" tiptext="指定月份名稱與星期一到星期日名稱的簡短縮寫樣式。" version="" helpurl="flash.globalization:DateTimeNameStyle:SHORT_ABBREVIATION" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeStyle" id="[flash.globalization.DateTimeStyle]" sort="true" index="true" asAncestors="Object" tiptext="列舉常數，常數用於決定依地區而不同的日期及時間格式設定樣式。" helpurl="flash.globalization:DateTimeStyle">
					<folder name="屬性" id="Properties" tiptext="DateTimeStyle 類別的屬性" helpurl="flash.globalization:DateTimeStyle">
						<string name="CUSTOM" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.CUSTOM" constant="true" tiptext="指定自訂樣式字串，用於指定日期或時間樣式。" version="" helpurl="flash.globalization:DateTimeStyle:CUSTOM" playername=""/>
						<string name="LONG" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.LONG" constant="true" tiptext="指定日期或時間的完整樣式。" version="" helpurl="flash.globalization:DateTimeStyle:LONG" playername=""/>
						<string name="MEDIUM" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.MEDIUM" constant="true" tiptext="指定日期或時間的適中樣式。" version="" helpurl="flash.globalization:DateTimeStyle:MEDIUM" playername=""/>
						<string name="NONE" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.NONE" constant="true" tiptext="指定日期或時間不應該包括在格式化字串中。" version="" helpurl="flash.globalization:DateTimeStyle:NONE" playername=""/>
						<string name="SHORT" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.SHORT" constant="true" tiptext="指定日期或時間的簡短樣式。" version="" helpurl="flash.globalization:DateTimeStyle:SHORT" playername=""/>
					</folder>
				</folder>
				<folder name="LastOperationStatus" id="[flash.globalization.LastOperationStatus]" sort="true" index="true" asAncestors="Object" tiptext="LastOperationStatus 類別會列舉常數值，代表最新全球化服務作業的狀態。" helpurl="flash.globalization:LastOperationStatus">
					<folder name="屬性" id="Properties" tiptext="LastOperationStatus 類別的屬性" helpurl="flash.globalization:LastOperationStatus">
						<string name="BUFFER_OVERFLOW_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.BUFFER_OVERFLOW_ERROR" constant="true" tiptext="指出指定的緩衝區不夠大，無法保存結果。" version="" helpurl="flash.globalization:LastOperationStatus:BUFFER_OVERFLOW_ERROR" playername=""/>
						<string name="ERROR_CODE_UNKNOWN" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.ERROR_CODE_UNKNOWN" constant="true" tiptext="指出傳回錯誤碼不明。" version="" helpurl="flash.globalization:LastOperationStatus:ERROR_CODE_UNKNOWN" playername=""/>
						<string name="ILLEGAL_ARGUMENT_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.ILLEGAL_ARGUMENT_ERROR" constant="true" tiptext="指出傳送至方法的引數無效。" version="" helpurl="flash.globalization:LastOperationStatus:ILLEGAL_ARGUMENT_ERROR" playername=""/>
						<string name="INDEX_OUT_OF_BOUNDS_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.INDEX_OUT_OF_BOUNDS_ERROR" constant="true" tiptext="表示迭代子超出範圍，或指定的月、日、時間參數無效。" version="" helpurl="flash.globalization:LastOperationStatus:INDEX_OUT_OF_BOUNDS_ERROR" playername=""/>
						<string name="INVALID_ATTR_VALUE" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.INVALID_ATTR_VALUE" constant="true" tiptext="指出指定的特質值超出預期範圍。" version="" helpurl="flash.globalization:LastOperationStatus:INVALID_ATTR_VALUE" playername=""/>
						<string name="INVALID_CHAR_FOUND" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.INVALID_CHAR_FOUND" constant="true" tiptext="指出發現無效的 Unicode 值。" version="" helpurl="flash.globalization:LastOperationStatus:INVALID_CHAR_FOUND" playername=""/>
						<string name="MEMORY_ALLOCATION_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.MEMORY_ALLOCATION_ERROR" constant="true" tiptext="指出記憶體配置失敗。" version="" helpurl="flash.globalization:LastOperationStatus:MEMORY_ALLOCATION_ERROR" playername=""/>
						<string name="NO_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.NO_ERROR" constant="true" tiptext="指出成功且無任何錯誤的上一次作業。" version="" helpurl="flash.globalization:LastOperationStatus:NO_ERROR" playername=""/>
						<string name="NUMBER_OVERFLOW_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.NUMBER_OVERFLOW_ERROR" constant="true" tiptext="指出有一項作業產生的值超過指定的數值類型。" version="" helpurl="flash.globalization:LastOperationStatus:NUMBER_OVERFLOW_ERROR" playername=""/>
						<string name="PARSE_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.PARSE_ERROR" constant="true" tiptext="表示剖析數字失敗。" version="" helpurl="flash.globalization:LastOperationStatus:PARSE_ERROR" playername=""/>
						<string name="PATTERN_SYNTAX_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.PATTERN_SYNTAX_ERROR" constant="true" tiptext="指出格式化數字、日期或時間時使用的樣式無效。" version="" helpurl="flash.globalization:LastOperationStatus:PATTERN_SYNTAX_ERROR" playername=""/>
						<string name="PLATFORM_API_FAILED" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.PLATFORM_API_FAILED" constant="true" tiptext="指出相關平台 API 的某項作業失敗。" version="" helpurl="flash.globalization:LastOperationStatus:PLATFORM_API_FAILED" playername=""/>
						<string name="TRUNCATED_CHAR_FOUND" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.TRUNCATED_CHAR_FOUND" constant="true" tiptext="指出找到截斷的 Unicode 字元值。" version="" helpurl="flash.globalization:LastOperationStatus:TRUNCATED_CHAR_FOUND" playername=""/>
						<string name="UNEXPECTED_TOKEN" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.UNEXPECTED_TOKEN" constant="true" tiptext="指出在 Locale ID 字串中偵測到不明的字符。" version="" helpurl="flash.globalization:LastOperationStatus:UNEXPECTED_TOKEN" playername=""/>
						<string name="UNSUPPORTED_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.UNSUPPORTED_ERROR" constant="true" tiptext="指出不支援要求的作業或選項。" version="" helpurl="flash.globalization:LastOperationStatus:UNSUPPORTED_ERROR" playername=""/>
						<string name="USING_DEFAULT_WARNING" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.USING_DEFAULT_WARNING" constant="true" tiptext="指出在大部分近期的作業中，使用的是作業系統預設值。" version="" helpurl="flash.globalization:LastOperationStatus:USING_DEFAULT_WARNING" playername=""/>
						<string name="USING_FALLBACK_WARNING" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.USING_FALLBACK_WARNING" constant="true" tiptext="指出大部分近期的作業都有一個後援值。" version="" helpurl="flash.globalization:LastOperationStatus:USING_FALLBACK_WARNING" playername=""/>
					</folder>
				</folder>
				<folder name="LocaleID" id="[flash.globalization.LocaleID]" sort="true" index="true" asAncestors="Object" tiptext="LocaleID 類別提供剖析及使用地區 ID 名稱的方法。" helpurl="flash.globalization:LocaleID">
					<folder name="方法" id="Methods" tiptext="LocaleID 類別的方法" helpurl="flash.globalization:LocaleID">
						<string name="LocaleID" object="[flash.globalization.LocaleID]" text="new LocaleID(%名稱:String%)" constructor="true" tiptext="建構新的 LocaleID 物件，提供地區名稱。" version="2" helpurl="flash.globalization:LocaleID:LocaleID" playername=""/>
						<string name="determinePreferredLocales" object="[flash.globalization.LocaleID]" text="LocaleID.determinePreferredLocales(%want:Vector$String,have:Vector$String[,關鍵字:String=userinterface]%):Vector$String" static="true" tiptext="根據想要的地區傳回可接受的地區清單，以及目前可用的區域清單。" version="2" helpurl="flash.globalization:LocaleID:determinePreferredLocales" playername=""/>
						<string name="getKeysAndValues" object="[flash.globalization.LocaleID]" text=".getKeysAndValues(%%):Object" tiptext="傳回一個物件，它包含 LocaleID 物件的所有「機碼和值」配對。" version="2" helpurl="flash.globalization:LocaleID:getKeysAndValues" playername=""/>
						<string name="getLanguage" object="[flash.globalization.LocaleID]" text=".getLanguage(%%):String" tiptext="傳回 locale ID 名稱指定的語言碼。" version="2" helpurl="flash.globalization:LocaleID:getLanguage" playername=""/>
						<string name="getRegion" object="[flash.globalization.LocaleID]" text=".getRegion(%%):String" tiptext="傳回地區設定 ID 名稱指定的區域碼。" version="2" helpurl="flash.globalization:LocaleID:getRegion" playername=""/>
						<string name="getScript" object="[flash.globalization.LocaleID]" text=".getScript(%%):String" tiptext="傳回 locale ID 名稱指定的指令碼。" version="2" helpurl="flash.globalization:LocaleID:getScript" playername=""/>
						<string name="getVariant" object="[flash.globalization.LocaleID]" text=".getVariant(%%):String" tiptext="傳回 locale ID 名稱指定的語言變異碼。" version="2" helpurl="flash.globalization:LocaleID:getVariant" playername=""/>
						<string name="isRightToLeft" object="[flash.globalization.LocaleID]" text=".isRightToLeft(%%):Boolean" tiptext="指定是否指定地區的文字方向為由右至左。" version="2" helpurl="flash.globalization:LocaleID:isRightToLeft" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LocaleID 類別的屬性" helpurl="flash.globalization:LocaleID">
						<string name="DEFAULT" object="[flash.globalization.LocaleID]" text="LocaleID.DEFAULT" constant="true" tiptext="指出按照使用者作業系統設定值，應該使用的使用者預設語言偏好設定。" version="" helpurl="flash.globalization:LocaleID:DEFAULT" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.LocaleID]" text=".lastOperationStatus" tiptext="此 LocaleID 物件執行的最近作業狀態。" version="" helpurl="flash.globalization:LocaleID:lastOperationStatus:get" playername=""/>
						<string name="name" object="[flash.globalization.LocaleID]" text=".name" tiptext="傳回稍微更 &quot;標準化&quot; 的地區 ID。" version="" helpurl="flash.globalization:LocaleID:name:get" playername=""/>
					</folder>
				</folder>
				<folder name="NationalDigitsType" id="[flash.globalization.NationalDigitsType]" sort="true" index="true" asAncestors="Object" tiptext="NationalDigitsType 類別會列舉一些常數，指出 NumberFormatter 類別使用的位數組。" helpurl="flash.globalization:NationalDigitsType">
					<folder name="屬性" id="Properties" tiptext="NationalDigitsType 類別的屬性" helpurl="flash.globalization:NationalDigitsType">
						<string name="ARABIC_INDIC" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.ARABIC_INDIC" constant="true" tiptext="代表阿拉伯文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:ARABIC_INDIC" playername=""/>
						<string name="BALINESE" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.BALINESE" constant="true" tiptext="代表峇里文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:BALINESE" playername=""/>
						<string name="BENGALI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.BENGALI" constant="true" tiptext="代表孟加拉文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:BENGALI" playername=""/>
						<string name="CHAM" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.CHAM" constant="true" tiptext="代表查姆文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:CHAM" playername=""/>
						<string name="DEVANAGARI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.DEVANAGARI" constant="true" tiptext="代表梵文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:DEVANAGARI" playername=""/>
						<string name="EUROPEAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.EUROPEAN" constant="true" tiptext="代表拉丁文 -1 (歐洲) 位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:EUROPEAN" playername=""/>
						<string name="EXTENDED_ARABIC_INDIC" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.EXTENDED_ARABIC_INDIC" constant="true" tiptext="代表延伸阿拉伯-印度文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:EXTENDED_ARABIC_INDIC" playername=""/>
						<string name="FULL_WIDTH" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.FULL_WIDTH" constant="true" tiptext="代表全形位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:FULL_WIDTH" playername=""/>
						<string name="GUJARATI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.GUJARATI" constant="true" tiptext="代表古吉拉特文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:GUJARATI" playername=""/>
						<string name="GURMUKHI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.GURMUKHI" constant="true" tiptext="代表果魯穆奇文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:GURMUKHI" playername=""/>
						<string name="KANNADA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.KANNADA" constant="true" tiptext="代表坎那達文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:KANNADA" playername=""/>
						<string name="KAYAH_LI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.KAYAH_LI" constant="true" tiptext="代表開亞里文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:KAYAH_LI" playername=""/>
						<string name="KHMER" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.KHMER" constant="true" tiptext="代表高棉文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:KHMER" playername=""/>
						<string name="LAO" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.LAO" constant="true" tiptext="代表寮國文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:LAO" playername=""/>
						<string name="LEPCHA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.LEPCHA" constant="true" tiptext="代表雷布查文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:LEPCHA" playername=""/>
						<string name="LIMBU" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.LIMBU" constant="true" tiptext="代表林布文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:LIMBU" playername=""/>
						<string name="MALAYALAM" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MALAYALAM" constant="true" tiptext="代表馬來亞拉姆文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MALAYALAM" playername=""/>
						<string name="MONGOLIAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MONGOLIAN" constant="true" tiptext="代表蒙古文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MONGOLIAN" playername=""/>
						<string name="MYANMAR_SHAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MYANMAR_SHAN" constant="true" tiptext="代表緬甸撣邦文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MYANMAR_SHAN" playername=""/>
						<string name="MYANMAR" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MYANMAR" constant="true" tiptext="代表緬甸文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MYANMAR" playername=""/>
						<string name="NEW_TAI_LUE" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.NEW_TAI_LUE" constant="true" tiptext="代表新傣仂文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:NEW_TAI_LUE" playername=""/>
						<string name="NKO" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.NKO" constant="true" tiptext="代表 Nko 文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:NKO" playername=""/>
						<string name="OL_CHIKI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.OL_CHIKI" constant="true" tiptext="代表桑塔爾文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:OL_CHIKI" playername=""/>
						<string name="ORIYA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.ORIYA" constant="true" tiptext="代表歐利亞文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:ORIYA" playername=""/>
						<string name="OSMANYA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.OSMANYA" constant="true" tiptext="代表歐斯馬雅文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:OSMANYA" playername=""/>
						<string name="SAURASHTRA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.SAURASHTRA" constant="true" tiptext="代表紹拉斯徹文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:SAURASHTRA" playername=""/>
						<string name="SUNDANESE" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.SUNDANESE" constant="true" tiptext="代表巽丹文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:SUNDANESE" playername=""/>
						<string name="TAMIL" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.TAMIL" constant="true" tiptext="代表坦米爾文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:TAMIL" playername=""/>
						<string name="TELUGU" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.TELUGU" constant="true" tiptext="代表特拉古文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:TELUGU" playername=""/>
						<string name="THAI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.THAI" constant="true" tiptext="代表泰文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:THAI" playername=""/>
						<string name="TIBETAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.TIBETAN" constant="true" tiptext="代表藏文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:TIBETAN" playername=""/>
						<string name="VAI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.VAI" constant="true" tiptext="代表范文位數組中，數字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:VAI" playername=""/>
					</folder>
				</folder>
				<folder name="NumberFormatter" id="[flash.globalization.NumberFormatter]" sort="true" index="true" asAncestors="Object" tiptext="NumberFormatter 類別對於數值提供依地區而不同的格式設定與剖析。" helpurl="flash.globalization:NumberFormatter">
					<folder name="方法" id="Methods" tiptext="NumberFormatter 類別的方法" helpurl="flash.globalization:NumberFormatter">
						<string name="NumberFormatter" object="[flash.globalization.NumberFormatter]" text="new NumberFormatter(%要求的地區ID名稱:String%)" constructor="true" tiptext="建構一個新的 NumberFormatter 物件，根據指定地區的慣例設定數字格式。" version="2" helpurl="flash.globalization:NumberFormatter:NumberFormatter" playername=""/>
						<string name="formatInt" object="[flash.globalization.NumberFormatter]" text=".formatInt(%值:int%):String" tiptext="設定整數值格式。" version="2" helpurl="flash.globalization:NumberFormatter:formatInt" playername=""/>
						<string name="formatNumber" object="[flash.globalization.NumberFormatter]" text=".formatNumber(%值:Number%):String" tiptext="設定數值格式。" version="2" helpurl="flash.globalization:NumberFormatter:formatNumber" playername=""/>
						<string name="formatUint" object="[flash.globalization.NumberFormatter]" text=".formatUint(%值:uint%):String" tiptext="設定 uint 值格式。" version="2" helpurl="flash.globalization:NumberFormatter:formatUint" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.NumberFormatter]" text="NumberFormatter.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列示此類別支援的所有地區 ID 名稱。" version="2" helpurl="flash.globalization:NumberFormatter:getAvailableLocaleIDNames" playername=""/>
						<string name="parseNumber" object="[flash.globalization.NumberFormatter]" text=".parseNumber(%剖析字串:String%):Number" tiptext="剖析只含數字與選擇性空白字元的字串，然後傳回一個數字。" version="2" helpurl="flash.globalization:NumberFormatter:parseNumber" playername=""/>
						<string name="parse" object="[flash.globalization.NumberFormatter]" text=".parse(%剖析字串:String%):flash.globalization:NumberParseResult" tiptext="剖析字串並傳回內含剖析之元素的 NumberParseResult 物件。" version="2" helpurl="flash.globalization:NumberFormatter:parse" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NumberFormatter 類別的屬性" helpurl="flash.globalization:NumberFormatter">
						<string name="actualLocaleIDName" object="[flash.globalization.NumberFormatter]" text=".actualLocaleIDName" tiptext="此 NumberFormatter 物件實際使用之地區 ID 的名稱。" version="" helpurl="flash.globalization:NumberFormatter:actualLocaleIDName:get" playername=""/>
						<string name="decimalSeparator" object="[flash.globalization.NumberFormatter]" text=".decimalSeparator" tiptext="對於內含小數點的數字進行格式化或剖析時，使用的小數分隔符號字元。" version="" helpurl="flash.globalization:NumberFormatter:decimalSeparator:get" playername=""/>
						<string name="digitsType" object="[flash.globalization.NumberFormatter]" text=".digitsType" tiptext="定義格式化數字時所用的位數字元集。" version="" helpurl="flash.globalization:NumberFormatter:digitsType:get" playername=""/>
						<string name="fractionalDigits" object="[flash.globalization.NumberFormatter]" text=".fractionalDigits" tiptext="小數區隔符號之後可以顯示的位數上限。" version="" helpurl="flash.globalization:NumberFormatter:fractionalDigits:get" playername=""/>
						<string name="groupingPattern" object="[flash.globalization.NumberFormatter]" text=".groupingPattern" tiptext="描述格式化數字字串中，群組分隔符號的位置。" version="" helpurl="flash.globalization:NumberFormatter:groupingPattern:get" playername=""/>
						<string name="groupingSeparator" object="[flash.globalization.NumberFormatter]" text=".groupingSeparator" tiptext="用於群組分隔字元的字元或字串。" version="" helpurl="flash.globalization:NumberFormatter:groupingSeparator:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.NumberFormatter]" text=".lastOperationStatus" tiptext="此 NumberFormatter 物件執行之上一個作業的狀態。" version="" helpurl="flash.globalization:NumberFormatter:lastOperationStatus:get" playername=""/>
						<string name="leadingZero" object="[flash.globalization.NumberFormatter]" text=".leadingZero" tiptext="指定若小數分隔符號左邊沒有整數位數，是否要在格式化的數字中補上開頭的零。" version="" helpurl="flash.globalization:NumberFormatter:leadingZero:get" playername=""/>
						<string name="negativeNumberFormat" object="[flash.globalization.NumberFormatter]" text=".negativeNumberFormat" tiptext="一個數字值，指出負數的格式化樣式。" version="" helpurl="flash.globalization:NumberFormatter:negativeNumberFormat:get" playername=""/>
						<string name="negativeSymbol" object="[flash.globalization.NumberFormatter]" text=".negativeSymbol" tiptext="格式化負數時使用的負數符號。" version="" helpurl="flash.globalization:NumberFormatter:negativeSymbol:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.NumberFormatter]" text=".requestedLocaleIDName" tiptext="要求傳送到此 NumberFormatter 物件建構函式之地區 ID 的名稱。" version="" helpurl="flash.globalization:NumberFormatter:requestedLocaleIDName:get" playername=""/>
						<string name="trailingZeros" object="[flash.globalization.NumberFormatter]" text=".trailingZeros" tiptext="指定格式化後的數字是否包含結尾零。" version="" helpurl="flash.globalization:NumberFormatter:trailingZeros:get" playername=""/>
						<string name="useGrouping" object="[flash.globalization.NumberFormatter]" text=".useGrouping" tiptext="格式化數字時使用群組分隔符號。" version="" helpurl="flash.globalization:NumberFormatter:useGrouping:get" playername=""/>
					</folder>
				</folder>
				<folder name="NumberParseResult" id="[flash.globalization.NumberParseResult]" sort="true" index="true" asAncestors="Object" tiptext="是一種資料結構，剖析字串時所擷取的數字就是保存於此。" helpurl="flash.globalization:NumberParseResult">
					<folder name="方法" id="Methods" tiptext="NumberParseResult 類別的方法" helpurl="flash.globalization:NumberParseResult">
						<string name="NumberParseResult" object="[flash.globalization.NumberParseResult]" text="new NumberParseResult(%[值:Number=unknown,開始索引:int=0x7fffffff,結束索引:int=0x7fffffff]%)" constructor="true" tiptext="建構數字剖析結果物件。" version="2" helpurl="flash.globalization:NumberParseResult:NumberParseResult" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NumberParseResult 類別的屬性" helpurl="flash.globalization:NumberParseResult">
						<string name="endIndex" object="[flash.globalization.NumberParseResult]" text=".endIndex" tiptext="輸入字串的數字部分中，最後一個字元後之字元的索引。" version="" helpurl="flash.globalization:NumberParseResult:endIndex:get" playername=""/>
						<string name="startIndex" object="[flash.globalization.NumberParseResult]" text=".startIndex" tiptext="輸入字串的數字部分中，第一個字元的索引。" version="" helpurl="flash.globalization:NumberParseResult:startIndex:get" playername=""/>
						<string name="value" object="[flash.globalization.NumberParseResult]" text=".value" tiptext="輸入字串中數字部分的值。" version="" helpurl="flash.globalization:NumberParseResult:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="StringTools" id="[flash.globalization.StringTools]" sort="true" index="true" asAncestors="Object" tiptext="StringTools 類別提供依地區而不同的大小寫轉換方法。" helpurl="flash.globalization:StringTools">
					<folder name="方法" id="Methods" tiptext="StringTools 類別的方法" helpurl="flash.globalization:StringTools">
						<string name="StringTools" object="[flash.globalization.StringTools]" text="new StringTools(%要求的地區ID名稱:String%)" constructor="true" tiptext="建構一個會根據指定的地區設定慣例，提供大小寫轉換以及其他公用程式的 StringTools 物件。" version="2" helpurl="flash.globalization:StringTools:StringTools" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.StringTools]" text="StringTools.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列示此類別支援的所有地區 ID 名稱。" version="2" helpurl="flash.globalization:StringTools:getAvailableLocaleIDNames" playername=""/>
						<string name="toLowerCase" object="[flash.globalization.StringTools]" text=".toLowerCase(%s:String%):String" tiptext="根據語言慣例，將字串轉換成小寫字母。" version="2" helpurl="flash.globalization:StringTools:toLowerCase" playername=""/>
						<string name="toUpperCase" object="[flash.globalization.StringTools]" text=".toUpperCase(%s:String%):String" tiptext="根據語言慣例，將字串轉換成大寫字母。" version="2" helpurl="flash.globalization:StringTools:toUpperCase" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StringTools 類別的屬性" helpurl="flash.globalization:StringTools">
						<string name="actualLocaleIDName" object="[flash.globalization.StringTools]" text=".actualLocaleIDName" tiptext="此 StringTools 物件實際使用之地區 ID 的名稱。" version="" helpurl="flash.globalization:StringTools:actualLocaleIDName:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.StringTools]" text=".lastOperationStatus" tiptext="此 StringTools 物件執行的最近作業狀態。" version="" helpurl="flash.globalization:StringTools:lastOperationStatus:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.StringTools]" text=".requestedLocaleIDName" tiptext="傳送到此 StringTools 物件建構函式的所要求地區設定 ID 名稱。" version="" helpurl="flash.globalization:StringTools:requestedLocaleIDName:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.html" id="flash.html" sort="true" tiptext="flash.html 套件的類別" helpurl="flash.html">
				<folder name="HTMLHistoryItem" id="[flash.html.HTMLHistoryItem]" sort="true" index="true" asAncestors="Object" tiptext="HTMLHistoryItem 物件會描述 HTMLLoader 物件瀏覽操作記錄中的位置。" helpurl="flash.html:HTMLHistoryItem">
					<folder name="屬性" id="Properties" tiptext="HTMLHistoryItem 類別的屬性" helpurl="flash.html:HTMLHistoryItem">
						<string name="isPost" object="[flash.html.HTMLHistoryItem]" text=".isPost" tiptext="指出 HTML 網頁是否包含 POST 資料。" version="" helpurl="flash.html:HTMLHistoryItem:isPost:get" playername="AIR"/>
						<string name="originalUrl" object="[flash.html.HTMLHistoryItem]" text=".originalUrl" tiptext="在任何重新導向之前，HTML 網頁的原始 URL。" version="" helpurl="flash.html:HTMLHistoryItem:originalUrl:get" playername="AIR"/>
						<string name="title" object="[flash.html.HTMLHistoryItem]" text=".title" tiptext="HTML 頁面的標題。" version="" helpurl="flash.html:HTMLHistoryItem:title:get" playername="AIR"/>
						<string name="url" object="[flash.html.HTMLHistoryItem]" text=".url" tiptext="HTML 頁面的 URL。" version="" helpurl="flash.html:HTMLHistoryItem:url:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLHost" id="[flash.html.HTMLHost]" sort="true" index="true" asAncestors="Object" tiptext="HTMLHost 物件會針對可藉由設定 HTML 網頁 window 物件的各種屬性或呼叫其各種方法來控制的使用者介面元素，定義 HTMLLoader 物件的行為指令。" helpurl="flash.html:HTMLHost">
					<folder name="方法" id="Methods" tiptext="HTMLHost 類別的方法" helpurl="flash.html:HTMLHost">
						<string name="HTMLHost" object="[flash.html.HTMLHost]" text="new HTMLHost(%[預設行為:Boolean=true]%)" constructor="true" tiptext="建立 HTMLHost 物件。" version="1.0" helpurl="flash.html:HTMLHost:HTMLHost" playername="AIR"/>
						<string name="createWindow" object="[flash.html.HTMLHost]" text=".createWindow(%視窗建立選項:flash.html:HTMLWindowCreateOptions%):flash.html:HTMLLoader" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼呼叫 window.open() 方法時所呼叫的函數。" version="1.0" helpurl="flash.html:HTMLHost:createWindow" playername="AIR"/>
						<string name="updateLocation" object="[flash.html.HTMLHost]" text=".updateLocation(%位置URL:String%):void" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼設定 window.location 屬性時所呼叫的函數。" version="1.0" helpurl="flash.html:HTMLHost:updateLocation" playername="AIR"/>
						<string name="updateStatus" object="[flash.html.HTMLHost]" text=".updateStatus(%狀態:String%):void" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼設定 window.status 屬性時所呼叫的函數。" version="1.0" helpurl="flash.html:HTMLHost:updateStatus" playername="AIR"/>
						<string name="updateTitle" object="[flash.html.HTMLHost]" text=".updateTitle(%標題:String%):void" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼設定 window.document.title 屬性，或當 title 元素透過 DOM 或因新頁面載入而變更時所呼叫的函數。" version="1.0" helpurl="flash.html:HTMLHost:updateTitle" playername="AIR"/>
						<string name="windowBlur" object="[flash.html.HTMLHost]" text=".windowBlur(%%):void" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼呼叫 window.blur() 方法時所呼叫的函數。" version="1.0" helpurl="flash.html:HTMLHost:windowBlur" playername="AIR"/>
						<string name="windowClose" object="[flash.html.HTMLHost]" text=".windowClose(%%):void" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼呼叫 window.close() 方法時所呼叫的函數。" version="1.0" helpurl="flash.html:HTMLHost:windowClose" playername="AIR"/>
						<string name="windowFocus" object="[flash.html.HTMLHost]" text=".windowFocus(%%):void" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼呼叫 window.focus() 方法時所呼叫的函數。" version="1.0" helpurl="flash.html:HTMLHost:windowFocus" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="HTMLHost 類別的屬性" helpurl="flash.html:HTMLHost">
						<string name="htmlLoader" object="[flash.html.HTMLHost]" text=".htmlLoader" tiptext="適用此 HostControl 物件的 HTMLLoader 物件。" version="" helpurl="flash.html:HTMLHost:htmlLoader:get" playername="AIR"/>
						<string name="windowRect" object="[flash.html.HTMLHost]" text=".windowRect" tiptext="當 HTMLLoader 物件中的 JavaScript 程式碼呼叫 window.moveBy()、window.moveTo()、window.resizeBy() 或 window.resizeTo() 方法時變更的屬性。" version="" helpurl="flash.html:HTMLHost:windowRect:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLLoader" id="[flash.html.HTMLLoader]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="HTMLLoader 類別會定義顯示物件 (為 HTML 內容的容器) 的類型。" helpurl="flash.html:HTMLLoader">
					<folder name="方法" id="Methods" tiptext="HTMLLoader 類別的方法" helpurl="flash.html:HTMLLoader">
						<string name="HTMLLoader" object="[flash.html.HTMLLoader]" text="new HTMLLoader(%%)" constructor="true" tiptext="建立 HTMLLoader 物件。" version="1.0" helpurl="flash.html:HTMLLoader:HTMLLoader" playername="AIR"/>
						<string name="cancelLoad" object="[flash.html.HTMLLoader]" text=".cancelLoad(%%):void" tiptext="取消任何正在進行的載入作業。" version="1.0" helpurl="flash.html:HTMLLoader:cancelLoad" playername="AIR"/>
						<string name="createRootWindow" object="[flash.html.HTMLLoader]" text="HTMLLoader.createRootWindow(%[可見:Boolean=true,視窗初始選項:flash.display:NativeWindowInitOptions=null,捲軸可見:Boolean=true,邊界:flash.geom:Rectangle=null]%):flash.html:HTMLLoader" static="true" tiptext="建立包含 HTMLLoader 物件的全新 NativeWindow 物件。" version="1.0" helpurl="flash.html:HTMLLoader:createRootWindow" playername="AIR"/>
						<string name="getHistoryAt" object="[flash.html.HTMLLoader]" text=".getHistoryAt(%位置:uint%):flash.html:HTMLHistoryItem" tiptext="讓操作記錄項目返回到指定的位置。" version="1.0" helpurl="flash.html:HTMLLoader:getHistoryAt" playername="AIR"/>
						<string name="historyBack" object="[flash.html.HTMLLoader]" text=".historyBack(%%):void" tiptext="可能的話，向後瀏覽瀏覽器操作記錄。" version="1.0" helpurl="flash.html:HTMLLoader:historyBack" playername="AIR"/>
						<string name="historyForward" object="[flash.html.HTMLLoader]" text=".historyForward(%%):void" tiptext="可能的話，向前瀏覽瀏覽器操作記錄。" version="1.0" helpurl="flash.html:HTMLLoader:historyForward" playername="AIR"/>
						<string name="historyGo" object="[flash.html.HTMLLoader]" text=".historyGo(%步驟:int%):void" tiptext="在瀏覽器操作記錄中瀏覽指定的步驟數。" version="1.0" helpurl="flash.html:HTMLLoader:historyGo" playername="AIR"/>
						<string name="loadString" object="[flash.html.HTMLLoader]" text=".loadString(%html內容:String%):void" tiptext="載入 HTMLLoader 物件，並將 HTML 內容內含在 HTML 字串中。" version="1.0" helpurl="flash.html:HTMLLoader:loadString" playername="AIR"/>
						<string name="load" object="[flash.html.HTMLLoader]" text=".load(%要求載入的URL:flash.net:URLRequest%):void" tiptext="載入 HTMLLoader 物件，並由 urlRequestToLoad 參數指定來自網站的資料。" version="1.0" helpurl="flash.html:HTMLLoader:load" playername="AIR"/>
						<string name="reload" object="[flash.html.HTMLLoader]" text=".reload(%%):void" tiptext="從目前位置重新載入頁面。" version="1.0" helpurl="flash.html:HTMLLoader:reload" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="HTMLLoader 類別的屬性" helpurl="flash.html:HTMLLoader">
						<string name="authenticate" object="[flash.html.HTMLLoader]" text=".authenticate" tiptext="指定是 (true) 否 (false) 應針對這個物件所發出的 HTTP 要求處理驗證要求。" version="" helpurl="flash.html:HTMLLoader:authenticate:get" playername="AIR"/>
						<string name="cacheResponse" object="[flash.html.HTMLLoader]" text=".cacheResponse" tiptext="指定是否應該針對此物件所發出的 HTTP 要求，快取成功的回應資料。" version="" helpurl="flash.html:HTMLLoader:cacheResponse:get" playername="AIR"/>
						<string name="contentHeight" object="[flash.html.HTMLLoader]" text=".contentHeight" tiptext="HTML 內容的高度，以像素為單位。" version="" helpurl="flash.html:HTMLLoader:contentHeight:get" playername="AIR"/>
						<string name="contentWidth" object="[flash.html.HTMLLoader]" text=".contentWidth" tiptext="HTML 內容的寬度，以像素為單位。" version="" helpurl="flash.html:HTMLLoader:contentWidth:get" playername="AIR"/>
						<string name="hasFocusableContent" object="[flash.html.HTMLLoader]" text=".hasFocusableContent" tiptext="指出 HTMLLoader 物件中的任何內容是否可取得焦點。" version="" helpurl="flash.html:HTMLLoader:hasFocusableContent:get" playername="AIR"/>
						<string name="height" object="[flash.html.HTMLLoader]" text=".height" tiptext="指定正在顯示之 HTML 畫布的矩形高度。" version="" helpurl="flash.html:HTMLLoader:height:get" playername="AIR"/>
						<string name="historyLength" object="[flash.html.HTMLLoader]" text=".historyLength" tiptext="操作記錄清單總長度，包括之前與之後項目。" version="" helpurl="flash.html:HTMLLoader:historyLength:get" playername="AIR"/>
						<string name="historyPosition" object="[flash.html.HTMLLoader]" text=".historyPosition" tiptext="在操作記錄清單中的目前位置。" version="" helpurl="flash.html:HTMLLoader:historyPosition:get" playername="AIR"/>
						<string name="htmlHost" object="[flash.html.HTMLLoader]" text=".htmlHost" tiptext="用來處理特定使用者介面元素變更的 HTMLHost 物件，例如 HTMLLoader 物件的 window.document.title 屬性。" version="" helpurl="flash.html:HTMLLoader:htmlHost:get" playername="AIR"/>
						<string name="idleTimeout" object="[flash.html.HTMLLoader]" text=".idleTimeout" tiptext="指定這個物件發出之 HTTP 要求的閒置逾時值 (以毫秒為單位)。" version="" helpurl="flash.html:HTMLLoader:idleTimeout:get" playername="AIR"/>
						<string name="isSupported" object="[flash.html.HTMLLoader]" text=".isSupported" tiptext="指出用戶端系統是否支援 HTMLLoader 類別。" version="" helpurl="flash.html:HTMLLoader:isSupported:get" playername="AIR"/>
						<string name="loaded" object="[flash.html.HTMLLoader]" text=".loaded" tiptext="指出對應於上一個 load() 或 loadString() 方法呼叫的 JavaScript load 事件是否已傳送至 HTMLLoader 物件中的 HTML DOM。" version="" helpurl="flash.html:HTMLLoader:loaded:get" playername="AIR"/>
						<string name="location" object="[flash.html.HTMLLoader]" text=".location" tiptext="HTMLLoader 物件中載入的內容 URL。" version="" helpurl="flash.html:HTMLLoader:location:get" playername="AIR"/>
						<string name="manageCookies" object="[flash.html.HTMLLoader]" text=".manageCookies" tiptext="指定 HTTP 通訊協定堆疊是否應該管理這個物件的 Cookie。" version="" helpurl="flash.html:HTMLLoader:manageCookies:get" playername="AIR"/>
						<string name="navigateInSystemBrowser" object="[flash.html.HTMLLoader]" text=".navigateInSystemBrowser" tiptext="指定 HTML 內容根框架瀏覽 (例如，當使用者按一下連結時、在設定 window.location 屬性時，或在呼叫 window.open() 時) 會造成 HTMLLoader 物件中的瀏覽 (false) 或預設系統網頁瀏覽器中的瀏覽 (true)。" version="" helpurl="flash.html:HTMLLoader:navigateInSystemBrowser:get" playername="AIR"/>
						<string name="paintsDefaultBackground" object="[flash.html.HTMLLoader]" text=".paintsDefaultBackground" tiptext="指定 HTMLLoader 文件的背景是 (true) 否 (false) 為不透明白色。" version="" helpurl="flash.html:HTMLLoader:paintsDefaultBackground:get" playername="AIR"/>
						<string name="pdfCapability" object="[flash.html.HTMLLoader]" text=".pdfCapability" tiptext="使用者系統所支援的 PDF 類型，可定義為整數程式碼值。" version="" helpurl="flash.html:HTMLLoader:pdfCapability:get" playername="AIR"/>
						<string name="placeLoadStringContentInApplicationSandbox" object="[flash.html.HTMLLoader]" text=".placeLoadStringContentInApplicationSandbox" tiptext="指定透過 loadString() 方法載入的內容是否放到應用程式執行程序 (true)，或放到非應用程式執行程序 (false)。" version="" helpurl="flash.html:HTMLLoader:placeLoadStringContentInApplicationSandbox:get" playername="AIR"/>
						<string name="runtimeApplicationDomain" object="[flash.html.HTMLLoader]" text=".runtimeApplicationDomain" tiptext="在 HTML 頁面中，以 JavaScript 格式運用在 window.runtime 物件中的應用程式網域。" version="" helpurl="flash.html:HTMLLoader:runtimeApplicationDomain:get" playername="AIR"/>
						<string name="scrollH" object="[flash.html.HTMLLoader]" text=".scrollH" tiptext="HTMLLoader 物件中 HTML 內容的水平捲動位置。" version="" helpurl="flash.html:HTMLLoader:scrollH:get" playername="AIR"/>
						<string name="scrollV" object="[flash.html.HTMLLoader]" text=".scrollV" tiptext="HTMLLoader 物件中 HTML 內容的垂直捲動位置。" version="" helpurl="flash.html:HTMLLoader:scrollV:get" playername="AIR"/>
						<string name="swfCapability" object="[flash.html.HTMLLoader]" text=".swfCapability" tiptext="使用者系統所支援的 SWF 類型，可定義為整數程式碼值。" version="" helpurl="flash.html:HTMLLoader:swfCapability:get" playername="AIR"/>
						<string name="textEncodingFallback" object="[flash.html.HTMLLoader]" text=".textEncodingFallback" tiptext="HTMLLoader 內容使用的字元編碼 (如果 HTML 網頁未指定字元編碼)。" version="" helpurl="flash.html:HTMLLoader:textEncodingFallback:get" playername="AIR"/>
						<string name="textEncodingOverride" object="[flash.html.HTMLLoader]" text=".textEncodingOverride" tiptext="HTMLLoader 內容使用的字元編碼，覆寫 HTML 網頁中的任何設定。" version="" helpurl="flash.html:HTMLLoader:textEncodingOverride:get" playername="AIR"/>
						<string name="useCache" object="[flash.html.HTMLLoader]" text=".useCache" tiptext="指定在此物件所發出的 HTTP 要求開始取得資料之前，是否應該參考本機快取。" version="" helpurl="flash.html:HTMLLoader:useCache:get" playername="AIR"/>
						<string name="userAgent" object="[flash.html.HTMLLoader]" text=".userAgent" tiptext="使用者代理程式字串，用於任何來自此 HTMLLoader 物件的未來內容要求。" version="" helpurl="flash.html:HTMLLoader:userAgent:get" playername="AIR"/>
						<string name="width" object="[flash.html.HTMLLoader]" text=".width" tiptext="指定正在顯示之 HTML 畫布的矩形寬度。" version="" helpurl="flash.html:HTMLLoader:width:get" playername="AIR"/>
						<string name="window" object="[flash.html.HTMLLoader]" text=".window" tiptext="可將內容載入 HTML 控制項的全域 JavaScript 物件。" version="" helpurl="flash.html:HTMLLoader:window:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="HTMLLoader 類別的事件" helpurl="flash.html:HTMLLoader">
						<string name="htmlDOMInitialize" object="[flash.html.HTMLLoader]" text=".addEventListener(%類型:String=Event.HTML_DOM_INITIALIZE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出為了回應載入作業，已建立 HTML DOM。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.HTML_DOM_INITIALIZE_htmlDOMInitialize" playername="AIR"/>
						<string name="uncaughtScriptException" object="[flash.html.HTMLLoader]" text=".addEventListener(%類型:String=HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 HTMLLoader 物件中發生未捕捉的 JavaScript 例外。" version="" helpurl="flash.html:HTMLLoader_flash.events.HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION_uncaughtScriptException" playername="AIR"/>
						<string name="scroll" object="[flash.html.HTMLLoader]" text=".addEventListener(%類型:String=Event.SCROLL{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 HTMLLoader 物件已變更 scrollH 或 scrollV 屬性。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.SCROLL_scroll" playername="AIR"/>
						<string name="htmlBoundsChange" object="[flash.html.HTMLLoader]" text=".addEventListener(%類型:String=Event.HTML_BOUNDS_CHANGE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 HTMLLoader 物件的 contentWidth 或 contentHeight 屬性或兩者已變更。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.HTML_BOUNDS_CHANGE_htmlBoundsChange" playername="AIR"/>
						<string name="locationChange" object="[flash.html.HTMLLoader]" text=".addEventListener(%類型:String=Event.LOCATION_CHANGE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="發出訊號，指出 HTMLLoader 物件的 location 屬性已變更。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.LOCATION_CHANGE_locationChange" playername="AIR"/>
						<string name="htmlRender" object="[flash.html.HTMLLoader]" text=".addEventListener(%類型:String=Event.HTML_RENDER{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 HTMLLoader 物件中的內容顯示都是最新的。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.HTML_RENDER_htmlRender" playername="AIR"/>
						<string name="complete" object="[flash.html.HTMLLoader]" text=".addEventListener(%類型:String=Event.COMPLETE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 loadString 或 load 方法所要求的最後一個載入作業已完成。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLPDFCapability" id="[flash.html.HTMLPDFCapability]" sort="true" index="true" asAncestors="Object" tiptext="HTMLPDFCapability 類別包含了 HTMLLoader 物件可能具備的 pdfCapability 屬性值。" helpurl="flash.html:HTMLPDFCapability">
					<folder name="屬性" id="Properties" tiptext="HTMLPDFCapability 類別的屬性" helpurl="flash.html:HTMLPDFCapability">
						<string name="ERROR_CANNOT_LOAD_READER" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_CANNOT_LOAD_READER" constant="true" tiptext="當嘗試載入 Adobe Reader 或 Acrobat 應用程式或其中一個必要元件庫時，OS 傳回錯誤。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_CANNOT_LOAD_READER" playername="AIR"/>
						<string name="ERROR_INSTALLED_READER_NOT_FOUND" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_INSTALLED_READER_NOT_FOUND" constant="true" tiptext="未偵測到任何 Adobe Reader 版本。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_INSTALLED_READER_NOT_FOUND" playername="AIR"/>
						<string name="ERROR_INSTALLED_READER_TOO_OLD" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_INSTALLED_READER_TOO_OLD" constant="true" tiptext="偵測到 Adobe Reader，但版本太舊。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_INSTALLED_READER_TOO_OLD" playername="AIR"/>
						<string name="ERROR_PREFERRED_READER_TOO_OLD" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_PREFERRED_READER_TOO_OLD" constant="true" tiptext="雖然偵測到適用版本的 Adobe Reader 或 Acrobat (8.1 或更新版本)，但設定為處理 PDF 內容的 Adobe Reader 版本比 Adobe Reader 或 Acrobat 8.1 還舊。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_PREFERRED_READER_TOO_OLD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLSWFCapability" id="[flash.html.HTMLSWFCapability]" sort="true" index="true" asAncestors="Object" tiptext="HTMLSWFCapability 類別包含了 HTMLLoader 物件可能具備的 swfCapability 屬性值。" helpurl="flash.html:HTMLSWFCapability">
					<folder name="屬性" id="Properties" tiptext="HTMLSWFCapability 類別的屬性" helpurl="flash.html:HTMLSWFCapability">
						<string name="ERROR_INSTALLED_PLAYER_NOT_FOUND" object="[flash.html.HTMLSWFCapability]" text="HTMLSWFCapability.ERROR_INSTALLED_PLAYER_NOT_FOUND" constant="true" tiptext="未偵測到任何版本的 Adobe Flash Player。" version="" helpurl="flash.html:HTMLSWFCapability:ERROR_INSTALLED_PLAYER_NOT_FOUND" playername="AIR"/>
						<string name="ERROR_INSTALLED_PLAYER_TOO_OLD" object="[flash.html.HTMLSWFCapability]" text="HTMLSWFCapability.ERROR_INSTALLED_PLAYER_TOO_OLD" constant="true" tiptext="偵測到 Adobe Flash Player，但版本太舊。" version="" helpurl="flash.html:HTMLSWFCapability:ERROR_INSTALLED_PLAYER_TOO_OLD" playername="AIR"/>
						<string name="STATUS_OK" object="[flash.html.HTMLSWFCapability]" text="HTMLSWFCapability.STATUS_OK" constant="true" tiptext="偵測到能夠滿足需求的 Adobe Flash Player，而且可將 SWF 內容載入 HTMLLoader 物件。" version="" helpurl="flash.html:HTMLSWFCapability:STATUS_OK" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLWindowCreateOptions" id="[flash.html.HTMLWindowCreateOptions]" sort="true" index="true" asAncestors="Object" tiptext="當 HTMLLoader 物件中執行的 JavaScript 嘗試藉由呼叫 window.open() 方法建立新的 HTML 視窗時，這個類別會定義可指定的選項。" helpurl="flash.html:HTMLWindowCreateOptions">
					<folder name="屬性" id="Properties" tiptext="HTMLWindowCreateOptions 類別的屬性" helpurl="flash.html:HTMLWindowCreateOptions">
						<string name="fullscreen" object="[flash.html.HTMLWindowCreateOptions]" text=".fullscreen" tiptext="指定視窗是否應該為全螢幕。" version="" helpurl="flash.html:HTMLWindowCreateOptions:fullscreen" playername="AIR"/>
						<string name="height" object="[flash.html.HTMLWindowCreateOptions]" text=".height" tiptext="指定新視窗所需的初始高度。" version="" helpurl="flash.html:HTMLWindowCreateOptions:height" playername="AIR"/>
						<string name="locationBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".locationBarVisible" tiptext="位置列是否應該顯示。" version="" helpurl="flash.html:HTMLWindowCreateOptions:locationBarVisible" playername="AIR"/>
						<string name="menuBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".menuBarVisible" tiptext="指定是否應顯示選單列。" version="" helpurl="flash.html:HTMLWindowCreateOptions:menuBarVisible" playername="AIR"/>
						<string name="resizable" object="[flash.html.HTMLWindowCreateOptions]" text=".resizable" tiptext="指定視窗是否應該可以調整大小。" version="" helpurl="flash.html:HTMLWindowCreateOptions:resizable" playername="AIR"/>
						<string name="scrollBarsVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".scrollBarsVisible" tiptext="指定是否應顯示捲軸。" version="" helpurl="flash.html:HTMLWindowCreateOptions:scrollBarsVisible" playername="AIR"/>
						<string name="statusBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".statusBarVisible" tiptext="指定是否應顯示狀態列。" version="" helpurl="flash.html:HTMLWindowCreateOptions:statusBarVisible" playername="AIR"/>
						<string name="toolBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".toolBarVisible" tiptext="指定是否應顯示工具列。" version="" helpurl="flash.html:HTMLWindowCreateOptions:toolBarVisible" playername="AIR"/>
						<string name="width" object="[flash.html.HTMLWindowCreateOptions]" text=".width" tiptext="指定新視窗所需的初始寬度。" version="" helpurl="flash.html:HTMLWindowCreateOptions:width" playername="AIR"/>
						<string name="x" object="[flash.html.HTMLWindowCreateOptions]" text=".x" tiptext="指定螢幕上新視窗所需的初始 x 位置。" version="" helpurl="flash.html:HTMLWindowCreateOptions:x" playername="AIR"/>
						<string name="y" object="[flash.html.HTMLWindowCreateOptions]" text=".y" tiptext="指定螢幕上新視窗所需的初始 y 位置。" version="" helpurl="flash.html:HTMLWindowCreateOptions:y" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.media" id="flash.media" sort="true" tiptext="flash.media 套件的類別" helpurl="flash.media">
				<folder name="Camera" id="[flash.media.Camera]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 Camera 類別從用戶端系統的攝影機擷取視訊。" helpurl="flash.media:Camera">
					<folder name="方法" id="Methods" tiptext="Camera 類別的方法" helpurl="flash.media:Camera">
						<string name="getCamera" object="[flash.media.Camera]" text="Camera.getCamera(%[名稱:String=null]%):flash.media:Camera" static="true" tiptext="會傳回 Camera 物件的參照，以捕捉視訊。" version="9" helpurl="flash.media:Camera:getCamera" playername=""/>
						<string name="setKeyFrameInterval" object="[flash.media.Camera]" text=".setKeyFrameInterval(%關鍵影格間隔:int%):void" tiptext="指定完整傳輸的視訊影格 (稱為「關鍵影格」)，而非視訊壓縮演算法所製作的漸變影格。" version="9" helpurl="flash.media:Camera:setKeyFrameInterval" playername=""/>
						<string name="setLoopback" object="[flash.media.Camera]" text=".setLoopback(%[壓縮:Boolean=false]%):void" tiptext="會指定是否要針對攝影機的本機檢視使用壓縮的視訊串流。" version="9" helpurl="flash.media:Camera:setLoopback" playername=""/>
						<string name="setMode" object="[flash.media.Camera]" text=".setMode(%寬度:int,高度:int,每秒影格數:Number[,favorArea:Boolean=true]%):void" tiptext="會將攝影機捕捉模式設定為最能符合特定要求的原生模式。" version="9" helpurl="flash.media:Camera:setMode" playername=""/>
						<string name="setMotionLevel" object="[flash.media.Camera]" text=".setMotionLevel(%移動等級:int[,逾時:int=2000]%):void" tiptext="指定傳送 activity 事件所需的移動量。" version="9" helpurl="flash.media:Camera:setMotionLevel" playername=""/>
						<string name="setQuality" object="[flash.media.Camera]" text=".setQuality(%頻寬:int,品質:int%):void" tiptext="會設定每秒最大頻寬量，或目前播出視訊內容所要求的圖片品質。" version="9" helpurl="flash.media:Camera:setQuality" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Camera 類別的屬性" helpurl="flash.media:Camera">
						<string name="activityLevel" object="[flash.media.Camera]" text=".activityLevel" tiptext="攝影機偵測到的移動量。" version="" helpurl="flash.media:Camera:activityLevel:get" playername=""/>
						<string name="bandwidth" object="[flash.media.Camera]" text=".bandwidth" tiptext="目前播出視訊內容可使用的最高頻寬量，以位元組為單位。" version="" helpurl="flash.media:Camera:bandwidth:get" playername=""/>
						<string name="currentFPS" object="[flash.media.Camera]" text=".currentFPS" tiptext="攝影機捕捉資料的速率，以每秒影格數為單位。" version="" helpurl="flash.media:Camera:currentFPS:get" playername=""/>
						<string name="fps" object="[flash.media.Camera]" text=".fps" tiptext="攝影機可以捕捉資料的最大速率，以每秒影格數為單位。" version="" helpurl="flash.media:Camera:fps:get" playername=""/>
						<string name="height" object="[flash.media.Camera]" text=".height" tiptext="目前捕捉的高度，以像素為單位。" version="" helpurl="flash.media:Camera:height:get" playername=""/>
						<string name="index" object="[flash.media.Camera]" text=".index" tiptext="從零開始的整數，可指定攝影機的索引，會反映在名稱屬性所傳回的陣列中。" version="" helpurl="flash.media:Camera:index:get" playername=""/>
						<string name="isSupported" object="[flash.media.Camera]" text=".isSupported" tiptext="如果目前的平台支援 Camera 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.media:Camera:isSupported:get" playername=""/>
						<string name="keyFrameInterval" object="[flash.media.Camera]" text=".keyFrameInterval" tiptext="完整傳輸的視訊影格 (稱為關鍵影格) 的數量而非視訊壓縮演算法漸變處理的影格數。" version="" helpurl="flash.media:Camera:keyFrameInterval:get" playername=""/>
						<string name="loopback" object="[flash.media.Camera]" text=".loopback" tiptext="指出是否攝影機所捕捉用於本機檢視的視訊會壓縮並解壓縮 (true)，如同使用 Flash Media Server, 進行即時傳輸一樣，還是不壓縮 (false)。" version="" helpurl="flash.media:Camera:loopback:get" playername=""/>
						<string name="motionLevel" object="[flash.media.Camera]" text=".motionLevel" tiptext="指定叫用 activity 事件所需要的移動量。" version="" helpurl="flash.media:Camera:motionLevel:get" playername=""/>
						<string name="motionTimeout" object="[flash.media.Camera]" text=".motionTimeout" tiptext="從攝影機停止偵測移動到叫用 activity 事件之間的毫秒數。" version="" helpurl="flash.media:Camera:motionTimeout:get" playername=""/>
						<string name="muted" object="[flash.media.Camera]" text=".muted" tiptext="Boolean 值；指出使用者已在「Flash Player 私用設定」面板中拒絕 (true) 或允許 (false) 存取攝影機。" version="" helpurl="flash.media:Camera:muted:get" playername=""/>
						<string name="name" object="[flash.media.Camera]" text=".name" tiptext="由攝影機硬體所傳回的目前攝影機的名稱字串。" version="" helpurl="flash.media:Camera:name:get" playername=""/>
						<string name="names" object="[flash.media.Camera]" text=".names" tiptext="指示所有可用攝影機名稱的字串陣列，而不會顯示「Flash Player 私用設定」面板。" version="" helpurl="flash.media:Camera:names:get" playername=""/>
						<string name="quality" object="[flash.media.Camera]" text=".quality" tiptext="指定圖片品質之必要水準，由每個視訊影格所套用的壓縮量決定。" version="" helpurl="flash.media:Camera:quality:get" playername=""/>
						<string name="width" object="[flash.media.Camera]" text=".width" tiptext="目前捕捉的寬度，以像素為單位。" version="" helpurl="flash.media:Camera:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Camera 類別的事件" helpurl="flash.media:Camera">
						<string name="status" object="[flash.media.Camera]" text=".addEventListener(%類型:String=StatusEvent.STATUS{StatusEvent.STATUS,ActivityEvent.ACTIVITY},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在攝影機回報其狀態時傳送。" version="" helpurl="flash.media:Camera_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="activity" object="[flash.media.Camera]" text=".addEventListener(%類型:String=ActivityEvent.ACTIVITY{StatusEvent.STATUS,ActivityEvent.ACTIVITY},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在攝影機開始或結束工作階段時傳送。" version="" helpurl="flash.media:Camera_flash.events.ActivityEvent.ACTIVITY_activity" playername=""/>
					</folder>
				</folder>
				<folder name="CameraRoll" id="[flash.media.CameraRoll]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="CameraRoll 類別可讓您存取系統媒體櫃或是「相機膠捲」中的影像資料 &lt;em&gt;AIR 描述檔支援。在行動裝置上支援這項功能，但是在桌上型電腦作業系統或適用於 TV 裝置的 AIR 則不支援。" helpurl="flash.media:CameraRoll">
					<folder name="方法" id="Methods" tiptext="CameraRoll 類別的方法" helpurl="flash.media:CameraRoll">
						<string name="CameraRoll" object="[flash.media.CameraRoll]" text="new CameraRoll(%%)" constructor="true" tiptext="建立 CameraRoll 物件。" version="2" helpurl="flash.media:CameraRoll:CameraRoll" playername="AIR"/>
						<string name="addBitmapData" object="[flash.media.CameraRoll]" text=".addBitmapData(%點陣圖資料:flash.display:BitmapData%):void" tiptext="將影像加入裝置相機膠捲。" version="2" helpurl="flash.media:CameraRoll:addBitmapData" playername="AIR"/>
						<string name="browseForImage" object="[flash.media.CameraRoll]" text=".browseForImage(%%):void" tiptext="開啟影像瀏覽器對話方塊，以允許使用者從裝置相機膠捲選取現有的影像。" version="2.5" helpurl="flash.media:CameraRoll:browseForImage" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CameraRoll 類別的屬性" helpurl="flash.media:CameraRoll">
						<string name="supportsAddBitmapData" object="[flash.media.CameraRoll]" text=".supportsAddBitmapData" tiptext="是否支援 CameraRoll.addBitmapData() 方法。" version="" helpurl="flash.media:CameraRoll:supportsAddBitmapData:get" playername="AIR"/>
						<string name="supportsBrowseForImage" object="[flash.media.CameraRoll]" text=".supportsBrowseForImage" tiptext="報告是否支援 CameraRoll.browseForImage() 方法。" version="" helpurl="flash.media:CameraRoll:supportsBrowseForImage:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="CameraRoll 類別的事件" helpurl="flash.media:CameraRoll">
						<string name="cancel" object="[flash.media.CameraRoll]" text=".addEventListener(%類型:String=Event.CANCEL{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="使用者取消瀏覽影像操作而未選取影像時傳送。" version="" helpurl="flash.media:CameraRoll_flash.events.Event.CANCEL_cancel" playername="AIR"/>
						<string name="select" object="[flash.media.CameraRoll]" text=".addEventListener(%類型:String=MediaEvent.SELECT{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者從裝置媒體櫃選取影像時傳送。" version="" helpurl="flash.media:CameraRoll_flash.events.MediaEvent.SELECT_select" playername="AIR"/>
						<string name="error" object="[flash.media.CameraRoll]" text=".addEventListener(%類型:String=ErrorEvent.ERROR{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="錯誤發生時傳送 error 事件。" version="" helpurl="flash.media:CameraRoll_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="complete" object="[flash.media.CameraRoll]" text=".addEventListener(%類型:String=Event.COMPLETE{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出是否成功完成 addBitmapData() 作業。" version="" helpurl="flash.media:CameraRoll_flash.events.Event.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
				<folder name="CameraUI" id="[flash.media.CameraUI]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="CameraUI 類別可讓您使用裝置上的預設攝影機應用程式，來擷取靜態影像或視訊。" helpurl="flash.media:CameraUI">
					<folder name="方法" id="Methods" tiptext="CameraUI 類別的方法" helpurl="flash.media:CameraUI">
						<string name="CameraUI" object="[flash.media.CameraUI]" text="new CameraUI(%%)" constructor="true" tiptext="建立 CameraUI 物件。" version="2.5" helpurl="flash.media:CameraUI:CameraUI" playername="AIR"/>
						<string name="launch" object="[flash.media.CameraUI]" text=".launch(%要求的媒體類型:String%):void" tiptext="啟動裝置上的預設攝影機應用程式。" version="2.5" helpurl="flash.media:CameraUI:launch" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CameraUI 類別的屬性" helpurl="flash.media:CameraUI">
						<string name="isSupported" object="[flash.media.CameraUI]" text=".isSupported" tiptext="報告目前裝置是否支援 CameraUI 類別。" version="" helpurl="flash.media:CameraUI:isSupported:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="CameraUI 類別的事件" helpurl="flash.media:CameraUI">
						<string name="cancel" object="[flash.media.CameraUI]" text=".addEventListener(%類型:String=Event.CANCEL{Event.CANCEL,ErrorEvent.ERROR,MediaEvent.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者關閉 Camera UI，卻未儲存圖片或視訊時，會傳送 cancel 事件。" version="" helpurl="flash.media:CameraUI_flash.events.Event.CANCEL_cancel" playername="AIR"/>
						<string name="error" object="[flash.media.CameraUI]" text=".addEventListener(%類型:String=ErrorEvent.ERROR{Event.CANCEL,ErrorEvent.ERROR,MediaEvent.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="無法開啟預設攝影機時會傳送 error 事件。" version="" helpurl="flash.media:CameraUI_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="complete" object="[flash.media.CameraUI]" text=".addEventListener(%類型:String=MediaEvent.COMPLETE{Event.CANCEL,ErrorEvent.ERROR,MediaEvent.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者在 Camera UI 中擷取靜態圖片或視訊時會傳送 complete 事件。" version="" helpurl="flash.media:CameraUI_flash.events.MediaEvent.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ID3Info" id="[flash.media.ID3Info]" sort="true" index="true" asAncestors="Object" tiptext="ID3Info 類別包含反映 ID3 中繼資料的屬性。" helpurl="flash.media:ID3Info">
					<folder name="屬性" id="Properties" tiptext="ID3Info 類別的屬性" helpurl="flash.media:ID3Info">
						<string name="album" object="[flash.media.ID3Info]" text=".album" tiptext="專輯的名稱。對應至 ID3 2.0 標籤 TALB。" version="" helpurl="flash.media:ID3Info:album" playername=""/>
						<string name="artist" object="[flash.media.ID3Info]" text=".artist" tiptext="藝人的姓名。對應至 ID3 2.0 標籤 TPE1。" version="" helpurl="flash.media:ID3Info:artist" playername=""/>
						<string name="comment" object="[flash.media.ID3Info]" text=".comment" tiptext="錄製的相關註解。對應至 ID3 2.0 標籤 COMM。" version="" helpurl="flash.media:ID3Info:comment" playername=""/>
						<string name="genre" object="[flash.media.ID3Info]" text=".genre" tiptext="歌曲的類型。對應至 ID3 2.0 標籤 TCON。" version="" helpurl="flash.media:ID3Info:genre" playername=""/>
						<string name="songName" object="[flash.media.ID3Info]" text=".songName" tiptext="歌曲的名稱。對應至 ID3 2.0 標籤 TIT2。" version="" helpurl="flash.media:ID3Info:songName" playername=""/>
						<string name="track" object="[flash.media.ID3Info]" text=".track" tiptext="曲目編號。對應至 ID3 2.0 標籤 TRCK。" version="" helpurl="flash.media:ID3Info:track" playername=""/>
						<string name="year" object="[flash.media.ID3Info]" text=".year" tiptext="錄製的年份。對應至 ID3 2.0 標籤 TYER。" version="" helpurl="flash.media:ID3Info:year" playername=""/>
					</folder>
				</folder>
				<folder name="MediaPromise" id="[flash.media.MediaPromise]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="MediaPromise 類別代表傳遞媒體物件的承諾。" helpurl="flash.media:MediaPromise">
					<folder name="方法" id="Methods" tiptext="MediaPromise 類別的方法" helpurl="flash.media:MediaPromise">
						<string name="close" object="[flash.media.MediaPromise]" text=".close(%%):void" tiptext="關閉資料來源。" version="2.5" helpurl="flash.media:MediaPromise:close" playername="AIR"/>
						<string name="open" object="[flash.media.MediaPromise]" text=".open(%%):flash.utils:IDataInput" tiptext="開啟基礎資料來源並傳回 IDataInput 實體，以允許您讀取它。" version="2.5" helpurl="flash.media:MediaPromise:open" playername="AIR"/>
						<string name="reportError" object="[flash.media.MediaPromise]" text=".reportError(%e:flash.events:ErrorEvent%):void" tiptext="由執行階段使用以報告錯誤。" version="2.5" helpurl="flash.media:MediaPromise:reportError" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MediaPromise 類別的屬性" helpurl="flash.media:MediaPromise">
						<string name="file" object="[flash.media.MediaPromise]" text=".file" tiptext="代表媒體物件的 File 實體 (如果存在的話)。" version="" helpurl="flash.media:MediaPromise:file:get" playername="AIR"/>
						<string name="isAsync" object="[flash.media.MediaPromise]" text=".isAsync" tiptext="報告基礎資料來源為非同步或同步。" version="" helpurl="flash.media:MediaPromise:isAsync:get" playername="AIR"/>
						<string name="mediaType" object="[flash.media.MediaPromise]" text=".mediaType" tiptext="媒體的一般類型 (影像或視訊)。" version="" helpurl="flash.media:MediaPromise:mediaType:get" playername="AIR"/>
						<string name="relativePath" object="[flash.media.MediaPromise]" text=".relativePath" tiptext="媒體物件的檔案名稱 (如果存在的話)。" version="" helpurl="flash.media:MediaPromise:relativePath:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="MediaPromise 類別的事件" helpurl="flash.media:MediaPromise">
						<string name="complete" object="[flash.media.MediaPromise]" text=".addEventListener(%類型:String=Event.COMPLETE{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="已經讀取所有的資料時，MediaPromise 物件會傳送 complete 事件。" version="" helpurl="flash.media:MediaPromise_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="progress" object="[flash.media.MediaPromise]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="MediaPromise 物件會在資料變成可用時傳送 progress 事件。" version="" helpurl="flash.media:MediaPromise_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="ioError" object="[flash.media.MediaPromise]" text=".addEventListener(%類型:String=IOErrorEvent.IOERROR{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="MediaPromise 物件會在讀取基礎資料串流而發生錯誤時，傳送 ioError 事件。" version="" helpurl="flash.media:MediaPromise__ioError" playername="AIR"/>
						<string name="close" object="[flash.media.MediaPromise]" text=".addEventListener(%類型:String=Event.CLOSE{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="MediaPromise 物件會在關閉基礎資料串流時傳送 close 事件。" version="" helpurl="flash.media:MediaPromise_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MediaType" id="[flash.media.MediaType]" sort="true" index="true" asAncestors="Object" tiptext="MediaType 類別會列舉可由攝影機傳回的一般媒體類型。" helpurl="flash.media:MediaType">
					<folder name="屬性" id="Properties" tiptext="MediaType 類別的屬性" helpurl="flash.media:MediaType">
						<string name="IMAGE" object="[flash.media.MediaType]" text="MediaType.IMAGE" constant="true" tiptext="單一影像。" version="" helpurl="flash.media:MediaType:IMAGE" playername="AIR"/>
						<string name="VIDEO" object="[flash.media.MediaType]" text="MediaType.VIDEO" constant="true" tiptext="視訊。" version="" helpurl="flash.media:MediaType:VIDEO" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Microphone" id="[flash.media.Microphone]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 Microphone 類別從麥克風監視或擷取音效。" helpurl="flash.media:Microphone">
					<folder name="方法" id="Methods" tiptext="Microphone 類別的方法" helpurl="flash.media:Microphone">
						<string name="getMicrophone" object="[flash.media.Microphone]" text="Microphone.getMicrophone(%[索引:int=-1]%):flash.media:Microphone" static="true" tiptext="傳回參考至 Microphone 類別以捕捉音效。" version="9" helpurl="flash.media:Microphone:getMicrophone" playername=""/>
						<string name="setLoopBack" object="[flash.media.Microphone]" text=".setLoopBack(%[狀態:Boolean=true]%):void" tiptext="麥克風撥捉音效至本機喇叭的路徑。" version="9" helpurl="flash.media:Microphone:setLoopBack" playername=""/>
						<string name="setSilenceLevel" object="[flash.media.Microphone]" text=".setSilenceLevel(%靜音等級:Number[,逾時:int=-1]%):void" tiptext="設定可認定為有聲的最低音量輸入水準，以及 (選擇性) 真正算是靜音前所需歷經的無聲時間長度。" version="9" helpurl="flash.media:Microphone:setSilenceLevel" playername=""/>
						<string name="setUseEchoSuppression" object="[flash.media.Microphone]" text=".setUseEchoSuppression(%使用回音抑制:Boolean%):void" tiptext="會指定是否使用音效轉碼器的回音抑制功能。" version="9" helpurl="flash.media:Microphone:setUseEchoSuppression" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Microphone 類別的屬性" helpurl="flash.media:Microphone">
						<string name="activityLevel" object="[flash.media.Microphone]" text=".activityLevel" tiptext="麥克風偵測到的音量。" version="" helpurl="flash.media:Microphone:activityLevel:get" playername=""/>
						<string name="codec" object="[flash.media.Microphone]" text=".codec" tiptext="要用於壓縮音效的轉碼器。" version="" helpurl="flash.media:Microphone:codec:get" playername=""/>
						<string name="enableVAD" object="[flash.media.Microphone]" text=".enableVAD" tiptext="啟用 Speex 語音活動偵測。" version="" helpurl="flash.media:Microphone:enableVAD:get" playername=""/>
						<string name="encodeQuality" object="[flash.media.Microphone]" text=".encodeQuality" tiptext="使用 Speex 轉碼器時的編碼語音品質。" version="" helpurl="flash.media:Microphone:encodeQuality:get" playername=""/>
						<string name="framesPerPacket" object="[flash.media.Microphone]" text=".framesPerPacket" tiptext="在封包 (訊息) 中傳輸的 Speex 語音影格數目。" version="" helpurl="flash.media:Microphone:framesPerPacket:get" playername=""/>
						<string name="gain" object="[flash.media.Microphone]" text=".gain" tiptext="放大麥克風訊號的量。" version="" helpurl="flash.media:Microphone:gain:get" playername=""/>
						<string name="index" object="[flash.media.Microphone]" text=".index" tiptext="麥克風的索引，會反映在 Microphone.names 所傳回的陣列中。" version="" helpurl="flash.media:Microphone:index:get" playername=""/>
						<string name="isSupported" object="[flash.media.Microphone]" text=".isSupported" tiptext="如果目前的平台支援 Microphone 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.media:Microphone:isSupported:get" playername=""/>
						<string name="muted" object="[flash.media.Microphone]" text=".muted" tiptext="指出使用者已經拒絕 (true) 或允許 (false) 存取麥克風。" version="" helpurl="flash.media:Microphone:muted:get" playername=""/>
						<string name="name" object="[flash.media.Microphone]" text=".name" tiptext="目前的聲音捕捉裝置名稱，它會由聲音捕捉硬體傳回。" version="" helpurl="flash.media:Microphone:name:get" playername=""/>
						<string name="names" object="[flash.media.Microphone]" text=".names" tiptext="所有可用聲音捕捉裝置名稱的字串陣列。" version="" helpurl="flash.media:Microphone:names:get" playername=""/>
						<string name="noiseSuppressionLevel" object="[flash.media.Microphone]" text=".noiseSuppressionLevel" tiptext="雜訊衰減最大值 (dB)，(負值) 用於 Speex 編碼器。" version="" helpurl="flash.media:Microphone:noiseSuppressionLevel:get" playername=""/>
						<string name="rate" object="[flash.media.Microphone]" text=".rate" tiptext="麥克風捕捉聲音的速率，以 kHz 為單位。" version="" helpurl="flash.media:Microphone:rate:get" playername=""/>
						<string name="silenceLevel" object="[flash.media.Microphone]" text=".silenceLevel" tiptext="啟用麥克風和傳送 activity 事件所需的音量。" version="" helpurl="flash.media:Microphone:silenceLevel:get" playername=""/>
						<string name="silenceTimeout" object="[flash.media.Microphone]" text=".silenceTimeout" tiptext="從麥克風停止偵測聲音到傳送 activity 事件之間的毫秒數。" version="" helpurl="flash.media:Microphone:silenceTimeout:get" playername=""/>
						<string name="soundTransform" object="[flash.media.Microphone]" text=".soundTransform" tiptext="當此 Microphone 物件處於回送模式時，控制其聲音。" version="" helpurl="flash.media:Microphone:soundTransform:get" playername=""/>
						<string name="useEchoSuppression" object="[flash.media.Microphone]" text=".useEchoSuppression" tiptext="若啟用回音抑制設定為 true；否則為 false。" version="" helpurl="flash.media:Microphone:useEchoSuppression:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Microphone 類別的事件" helpurl="flash.media:Microphone">
						<string name="status" object="[flash.media.Microphone]" text=".addEventListener(%類型:String=StatusEvent.STATUS{StatusEvent.STATUS,SampleDataEvent.SAMPLE_DATA,ActivityEvent.ACTIVITY},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在麥克風回報其狀態時傳送。" version="" helpurl="flash.media:Microphone_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="sampleData" object="[flash.media.Microphone]" text=".addEventListener(%類型:String=SampleDataEvent.SAMPLE_DATA{StatusEvent.STATUS,SampleDataEvent.SAMPLE_DATA,ActivityEvent.ACTIVITY},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當麥克風在緩衝區中存在聲音資料時送出。" version="" helpurl="flash.media:Microphone_flash.events.SampleDataEvent.SAMPLE_DATA_sampleData" playername=""/>
						<string name="activity" object="[flash.media.Microphone]" text=".addEventListener(%類型:String=ActivityEvent.ACTIVITY{StatusEvent.STATUS,SampleDataEvent.SAMPLE_DATA,ActivityEvent.ACTIVITY},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當麥克風因為偵測到靜音而啟動或停止錄製時傳送。" version="" helpurl="flash.media:Microphone_flash.events.ActivityEvent.ACTIVITY_activity" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.media 套件的方法" helpurl="flash.media">
					<string name="scanHardware" text="scanHardware(%%):void" tiptext="強制要求系統的麥克風及攝影機進行重新掃描。" version="1.0" helpurl="flash.media:scanHardware" playername=""/>
				</folder>
				<folder name="Sound" id="[flash.media.Sound]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Sound 類別可讓您使用應用程式中的聲音。" helpurl="flash.media:Sound">
					<folder name="方法" id="Methods" tiptext="Sound 類別的方法" helpurl="flash.media:Sound">
						<string name="Sound" object="[flash.media.Sound]" text="new Sound(%[串流:flash.net:URL 要求=null,內容:flash.media:SoundLoaderContext=null]%)" constructor="true" tiptext="建立新的 Sound 物件。" version="4" helpurl="flash.media:Sound:Sound" playername=""/>
						<string name="close" object="[flash.media.Sound]" text=".close(%%):void" tiptext="關閉串流，而導致資料的下載作業終止。" version="4" helpurl="flash.media:Sound:close" playername=""/>
						<string name="extract" object="[flash.media.Sound]" text=".extract(%目標:flash.utils:ByteArray,長度:Number[,開始位置:Number=-1]%):Number" tiptext="從 Sound 物件中擷取原始聲音資料。" version="1.5" helpurl="flash.media:Sound:extract" playername=""/>
						<string name="load" object="[flash.media.Sound]" text=".load(%串流:flash.net:URLRequest[,快顯:flash.media:SoundLoaderContext=null]%):void" tiptext="從指定 URL 啟動載入外部 MP3 檔的作業。" version="4" helpurl="flash.media:Sound:load" playername=""/>
						<string name="play" object="[flash.media.Sound]" text=".play(%[開始時間:Number=0,重複:int=0,聲音變化:flash.media:SoundTransform=null]%):flash.media:SoundChannel" tiptext="產生新的 SoundChannel 物件，以播放聲音。" version="4" helpurl="flash.media:Sound:play" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Sound 類別的屬性" helpurl="flash.media:Sound">
						<string name="bytesLoaded" object="[flash.media.Sound]" text=".bytesLoaded" tiptext="會傳回此 Sound 物件中目前可用的位元組數目。" version="" helpurl="flash.media:Sound:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.media.Sound]" text=".bytesTotal" tiptext="會傳回此 Sound 物件中的位元組總數。" version="" helpurl="flash.media:Sound:bytesTotal:get" playername=""/>
						<string name="id3" object="[flash.media.Sound]" text=".id3" tiptext="會提供屬於 MP3 檔一部分之中繼資料的存取權限。" version="" helpurl="flash.media:Sound:id3:get" playername=""/>
						<string name="isBuffering" object="[flash.media.Sound]" text=".isBuffering" tiptext="會傳回外部 MP3 檔的緩衝狀態。" version="" helpurl="flash.media:Sound:isBuffering:get" playername=""/>
						<string name="isURLInaccessible" object="[flash.media.Sound]" text=".isURLInaccessible" tiptext="指出 Sound.url 屬性是否已經被截斷。" version="" helpurl="flash.media:Sound:isURLInaccessible:get" playername=""/>
						<string name="length" object="[flash.media.Sound]" text=".length" tiptext="目前聲音的長度，以毫秒為單位。" version="" helpurl="flash.media:Sound:length:get" playername=""/>
						<string name="url" object="[flash.media.Sound]" text=".url" tiptext="從中載入此聲音的 URL。" version="" helpurl="flash.media:Sound:url:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Sound 類別的事件" helpurl="flash.media:Sound">
						<string name="progress" object="[flash.media.Sound]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入作業進行中收到資料時傳送。" version="" helpurl="flash.media:Sound_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.media.Sound]" text=".addEventListener(%類型:String=Event.OPEN{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入作業開始時傳送。" version="" helpurl="flash.media:Sound_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.media.Sound]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入/輸出錯誤因而導致載入作業失敗時傳送。" version="" helpurl="flash.media:Sound_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="id3" object="[flash.media.Sound]" text=".addEventListener(%類型:String=Event.ID3{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 ID3 資料可用於 MP3 聲音時，由 Sound 物件傳送。" version="" helpurl="flash.media:Sound_flash.events.Event.ID3_id3" playername=""/>
						<string name="complete" object="[flash.media.Sound]" text=".addEventListener(%類型:String=Event.COMPLETE{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在順利載入資料時傳送。" version="" helpurl="flash.media:Sound_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="sampleData" object="[flash.media.Sound]" text=".addEventListener(%類型:String=SampleDataEvent.SAMPLE_DATA{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當執行階段要求新音效資料時傳送。" version="" helpurl="flash.media:Sound_flash.events.SampleDataEvent.SAMPLE_DATA_sampleData" playername=""/>
					</folder>
				</folder>
				<folder name="SoundChannel" id="[flash.media.SoundChannel]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SoundChannel 類別會控制應用程式中的聲音。" helpurl="flash.media:SoundChannel">
					<folder name="方法" id="Methods" tiptext="SoundChannel 類別的方法" helpurl="flash.media:SoundChannel">
						<string name="stop" object="[flash.media.SoundChannel]" text=".stop(%%):void" tiptext="會停止在聲道中播放的聲音。" version="4" helpurl="flash.media:SoundChannel:stop" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SoundChannel 類別的屬性" helpurl="flash.media:SoundChannel">
						<string name="leftPeak" object="[flash.media.SoundChannel]" text=".leftPeak" tiptext="左聲道的目前振幅 (音量)，從 0 (靜音) 至 1 (最大振幅)。" version="" helpurl="flash.media:SoundChannel:leftPeak:get" playername=""/>
						<string name="position" object="[flash.media.SoundChannel]" text=".position" tiptext="正在播放聲音時，位置屬性會指出目前聲音檔案內正在播放的位置 (毫秒)。" version="" helpurl="flash.media:SoundChannel:position:get" playername=""/>
						<string name="rightPeak" object="[flash.media.SoundChannel]" text=".rightPeak" tiptext="右聲道的目前振幅 (音量)，從 0 (靜音) 至 1 (最大振幅)。" version="" helpurl="flash.media:SoundChannel:rightPeak:get" playername=""/>
						<string name="soundTransform" object="[flash.media.SoundChannel]" text=".soundTransform" tiptext="指定給聲道的 SoundTransform 物件。" version="" helpurl="flash.media:SoundChannel:soundTransform:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SoundChannel 類別的事件" helpurl="flash.media:SoundChannel">
						<string name="soundComplete" object="[flash.media.SoundChannel]" text=".addEventListener(%類型:String=Event.SOUND_COMPLETE{Event.SOUND_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在聲音完成播放時傳送。" version="" helpurl="flash.media:SoundChannel_flash.events.Event.SOUND_COMPLETE_soundComplete" playername=""/>
					</folder>
				</folder>
				<folder name="SoundCodec" id="[flash.media.SoundCodec]" sort="true" index="true" asAncestors="Object" tiptext="SoundCodec 類別是用於設定 Microphone 類別之 codec 屬性的常數值列舉。" helpurl="flash.media:SoundCodec">
					<folder name="屬性" id="Properties" tiptext="SoundCodec 類別的屬性" helpurl="flash.media:SoundCodec">
						<string name="NELLYMOSER" object="[flash.media.SoundCodec]" text="SoundCodec.NELLYMOSER" constant="true" tiptext="指定將 Nellymoser 轉碼器用於壓縮音效。" version="" helpurl="flash.media:SoundCodec:NELLYMOSER" playername=""/>
						<string name="SPEEX" object="[flash.media.SoundCodec]" text="SoundCodec.SPEEX" constant="true" tiptext="指定將 Speex 轉碼器用於壓縮音效。" version="" helpurl="flash.media:SoundCodec:SPEEX" playername=""/>
					</folder>
				</folder>
				<folder name="SoundLoaderContext" id="[flash.media.SoundLoaderContext]" sort="true" index="true" asAncestors="Object" tiptext="SoundLoaderContext 類別會提供載入聲音之檔案的安全性檢查。" helpurl="flash.media:SoundLoaderContext">
					<folder name="方法" id="Methods" tiptext="SoundLoaderContext 類別的方法" helpurl="flash.media:SoundLoaderContext">
						<string name="SoundLoaderContext" object="[flash.media.SoundLoaderContext]" text="new SoundLoaderContext(%[緩衝時間:Number=1000,檢查原則檔:Boolean=false]%)" constructor="true" tiptext="會建立新的 SoundLoaderContext 物件。" version="4" helpurl="flash.media:SoundLoaderContext:SoundLoaderContext" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SoundLoaderContext 類別的屬性" helpurl="flash.media:SoundLoaderContext">
						<string name="bufferTime" object="[flash.media.SoundLoaderContext]" text=".bufferTime" tiptext="聲音開始串流之前，將串流聲音預先載入緩衝區的毫秒數。" version="" helpurl="flash.media:SoundLoaderContext:bufferTime" playername=""/>
						<string name="checkPolicyFile" object="[flash.media.SoundLoaderContext]" text=".checkPolicyFile" tiptext="指定應用程式是否應該在開始載入聲音之前，嘗試從已載入之聲音的伺服器下載 URL 原則檔案。" version="" helpurl="flash.media:SoundLoaderContext:checkPolicyFile" playername=""/>
					</folder>
				</folder>
				<folder name="SoundMixer" id="[flash.media.SoundMixer]" sort="true" index="true" asAncestors="Object" tiptext="SoundMixer 類別包含應用程式中全域聲音控制的靜態屬性和方法。" helpurl="flash.media:SoundMixer">
					<folder name="方法" id="Methods" tiptext="SoundMixer 類別的方法" helpurl="flash.media:SoundMixer">
						<string name="areSoundsInaccessible" object="[flash.media.SoundMixer]" text="SoundMixer.areSoundsInaccessible(%%):Boolean" static="true" tiptext="判斷是否有任何聲音因為安全性限制而無法存取。" version="9" helpurl="flash.media:SoundMixer:areSoundsInaccessible" playername=""/>
						<string name="computeSpectrum" object="[flash.media.SoundMixer]" text="SoundMixer.computeSpectrum(%輸出陣列:flash.utils:ByteArray[,FFT模式:Boolean=false,延伸因素:int=0]%):void" static="true" tiptext="拍攝目前聲波的快照，然後將它放置於指定的 ByteArray 物件中。" version="9" helpurl="flash.media:SoundMixer:computeSpectrum" playername=""/>
						<string name="stopAll" object="[flash.media.SoundMixer]" text="SoundMixer.stopAll(%%):void" static="true" tiptext="停止目前正在播放的所有聲音。" version="4" helpurl="flash.media:SoundMixer:stopAll" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SoundMixer 類別的屬性" helpurl="flash.media:SoundMixer">
						<string name="bufferTime" object="[flash.media.SoundMixer]" text=".bufferTime" tiptext="開始串流之前，將內嵌串流聲音預先載入緩衝區的秒數。" version="" helpurl="flash.media:SoundMixer:bufferTime:get" playername=""/>
						<string name="soundTransform" object="[flash.media.SoundMixer]" text=".soundTransform" tiptext="可控制全域聲音屬性的 SoundTransform 物件。" version="" helpurl="flash.media:SoundMixer:soundTransform:get" playername=""/>
					</folder>
				</folder>
				<folder name="SoundTransform" id="[flash.media.SoundTransform]" sort="true" index="true" asAncestors="Object" tiptext="SoundTransform 類別含有音量和左右相位的屬性。" helpurl="flash.media:SoundTransform">
					<folder name="方法" id="Methods" tiptext="SoundTransform 類別的方法" helpurl="flash.media:SoundTransform">
						<string name="SoundTransform" object="[flash.media.SoundTransform]" text="new SoundTransform(%[音量:Number=1,相位:Number=0]%)" constructor="true" tiptext="會建立 SoundTransform 物件。" version="4" helpurl="flash.media:SoundTransform:SoundTransform" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SoundTransform 類別的屬性" helpurl="flash.media:SoundTransform">
						<string name="leftToLeft" object="[flash.media.SoundTransform]" text=".leftToLeft" tiptext="介於 0 (無) 和 1 (全部) 之間的值，指定要在左邊喇叭中播放左邊輸入的量。" version="" helpurl="flash.media:SoundTransform:leftToLeft:get" playername=""/>
						<string name="leftToRight" object="[flash.media.SoundTransform]" text=".leftToRight" tiptext="介於 0 (無) 和 1 (全部) 之間的值，指定要在右邊喇叭中播放左邊輸入的量。" version="" helpurl="flash.media:SoundTransform:leftToRight:get" playername=""/>
						<string name="pan" object="[flash.media.SoundTransform]" text=".pan" tiptext="聲音的左至右相位，範圍介於 -1 (完全左平衡) 到 1 (完全右平衡) 之間。" version="" helpurl="flash.media:SoundTransform:pan:get" playername=""/>
						<string name="rightToLeft" object="[flash.media.SoundTransform]" text=".rightToLeft" tiptext="介於 0 (無) 和 1 (全部) 之間的值，指定要在左邊喇叭中播放右邊輸入的量。" version="" helpurl="flash.media:SoundTransform:rightToLeft:get" playername=""/>
						<string name="rightToRight" object="[flash.media.SoundTransform]" text=".rightToRight" tiptext="介於 0 (無) 和 1 (全部) 之間的值，指定要在右邊喇叭中播放右邊輸入的量。" version="" helpurl="flash.media:SoundTransform:rightToRight:get" playername=""/>
						<string name="volume" object="[flash.media.SoundTransform]" text=".volume" tiptext="音量，範圍介於 0 (靜音) 到 1 (最大音量) 之間。" version="" helpurl="flash.media:SoundTransform:volume:get" playername=""/>
					</folder>
				</folder>
				<folder name="StageVideo" id="[flash.media.StageVideo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="StageVideo 物件會使用裝置的硬體加速功能 (若有的話)，在應用程式中顯示即時或錄製的視訊。" helpurl="flash.media:StageVideo">
					<folder name="方法" id="Methods" tiptext="StageVideo 類別的方法" helpurl="flash.media:StageVideo">
						<string name="attachNetStream" object="[flash.media.StageVideo]" text=".attachNetStream(%網頁串流:flash.net:NetStream%):void" tiptext="指定即將在應用程式內的 StageVideo 物件邊界範圍內顯示的視訊串流。" version="10.2" helpurl="flash.media:StageVideo:attachNetStream" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StageVideo 類別的屬性" helpurl="flash.media:StageVideo">
						<string name="colorSpaces" object="[flash.media.StageVideo]" text=".colorSpaces" tiptext="傳送此視訊表面的可用色彩空間名稱。" version="" helpurl="flash.media:StageVideo:colorSpaces:get" playername=""/>
						<string name="depth" object="[flash.media.StageVideo]" text=".depth" tiptext="" version="" helpurl="flash.media:StageVideo:depth:get" playername=""/>
						<string name="pan" object="[flash.media.StageVideo]" text=".pan" tiptext="" version="" helpurl="flash.media:StageVideo:pan:get" playername=""/>
						<string name="videoHeight" object="[flash.media.StageVideo]" text=".videoHeight" tiptext="指定視訊串流高度的整數，以像素為單位。" version="" helpurl="flash.media:StageVideo:videoHeight:get" playername=""/>
						<string name="videoWidth" object="[flash.media.StageVideo]" text=".videoWidth" tiptext="指定視訊串流寬度的整數，以像素為單位。" version="" helpurl="flash.media:StageVideo:videoWidth:get" playername=""/>
						<string name="viewPort" object="[flash.media.StageVideo]" text=".viewPort" tiptext="以像素為單位的視訊表面絕對位置及大小。" version="" helpurl="flash.media:StageVideo:viewPort:get" playername=""/>
						<string name="zoom" object="[flash.media.StageVideo]" text=".zoom" tiptext="" version="" helpurl="flash.media:StageVideo:zoom:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="StageVideo 類別的事件" helpurl="flash.media:StageVideo">
						<string name="renderState" object="[flash.media.StageVideo]" text=".addEventListener(%類型:String=StageVideoEvent.RENDER_STATE{StageVideoEvent.RENDER_STATE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="StageVideo 物件的顯示狀態變更時，由 StageVideo 物件傳送。" version="" helpurl="flash.media:StageVideo_flash.events.StageVideoEvent.RENDER_STATE_renderState" playername=""/>
					</folder>
				</folder>
				<folder name="StageVideoAvailability" id="[flash.media.StageVideoAvailability]" sort="true" index="true" asAncestors="Object" tiptext="這個類別會定義一個列舉，以指出目前裝置是否支援舞台視訊。" helpurl="flash.media:StageVideoAvailability">
					<folder name="屬性" id="Properties" tiptext="StageVideoAvailability 類別的屬性" helpurl="flash.media:StageVideoAvailability">
						<string name="AVAILABLE" object="[flash.media.StageVideoAvailability]" text="StageVideoAvailability.AVAILABLE" constant="true" tiptext="此裝置支援舞台視訊。" version="" helpurl="flash.media:StageVideoAvailability:AVAILABLE" playername=""/>
						<string name="UNAVAILABLE" object="[flash.media.StageVideoAvailability]" text="StageVideoAvailability.UNAVAILABLE" constant="true" tiptext="此裝置不支援舞台視訊。" version="" helpurl="flash.media:StageVideoAvailability:UNAVAILABLE" playername=""/>
					</folder>
				</folder>
				<folder name="StageWebView" id="[flash.media.StageWebView]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="StageWebView 類別會在舞台檢視連接埠中顯示 HTML 內容。" helpurl="flash.media:StageWebView">
					<folder name="方法" id="Methods" tiptext="StageWebView 類別的方法" helpurl="flash.media:StageWebView">
						<string name="StageWebView" object="[flash.media.StageWebView]" text="new StageWebView(%%)" constructor="true" tiptext="建立 StageWebView 物件。" version="2.5" helpurl="flash.media:StageWebView:StageWebView" playername="AIR"/>
						<string name="assignFocus" object="[flash.media.StageWebView]" text=".assignFocus(%[方向:String=none]%):void" tiptext="指定焦點給此 StageWebView 物件中的內容。" version="2.5" helpurl="flash.media:StageWebView:assignFocus" playername="AIR"/>
						<string name="dispose" object="[flash.media.StageWebView]" text=".dispose(%%):void" tiptext="釋放此 StageWebView 物件。" version="2.5" helpurl="flash.media:StageWebView:dispose" playername="AIR"/>
						<string name="drawViewPortToBitmapData" object="[flash.media.StageWebView]" text=".drawViewPortToBitmapData(%點陣圖:flash.display:BitmapData%):void" tiptext="繪製 StageWebView 檢視連接埠的點陣圖。" version="2.6" helpurl="flash.media:StageWebView:drawViewPortToBitmapData" playername="AIR"/>
						<string name="historyBack" object="[flash.media.StageWebView]" text=".historyBack(%%):void" tiptext="瀏覽至瀏覽記錄的上一頁。" version="2.5" helpurl="flash.media:StageWebView:historyBack" playername="AIR"/>
						<string name="historyForward" object="[flash.media.StageWebView]" text=".historyForward(%%):void" tiptext="瀏覽至瀏覽記錄的下一頁。" version="2.5" helpurl="flash.media:StageWebView:historyForward" playername="AIR"/>
						<string name="loadString" object="[flash.media.StageWebView]" text=".loadString(%文字:String[,mime類型:String=text/html]%):void" tiptext="載入和顯示指定的 HTML 字串。" version="2.5" helpurl="flash.media:StageWebView:loadString" playername="AIR"/>
						<string name="loadURL" object="[flash.media.StageWebView]" text=".loadURL(%url:String%):void" tiptext="載入指定 URL 的頁面。" version="2.5" helpurl="flash.media:StageWebView:loadURL" playername="AIR"/>
						<string name="reload" object="[flash.media.StageWebView]" text=".reload(%%):void" tiptext="重新載入目前的頁面。" version="2.5" helpurl="flash.media:StageWebView:reload" playername="AIR"/>
						<string name="stop" object="[flash.media.StageWebView]" text=".stop(%%):void" tiptext="停止目前的載入作業。" version="2.5" helpurl="flash.media:StageWebView:stop" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StageWebView 類別的屬性" helpurl="flash.media:StageWebView">
						<string name="isHistoryBackEnabled" object="[flash.media.StageWebView]" text=".isHistoryBackEnabled" tiptext="報告瀏覽記錄中是否有上一頁。" version="" helpurl="flash.media:StageWebView:isHistoryBackEnabled:get" playername="AIR"/>
						<string name="isHistoryForwardEnabled" object="[flash.media.StageWebView]" text=".isHistoryForwardEnabled" tiptext="報告瀏覽記錄中是否有下一頁。" version="" helpurl="flash.media:StageWebView:isHistoryForwardEnabled:get" playername="AIR"/>
						<string name="isSupported" object="[flash.media.StageWebView]" text=".isSupported" tiptext="報告目前裝置是否支援 StageWebView 類別。" version="" helpurl="flash.media:StageWebView:isSupported:get" playername="AIR"/>
						<string name="location" object="[flash.media.StageWebView]" text=".location" tiptext="目前位置的 URL。" version="" helpurl="flash.media:StageWebView:location:get" playername="AIR"/>
						<string name="stage" object="[flash.media.StageWebView]" text=".stage" tiptext="顯示此 StageWebView 物件的舞台。" version="" helpurl="flash.media:StageWebView:stage:get" playername="AIR"/>
						<string name="title" object="[flash.media.StageWebView]" text=".title" tiptext="HTML 標題值。" version="" helpurl="flash.media:StageWebView:title:get" playername="AIR"/>
						<string name="viewPort" object="[flash.media.StageWebView]" text=".viewPort" tiptext="顯示 StageWebView 物件之舞台上的區域。" version="" helpurl="flash.media:StageWebView:viewPort:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="StageWebView 類別的事件" helpurl="flash.media:StageWebView">
						<string name="focusOut" object="[flash.media.StageWebView]" text=".addEventListener(%類型:String=FocusEvent.{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="StageWebView 放棄焦點時傳送。" version="" helpurl="flash.media:StageWebView__focusOut" playername="AIR"/>
						<string name="focusIn" object="[flash.media.StageWebView]" text=".addEventListener(%類型:String=FocusEvent.{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="此 StageWebView 物件收到焦點時傳送。" version="" helpurl="flash.media:StageWebView__focusIn" playername="AIR"/>
						<string name="error" object="[flash.media.StageWebView]" text=".addEventListener(%類型:String=ErrorEvent.{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出已發生錯誤。" version="" helpurl="flash.media:StageWebView__error" playername="AIR"/>
						<string name="complete" object="[flash.media.StageWebView]" text=".addEventListener(%類型:String=Event.COMPLETE{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 loadString() 或 loadURL() 方法所要求的最後一個載入作業已完成。" version="" helpurl="flash.media:StageWebView_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="locationChanging" object="[flash.media.StageWebView]" text=".addEventListener(%類型:String=LocationChangeEvent.LOCATION_CHANGING{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 StageWebView 物件的 location 屬性即將變更。" version="" helpurl="flash.media:StageWebView__locationChanging" playername="AIR"/>
						<string name="locationChange" object="[flash.media.StageWebView]" text=".addEventListener(%類型:String=LocationChangeEvent.LOCATION_CHANGE{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="指出 StageWebView 物件的 location 屬性已變更。" version="" helpurl="flash.media:StageWebView__locationChange" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Video" id="[flash.media.Video]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Video 類別可以在應用程式中顯示即時視訊或預先錄製的視訊，而無須將它內嵌在 SWF 檔中。" helpurl="flash.media:Video">
					<folder name="方法" id="Methods" tiptext="Video 類別的方法" helpurl="flash.media:Video">
						<string name="Video" object="[flash.media.Video]" text="new Video(%[寬度:int=320,高度:int=240]%)" constructor="true" tiptext="建立新的 Video 實體。" version="9" helpurl="flash.media:Video:Video" playername=""/>
						<string name="attachCamera" object="[flash.media.Video]" text=".attachCamera(%相機:flash.media:Camera%):void" tiptext="指定即將在應用程式內的 Video 物件邊界範圍內顯示的攝影機視訊串流。" version="9" helpurl="flash.media:Video:attachCamera" playername=""/>
						<string name="attachNetStream" object="[flash.media.Video]" text=".attachNetStream(%網頁串流:flash.net:NetStream%):void" tiptext="指定即將在應用程式內的 Video 物件邊界範圍內顯示的視訊串流。" version="4" helpurl="flash.media:Video:attachNetStream" playername=""/>
						<string name="clear" object="[flash.media.Video]" text=".clear(%%):void" tiptext="清除目前顯示在 Video 物件 (而非視訊串流) 中的影像。" version="4" helpurl="flash.media:Video:clear" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Video 類別的屬性" helpurl="flash.media:Video">
						<string name="deblocking" object="[flash.media.Video]" text=".deblocking" tiptext="指出套用到解碼視訊做為後置處理之一部分的濾鏡類型。" version="" helpurl="flash.media:Video:deblocking:get" playername=""/>
						<string name="smoothing" object="[flash.media.Video]" text=".smoothing" tiptext="指定是否需要在視訊縮放時進行平滑 (插入漸層) 處理。" version="" helpurl="flash.media:Video:smoothing:get" playername=""/>
						<string name="videoHeight" object="[flash.media.Video]" text=".videoHeight" tiptext="指定視訊串流高度的整數，以像素為單位。" version="" helpurl="flash.media:Video:videoHeight:get" playername=""/>
						<string name="videoWidth" object="[flash.media.Video]" text=".videoWidth" tiptext="指定視訊串流寬度的整數，以像素為單位。" version="" helpurl="flash.media:Video:videoWidth:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoStatus" id="[flash.media.VideoStatus]" sort="true" index="true" asAncestors="Object" tiptext="這個類別會定義一個列舉，以指出裝置上視訊支援的層級。" helpurl="flash.media:VideoStatus">
					<folder name="屬性" id="Properties" tiptext="VideoStatus 類別的屬性" helpurl="flash.media:VideoStatus">
						<string name="ACCELERATED" object="[flash.media.VideoStatus]" text="VideoStatus.ACCELERATED" constant="true" tiptext="裝置支援硬體加速的視訊解碼。" version="" helpurl="flash.media:VideoStatus:ACCELERATED" playername=""/>
						<string name="SOFTWARE" object="[flash.media.VideoStatus]" text="VideoStatus.SOFTWARE" constant="true" tiptext="裝置支援軟體視訊解碼。" version="" helpurl="flash.media:VideoStatus:SOFTWARE" playername=""/>
						<string name="UNAVAILABLE" object="[flash.media.VideoStatus]" text="VideoStatus.UNAVAILABLE" constant="true" tiptext="不支援視訊。" version="" helpurl="flash.media:VideoStatus:UNAVAILABLE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.net" id="flash.net" sort="true" tiptext="flash.net 套件的類別" helpurl="flash.net">
				<folder name="DatagramSocket" id="[flash.net.DatagramSocket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DatagramSocket 類別可啟用程式碼來傳送或接收「通用資料包通訊協定 (UDP)」封包。" helpurl="flash.net:DatagramSocket">
					<folder name="方法" id="Methods" tiptext="DatagramSocket 類別的方法" helpurl="flash.net:DatagramSocket">
						<string name="DatagramSocket" object="[flash.net.DatagramSocket]" text="new DatagramSocket(%%)" constructor="true" tiptext="建立 DatagramSocket 物件。" version="2" helpurl="flash.net:DatagramSocket:DatagramSocket" playername="AIR"/>
						<string name="bind" object="[flash.net.DatagramSocket]" text=".bind(%[本機連接埠:int=0,本機位址:String=0.0.0.0]%):void" tiptext="將這個通訊端與指定的本機位址與連接埠繫結。" version="2" helpurl="flash.net:DatagramSocket:bind" playername="AIR"/>
						<string name="close" object="[flash.net.DatagramSocket]" text=".close(%%):void" tiptext="關閉通訊端。" version="2" helpurl="flash.net:DatagramSocket:close" playername="AIR"/>
						<string name="connect" object="[flash.net.DatagramSocket]" text=".connect(%遠端位址:String,遠端連接埠:int%):void" tiptext="將通訊端連線至指定的遠端位址和連接埠。" version="2" helpurl="flash.net:DatagramSocket:connect" playername="AIR"/>
						<string name="receive" object="[flash.net.DatagramSocket]" text=".receive(%%):void" tiptext="在繫結的 IP 位址與連接埠上，啟用此 DatagramSocket 物件，以接收內送封包。" version="2" helpurl="flash.net:DatagramSocket:receive" playername="AIR"/>
						<string name="send" object="[flash.net.DatagramSocket]" text=".send(%位元組:flash.utils:ByteArray[,位移:uint=0,長度:uint=0,位址:String=null,連接埠:int=0]%):void" tiptext="使用 UDP 傳送內含 ByteArray 位元組的封包。" version="2" helpurl="flash.net:DatagramSocket:send" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DatagramSocket 類別的屬性" helpurl="flash.net:DatagramSocket">
						<string name="bound" object="[flash.net.DatagramSocket]" text=".bound" tiptext="指出這個 socket 物件目前是否繫結至本機位址和連接埠。" version="" helpurl="flash.net:DatagramSocket:bound:get" playername="AIR"/>
						<string name="connected" object="[flash.net.DatagramSocket]" text=".connected" tiptext="指出這個 socket 物件目前是否連接至遠端位址和連接埠。" version="" helpurl="flash.net:DatagramSocket:connected:get" playername="AIR"/>
						<string name="isSupported" object="[flash.net.DatagramSocket]" text=".isSupported" tiptext="指出 DatagramSocket 功能是否在執行階段環境中受到支援。" version="" helpurl="flash.net:DatagramSocket:isSupported:get" playername="AIR"/>
						<string name="localAddress" object="[flash.net.DatagramSocket]" text=".localAddress" tiptext="這個通訊端繫結至本機機器的 IP 位址。" version="" helpurl="flash.net:DatagramSocket:localAddress:get" playername="AIR"/>
						<string name="localPort" object="[flash.net.DatagramSocket]" text=".localPort" tiptext="這個通訊端繫結至本機機器的連接埠。" version="" helpurl="flash.net:DatagramSocket:localPort:get" playername="AIR"/>
						<string name="remoteAddress" object="[flash.net.DatagramSocket]" text=".remoteAddress" tiptext="這個通訊端連接至遠端機器的 IP 位址。" version="" helpurl="flash.net:DatagramSocket:remoteAddress:get" playername="AIR"/>
						<string name="remotePort" object="[flash.net.DatagramSocket]" text=".remotePort" tiptext="這個通訊端連接至遠端機器的連接埠。" version="" helpurl="flash.net:DatagramSocket:remotePort:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="DatagramSocket 類別的事件" helpurl="flash.net:DatagramSocket">
						<string name="ioError" object="[flash.net.DatagramSocket]" text=".addEventListener(%類型:String=IOErrorEvent.IOERROR{IOErrorEvent.IOERROR,DatagramSocketDataEvent.DATA,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="此通訊端在收到 I/O 錯誤時就會傳送。" version="" helpurl="flash.net:DatagramSocket__ioError" playername="AIR"/>
						<string name="data" object="[flash.net.DatagramSocket]" text=".addEventListener(%類型:String=DatagramSocketDataEvent.DATA{IOErrorEvent.IOERROR,DatagramSocketDataEvent.DATA,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當這個通訊端收到資料封包時傳送。" version="" helpurl="flash.net:DatagramSocket_flash.events.DatagramSocketDataEvent.DATA_data" playername="AIR"/>
						<string name="close" object="[flash.net.DatagramSocket]" text=".addEventListener(%類型:String=Event.CLOSE{IOErrorEvent.IOERROR,DatagramSocketDataEvent.DATA,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當作業系統關閉這個通訊端時傳送。" version="" helpurl="flash.net:DatagramSocket_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FileFilter" id="[flash.net.FileFilter]" sort="true" index="true" asAncestors="Object" tiptext="FileFilter 類別是用來指出在呼叫 FileReference.browse() method、 FileReferenceList.browse() 或是呼叫 File、FileReference 或 FileReferenceList 物件的瀏覽方法時，使用者系統顯示的檔案瀏覽對話方塊會顯示哪些檔案。" helpurl="flash.net:FileFilter">
					<folder name="方法" id="Methods" tiptext="FileFilter 類別的方法" helpurl="flash.net:FileFilter">
						<string name="FileFilter" object="[flash.net.FileFilter]" text="new FileFilter(%說明:String,擴充:String[,mac類型:String=null]%)" constructor="true" tiptext="建立新的 FileFilter 實體。" version="9" helpurl="flash.net:FileFilter:FileFilter" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FileFilter 類別的屬性" helpurl="flash.net:FileFilter">
						<string name="description" object="[flash.net.FileFilter]" text=".description" tiptext="篩選的說明字串。" version="" helpurl="flash.net:FileFilter:description:get" playername=""/>
						<string name="extension" object="[flash.net.FileFilter]" text=".extension" tiptext="副檔名的清單。" version="" helpurl="flash.net:FileFilter:extension:get" playername=""/>
						<string name="macType" object="[flash.net.FileFilter]" text=".macType" tiptext="Macintosh 檔案類型的清單。" version="" helpurl="flash.net:FileFilter:macType:get" playername=""/>
					</folder>
				</folder>
				<folder name="FileReference" id="[flash.net.FileReference]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="FileReference 類別可提供一種方法，在使用者電腦與伺服器之間上傳和下載檔案。" helpurl="flash.net:FileReference">
					<folder name="方法" id="Methods" tiptext="FileReference 類別的方法" helpurl="flash.net:FileReference">
						<string name="FileReference" object="[flash.net.FileReference]" text="new FileReference(%%)" constructor="true" tiptext="建立新的 FileReference 物件。" version="9" helpurl="flash.net:FileReference:FileReference" playername=""/>
						<string name="browse" object="[flash.net.FileReference]" text=".browse(%[類別濾鏡:Array=null]%):Boolean" tiptext="顯示檔案瀏覽對話方塊，讓使用者選取要上傳的檔案。" version="9" helpurl="flash.net:FileReference:browse" playername=""/>
						<string name="cancel" object="[flash.net.FileReference]" text=".cancel(%%):void" tiptext="取消任何進行中的上傳或下載。" version="9" helpurl="flash.net:FileReference:cancel" playername=""/>
						<string name="download" object="[flash.net.FileReference]" text=".download(%要求:flash.net:URLRequest[,預設檔名:String=null]%):void" tiptext="會開啟對話方塊，讓使用者能從遠端伺服器下載檔案。" version="9" helpurl="flash.net:FileReference:download" playername=""/>
						<string name="load" object="[flash.net.FileReference]" text=".load(%%):void" tiptext="開始載入本機檔案。" version="1.5" helpurl="flash.net:FileReference:load" playername=""/>
						<string name="save" object="[flash.net.FileReference]" text=".save(%資料:*[,預設檔名:String=null]%):void" tiptext="開啟對話方塊，讓使用者能夠將檔案儲存至本機檔案系統。" version="1.5" helpurl="flash.net:FileReference:save" playername=""/>
						<string name="uploadUnencoded" object="[flash.net.FileReference]" text=".uploadUnencoded(%要求:flash.net:URLRequest%):void" tiptext="開始將未編碼的檔案上傳到遠端伺服器。" version="1.0" helpurl="flash.net:FileReference:uploadUnencoded" playername="AIR"/>
						<string name="upload" object="[flash.net.FileReference]" text=".upload(%要求:flash.net:URLRequest[,上傳資料欄名稱:String=Filedata,測試上傳:Boolean=false]%):void" tiptext="開始將檔案上傳到遠端伺服器。" version="9" helpurl="flash.net:FileReference:upload" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FileReference 類別的屬性" helpurl="flash.net:FileReference">
						<string name="creationDate" object="[flash.net.FileReference]" text=".creationDate" tiptext="本機磁碟上的檔案建立日期。" version="" helpurl="flash.net:FileReference:creationDate:get" playername=""/>
						<string name="creator" object="[flash.net.FileReference]" text=".creator" tiptext="檔案的 Macintosh 建立者類型，只能在 Mac OS X 之前的 Mac OS 版本中使用。" version="" helpurl="flash.net:FileReference:creator:get" playername=""/>
						<string name="data" object="[flash.net.FileReference]" text=".data" tiptext="ByteArray 物件，代表成功呼叫 load() 方法之後，從載入的檔案取得的資料。" version="" helpurl="flash.net:FileReference:data:get" playername=""/>
						<string name="extension" object="[flash.net.FileReference]" text=".extension" tiptext="檔案副檔名。" version="" helpurl="flash.net:FileReference:extension:get" playername="AIR"/>
						<string name="modificationDate" object="[flash.net.FileReference]" text=".modificationDate" tiptext="本機磁碟上最後修改檔案的日期。" version="" helpurl="flash.net:FileReference:modificationDate:get" playername=""/>
						<string name="name" object="[flash.net.FileReference]" text=".name" tiptext="本機磁碟上的檔案名稱。" version="" helpurl="flash.net:FileReference:name:get" playername=""/>
						<string name="size" object="[flash.net.FileReference]" text=".size" tiptext="本機磁碟上的檔案大小，以位元組為單位。" version="" helpurl="flash.net:FileReference:size:get" playername=""/>
						<string name="type" object="[flash.net.FileReference]" text=".type" tiptext="檔案類型。" version="" helpurl="flash.net:FileReference:type:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FileReference 類別的事件" helpurl="flash.net:FileReference">
						<string name="uploadCompleteData" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=DataEvent.UPLOAD_COMPLETE_DATA{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在上傳順利完成，並且從伺服器接收資料之後傳送。" version="" helpurl="flash.net:FileReference_flash.events.DataEvent.UPLOAD_COMPLETE_DATA_uploadCompleteData" playername=""/>
						<string name="httpResponseStatus" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 upload() 或 uploadUnencoded() 方法呼叫嘗試透過 HTTP 存取資料，而且 Adobe AIR 能夠偵測並傳回要求的狀態碼時傳送。" version="" helpurl="flash.net:FileReference_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername="AIR"/>
						<string name="httpStatus" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_STATUS{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在上傳失敗而且 HTTP 狀態碼可用於描述失敗時傳送。" version="" helpurl="flash.net:FileReference_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="select" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=Event.SELECT{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者從檔案瀏覽對話方塊中選取要上傳或下載的檔案時傳送。" version="" helpurl="flash.net:FileReference_flash.events.Event.SELECT_select" playername=""/>
						<string name="securityError" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 FileReference.upload() 或 FileReference.download() 方法的呼叫嘗試將檔案上傳至伺服器，或從呼叫者安全執行程序以外的伺服器取得檔案時傳送。" version="" helpurl="flash.net:FileReference_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="progress" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在檔案上傳或下載作業期間定期傳送。" version="" helpurl="flash.net:FileReference_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=Event.OPEN{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在上傳或下載作業開始時傳送。" version="" helpurl="flash.net:FileReference_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在上傳或下載失敗時傳送。" version="" helpurl="flash.net:FileReference_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="complete" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=Event.COMPLETE{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在下載完成或者上傳產生 HTTP 狀態碼 200 時傳送。" version="" helpurl="flash.net:FileReference_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="cancel" object="[flash.net.FileReference]" text=".addEventListener(%類型:String=Event.CANCEL{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者透過檔案瀏覽對話方塊取消檔案上傳或載入作業時傳送。" version="" helpurl="flash.net:FileReference_flash.events.Event.CANCEL_cancel" playername=""/>
					</folder>
				</folder>
				<folder name="FileReferenceList" id="[flash.net.FileReferenceList]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="FileReferenceList 類別會提供一個工具，讓使用者選取一或多個上傳的檔案。" helpurl="flash.net:FileReferenceList">
					<folder name="方法" id="Methods" tiptext="FileReferenceList 類別的方法" helpurl="flash.net:FileReferenceList">
						<string name="FileReferenceList" object="[flash.net.FileReferenceList]" text="new FileReferenceList(%%)" constructor="true" tiptext="建立新的 FileReferenceList 物件。" version="9" helpurl="flash.net:FileReferenceList:FileReferenceList" playername=""/>
						<string name="browse" object="[flash.net.FileReferenceList]" text=".browse(%[類別濾鏡:Array=null]%):Boolean" tiptext="顯示檔案瀏覽對話方塊，讓使用者選取要上傳的本機檔案。" version="9" helpurl="flash.net:FileReferenceList:browse" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FileReferenceList 類別的屬性" helpurl="flash.net:FileReferenceList">
						<string name="fileList" object="[flash.net.FileReferenceList]" text=".fileList" tiptext="FileReference 物件的陣列。" version="" helpurl="flash.net:FileReferenceList:fileList:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FileReferenceList 類別的事件" helpurl="flash.net:FileReferenceList">
						<string name="select" object="[flash.net.FileReferenceList]" text=".addEventListener(%類型:String=Event.SELECT{Event.SELECT,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者從檔案瀏覽對話方塊中選取一個或多個要上傳的檔案時傳送。" version="" helpurl="flash.net:FileReferenceList_flash.events.Event.SELECT_select" playername=""/>
						<string name="cancel" object="[flash.net.FileReferenceList]" text=".addEventListener(%類型:String=Event.CANCEL{Event.SELECT,Event.CANCEL},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者關閉檔案瀏覽對話方塊時傳送。" version="" helpurl="flash.net:FileReferenceList_flash.events.Event.CANCEL_cancel" playername=""/>
					</folder>
				</folder>
				<folder name="GroupSpecifier" id="[flash.net.GroupSpecifier]" sort="true" index="true" asAncestors="Object" tiptext="GroupSpecifier 類別用於建構不透明群組規格字串，以傳送到 NetStream 及 NetGroup 建構函式。" helpurl="flash.net:GroupSpecifier">
					<folder name="方法" id="Methods" tiptext="GroupSpecifier 類別的方法" helpurl="flash.net:GroupSpecifier">
						<string name="GroupSpecifier" object="[flash.net.GroupSpecifier]" text="new GroupSpecifier(%名稱:String%)" constructor="true" tiptext="建立新的 GroupSpecifier 物件。" version="2" helpurl="flash.net:GroupSpecifier:GroupSpecifier" playername=""/>
						<string name="addBootstrapPeer" object="[flash.net.GroupSpecifier]" text=".addBootstrapPeer(%對等ID:String%):void" tiptext="使關聯的 NetStream 或 NetGroup 與指定的 peerID 建立初始鄰近節點連線。" version="2" helpurl="flash.net:GroupSpecifier:addBootstrapPeer" playername=""/>
						<string name="addIPMulticastAddress" object="[flash.net.GroupSpecifier]" text=".addIPMulticastAddress(%位址:String[,連接埠:*=null,來源:String=null]%):void" tiptext="使關聯的 NetStream 或 NetGroup 加入指定的 IP 多點傳送群組以及偵聽指定的 UDP 連接埠。" version="2" helpurl="flash.net:GroupSpecifier:addIPMulticastAddress" playername=""/>
						<string name="authorizations" object="[flash.net.GroupSpecifier]" text=".authorizations(%%):String" tiptext="傳回字串，代表 IP 多點傳送發佈以及發表時會用到的密碼。" version="2" helpurl="flash.net:GroupSpecifier:authorizations" playername=""/>
						<string name="encodeBootstrapPeerIDSpec" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodeBootstrapPeerIDSpec(%對等ID:String%):String" static="true" tiptext="編碼並傳回代表開機設定 peerID 的字串。" version="2" helpurl="flash.net:GroupSpecifier:encodeBootstrapPeerIDSpec" playername=""/>
						<string name="encodeIPMulticastAddressSpec" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodeIPMulticastAddressSpec(%位址:String[,連接埠:*=null,來源:String=null]%):String" static="true" tiptext="編碼並傳回代表 IP 多點傳送通訊端位址的字串。" version="2" helpurl="flash.net:GroupSpecifier:encodeIPMulticastAddressSpec" playername=""/>
						<string name="encodePostingAuthorization" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodePostingAuthorization(%密碼:String%):String" static="true" tiptext="編碼並傳回代表發表密碼的字串。" version="2" helpurl="flash.net:GroupSpecifier:encodePostingAuthorization" playername=""/>
						<string name="encodePublishAuthorization" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodePublishAuthorization(%密碼:String%):String" static="true" tiptext="編碼並傳回代表多點傳送發佈密碼的字串。" version="2" helpurl="flash.net:GroupSpecifier:encodePublishAuthorization" playername=""/>
						<string name="groupspecWithAuthorizations" object="[flash.net.GroupSpecifier]" text=".groupspecWithAuthorizations(%%):String" tiptext="傳回內含授權的不透明 groupspec 字串，可以傳送至 NetStream 以及 NetGroup 建構函式。" version="2" helpurl="flash.net:GroupSpecifier:groupspecWithAuthorizations" playername=""/>
						<string name="groupspecWithoutAuthorizations" object="[flash.net.GroupSpecifier]" text=".groupspecWithoutAuthorizations(%%):String" tiptext="傳回不含授權的不透明 groupspec 字串，可以傳送至 NetStream 以及 NetGroup 建構函式。" version="2" helpurl="flash.net:GroupSpecifier:groupspecWithoutAuthorizations" playername=""/>
						<string name="makeUnique" object="[flash.net.GroupSpecifier]" text=".makeUnique(%%):void" tiptext="將 pseudorandom 標記加到 groupspec，讓它變成獨一無二。" version="2" helpurl="flash.net:GroupSpecifier:makeUnique" playername=""/>
						<string name="setPostingPassword" object="[flash.net.GroupSpecifier]" text=".setPostingPassword(%[密碼:String=null,salt:String=null]%):void" tiptext="指定在 NetGroup 發表時是否需要密碼。" version="2" helpurl="flash.net:GroupSpecifier:setPostingPassword" playername=""/>
						<string name="setPublishPassword" object="[flash.net.GroupSpecifier]" text=".setPublishPassword(%[密碼:String=null,salt:String=null]%):void" tiptext="指定在 NetStream 發佈多點傳送串流時是否需要密碼。" version="2" helpurl="flash.net:GroupSpecifier:setPublishPassword" playername=""/>
						<string name="toString" object="[flash.net.GroupSpecifier]" text=".toString(%%):String" tiptext="與 groupspecWithAuthorizations() 方法完全相同。" version="2" helpurl="flash.net:GroupSpecifier:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GroupSpecifier 類別的屬性" helpurl="flash.net:GroupSpecifier">
						<string name="ipMulticastMemberUpdatesEnabled" object="[flash.net.GroupSpecifier]" text=".ipMulticastMemberUpdatesEnabled" tiptext="指定是否可以在 IP 多點傳送通訊端交換群組資格的資訊。" version="" helpurl="flash.net:GroupSpecifier:ipMulticastMemberUpdatesEnabled:get" playername=""/>
						<string name="multicastEnabled" object="[flash.net.GroupSpecifier]" text=".multicastEnabled" tiptext="指定是否為 NetGroup 啟用串流功能。" version="" helpurl="flash.net:GroupSpecifier:multicastEnabled:get" playername=""/>
						<string name="objectReplicationEnabled" object="[flash.net.GroupSpecifier]" text=".objectReplicationEnabled" tiptext="指定是否為 NetGroup 啟用物件複寫功能。" version="" helpurl="flash.net:GroupSpecifier:objectReplicationEnabled:get" playername=""/>
						<string name="peerToPeerDisabled" object="[flash.net.GroupSpecifier]" text=".peerToPeerDisabled" tiptext="指定是否為 NetGroup 或 NetStream 停用對等連線。" version="" helpurl="flash.net:GroupSpecifier:peerToPeerDisabled:get" playername=""/>
						<string name="postingEnabled" object="[flash.net.GroupSpecifier]" text=".postingEnabled" tiptext="指定是否為 NetGroup 啟用發表功能。" version="" helpurl="flash.net:GroupSpecifier:postingEnabled:get" playername=""/>
						<string name="routingEnabled" object="[flash.net.GroupSpecifier]" text=".routingEnabled" tiptext="指定是否為 NetGroup 啟用直接路由方法。" version="" helpurl="flash.net:GroupSpecifier:routingEnabled:get" playername=""/>
						<string name="serverChannelEnabled" object="[flash.net.GroupSpecifier]" text=".serverChannelEnabled" tiptext="指定 NetGroup 的成員是否可以開啟伺服器頻道。" version="" helpurl="flash.net:GroupSpecifier:serverChannelEnabled:get" playername=""/>
					</folder>
				</folder>
				<folder name="IDynamicPropertyOutput" id="[flash.net.IDynamicPropertyOutput]" sort="true" index="true" tiptext="此介面會控制動態物件之動態屬性的序列化。" helpurl="flash.net:IDynamicPropertyOutput">
					<folder name="方法" id="Methods" tiptext="IDynamicPropertyOutput 類別的方法" helpurl="flash.net:IDynamicPropertyOutput">
						<string name="writeDynamicProperty" object="[flash.net.IDynamicPropertyOutput]" text=".writeDynamicProperty(%名稱:String,值:*%):void" tiptext="將動態屬性加入至序列化物件的二進位輸出。" version="4" helpurl="flash.net:IDynamicPropertyOutput:writeDynamicProperty" playername=""/>
					</folder>
				</folder>
				<folder name="IDynamicPropertyWriter" id="[flash.net.IDynamicPropertyWriter]" sort="true" index="true" tiptext="這個介面必須搭配 IDynamicPropertyOutput 介面使用，以便控制動態物件之動態屬性的序列化。" helpurl="flash.net:IDynamicPropertyWriter">
					<folder name="方法" id="Methods" tiptext="IDynamicPropertyWriter 類別的方法" helpurl="flash.net:IDynamicPropertyWriter">
						<string name="writeDynamicProperties" object="[flash.net.IDynamicPropertyWriter]" text=".writeDynamicProperties(%物件:Object,輸出:flash.net:IDynamicPropertyOutput%):void" tiptext="將 IDynamicPropertyOutput 物件的名稱和值寫入含有動態屬性的物件。" version="4" helpurl="flash.net:IDynamicPropertyWriter:writeDynamicProperties" playername=""/>
					</folder>
				</folder>
				<folder name="InterfaceAddress" id="[flash.net.InterfaceAddress]" sort="true" index="true" asAncestors="Object" tiptext="InterfaceAddress 類別會報告網路介面位址的屬性。" helpurl="flash.net:InterfaceAddress">
					<folder name="屬性" id="Properties" tiptext="InterfaceAddress 類別的屬性" helpurl="flash.net:InterfaceAddress">
						<string name="address" object="[flash.net.InterfaceAddress]" text=".address" tiptext="網際網路通訊協定 (IP) 位址。" version="" helpurl="flash.net:InterfaceAddress:address:get" playername="AIR"/>
						<string name="broadcast" object="[flash.net.InterfaceAddress]" text=".broadcast" tiptext="區域網路區段的廣播位址。" version="" helpurl="flash.net:InterfaceAddress:broadcast:get" playername="AIR"/>
						<string name="ipVersion" object="[flash.net.InterfaceAddress]" text=".ipVersion" tiptext="IP 位址類型 (IPv4 或 IPv6)。" version="" helpurl="flash.net:InterfaceAddress:ipVersion:get" playername="AIR"/>
						<string name="prefixLength" object="[flash.net.InterfaceAddress]" text=".prefixLength" tiptext="此位址的前置詞長度。" version="" helpurl="flash.net:InterfaceAddress:prefixLength:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IPVersion" id="[flash.net.IPVersion]" sort="true" index="true" asAncestors="Object" tiptext="IPVersion 類別定義代表不同 IP 位址家族的常數。" helpurl="flash.net:IPVersion">
					<folder name="屬性" id="Properties" tiptext="IPVersion 類別的屬性" helpurl="flash.net:IPVersion">
						<string name="IPV4" object="[flash.net.IPVersion]" text="IPVersion.IPV4" constant="true" tiptext="網際網路通訊協定第 4 版 (IPv4) 位址。" version="" helpurl="flash.net:IPVersion:IPV4" playername="AIR"/>
						<string name="IPV6" object="[flash.net.IPVersion]" text="IPVersion.IPV6" constant="true" tiptext="網際網路通訊協定第 6 版 (IPv6) 位址。" version="" helpurl="flash.net:IPVersion:IPV6" playername="AIR"/>
					</folder>
				</folder>
				<folder name="LocalConnection" id="[flash.net.LocalConnection]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="LocalConnection 類別可以讓您建立 LocalConnection 物件，用於叫用另一個 LocalConnection 物件。" helpurl="flash.net:LocalConnection">
					<folder name="方法" id="Methods" tiptext="LocalConnection 類別的方法" helpurl="flash.net:LocalConnection">
						<string name="LocalConnection" object="[flash.net.LocalConnection]" text="new LocalConnection(%%)" constructor="true" tiptext="建立 LocalConnection 物件。" version="4" helpurl="flash.net:LocalConnection:LocalConnection" playername=""/>
						<string name="allowDomain" object="[flash.net.LocalConnection]" text=".allowDomain(%網域:長度不定的引數%):void" tiptext="指定一個或多個可傳送 LocalConnection 呼叫至此 LocalConnection 實體的網域。" version="4" helpurl="flash.net:LocalConnection:allowDomain" playername=""/>
						<string name="allowInsecureDomain" object="[flash.net.LocalConnection]" text=".allowInsecureDomain(%網域:長度不定的引數%):void" tiptext="指定一個或多個可傳送 LocalConnection 呼叫至此 LocalConnection 物件的網域。" version="4" helpurl="flash.net:LocalConnection:allowInsecureDomain" playername=""/>
						<string name="close" object="[flash.net.LocalConnection]" text=".close(%%):void" tiptext="關閉 (中斷連線) LocalConnection 物件。" version="4" helpurl="flash.net:LocalConnection:close" playername=""/>
						<string name="connect" object="[flash.net.LocalConnection]" text=".connect(%連線名稱:String%):void" tiptext="準備 LocalConnection 物件，以便接收從 send() 命令 (從「傳送端 LocalConnection 物件」) 傳送的命令。" version="4" helpurl="flash.net:LocalConnection:connect" playername=""/>
						<string name="send" object="[flash.net.LocalConnection]" text=".send(%連線名稱:String,方法名稱:String,引數:長度不定的引數%):void" tiptext="會針對使用 connect( connectionName ) 方法 (在接收端 LocalConnection 物件中) 開啟的連線叫用名為 methodName 的方法。 " version="4" helpurl="flash.net:LocalConnection:send" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LocalConnection 類別的屬性" helpurl="flash.net:LocalConnection">
						<string name="client" object="[flash.net.LocalConnection]" text=".client" tiptext="指出要針對其叫用回呼方法的物件。" version="" helpurl="flash.net:LocalConnection:client:get" playername=""/>
						<string name="domain" object="[flash.net.LocalConnection]" text=".domain" tiptext="字串，代表目前檔案所在位置的網域。" version="" helpurl="flash.net:LocalConnection:domain:get" playername=""/>
						<string name="isSupported" object="[flash.net.LocalConnection]" text=".isSupported" tiptext="如果目前的平台支援 LocalConnection 類別，則 isSupported 屬性會設為 true; 否則將設為 false。" version="" helpurl="flash.net:LocalConnection:isSupported:get" playername=""/>
						<string name="isPerUser" object="[flash.net.LocalConnection]" text=".isPerUser" tiptext="" version="" helpurl="flash.net:LocalConnection:isPerUser:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LocalConnection 類別的事件" helpurl="flash.net:LocalConnection">
						<string name="status" object="[flash.net.LocalConnection]" text=".addEventListener(%類型:String=StatusEvent.STATUS{StatusEvent.STATUS,SecurityErrorEvent.SECURITY_ERROR,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 LocalConnection 物件回報其狀態時傳送。" version="" helpurl="flash.net:LocalConnection_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="securityError" object="[flash.net.LocalConnection]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{StatusEvent.STATUS,SecurityErrorEvent.SECURITY_ERROR,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 LocalConnection.send() 的呼叫嘗試將資料傳送至不同的安全執行程序時傳送。" version="" helpurl="flash.net:LocalConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="asyncError" object="[flash.net.LocalConnection]" text=".addEventListener(%類型:String=AsyncErrorEvent.ASYNC_ERROR{StatusEvent.STATUS,SecurityErrorEvent.SECURITY_ERROR,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在以非同步方式 (亦即，從原生非同步程式碼) 擲回例外時傳送。" version="" helpurl="flash.net:LocalConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
					</folder>
				</folder>
				<folder name="NetConnection" id="[flash.net.NetConnection]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetConnection 類別會在用戶端與伺服器之間建立雙向連線。" helpurl="flash.net:NetConnection">
					<folder name="方法" id="Methods" tiptext="NetConnection 類別的方法" helpurl="flash.net:NetConnection">
						<string name="NetConnection" object="[flash.net.NetConnection]" text="new NetConnection(%%)" constructor="true" tiptext="建立 NetConnection 物件" version="4" helpurl="flash.net:NetConnection:NetConnection" playername=""/>
						<string name="addHeader" object="[flash.net.NetConnection]" text=".addHeader(%運算子:String[,必須瞭解:Boolean=false,參數:Object=null]%):void" tiptext="將內容標題加至 Action Message Format (AMF) 封包結構。" version="4" helpurl="flash.net:NetConnection:addHeader" playername=""/>
						<string name="call" object="[flash.net.NetConnection]" text=".call(%命令:String,回覆者:flash.net:Responder,引數:長度不定的引數%):void" tiptext="在 Flash Media Server 上或在執行 Flash Remoting 的應用程式伺服器上呼叫命令或方法。" version="4" helpurl="flash.net:NetConnection:call" playername=""/>
						<string name="close" object="[flash.net.NetConnection]" text=".close(%%):void" tiptext="關閉本機開啟的連線或對伺服器的連線，並使用 NetConnection.Connect.Closed 程式碼屬性發送 netStatus 事件發送。" version="4" helpurl="flash.net:NetConnection:close" playername=""/>
						<string name="connect" object="[flash.net.NetConnection]" text=".connect(%命令:String,引數:長度不定的引數%):void" tiptext="建立連至 Flash Media Server 上應用程式或連至 Flash Remoting 的雙向連線，或是為 RTMFP 對等式群組通訊建立雙向網路端點。" version="4" helpurl="flash.net:NetConnection:connect" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetConnection 類別的屬性" helpurl="flash.net:NetConnection">
						<string name="client" object="[flash.net.NetConnection]" text=".client" tiptext="指出要針對其叫用回呼方法的物件。" version="" helpurl="flash.net:NetConnection:client:get" playername=""/>
						<string name="connectedProxyType" object="[flash.net.NetConnection]" text=".connectedProxyType" tiptext="用於成功連線至 Flash Media Server 時所使用的 Proxy 類型。" version="" helpurl="flash.net:NetConnection:connectedProxyType:get" playername=""/>
						<string name="connected" object="[flash.net.NetConnection]" text=".connected" tiptext="指出應用程式是 (true) 否 (false) 透過持續的 RTMP 連線連接至伺服器。" version="" helpurl="flash.net:NetConnection:connected:get" playername=""/>
						<string name="defaultObjectEncoding" object="[flash.net.NetConnection]" text=".defaultObjectEncoding" tiptext="NetConnection 物件的預設物件編碼。" version="" helpurl="flash.net:NetConnection:defaultObjectEncoding:get" playername=""/>
						<string name="farID" object="[flash.net.NetConnection]" text=".farID" tiptext="這個 Flash Player 或 Adobe AIR 實體所連線之目標 Flash Media Server 實體的識別名稱。" version="" helpurl="flash.net:NetConnection:farID:get" playername=""/>
						<string name="farNonce" object="[flash.net.NetConnection]" text=".farNonce" tiptext="實際上由 Flash Media Server 選擇的值，這個連線的唯一值。" version="" helpurl="flash.net:NetConnection:farNonce:get" playername=""/>
						<string name="httpIdleTimeout" object="[flash.net.NetConnection]" text=".httpIdleTimeout" tiptext="等待 HTTP 回應的時間 (毫秒)。" version="" helpurl="flash.net:NetConnection:httpIdleTimeout:get" playername=""/>
						<string name="maxPeerConnections" object="[flash.net.NetConnection]" text=".maxPeerConnections" tiptext="Flash Player 或 Adobe AIR 的這個實體允許的傳入和傳出對等連線總數。" version="" helpurl="flash.net:NetConnection:maxPeerConnections:get" playername=""/>
						<string name="nearID" object="[flash.net.NetConnection]" text=".nearID" tiptext="這個 NetConnection 實體使用的 Flash Player 或 Adobe AIR 實體的識別名稱。" version="" helpurl="flash.net:NetConnection:nearID:get" playername=""/>
						<string name="nearNonce" object="[flash.net.NetConnection]" text=".nearNonce" tiptext="實際上由這個 Flash Player 或 Adobe AIR 實體選擇的值，這個連線的唯一值。" version="" helpurl="flash.net:NetConnection:nearNonce:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.NetConnection]" text=".objectEncoding" tiptext="此 NetConnection 實體的物件編碼。" version="" helpurl="flash.net:NetConnection:objectEncoding:get" playername=""/>
						<string name="protocol" object="[flash.net.NetConnection]" text=".protocol" tiptext="用來建立連線的通訊協定。" version="" helpurl="flash.net:NetConnection:protocol:get" playername=""/>
						<string name="proxyType" object="[flash.net.NetConnection]" text=".proxyType" tiptext="決定初始連線 Flash Media Server 嘗試失敗時，要嘗試那些後援方法。" version="" helpurl="flash.net:NetConnection:proxyType:get" playername=""/>
						<string name="unconnectedPeerStreams" object="[flash.net.NetConnection]" text=".unconnectedPeerStreams" tiptext="物件，其中保存所有與發佈中 NetStream 物件沒有關聯的對等訂閱者 NetStream 物件。" version="" helpurl="flash.net:NetConnection:unconnectedPeerStreams:get" playername=""/>
						<string name="uri" object="[flash.net.NetConnection]" text=".uri" tiptext="傳遞給 NetConnection.connect() 方法的 URI。" version="" helpurl="flash.net:NetConnection:uri:get" playername=""/>
						<string name="usingTLS" object="[flash.net.NetConnection]" text=".usingTLS" tiptext="指出是否使用原本的「傳輸層安全性」(Transport Layer Security，TLS) 而非 HTTPS 建立安全的連線。" version="" helpurl="flash.net:NetConnection:usingTLS:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetConnection 類別的事件" helpurl="flash.net:NetConnection">
						<string name="netStatus" object="[flash.net.NetConnection]" text=".addEventListener(%類型:String=NetStatusEvent.NET_STATUS{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 NetConnection 物件回報其狀態或錯誤情況時傳送。" version="" helpurl="flash.net:NetConnection_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
						<string name="securityError" object="[flash.net.NetConnection]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 NetConnection.call() 的呼叫嘗試連線至呼叫者之安全執行程序以外的伺服器時傳送。" version="" helpurl="flash.net:NetConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.net.NetConnection]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入或輸出錯誤因而導致網路作業失敗時傳送。" version="" helpurl="flash.net:NetConnection_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="asyncError" object="[flash.net.NetConnection]" text=".addEventListener(%類型:String=AsyncErrorEvent.ASYNC_ERROR{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在以非同步方式 (亦即，從原生非同步程式碼) 擲回例外時傳送。" version="" helpurl="flash.net:NetConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroup" id="[flash.net.NetGroup]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetGroup 類別的實體代表 RTMFP 群組的成員資格。" helpurl="flash.net:NetGroup">
					<folder name="方法" id="Methods" tiptext="NetGroup 類別的方法" helpurl="flash.net:NetGroup">
						<string name="NetGroup" object="[flash.net.NetGroup]" text="new NetGroup(%連線:flash.net:NetConnection,群組規格:String%)" constructor="true" tiptext="在指定的 NetConnection 物件上建構新的 NetGroup，並且將其加入到指定的群組。" version="2" helpurl="flash.net:NetGroup:NetGroup" playername=""/>
						<string name="addHaveObjects" object="[flash.net.NetGroup]" text=".addHaveObjects(%開始索引:Number,結束索引:Number%):void" tiptext="新增物件到物件集，此節點會向滿足要求的鄰近節點 (做為物件) 通告此物件集。" version="2" helpurl="flash.net:NetGroup:addHaveObjects" playername=""/>
						<string name="addMemberHint" object="[flash.net.NetGroup]" text=".addMemberHint(%對等ID:String%):Boolean" tiptext="手動新增將 peerID 指定為群組成員的記錄，但不需要立即連線。" version="2" helpurl="flash.net:NetGroup:addMemberHint" playername=""/>
						<string name="addNeighbor" object="[flash.net.NetGroup]" text=".addNeighbor(%對等ID:String%):Boolean" tiptext="立即直接連線至指定的 peerID 來手動新增鄰近節點。" version="2" helpurl="flash.net:NetGroup:addNeighbor" playername=""/>
						<string name="addWantObjects" object="[flash.net.NetGroup]" text=".addWantObjects(%開始索引:Number,結束索引:Number%):void" tiptext="新增物件至要擷取的物件集。" version="2" helpurl="flash.net:NetGroup:addWantObjects" playername=""/>
						<string name="close" object="[flash.net.NetGroup]" text=".close(%%):void" tiptext="中斷群組的連線，並關閉這個 NetGroup。" version="2" helpurl="flash.net:NetGroup:close" playername=""/>
						<string name="convertPeerIDToGroupAddress" object="[flash.net.NetGroup]" text=".convertPeerIDToGroupAddress(%對等ID:String%):String" tiptext="將 peerID 轉換成sendToNearest() 方法適用的群組位址。" version="2" helpurl="flash.net:NetGroup:convertPeerIDToGroupAddress" playername=""/>
						<string name="denyRequestedObject" object="[flash.net.NetGroup]" text=".denyRequestedObject(%要求ID:int%):void" tiptext="拒絕先前通告的物件要求。" version="2" helpurl="flash.net:NetGroup:denyRequestedObject" playername=""/>
						<string name="post" object="[flash.net.NetGroup]" text=".post(%訊息:Object%):String" tiptext="傳送訊息到群組的所有成員。" version="2" helpurl="flash.net:NetGroup:post" playername=""/>
						<string name="removeHaveObjects" object="[flash.net.NetGroup]" text=".removeHaveObjects(%開始索引:Number,結束索引:Number%):void" tiptext="從物件集移除物件，此節點會向滿足要求的鄰近節點 (做為物件) 通告此物件集。" version="2" helpurl="flash.net:NetGroup:removeHaveObjects" playername=""/>
						<string name="removeWantObjects" object="[flash.net.NetGroup]" text=".removeWantObjects(%開始索引:Number,結束索引:Number%):void" tiptext="從要擷取的物件集中移除物件。" version="2" helpurl="flash.net:NetGroup:removeWantObjects" playername=""/>
						<string name="sendToAllNeighbors" object="[flash.net.NetGroup]" text=".sendToAllNeighbors(%訊息:Object%):String" tiptext="傳送訊息至所有鄰近節點。" version="2" helpurl="flash.net:NetGroup:sendToAllNeighbors" playername=""/>
						<string name="sendToNearest" object="[flash.net.NetGroup]" text=".sendToNearest(%訊息:Object,群組位址:String%):String" tiptext="傳送訊息至離指定群組位址最近的鄰近節點 (或本機節點)。" version="2" helpurl="flash.net:NetGroup:sendToNearest" playername=""/>
						<string name="sendToNeighbor" object="[flash.net.NetGroup]" text=".sendToNeighbor(%訊息:Object,傳送模式:String%):String" tiptext="傳送訊息至 sendMode 參數指定的鄰近節點。" version="2" helpurl="flash.net:NetGroup:sendToNeighbor" playername=""/>
						<string name="writeRequestedObject" object="[flash.net.NetGroup]" text=".writeRequestedObject(%要求ID:int,物件:Object%):void" tiptext="滿足先前通告物件的要求。" version="2" helpurl="flash.net:NetGroup:writeRequestedObject" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetGroup 類別的屬性" helpurl="flash.net:NetGroup">
						<string name="estimatedMemberCount" object="[flash.net.NetGroup]" text=".estimatedMemberCount" tiptext="根據本機鄰近節點密度，並假設群組位址平均分佈，指定群組成員的估計數目。" version="" helpurl="flash.net:NetGroup:estimatedMemberCount:get" playername=""/>
						<string name="info" object="[flash.net.NetGroup]" text=".info" tiptext="傳回一個 NetGroupInfo 物件，其屬性提供與此 NetGroup 的 RTMFP 對等資料傳輸有關的服務品質統計資料。" version="" helpurl="flash.net:NetGroup:info:get" playername=""/>
						<string name="localCoverageFrom" object="[flash.net.NetGroup]" text=".localCoverageFrom" tiptext="指定此節點「最接近」且負責的群組位址範圍開始位置。" version="" helpurl="flash.net:NetGroup:localCoverageFrom:get" playername=""/>
						<string name="localCoverageTo" object="[flash.net.NetGroup]" text=".localCoverageTo" tiptext="指定此節點「最接近」且負責的群組位址範圍結束位置。" version="" helpurl="flash.net:NetGroup:localCoverageTo:get" playername=""/>
						<string name="neighborCount" object="[flash.net.NetGroup]" text=".neighborCount" tiptext="指定此節點直接連接的群組成員數目。" version="" helpurl="flash.net:NetGroup:neighborCount:get" playername=""/>
						<string name="receiveMode" object="[flash.net.NetGroup]" text=".receiveMode" tiptext="將此節點的路由接收模式指定為 NetGroupReceiveMode enum 類別中的其中一個值。" version="" helpurl="flash.net:NetGroup:receiveMode:get" playername=""/>
						<string name="replicationStrategy" object="[flash.net.NetGroup]" text=".replicationStrategy" tiptext="指定物件複寫取得策略。" version="" helpurl="flash.net:NetGroup:replicationStrategy:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetGroup 類別的事件" helpurl="flash.net:NetGroup">
						<string name="netStatus" object="[flash.net.NetGroup]" text=".addEventListener(%類型:String=NetStatusEvent.NET_STATUS{NetStatusEvent.NET_STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 NetGroup 物件回報其狀態或錯誤情況時傳送。" version="" helpurl="flash.net:NetGroup_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupInfo" id="[flash.net.NetGroupInfo]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupInfo 類別可指定與 NetGroup 物件下層 RTMFP 對等式資料傳輸的各種「服務品質 (QoS)」統計資料。" helpurl="flash.net:NetGroupInfo">
					<folder name="方法" id="Methods" tiptext="NetGroupInfo 類別的方法" helpurl="flash.net:NetGroupInfo">
						<string name="toString" object="[flash.net.NetGroupInfo]" text=".toString(%%):String" tiptext="傳回文字值，列出此 NetGroupInfo 物件的屬性。" version="2" helpurl="flash.net:NetGroupInfo:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetGroupInfo 類別的屬性" helpurl="flash.net:NetGroupInfo">
						<string name="objectReplicationReceiveBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".objectReplicationReceiveBytesPerSecond" tiptext="指定本機節點透過「物件複寫」系統，從對等方接收物件的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:objectReplicationReceiveBytesPerSecond:get" playername=""/>
						<string name="objectReplicationSendBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".objectReplicationSendBytesPerSecond" tiptext="指定本機節點透過「物件複寫」系統，將物件複製到對等方的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:objectReplicationSendBytesPerSecond:get" playername=""/>
						<string name="postingReceiveControlBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingReceiveControlBytesPerSecond" tiptext="指定本機節點從對等方接收控制支出訊息的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:postingReceiveControlBytesPerSecond:get" playername=""/>
						<string name="postingReceiveDataBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingReceiveDataBytesPerSecond" tiptext="指定本機節點從對等方接收發表資料的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:postingReceiveDataBytesPerSecond:get" playername=""/>
						<string name="postingSendControlBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingSendControlBytesPerSecond" tiptext="指定本機節點將發表控制支出訊息傳送至對等方的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:postingSendControlBytesPerSecond:get" playername=""/>
						<string name="postingSendDataBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingSendDataBytesPerSecond" tiptext="指定本機節點將發表資料傳送至對等方的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:postingSendDataBytesPerSecond:get" playername=""/>
						<string name="routingReceiveBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".routingReceiveBytesPerSecond" tiptext="指定本機節點從對等方接收直接路由訊息的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:routingReceiveBytesPerSecond:get" playername=""/>
						<string name="routingSendBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".routingSendBytesPerSecond" tiptext="指定本機節點傳送直接路由訊息至對等方的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetGroupInfo:routingSendBytesPerSecond:get" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupReceiveMode" id="[flash.net.NetGroupReceiveMode]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupReceiveMode 類別是用於設定 NetGroup 類別之 receiveMode 屬性的常數值列舉。" helpurl="flash.net:NetGroupReceiveMode">
					<folder name="屬性" id="Properties" tiptext="NetGroupReceiveMode 類別的屬性" helpurl="flash.net:NetGroupReceiveMode">
						<string name="EXACT" object="[flash.net.NetGroupReceiveMode]" text="NetGroupReceiveMode.EXACT" constant="true" tiptext="指定此節點只有在鄰近節點使用的位址完全符合此節點的位址時，才接受鄰近節點的本機訊息。" version="" helpurl="flash.net:NetGroupReceiveMode:EXACT" playername=""/>
						<string name="NEAREST" object="[flash.net.NetGroupReceiveMode]" text="NetGroupReceiveMode.NEAREST" constant="true" tiptext="指定如果鄰近節點傳送訊息到與此節點位址不相符的群組位址，此節點仍接受鄰近節點的本機訊息。" version="" helpurl="flash.net:NetGroupReceiveMode:NEAREST" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupReplicationStrategy" id="[flash.net.NetGroupReplicationStrategy]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupReplicationStrategy 類別是用於設定 NetGroup 類別之 replicationStrategy 屬性的常數值列舉。" helpurl="flash.net:NetGroupReplicationStrategy">
					<folder name="屬性" id="Properties" tiptext="NetGroupReplicationStrategy 類別的屬性" helpurl="flash.net:NetGroupReplicationStrategy">
						<string name="LOWEST_FIRST" object="[flash.net.NetGroupReplicationStrategy]" text="NetGroupReplicationStrategy.LOWEST_FIRST" constant="true" tiptext="指定從鄰近節點取得物件來滿足某項需求時，會先要求索引編號最小的物件。" version="" helpurl="flash.net:NetGroupReplicationStrategy:LOWEST_FIRST" playername=""/>
						<string name="RAREST_FIRST" object="[flash.net.NetGroupReplicationStrategy]" text="NetGroupReplicationStrategy.RAREST_FIRST" constant="true" tiptext="指定從鄰近節點取得物件來滿足某項需求時，會先要求所有鄰近節點中複本最少的物件。" version="" helpurl="flash.net:NetGroupReplicationStrategy:RAREST_FIRST" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupSendMode" id="[flash.net.NetGroupSendMode]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupSendMode 類別是用於設定 NetGroup.sendToNeighbor() 方法之 sendMode 屬性的常數值列舉。" helpurl="flash.net:NetGroupSendMode">
					<folder name="屬性" id="Properties" tiptext="NetGroupSendMode 類別的屬性" helpurl="flash.net:NetGroupSendMode">
						<string name="NEXT_DECREASING" object="[flash.net.NetGroupSendMode]" text="NetGroupSendMode.NEXT_DECREASING" constant="true" tiptext="指定在遞減方向中群組位址最接近的鄰近節點。" version="" helpurl="flash.net:NetGroupSendMode:NEXT_DECREASING" playername=""/>
						<string name="NEXT_INCREASING" object="[flash.net.NetGroupSendMode]" text="NetGroupSendMode.NEXT_INCREASING" constant="true" tiptext="指定在遞增方向中群組位址最接近的鄰近節點。" version="" helpurl="flash.net:NetGroupSendMode:NEXT_INCREASING" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupSendResult" id="[flash.net.NetGroupSendResult]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupSendResult 類別是常數值列舉，用於與 NetGroup 實體相關聯之 Directed Routing 方法的傳回值。" helpurl="flash.net:NetGroupSendResult">
					<folder name="屬性" id="Properties" tiptext="NetGroupSendResult 類別的屬性" helpurl="flash.net:NetGroupSendResult">
						<string name="ERROR" object="[flash.net.NetGroupSendResult]" text="NetGroupSendResult.ERROR" constant="true" tiptext="指出使用 Directed Routing 方法時發生錯誤 (例如沒有權限)。" version="" helpurl="flash.net:NetGroupSendResult:ERROR" playername=""/>
						<string name="NO_ROUTE" object="[flash.net.NetGroupSendResult]" text="NetGroupSendResult.NO_ROUTE" constant="true" tiptext="指出找不到任何鄰近節點可以將訊息路由至要求的目的地。" version="" helpurl="flash.net:NetGroupSendResult:NO_ROUTE" playername=""/>
						<string name="SENT" object="[flash.net.NetGroupSendResult]" text="NetGroupSendResult.SENT" constant="true" tiptext="指出已經為訊息找到路由，而且已經傳送至它的目的地。" version="" helpurl="flash.net:NetGroupSendResult:SENT" playername=""/>
					</folder>
				</folder>
				<folder name="NetStream" id="[flash.net.NetStream]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetStream 類別會在 NetConnection 上開啟單向串流通道。" helpurl="flash.net:NetStream">
					<folder name="方法" id="Methods" tiptext="NetStream 類別的方法" helpurl="flash.net:NetStream">
						<string name="NetStream" object="[flash.net.NetStream]" text="new NetStream(%連線:flash.net:NetConnection[,對等ID:String=connectToFMS]%)" constructor="true" tiptext="建立您可用以播放媒體檔案的串流，並透過 NetConnection 物件傳送資料。" version="4" helpurl="flash.net:NetStream:NetStream" playername=""/>
						<string name="appendBytesAction" object="[flash.net.NetStream]" text=".appendBytesAction(%netStreamAppendBytes動作:String%):void" tiptext="指出時幅不連續，清除 FIFO，然後告訴位元組剖析器需要檔案檔頭或 FLV 標記的開頭。" version="2" helpurl="flash.net:NetStream:appendBytesAction" playername=""/>
						<string name="appendBytes" object="[flash.net.NetStream]" text=".appendBytes(%位元組:flash.utils:ByteArray%):void" tiptext="將 ByteArray 傳遞至 NetStream 以供播出。" version="2" helpurl="flash.net:NetStream:appendBytes" playername=""/>
						<string name="attachAudio" object="[flash.net.NetStream]" text=".attachAudio(%麥克風:flash.media:Microphone%):void" tiptext="會從當作來源傳遞的 Microphone 物件，附加音訊串流至 NetStream 物件。" version="9" helpurl="flash.net:NetStream:attachAudio" playername=""/>
						<string name="attachCamera" object="[flash.net.NetStream]" text=".attachCamera(%攝影機:flash.media:Camera[,snapshotMilliseconds:int=-1]%):void" tiptext="開始從攝影機捕捉視訊，或當 theCamera 設定為 Null 時，停止捕捉視訊。" version="9" helpurl="flash.net:NetStream:attachCamera" playername=""/>
						<string name="attach" object="[flash.net.NetStream]" text=".attach(%連線:flash.net:NetConnection%):void" tiptext="將串流附加至新的 NetConnection 物件。" version="2" helpurl="flash.net:NetStream:attach" playername=""/>
						<string name="close" object="[flash.net.NetStream]" text=".close(%%):void" tiptext="停止播放串流上的所有資料、將 time 屬性設為 0，並讓該串流可以用於其它用途。" version="4" helpurl="flash.net:NetStream:close" playername=""/>
						<string name="onPeerConnect" object="[flash.net.NetStream]" text=".onPeerConnect(%訂閱者:flash.net:NetStream%):Boolean" tiptext="當對等發佈串流符合對等訂閱串流時叫用。" version="4" helpurl="flash.net:NetStream:onPeerConnect" playername=""/>
						<string name="pause" object="[flash.net.NetStream]" text=".pause(%%):void" tiptext="暫停播放視訊串流。" version="4" helpurl="flash.net:NetStream:pause" playername=""/>
						<string name="play2" object="[flash.net.NetStream]" text=".play2(%參數:flash.net:NetStreamPlayOptions%):void" tiptext="當連線中斷並重新連線時，以多重位元速率在檔案間順暢地切換，並且允許 NetStream 重新開始。" version="4" helpurl="flash.net:NetStream:play2" playername=""/>
						<string name="play" object="[flash.net.NetStream]" text=".play(%引數:長度不定的引數%):void" tiptext="從本機目錄或網站伺服器播放媒體檔案；從 Flash Media Server 播放媒體檔案或即時串流。" version="4" helpurl="flash.net:NetStream:play" playername=""/>
						<string name="preloadEmbeddedData" object="[flash.net.NetStream]" text=".preloadEmbeddedData(%參數:flash.net:NetStreamPlayOptions%):void" tiptext="從儲存在本機的媒體檔擷取任何 DRM 中繼資料。" version="4" helpurl="flash.net:NetStream:preloadEmbeddedData" playername=""/>
						<string name="publish" object="[flash.net.NetStream]" text=".publish(%[名稱:String=null,類型:String=null]%):void" tiptext="從用戶端將串流音效、視訊和資料訊息傳送至 Flash Media Server，並在傳送期間選擇性錄製串流。" version="9" helpurl="flash.net:NetStream:publish" playername=""/>
						<string name="receiveAudio" object="[flash.net.NetStream]" text=".receiveAudio(%旗標:Boolean%):void" tiptext="指定收到的音效是否會在串流上播放。" version="4" helpurl="flash.net:NetStream:receiveAudio" playername=""/>
						<string name="receiveVideoFPS" object="[flash.net.NetStream]" text=".receiveVideoFPS(%FPS:Number%):void" tiptext="指定收到的視訊之影格速率。" version="4" helpurl="flash.net:NetStream:receiveVideoFPS" playername=""/>
						<string name="receiveVideo" object="[flash.net.NetStream]" text=".receiveVideo(%旗標:Boolean%):void" tiptext="指定收到的視訊是否會在串流上播放。 " version="4" helpurl="flash.net:NetStream:receiveVideo" playername=""/>
						<string name="resetDRMVouchers" object="[flash.net.NetStream]" text="NetStream.resetDRMVouchers(%%):void" static="true" tiptext="刪除所有本機快取的數位版權管理 (DRM) 憑證資料。" version="4" helpurl="flash.net:NetStream:resetDRMVouchers" playername=""/>
						<string name="resume" object="[flash.net.NetStream]" text=".resume(%%):void" tiptext="繼續播放已暫停的視訊串流。" version="4" helpurl="flash.net:NetStream:resume" playername=""/>
						<string name="seek" object="[flash.net.NetStream]" text=".seek(%偏移:Number%):void" tiptext="搜尋最接近指定位置的關鍵影格 (在視訊產業裡也稱為 I-frame)。" version="4" helpurl="flash.net:NetStream:seek" playername=""/>
						<string name="send" object="[flash.net.NetStream]" text=".send(%處理常式名稱:String,引數:長度不定的引數%):void" tiptext="除送已發佈串流上的訊息至所有訂閱的用戶端。" version="9" helpurl="flash.net:NetStream:send" playername=""/>
						<string name="setDRMAuthenticationCredentials" object="[flash.net.NetStream]" text=".setDRMAuthenticationCredentials(%使用者名稱:String,密碼:String,類型:String%):void" tiptext="設定必要的 DRM 驗證認證來檢視基本的加密內容。" version="4" helpurl="flash.net:NetStream:setDRMAuthenticationCredentials" playername=""/>
						<string name="step" object="[flash.net.NetStream]" text=".step(%影格:int%):void" tiptext="以目前顯示的影格為準，逐格往前或往回指定的影格數目。" version="2" helpurl="flash.net:NetStream:step" playername=""/>
						<string name="togglePause" object="[flash.net.NetStream]" text=".togglePause(%%):void" tiptext="暫停或繼續播放串流。" version="4" helpurl="flash.net:NetStream:togglePause" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetStream 類別的屬性" helpurl="flash.net:NetStream">
						<string name="CONNECT_TO_FMS" object="[flash.net.NetStream]" text="NetStream.CONNECT_TO_FMS" constant="true" tiptext="靜態物件，做為 NetStream 實體建構函式的參數使用。" version="" helpurl="flash.net:NetStream:CONNECT_TO_FMS" playername=""/>
						<string name="DIRECT_CONNECTIONS" object="[flash.net.NetStream]" text="NetStream.DIRECT_CONNECTIONS" constant="true" tiptext="建立對等式發行者連線。" version="" helpurl="flash.net:NetStream:DIRECT_CONNECTIONS" playername=""/>
						<string name="audioReliable" object="[flash.net.NetStream]" text=".audioReliable" tiptext="針對 RTMFP 連線，指定傳送音效時是否保證完全可靠。" version="" helpurl="flash.net:NetStream:audioReliable:get" playername=""/>
						<string name="audioSampleAccess" object="[flash.net.NetStream]" text=".audioSampleAccess" tiptext="針對 RTMFP 連線，指定此 NetStream 上的對等訂閱者是否可以擷取音效串流。" version="" helpurl="flash.net:NetStream:audioSampleAccess:get" playername=""/>
						<string name="backBufferLength" object="[flash.net.NetStream]" text=".backBufferLength" tiptext="目前快取供倒轉或播放之先前顯示資料的秒數。" version="" helpurl="flash.net:NetStream:backBufferLength:get" playername=""/>
						<string name="backBufferTime" object="[flash.net.NetStream]" text=".backBufferTime" tiptext="指定 Flash Player 嘗試快取供倒轉或播放之先前顯示資料的數量，以秒為單位。" version="" helpurl="flash.net:NetStream:backBufferTime:get" playername=""/>
						<string name="bufferLength" object="[flash.net.NetStream]" text=".bufferLength" tiptext="目前在緩衝區中的資料秒數。" version="" helpurl="flash.net:NetStream:bufferLength:get" playername=""/>
						<string name="bufferTimeMax" object="[flash.net.NetStream]" text=".bufferTimeMax" tiptext="指定即時串流內容的最大緩衝長度，以秒為單位。" version="" helpurl="flash.net:NetStream:bufferTimeMax:get" playername=""/>
						<string name="bufferTime" object="[flash.net.NetStream]" text=".bufferTime" tiptext="指定串流開始顯示之前的緩衝資料時間長度。" version="" helpurl="flash.net:NetStream:bufferTime:get" playername=""/>
						<string name="bytesLoaded" object="[flash.net.NetStream]" text=".bytesLoaded" tiptext="已經載入應用程式中的資料位元組數目。" version="" helpurl="flash.net:NetStream:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.net.NetStream]" text=".bytesTotal" tiptext="所載入應用程式中的檔案位元組總數。" version="" helpurl="flash.net:NetStream:bytesTotal:get" playername=""/>
						<string name="checkPolicyFile" object="[flash.net.NetStream]" text=".checkPolicyFile" tiptext="指定應用程式是否在開始載入視訊檔案之前，嘗試從已載入之視訊檔案的伺服器下載跨網域原則檔案。" version="" helpurl="flash.net:NetStream:checkPolicyFile:get" playername=""/>
						<string name="client" object="[flash.net.NetStream]" text=".client" tiptext="指定要針對其叫用回呼方法的物件，以處理串流或 F4V/FLV 檔案資料。" version="" helpurl="flash.net:NetStream:client:get" playername=""/>
						<string name="currentFPS" object="[flash.net.NetStream]" text=".currentFPS" tiptext="所顯示的每秒影格數。" version="" helpurl="flash.net:NetStream:currentFPS:get" playername=""/>
						<string name="dataReliable" object="[flash.net.NetStream]" text=".dataReliable" tiptext="針對 RTMFP 連線，指定傳送 NetStream.send() 時是否保證完全可靠。" version="" helpurl="flash.net:NetStream:dataReliable:get" playername=""/>
						<string name="farID" object="[flash.net.NetStream]" text=".farID" tiptext="對於 RTMFP連線，連線至這個 NetStream 實體之遠端的識別名稱。" version="" helpurl="flash.net:NetStream:farID:get" playername=""/>
						<string name="farNonce" object="[flash.net.NetStream]" text=".farNonce" tiptext="針對 RTMFP 及 RTMPE 連線，實際上由此串流另一端選擇的值，這個連線的唯一值。" version="" helpurl="flash.net:NetStream:farNonce:get" playername=""/>
						<string name="inBufferSeek" object="[flash.net.NetStream]" text=".inBufferSeek" tiptext="指定顯示的資料是 (TRUE) 否 (FALSE) 為智慧型搜尋的快取。" version="" helpurl="flash.net:NetStream:inBufferSeek:get" playername=""/>
						<string name="info" object="[flash.net.NetStream]" text=".info" tiptext="傳回 NetStreamInfo 物件，其屬性包含服務品質的相關統計資料。" version="" helpurl="flash.net:NetStream:info:get" playername=""/>
						<string name="liveDelay" object="[flash.net.NetStream]" text=".liveDelay" tiptext="在即時 (無緩衝) 模式下，訂閱串流緩衝區中的資料秒數。" version="" helpurl="flash.net:NetStream:liveDelay:get" playername=""/>
						<string name="maxPauseBufferTime" object="[flash.net.NetStream]" text=".maxPauseBufferTime" tiptext="指定在暫停模式期間，訊息的緩衝時間長短 (秒)。" version="" helpurl="flash.net:NetStream:maxPauseBufferTime:get" playername=""/>
						<string name="multicastAvailabilitySendToAll" object="[flash.net.NetStream]" text=".multicastAvailabilitySendToAll" tiptext="針對 RTMFP 連線，指定是否將對等多點傳送片段可用訊息傳送給所有對等方，或只傳送給一個對等方。" version="" helpurl="flash.net:NetStream:multicastAvailabilitySendToAll:get" playername=""/>
						<string name="multicastAvailabilityUpdatePeriod" object="[flash.net.NetStream]" text=".multicastAvailabilityUpdatePeriod" tiptext="針對 RTMFP 連線，指定訊息傳送至對等方，通告本機節點提供新的對等多點傳送媒體片段時，前後訊息傳送之間的間隔秒數。" version="" helpurl="flash.net:NetStream:multicastAvailabilityUpdatePeriod:get" playername=""/>
						<string name="multicastFetchPeriod" object="[flash.net.NetStream]" text=".multicastFetchPeriod" tiptext="針對 RTMFP 連線，指定當本機節點察覺到可以取得對等多點傳送媒體片段，然後等候多久時間 (秒) 才開始從對等方取得媒體片段。" version="" helpurl="flash.net:NetStream:multicastFetchPeriod:get" playername=""/>
						<string name="multicastInfo" object="[flash.net.NetStream]" text=".multicastInfo" tiptext="針對 RTMFP連線，傳回 NetStreamMulticastInfo 物件，其屬性包含服務品質的相關統計資料。" version="" helpurl="flash.net:NetStream:multicastInfo:get" playername=""/>
						<string name="multicastPushNeighborLimit" object="[flash.net.NetStream]" text=".multicastPushNeighborLimit" tiptext="針對 RTMFP 連線，指定要將多點傳送媒體主動推送給最多多少個對等方。" version="" helpurl="flash.net:NetStream:multicastPushNeighborLimit:get" playername=""/>
						<string name="multicastRelayMarginDuration" object="[flash.net.NetStream]" text=".multicastRelayMarginDuration" tiptext="針對 RTMFP 連線，指定在對等多點傳送資料要保留多少時間後 (秒) 之後，才傳送至要求的對等方。" version="" helpurl="flash.net:NetStream:multicastRelayMarginDuration:get" playername=""/>
						<string name="multicastWindowDuration" object="[flash.net.NetStream]" text=".multicastWindowDuration" tiptext="針對 RTMFP 連線，指定對等多點傳送重組視窗的持續時間 (秒)。" version="" helpurl="flash.net:NetStream:multicastWindowDuration:get" playername=""/>
						<string name="nearNonce" object="[flash.net.NetStream]" text=".nearNonce" tiptext="針對 RTMFP 及 RTMPE 連線，實際上由串流這一端選擇的值，這個連線的唯一值。" version="" helpurl="flash.net:NetStream:nearNonce:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.NetStream]" text=".objectEncoding" tiptext="此 NetStream 物件的物件編碼 (AMF 版本)。" version="" helpurl="flash.net:NetStream:objectEncoding:get" playername=""/>
						<string name="peerStreams" object="[flash.net.NetStream]" text=".peerStreams" tiptext="物件，保存正在偵聽此發佈 NetStream 實體的所有訂閱 NetStream 實體。" version="" helpurl="flash.net:NetStream:peerStreams:get" playername=""/>
						<string name="soundTransform" object="[flash.net.NetStream]" text=".soundTransform" tiptext="控制此 NetStream 物件中的聲音。" version="" helpurl="flash.net:NetStream:soundTransform:get" playername=""/>
						<string name="time" object="[flash.net.NetStream]" text=".time" tiptext="播放磁頭的位置，以秒為單位。" version="" helpurl="flash.net:NetStream:time:get" playername=""/>
						<string name="videoReliable" object="[flash.net.NetStream]" text=".videoReliable" tiptext="針對 RTMFP 連線，指定傳送視訊時是否保證完全可靠。" version="" helpurl="flash.net:NetStream:videoReliable:get" playername=""/>
						<string name="videoSampleAccess" object="[flash.net.NetStream]" text=".videoSampleAccess" tiptext="針對 RTMFP 連線，指定此 NetStream 上的對等訂閱者是否可以擷取視訊串流。" version="" helpurl="flash.net:NetStream:videoSampleAccess:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetStream 類別的事件" helpurl="flash.net:NetStream">
						<string name="onSeekPoint" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當附加位元組剖析器遇到它認為是可搜尋的點 (例如，視訊關鍵影格) 時，會從 appendBytes() 同步呼叫。" version="" helpurl="flash.net:NetStream__onSeekPoint" playername=""/>
						<string name="drmStatus" object="[flash.net.NetStream]" text=".addEventListener(%類型:String=DRMStatusEvent.DRM_STATUS{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當數位版權管理 (DRM) 加密的內容開始播放時傳送 (當使用者通過驗證並經授權播放內容時)。" version="" helpurl="flash.net:NetStream_flash.events.DRMStatusEvent.DRM_STATUS_drmStatus" playername=""/>
						<string name="drmError" object="[flash.net.NetStream]" text=".addEventListener(%類型:String=DRMErrorEvent.DRM_ERROR{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 NetStream 物件 (嘗試播放數位版權管理 (DRM) 加密檔案時) 發生與 DRM 有關的錯誤時傳送。" version="" helpurl="flash.net:NetStream_flash.events.DRMErrorEvent.DRM_ERROR_drmError" playername=""/>
						<string name="drmAuthenticate" object="[flash.net.NetStream]" text=".addEventListener(%類型:String=DRMAuthenticateEvent.DRM_AUTHENTICATE{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在NetStream 物件嘗試播放需事先提供使用者憑證，以供驗證的數位版權管理 (DRM) 加密內容時傳送。" version="" helpurl="flash.net:NetStream_flash.events.DRMAuthenticateEvent.DRM_AUTHENTICATE_drmAuthenticate" playername=""/>
						<string name="onDRMContentData" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="建立一個偵聽程式，當 AIR 擷取媒體檔中內嵌的 DRM 內容中繼資料時予以回應。" version="" helpurl="flash.net:NetStream__onDRMContentData" playername=""/>
						<string name="onPlayStatus" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="建立偵聽程式，以便在 NetStream 物件完整播放串流時回應。" version="" helpurl="flash.net:NetStream__onPlayStatus" playername=""/>
						<string name="onCuePoint" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="建立偵聽程式，以便在播放視訊檔期間到達內嵌的提示點時回應。" version="" helpurl="flash.net:NetStream__onCuePoint" playername=""/>
						<string name="onTextData" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="建立偵聽程式，以便在 Flash Player 收到正在播放之媒體檔案中內嵌的文字資料時回應。" version="" helpurl="flash.net:NetStream__onTextData" playername=""/>
						<string name="onImageData" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="建立偵聽程式，以便在 Flash Player 以位元組陣列形式收到正在播放之媒體檔案中內嵌的影像資料時回應。" version="" helpurl="flash.net:NetStream__onImageData" playername=""/>
						<string name="onMetaData" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="建立偵聽程式，以便在 Flash Player 收到正在播放之視訊中內嵌的說明資訊時回應。" version="" helpurl="flash.net:NetStream__onMetaData" playername=""/>
						<string name="onXMPData" object="[flash.net.NetStream]" text=".addEventListener(%類型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="建立偵聽程式，以便在 Flash Player 收到正在播放之視訊中內嵌的「Adobe 可延伸中繼資料平台」(XMP) 特定資訊時回應。" version="" helpurl="flash.net:NetStream__onXMPData" playername=""/>
						<string name="netStatus" object="[flash.net.NetStream]" text=".addEventListener(%類型:String=NetStatusEvent.NET_STATUS{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 NetStream 物件回報其狀態或錯誤情況時傳送。" version="" helpurl="flash.net:NetStream_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
						<string name="ioError" object="[flash.net.NetStream]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入或輸出錯誤因而導致網路作業失敗時傳送。" version="" helpurl="flash.net:NetStream_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="asyncError" object="[flash.net.NetStream]" text=".addEventListener(%類型:String=AsyncErrorEvent.ASYNC_ERROR{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在以非同步方式 (亦即，從原生非同步程式碼) 擲回例外時傳送。" version="" helpurl="flash.net:NetStream_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
						<string name="status" object="[flash.net.NetStream]" text=".addEventListener(%類型:String=StatusEvent.STATUS{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當應用程式嘗試叫用 NetStream.play() 方法來播放以數位版權管理 (DRM) 加密的內容時傳送。" version="" helpurl="flash.net:NetStream_flash.events.StatusEvent.STATUS_status" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamAppendBytesAction" id="[flash.net.NetStreamAppendBytesAction]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamAppendBytesAction 類別是您可以傳遞到 NetStream.appendBytesAction() 方法的常數列舉。" helpurl="flash.net:NetStreamAppendBytesAction">
					<folder name="屬性" id="Properties" tiptext="NetStreamAppendBytesAction 類別的屬性" helpurl="flash.net:NetStreamAppendBytesAction">
						<string name="END_SEQUENCE" object="[flash.net.NetStreamAppendBytesAction]" text="NetStreamAppendBytesAction.END_SEQUENCE" constant="true" tiptext="指出媒體串流資料已完成。" version="" helpurl="flash.net:NetStreamAppendBytesAction:END_SEQUENCE" playername=""/>
						<string name="RESET_BEGIN" object="[flash.net.NetStreamAppendBytesAction]" text="NetStreamAppendBytesAction.RESET_BEGIN" constant="true" tiptext="指出時幅不連續。" version="" helpurl="flash.net:NetStreamAppendBytesAction:RESET_BEGIN" playername=""/>
						<string name="RESET_SEEK" object="[flash.net.NetStreamAppendBytesAction]" text="NetStreamAppendBytesAction.RESET_SEEK" constant="true" tiptext="指出時幅不連續。" version="" helpurl="flash.net:NetStreamAppendBytesAction:RESET_SEEK" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamInfo" id="[flash.net.NetStreamInfo]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamInfo 類別會指定與 NetStream 物件以及音效、視訊和資料的基礎串流緩衝區相關的各種服務品質 (QOS) 統計資料。" helpurl="flash.net:NetStreamInfo">
					<folder name="方法" id="Methods" tiptext="NetStreamInfo 類別的方法" helpurl="flash.net:NetStreamInfo">
						<string name="toString" object="[flash.net.NetStreamInfo]" text=".toString(%%):String" tiptext="傳回文字值，其中列出此 NetStreamInfo 物件的屬性。" version="4" helpurl="flash.net:NetStreamInfo:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetStreamInfo 類別的屬性" helpurl="flash.net:NetStreamInfo">
						<string name="SRTT" object="[flash.net.NetStreamInfo]" text=".SRTT" tiptext="NetStream 工作階段的平滑往返時間 (SRTT)，以毫秒為單位。" version="" helpurl="flash.net:NetStreamInfo:SRTT:get" playername=""/>
						<string name="audioBufferByteLength" object="[flash.net.NetStreamInfo]" text=".audioBufferByteLength" tiptext="提供 NetStream 音效緩衝區大小 (以位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:audioBufferByteLength:get" playername=""/>
						<string name="audioBufferLength" object="[flash.net.NetStreamInfo]" text=".audioBufferLength" tiptext="提供 NetStream 音效緩衝區大小 (以秒為單位)。" version="" helpurl="flash.net:NetStreamInfo:audioBufferLength:get" playername=""/>
						<string name="audioByteCount" object="[flash.net.NetStreamInfo]" text=".audioByteCount" tiptext="指定已經到達佇列的音效位元組總數，不論已經播放或清除的位元組有多少。" version="" helpurl="flash.net:NetStreamInfo:audioByteCount:get" playername=""/>
						<string name="audioBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".audioBytesPerSecond" tiptext="指定填滿 NetStream 音效緩衝區的速率 (以每秒位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:audioBytesPerSecond:get" playername=""/>
						<string name="audioLossRate" object="[flash.net.NetStreamInfo]" text=".audioLossRate" tiptext="指定 NetStream 工作階段的音效遺失。" version="" helpurl="flash.net:NetStreamInfo:audioLossRate:get" playername=""/>
						<string name="byteCount" object="[flash.net.NetStreamInfo]" text=".byteCount" tiptext="指定已經到達佇列的位元組總數，不論已經播放或清除的位元組有多少。" version="" helpurl="flash.net:NetStreamInfo:byteCount:get" playername=""/>
						<string name="currentBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".currentBytesPerSecond" tiptext="指定填滿 NetStream 緩衝區的速率 (以每秒位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:currentBytesPerSecond:get" playername=""/>
						<string name="dataBufferByteLength" object="[flash.net.NetStreamInfo]" text=".dataBufferByteLength" tiptext="提供 NetStream 資料緩衝區大小 (以位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:dataBufferByteLength:get" playername=""/>
						<string name="dataBufferLength" object="[flash.net.NetStreamInfo]" text=".dataBufferLength" tiptext="提供 NetStream 資料緩衝區大小 (以秒為單位)。" version="" helpurl="flash.net:NetStreamInfo:dataBufferLength:get" playername=""/>
						<string name="dataByteCount" object="[flash.net.NetStreamInfo]" text=".dataByteCount" tiptext="指定已經到達佇列的資料訊息位元組總數，不論已經播放或清除的位元組有多少。" version="" helpurl="flash.net:NetStreamInfo:dataByteCount:get" playername=""/>
						<string name="dataBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".dataBytesPerSecond" tiptext="指定填滿 NetStream 資料緩衝區的速率 (以每秒位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:dataBytesPerSecond:get" playername=""/>
						<string name="droppedFrames" object="[flash.net.NetStreamInfo]" text=".droppedFrames" tiptext="傳回在目前 NetStream 播放工作階段中丟棄的視訊影格數目。" version="" helpurl="flash.net:NetStreamInfo:droppedFrames:get" playername=""/>
						<string name="maxBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".maxBytesPerSecond" tiptext="指定填滿 NetStream 緩衝區的最大速率 (以每秒位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:maxBytesPerSecond:get" playername=""/>
						<string name="playbackBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".playbackBytesPerSecond" tiptext="傳回串流播放速率 (以每秒位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:playbackBytesPerSecond:get" playername=""/>
						<string name="videoBufferByteLength" object="[flash.net.NetStreamInfo]" text=".videoBufferByteLength" tiptext="提供 NetStream 視訊緩衝區大小 (以位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:videoBufferByteLength:get" playername=""/>
						<string name="videoBufferLength" object="[flash.net.NetStreamInfo]" text=".videoBufferLength" tiptext="提供 NetStream 視訊緩衝區大小 (以秒為單位)。" version="" helpurl="flash.net:NetStreamInfo:videoBufferLength:get" playername=""/>
						<string name="videoByteCount" object="[flash.net.NetStreamInfo]" text=".videoByteCount" tiptext="指定已經到達佇列的視訊位元組總數，不論已經播放或清除的位元組有多少。" version="" helpurl="flash.net:NetStreamInfo:videoByteCount:get" playername=""/>
						<string name="videoBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".videoBytesPerSecond" tiptext="指定填滿 NetStream 視訊緩衝區的速率 (以每秒位元組為單位)。" version="" helpurl="flash.net:NetStreamInfo:videoBytesPerSecond:get" playername=""/>
						<string name="videoLossRate" object="[flash.net.NetStreamInfo]" text=".videoLossRate" tiptext="提供 NetStream 視訊遺失率 (遺失的訊息佔所有訊息的比例)。" version="" helpurl="flash.net:NetStreamInfo:videoLossRate:get" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamMulticastInfo" id="[flash.net.NetStreamMulticastInfo]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamMulticastInfo 類別可指定與 NetGroup 物件下層 RTMFP 對等式資料與 IP 多點傳送串流傳輸的各種「服務品質 (QoS)」統計資料。" helpurl="flash.net:NetStreamMulticastInfo">
					<folder name="方法" id="Methods" tiptext="NetStreamMulticastInfo 類別的方法" helpurl="flash.net:NetStreamMulticastInfo">
						<string name="toString" object="[flash.net.NetStreamMulticastInfo]" text=".toString(%%):String" tiptext="傳回包含 NetStreamMulticastInfo 物件所有屬性的字串。" version="2" helpurl="flash.net:NetStreamMulticastInfo:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetStreamMulticastInfo 類別的屬性" helpurl="flash.net:NetStreamMulticastInfo">
						<string name="bytesPushedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesPushedFromPeers" tiptext="指定由對等方主動推送而本機節點接收到的媒體位元組數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesPushedFromPeers:get" playername=""/>
						<string name="bytesPushedToPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesPushedToPeers" tiptext="指定本機節點主動推送至對等方的媒體位元組數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesPushedToPeers:get" playername=""/>
						<string name="bytesReceivedFromIPMulticast" object="[flash.net.NetStreamMulticastInfo]" text=".bytesReceivedFromIPMulticast" tiptext="指定本機節點從 IP 多點傳送接收到的媒體位元組數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesReceivedFromIPMulticast:get" playername=""/>
						<string name="bytesReceivedFromServer" object="[flash.net.NetStreamMulticastInfo]" text=".bytesReceivedFromServer" tiptext="指定本機節點從伺服器接收到的媒體位元組數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesReceivedFromServer:get" playername=""/>
						<string name="bytesRequestedByPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesRequestedByPeers" tiptext="指定本機節點為了回覆對等方索取特定片段的要求而傳送的媒體位元組數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesRequestedByPeers:get" playername=""/>
						<string name="bytesRequestedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesRequestedFromPeers" tiptext="指定本機節點與對等方之間收、送的媒體位元組數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesRequestedFromPeers:get" playername=""/>
						<string name="fragmentsPushedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsPushedFromPeers" tiptext="指定由對等方主動推送而本機節點接收到的媒體片段訊息數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsPushedFromPeers:get" playername=""/>
						<string name="fragmentsPushedToPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsPushedToPeers" tiptext="指定本機節點主動推送至對等方的媒體片段訊息數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsPushedToPeers:get" playername=""/>
						<string name="fragmentsReceivedFromIPMulticast" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsReceivedFromIPMulticast" tiptext="指定本機節點從 IP 多點傳送接收到的媒體片段訊息數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsReceivedFromIPMulticast:get" playername=""/>
						<string name="fragmentsReceivedFromServer" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsReceivedFromServer" tiptext="指定本機節點從伺服器接收到的媒體片段訊息數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsReceivedFromServer:get" playername=""/>
						<string name="fragmentsRequestedByPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsRequestedByPeers" tiptext="指定本機節點為了回覆對等方索取特定片段的要求而傳送的媒體片段訊息數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsRequestedByPeers:get" playername=""/>
						<string name="fragmentsRequestedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsRequestedFromPeers" tiptext="指定本機節點與對等方之間收、送的媒體片段訊息數目。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsRequestedFromPeers:get" playername=""/>
						<string name="receiveControlBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".receiveControlBytesPerSecond" tiptext="指定本機節點從對等方接收到控制支出訊息的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveControlBytesPerSecond:get" playername=""/>
						<string name="receiveDataBytesPerSecondFromIPMulticast" object="[flash.net.NetStreamMulticastInfo]" text=".receiveDataBytesPerSecondFromIPMulticast" tiptext="指定本機節點從 IP 多點傳送接收到資料的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveDataBytesPerSecondFromIPMulticast:get" playername=""/>
						<string name="receiveDataBytesPerSecondFromServer" object="[flash.net.NetStreamMulticastInfo]" text=".receiveDataBytesPerSecondFromServer" tiptext="指定本機節點從伺服器收到媒體資料的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveDataBytesPerSecondFromServer:get" playername=""/>
						<string name="receiveDataBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".receiveDataBytesPerSecond" tiptext="指定本機節點從對等方、伺服器以及透過 IP 多點傳送接收到媒體資料的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveDataBytesPerSecond:get" playername=""/>
						<string name="sendControlBytesPerSecondToServer" object="[flash.net.NetStreamMulticastInfo]" text=".sendControlBytesPerSecondToServer" tiptext="指定本機節點將控制支出訊息傳送至伺服器的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetStreamMulticastInfo:sendControlBytesPerSecondToServer:get" playername=""/>
						<string name="sendControlBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".sendControlBytesPerSecond" tiptext="指定本機節點將控制支出訊息傳送至對等方以及伺服器的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetStreamMulticastInfo:sendControlBytesPerSecond:get" playername=""/>
						<string name="sendDataBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".sendDataBytesPerSecond" tiptext="指定本機節點將媒體資料傳送到對等方的速率 (每秒位元組數)。" version="" helpurl="flash.net:NetStreamMulticastInfo:sendDataBytesPerSecond:get" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamPlayOptions" id="[flash.net.NetStreamPlayOptions]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetStreamPlayOptions 類別會指定可傳遞給 NetStream.play2() 方法的各種選項。" helpurl="flash.net:NetStreamPlayOptions">
					<folder name="方法" id="Methods" tiptext="NetStreamPlayOptions 類別的方法" helpurl="flash.net:NetStreamPlayOptions">
						<string name="NetStreamPlayOptions" object="[flash.net.NetStreamPlayOptions]" text="new NetStreamPlayOptions(%%)" constructor="true" tiptext="建立 NetStreamPlayOptions 物件，以指定傳遞至 NetStream.play2() 方法的選項。" version="4" helpurl="flash.net:NetStreamPlayOptions:NetStreamPlayOptions" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetStreamPlayOptions 類別的屬性" helpurl="flash.net:NetStreamPlayOptions">
						<string name="len" object="[flash.net.NetStreamPlayOptions]" text=".len" tiptext="streamName 中指定之串流的播放持續時間 (以秒為單位)。" version="" helpurl="flash.net:NetStreamPlayOptions:len" playername=""/>
						<string name="offset" object="[flash.net.NetStreamPlayOptions]" text=".offset" tiptext="串流播放的秒數，在此時間後應切換至新的串流。" version="" helpurl="flash.net:NetStreamPlayOptions:offset" playername=""/>
						<string name="oldStreamName" object="[flash.net.NetStreamPlayOptions]" text=".oldStreamName" tiptext="舊串流或從中轉場之串流的名稱。" version="" helpurl="flash.net:NetStreamPlayOptions:oldStreamName" playername=""/>
						<string name="start" object="[flash.net.NetStreamPlayOptions]" text=".start" tiptext="streamName 的開始時間，以秒為單位。" version="" helpurl="flash.net:NetStreamPlayOptions:start" playername=""/>
						<string name="streamName" object="[flash.net.NetStreamPlayOptions]" text=".streamName" tiptext="要轉場到或播放的新串流名稱。" version="" helpurl="flash.net:NetStreamPlayOptions:streamName" playername=""/>
						<string name="transition" object="[flash.net.NetStreamPlayOptions]" text=".transition" tiptext="播放或轉場到 streamName 的模式。" version="" helpurl="flash.net:NetStreamPlayOptions:transition" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamPlayTransitions" id="[flash.net.NetStreamPlayTransitions]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamPlayTransitions 類別會指定可搭配 NetStreamPlayOptions.transition 屬性使用的有效字串。" helpurl="flash.net:NetStreamPlayTransitions">
					<folder name="屬性" id="Properties" tiptext="NetStreamPlayTransitions 類別的屬性" helpurl="flash.net:NetStreamPlayTransitions">
						<string name="APPEND_AND_WAIT" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.APPEND_AND_WAIT" constant="true" tiptext="建立播放清單，但是不從第一個串流開始播放。" version="" helpurl="flash.net:NetStreamPlayTransitions:APPEND_AND_WAIT" playername=""/>
						<string name="APPEND" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.APPEND" constant="true" tiptext="將串流加到播放清單，並從第一個串流開始播放。" version="" helpurl="flash.net:NetStreamPlayTransitions:APPEND" playername=""/>
						<string name="RESET" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.RESET" constant="true" tiptext="清除任何先前的播放呼叫並立即播放指定的串流。" version="" helpurl="flash.net:NetStreamPlayTransitions:RESET" playername=""/>
						<string name="RESUME" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.RESUME" constant="true" tiptext="從之前連線終止的點開始，透過新連線要求資料。" version="" helpurl="flash.net:NetStreamPlayTransitions:RESUME" playername=""/>
						<string name="STOP" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.STOP" constant="true" tiptext="停止播放播放清單中的串流。" version="" helpurl="flash.net:NetStreamPlayTransitions:STOP" playername=""/>
						<string name="SWAP" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.SWAP" constant="true" tiptext="將內容串流取代為不同的內容串流，並且維持播放清單的其餘部分。" version="" helpurl="flash.net:NetStreamPlayTransitions:SWAP" playername=""/>
						<string name="SWITCH" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.SWITCH" constant="true" tiptext="從播放某個串流切換至另一個串流，通常是相同內容的串流。" version="" helpurl="flash.net:NetStreamPlayTransitions:SWITCH" playername=""/>
					</folder>
				</folder>
				<folder name="NetworkInfo" id="[flash.net.NetworkInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetworkInfo 類別提供電腦上有關網路介面的資訊。" helpurl="flash.net:NetworkInfo">
					<folder name="方法" id="Methods" tiptext="NetworkInfo 類別的方法" helpurl="flash.net:NetworkInfo">
						<string name="findInterfaces" object="[flash.net.NetworkInfo]" text=".findInterfaces(%%):Vector$flash.net:NetworkInterface" tiptext="傳回與此機器有關的網路介面清單。" version="2" helpurl="flash.net:NetworkInfo:findInterfaces" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="NetworkInfo 類別的屬性" helpurl="flash.net:NetworkInfo">
						<string name="isSupported" object="[flash.net.NetworkInfo]" text=".isSupported" tiptext="指出用戶端系統是否支援存取網路介面資訊。" version="" helpurl="flash.net:NetworkInfo:isSupported:get" playername="AIR"/>
						<string name="networkInfo" object="[flash.net.NetworkInfo]" text=".networkInfo" tiptext="NetworkInfo 物件的 Singleton 實體。" version="" helpurl="flash.net:NetworkInfo:networkInfo:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetworkInfo 類別的事件" helpurl="flash.net:NetworkInfo">
						<string name="networkChange" object="[flash.net.NetworkInfo]" text=".addEventListener(%類型:String=Event.NETWORK_CHANGE{Event.NETWORK_CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當網路介面變更時傳送。" version="" helpurl="flash.net:NetworkInfo_flash.events.Event.NETWORK_CHANGE_networkChange" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NetworkInterface" id="[flash.net.NetworkInterface]" sort="true" index="true" asAncestors="Object" tiptext="NetworkInterface 類別描述網路介面。" helpurl="flash.net:NetworkInterface">
					<folder name="屬性" id="Properties" tiptext="NetworkInterface 類別的屬性" helpurl="flash.net:NetworkInterface">
						<string name="active" object="[flash.net.NetworkInterface]" text=".active" tiptext="報告此介面是否作用中。" version="" helpurl="flash.net:NetworkInterface:active:get" playername="AIR"/>
						<string name="addresses" object="[flash.net.NetworkInterface]" text=".addresses" tiptext="繫結至此網路介面的位址清單。" version="" helpurl="flash.net:NetworkInterface:addresses:get" playername="AIR"/>
						<string name="displayName" object="[flash.net.NetworkInterface]" text=".displayName" tiptext="此網路介面的顯示名稱。" version="" helpurl="flash.net:NetworkInterface:displayName:get" playername="AIR"/>
						<string name="hardwareAddress" object="[flash.net.NetworkInterface]" text=".hardwareAddress" tiptext="此網路介面的硬體位址。" version="" helpurl="flash.net:NetworkInterface:hardwareAddress:get" playername="AIR"/>
						<string name="mtu" object="[flash.net.NetworkInterface]" text=".mtu" tiptext="此網路介面的傳輸單位上限 (MTU)。" version="" helpurl="flash.net:NetworkInterface:mtu:get" playername="AIR"/>
						<string name="name" object="[flash.net.NetworkInterface]" text=".name" tiptext="此網路介面的名稱。" version="" helpurl="flash.net:NetworkInterface:name:get" playername="AIR"/>
						<string name="parent" object="[flash.net.NetworkInterface]" text=".parent" tiptext="代表父輩介面的 NetworkInterface 物件 (如果這個介面有父輩)。" version="" helpurl="flash.net:NetworkInterface:parent:get" playername="AIR"/>
						<string name="subInterfaces" object="[flash.net.NetworkInterface]" text=".subInterfaces" tiptext="附加至此網路介面的子介面清單。" version="" helpurl="flash.net:NetworkInterface:subInterfaces:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.net 套件的方法" helpurl="flash.net">
					<string name="getClassByAlias" text="getClassByAlias(%別名名稱:String%):Class" tiptext="查閱之前已經透過呼叫 registerClassAlias() 方法註冊別名的類別。" version="4" helpurl="flash.net:getClassByAlias" playername=""/>
					<string name="navigateToURL" text="navigateToURL(%要求:flash.net:URLRequest[,視窗:String=null]%):void" tiptext="開啟或取代應用程式中的視窗，而該應用程式包含 Flash Player 容器 (通常是指瀏覽器)。" version="4" helpurl="flash.net:navigateToURL" playername=""/>
					<string name="registerClassAlias" text="registerClassAlias(%別名名稱:String,類別物件:Class%):void" tiptext="當物件以 Action Message Format (AMF) 編碼時，會保留該物件的類別 (類型)。" version="4" helpurl="flash.net:registerClassAlias" playername=""/>
					<string name="sendToURL" text="sendToURL(%要求:flash.net:URLRequest%):void" tiptext="將 URL 要求傳送至伺服器，但忽略任何回應。" version="4" helpurl="flash.net:sendToURL" playername=""/>
				</folder>
				<folder name="ObjectEncoding" id="[flash.net.ObjectEncoding]" sort="true" index="true" asAncestors="Object" tiptext="ObjectEncoding 類別用於在序列化物件 (例如 FileStream、NetStream、NetConnection、SharedObject 和 ByteArray) 的類別中，定義序列化設定以使用舊版 ActionScript。" helpurl="flash.net:ObjectEncoding">
					<folder name="屬性" id="Properties" tiptext="ObjectEncoding 類別的屬性" helpurl="flash.net:ObjectEncoding">
						<string name="AMF0" object="[flash.net.ObjectEncoding]" text="ObjectEncoding.AMF0" constant="true" tiptext="指定物件要使用 ActionScript 1.0 和 2.0 的 Action Message Format 進行序列化。" version="" helpurl="flash.net:ObjectEncoding:AMF0" playername=""/>
						<string name="AMF3" object="[flash.net.ObjectEncoding]" text="ObjectEncoding.AMF3" constant="true" tiptext="指定物件要使用 ActionScript 3.0 的 Action Message Format 進行序列化。" version="" helpurl="flash.net:ObjectEncoding:AMF3" playername=""/>
						<string name="DEFAULT" object="[flash.net.ObjectEncoding]" text="ObjectEncoding.DEFAULT" constant="true" tiptext="為目前的執行階段指定預設 (最新的) 格式 (Flash Player 或 AIR)。" version="" helpurl="flash.net:ObjectEncoding:DEFAULT" playername=""/>
						<string name="dynamicPropertyWriter" object="[flash.net.ObjectEncoding]" text=".dynamicPropertyWriter" tiptext="可針對動態物件之動態屬性的序列化作業，提供較佳的控制能力。" version="" helpurl="flash.net:ObjectEncoding:dynamicPropertyWriter:get" playername=""/>
					</folder>
				</folder>
				<folder name="Responder" id="[flash.net.Responder]" sort="true" index="true" asAncestors="Object" tiptext="Responder 類別會提供用於 NetConnection.call() 中的物件，以處理伺服器的傳回值 (與特定作業成功或失敗相關)。" helpurl="flash.net:Responder">
					<folder name="方法" id="Methods" tiptext="Responder 類別的方法" helpurl="flash.net:Responder">
						<string name="Responder" object="[flash.net.Responder]" text="new Responder(%結果:Function[,狀態Function=null]%)" constructor="true" tiptext="建立新的 Responder 物件。" version="4" helpurl="flash.net:Responder:Responder" playername=""/>
					</folder>
				</folder>
				<folder name="SecureSocket" id="[flash.net.SecureSocket]" sort="true" index="true" asAncestors="flash.net:Socket,flash.events:EventDispatcher,Object" tiptext="SecureSocket 類別讓程式碼可以使用通訊端連線，以運用安全通訊端階層 (SSL) 及傳輸層安全性 (TLS) 通訊協定。" helpurl="flash.net:SecureSocket">
					<folder name="方法" id="Methods" tiptext="SecureSocket 類別的方法" helpurl="flash.net:SecureSocket">
						<string name="SecureSocket" object="[flash.net.SecureSocket]" text="new SecureSocket(%%)" constructor="true" tiptext="建立新的 SecureSocket 物件。" version="2" helpurl="flash.net:SecureSocket:SecureSocket" playername="AIR"/>
						<string name="connect" object="[flash.net.SecureSocket]" text=".connect(%主機:String,連接埠:int%):void" tiptext="使用 SSL 或 TLS 將通訊端連線到指定的主機或連接埠。" version="2" helpurl="flash.net:SecureSocket:connect" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SecureSocket 類別的屬性" helpurl="flash.net:SecureSocket">
						<string name="isSupported" object="[flash.net.SecureSocket]" text=".isSupported" tiptext="指出在目前系統上是否支援安全通訊端。" version="" helpurl="flash.net:SecureSocket:isSupported:get" playername="AIR"/>
						<string name="serverCertificateStatus" object="[flash.net.SecureSocket]" text=".serverCertificateStatus" tiptext="伺服器憑證的狀態。" version="" helpurl="flash.net:SecureSocket:serverCertificateStatus:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SecureSocket 類別的事件" helpurl="flash.net:SecureSocket">
						<string name="socketData" object="[flash.net.SecureSocket]" text=".addEventListener(%類型:String=ProgressEvent.SOCKET_DATA{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在通訊端收到資料時傳送。" version="" helpurl="flash.net:SecureSocket_flash.events.ProgressEvent.SOCKET_DATA_socketData" playername="AIR"/>
						<string name="ioError" object="[flash.net.SecureSocket]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入或輸出錯誤因而導致傳送或接收作業失敗時傳送。" version="" helpurl="flash.net:SecureSocket_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="connect" object="[flash.net.SecureSocket]" text=".addEventListener(%類型:String=Event.CONNECT{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在網路連線已建立時傳送。" version="" helpurl="flash.net:SecureSocket_flash.events.Event.CONNECT_connect" playername="AIR"/>
						<string name="close" object="[flash.net.SecureSocket]" text=".addEventListener(%類型:String=Event.CLOSE{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在伺服器關閉通訊端連線時傳送。" version="" helpurl="flash.net:SecureSocket_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ServerSocket" id="[flash.net.ServerSocket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ServerSocket 類別允許程式碼扮演「傳輸控制通訊協定 (TCP)」連線的伺服器。" helpurl="flash.net:ServerSocket">
					<folder name="方法" id="Methods" tiptext="ServerSocket 類別的方法" helpurl="flash.net:ServerSocket">
						<string name="ServerSocket" object="[flash.net.ServerSocket]" text="new ServerSocket(%%)" constructor="true" tiptext="建立 ServerSocket 物件。" version="2" helpurl="flash.net:ServerSocket:ServerSocket" playername="AIR"/>
						<string name="bind" object="[flash.net.ServerSocket]" text=".bind(%[本機連接埠:int=0,本機位址:String=0.0.0.0]%):void" tiptext="將這個通訊端與指定的本機位址與連接埠繫結。" version="2" helpurl="flash.net:ServerSocket:bind" playername="AIR"/>
						<string name="close" object="[flash.net.ServerSocket]" text=".close(%%):void" tiptext="關閉通訊端以及停止偵聽連線。" version="2" helpurl="flash.net:ServerSocket:close" playername="AIR"/>
						<string name="listen" object="[flash.net.ServerSocket]" text=".listen(%[幕後記錄:int=0]%):void" tiptext="在繫結的 IP 位址及連接埠上起始 TCP 連線的偵聽。" version="2" helpurl="flash.net:ServerSocket:listen" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ServerSocket 類別的屬性" helpurl="flash.net:ServerSocket">
						<string name="bound" object="[flash.net.ServerSocket]" text=".bound" tiptext="指出通訊端是否繫結至本機位址和連接埠。" version="" helpurl="flash.net:ServerSocket:bound:get" playername="AIR"/>
						<string name="isSupported" object="[flash.net.ServerSocket]" text=".isSupported" tiptext="指出 ServerSocket 功能是否在執行階段環境中受到支援。" version="" helpurl="flash.net:ServerSocket:isSupported:get" playername="AIR"/>
						<string name="listening" object="[flash.net.ServerSocket]" text=".listening" tiptext="指出伺服器通訊端是否偵聽內送連線。" version="" helpurl="flash.net:ServerSocket:listening:get" playername="AIR"/>
						<string name="localAddress" object="[flash.net.ServerSocket]" text=".localAddress" tiptext="通訊端進行偵聽的 IP 位址。" version="" helpurl="flash.net:ServerSocket:localAddress:get" playername="AIR"/>
						<string name="localPort" object="[flash.net.ServerSocket]" text=".localPort" tiptext="通訊端進行偵聽的連接埠。" version="" helpurl="flash.net:ServerSocket:localPort:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ServerSocket 類別的事件" helpurl="flash.net:ServerSocket">
						<string name="connect" object="[flash.net.ServerSocket]" text=".addEventListener(%類型:String=ServerSocketConnectEvent.CONNECT{ServerSocketConnectEvent.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當遠端通訊端尋求連接此伺服器通訊端時傳送。" version="" helpurl="flash.net:ServerSocket__connect" playername="AIR"/>
						<string name="close" object="[flash.net.ServerSocket]" text=".addEventListener(%類型:String=Event.CLOSE{ServerSocketConnectEvent.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當作業系統關閉這個通訊端時傳送。" version="" helpurl="flash.net:ServerSocket_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SharedObject" id="[flash.net.SharedObject]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SharedObject 類別可以用來在使用者電腦或伺服器上讀取並儲存有限的資料量。" helpurl="flash.net:SharedObject">
					<folder name="方法" id="Methods" tiptext="SharedObject 類別的方法" helpurl="flash.net:SharedObject">
						<string name="clear" object="[flash.net.SharedObject]" text=".clear(%%):void" tiptext="針對本機共享物件，清除所有資料並從磁碟中刪除共享物件。" version="4" helpurl="flash.net:SharedObject:clear" playername=""/>
						<string name="close" object="[flash.net.SharedObject]" text=".close(%%):void" tiptext="關閉遠端共享物件與伺服器之間的連線。" version="4" helpurl="flash.net:SharedObject:close" playername=""/>
						<string name="connect" object="[flash.net.SharedObject]" text=".connect(%我的連線:flash.net:NetConnection[,參數:String=null]%):void" tiptext="透過指定的 NetConnection 物件連線至伺服器上的遠端共享物件。" version="4" helpurl="flash.net:SharedObject:connect" playername=""/>
						<string name="flush" object="[flash.net.SharedObject]" text=".flush(%[迷你磁碟空間:int=0]%):String" tiptext="立即將本機存放的共享物件寫入本機檔案中。" version="4" helpurl="flash.net:SharedObject:flush" playername=""/>
						<string name="getLocal" object="[flash.net.SharedObject]" text="SharedObject.getLocal(%名稱:String[,localPath:String=null,安全性:Boolean=false]%):flash.net:SharedObject" static="true" tiptext="是傳回本機持續共享物件的參考，只有目前的用戶端才可以使用。" version="4" helpurl="flash.net:SharedObject:getLocal" playername=""/>
						<string name="getRemote" object="[flash.net.SharedObject]" text="SharedObject.getRemote(%名稱:String[,遠端路徑:String=null,持續性:Object=false,安全性:Boolean=false]%):flash.net:SharedObject" static="true" tiptext="傳回可供多個用戶端的 Flash Media Server 上之共享物件的參考。" version="4" helpurl="flash.net:SharedObject:getRemote" playername=""/>
						<string name="send" object="[flash.net.SharedObject]" text=".send(%引數:長度不定的引數%):void" tiptext="將訊息廣播至所有連線至指定遠端共享物件的用戶端，包括傳送訊息的用戶端。" version="4" helpurl="flash.net:SharedObject:send" playername=""/>
						<string name="setDirty" object="[flash.net.SharedObject]" text=".setDirty(%屬性名稱:String%):void" tiptext="對伺服器指出共享物件的屬性值已經變更。。" version="4" helpurl="flash.net:SharedObject:setDirty" playername=""/>
						<string name="setProperty" object="[flash.net.SharedObject]" text=".setProperty(%屬性名稱:String[,值:Object=null]%):void" tiptext="更新共享物件內的屬性值並對伺服器指出屬性值已變更。" version="4" helpurl="flash.net:SharedObject:setProperty" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SharedObject 類別的屬性" helpurl="flash.net:SharedObject">
						<string name="client" object="[flash.net.SharedObject]" text=".client" tiptext="指出要針對其叫用回呼方法的物件。" version="" helpurl="flash.net:SharedObject:client:get" playername=""/>
						<string name="data" object="[flash.net.SharedObject]" text=".data" tiptext="指定給物件之 data 屬性 (Property) 的屬性 (Attribute) 集合，您可以共享並儲存這些屬性 (Attribute)。" version="" helpurl="flash.net:SharedObject:data:get" playername=""/>
						<string name="defaultObjectEncoding" object="[flash.net.SharedObject]" text=".defaultObjectEncoding" tiptext="在 SWF 檔中建立之所有本機共享物件的預設物件編碼 (AMF 版本)。" version="" helpurl="flash.net:SharedObject:defaultObjectEncoding:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.SharedObject]" text=".objectEncoding" tiptext="此共享物件的物件編碼 (AMF 版本)。" version="" helpurl="flash.net:SharedObject:objectEncoding:get" playername=""/>
						<string name="size" object="[flash.net.SharedObject]" text=".size" tiptext="共享物件的目前大小，以位元組為單位。" version="" helpurl="flash.net:SharedObject:size:get" playername=""/>
						<string name="fps" object="[flash.net.SharedObject]" text=".fps" tiptext="指定每秒將用戶端針對共享物件所做的變更傳送至伺服器的次數。" version="" helpurl="flash.net:SharedObject:fps:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SharedObject 類別的事件" helpurl="flash.net:SharedObject">
						<string name="sync" object="[flash.net.SharedObject]" text=".addEventListener(%類型:String=SyncEvent.SYNC{SyncEvent.SYNC,NetStatusEvent.NET_STATUS,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當伺服器已更新遠端共享物件時傳送。" version="" helpurl="flash.net:SharedObject_flash.events.SyncEvent.SYNC_sync" playername=""/>
						<string name="netStatus" object="[flash.net.SharedObject]" text=".addEventListener(%類型:String=NetStatusEvent.NET_STATUS{SyncEvent.SYNC,NetStatusEvent.NET_STATUS,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 SharedObject 實體回報其狀態或錯誤情況時傳送。" version="" helpurl="flash.net:SharedObject_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
						<string name="asyncError" object="[flash.net.SharedObject]" text=".addEventListener(%類型:String=AsyncErrorEvent.ASYNC_ERROR{SyncEvent.SYNC,NetStatusEvent.NET_STATUS,AsyncErrorEvent.ASYNC_ERROR},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在以非同步方式 (亦即，從原生非同步程式碼) 擲回例外時傳送。" version="" helpurl="flash.net:SharedObject_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
					</folder>
				</folder>
				<folder name="SharedObjectFlushStatus" id="[flash.net.SharedObjectFlushStatus]" sort="true" index="true" asAncestors="Object" tiptext="SharedObjectFlushStatus 類別會提供呼叫 SharedObject.flush() 方法所傳回之程式碼的值。" helpurl="flash.net:SharedObjectFlushStatus">
					<folder name="屬性" id="Properties" tiptext="SharedObjectFlushStatus 類別的屬性" helpurl="flash.net:SharedObjectFlushStatus">
						<string name="FLUSHED" object="[flash.net.SharedObjectFlushStatus]" text="SharedObjectFlushStatus.FLUSHED" constant="true" tiptext="指出清除作業已順利完成。" version="" helpurl="flash.net:SharedObjectFlushStatus:FLUSHED" playername=""/>
						<string name="PENDING" object="[flash.net.SharedObjectFlushStatus]" text="SharedObjectFlushStatus.PENDING" constant="true" tiptext="指出已提示使用者在進行清除作業之前，增加共享物件的磁碟空間。" version="" helpurl="flash.net:SharedObjectFlushStatus:PENDING" playername=""/>
					</folder>
				</folder>
				<folder name="Socket" id="[flash.net.Socket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Socket 類別啟用程式碼建立「傳輸控制通訊協定 (TCP)」通訊端連線，以傳送及接收二進位資料。" helpurl="flash.net:Socket">
					<folder name="方法" id="Methods" tiptext="Socket 類別的方法" helpurl="flash.net:Socket">
						<string name="Socket" object="[flash.net.Socket]" text="new Socket(%[主機:String=null,連接埠:int=0]%)" constructor="true" tiptext="建立新的  Socket  物件。" version="4" helpurl="flash.net:Socket:Socket" playername=""/>
						<string name="close" object="[flash.net.Socket]" text=".close(%%):void" tiptext="關閉通訊端。" version="4" helpurl="flash.net:Socket:close" playername=""/>
						<string name="connect" object="[flash.net.Socket]" text=".connect(%主機:String,連接埠:int%):void" tiptext="將通訊端連線至指定的主機和連接埠。" version="4" helpurl="flash.net:Socket:connect" playername=""/>
						<string name="flush" object="[flash.net.Socket]" text=".flush(%%):void" tiptext="清除通訊端輸出緩衝區中累積的任何資料。" version="4" helpurl="flash.net:Socket:flush" playername=""/>
						<string name="readBoolean" object="[flash.net.Socket]" text=".readBoolean(%%):Boolean" tiptext="從通訊端讀取 Boolean 值。" version="4" helpurl="flash.net:Socket:readBoolean" playername=""/>
						<string name="readByte" object="[flash.net.Socket]" text=".readByte(%%):int" tiptext="從通訊端讀取具有正負號的位元組。" version="4" helpurl="flash.net:Socket:readByte" playername=""/>
						<string name="readBytes" object="[flash.net.Socket]" text=".readBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從通訊端讀取由 length 參數指定的資料位元組數目。" version="4" helpurl="flash.net:Socket:readBytes" playername=""/>
						<string name="readDouble" object="[flash.net.Socket]" text=".readDouble(%%):Number" tiptext="從通訊端讀取 IEEE 754 雙精度浮點數。" version="4" helpurl="flash.net:Socket:readDouble" playername=""/>
						<string name="readFloat" object="[flash.net.Socket]" text=".readFloat(%%):Number" tiptext="從通訊端讀取 IEEE 754 單精度浮點數。" version="4" helpurl="flash.net:Socket:readFloat" playername=""/>
						<string name="readInt" object="[flash.net.Socket]" text=".readInt(%%):int" tiptext="從通訊端讀取具有正負號的 32 位元整數。" version="4" helpurl="flash.net:Socket:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.net.Socket]" text=".readMultiByte(%長度:uint,字元組:String%):String" tiptext="使用指定的字元集，從位元組串流讀取多位元組字串。" version="4" helpurl="flash.net:Socket:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.net.Socket]" text=".readObject(%%)" tiptext="從通訊端讀取物件，並以 AMF 序列化格式編碼。" version="4" helpurl="flash.net:Socket:readObject" playername=""/>
						<string name="readShort" object="[flash.net.Socket]" text=".readShort(%%):int" tiptext="從通訊端讀取具有正負號的 16 位元整數。" version="4" helpurl="flash.net:Socket:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.net.Socket]" text=".readUTFBytes(%長度:uint%):String" tiptext="從通訊端讀取 length 參數指定的 UTF-8 資料位元組數目，然後傳回字串。" version="4" helpurl="flash.net:Socket:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.net.Socket]" text=".readUTF(%%):String" tiptext="從通訊端讀取 UTF-8 字串。" version="4" helpurl="flash.net:Socket:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.net.Socket]" text=".readUnsignedByte(%%):uint" tiptext="從通訊端讀取無正負號的位元組。" version="4" helpurl="flash.net:Socket:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.net.Socket]" text=".readUnsignedInt(%%):uint" tiptext="從通訊端讀取無正負號的 32 位元整數。" version="4" helpurl="flash.net:Socket:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.net.Socket]" text=".readUnsignedShort(%%):uint" tiptext="從通訊端讀取無正負號的 16 位元整數。" version="4" helpurl="flash.net:Socket:readUnsignedShort" playername=""/>
						<string name="writeBoolean" object="[flash.net.Socket]" text=".writeBoolean(%值:Boolean%):void" tiptext="將 Boolean 值寫入通訊端。" version="4" helpurl="flash.net:Socket:writeBoolean" playername=""/>
						<string name="writeByte" object="[flash.net.Socket]" text=".writeByte(%值:int%):void" tiptext="將位元組寫入通訊端。" version="4" helpurl="flash.net:Socket:writeByte" playername=""/>
						<string name="writeBytes" object="[flash.net.Socket]" text=".writeBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從指定的位元組陣列寫入位元組的序列。" version="4" helpurl="flash.net:Socket:writeBytes" playername=""/>
						<string name="writeDouble" object="[flash.net.Socket]" text=".writeDouble(%值:Number%):void" tiptext="將 IEEE 754 雙精度浮點數寫入通訊端。" version="4" helpurl="flash.net:Socket:writeDouble" playername=""/>
						<string name="writeFloat" object="[flash.net.Socket]" text=".writeFloat(%值:Number%):void" tiptext="將 IEEE 754 單精度浮點數寫入通訊端。" version="4" helpurl="flash.net:Socket:writeFloat" playername=""/>
						<string name="writeInt" object="[flash.net.Socket]" text=".writeInt(%值:int%):void" tiptext="將具有正負號的 32 位元整數寫入通訊端。" version="4" helpurl="flash.net:Socket:writeInt" playername=""/>
						<string name="writeMultiByte" object="[flash.net.Socket]" text=".writeMultiByte(%值:String,字元組:String%):void" tiptext="使用指定的字元集，從位元組串流寫入多位元組字串。" version="4" helpurl="flash.net:Socket:writeMultiByte" playername=""/>
						<string name="writeObject" object="[flash.net.Socket]" text=".writeObject(%物件:*%):void" tiptext="使用 AMF 序列化格式，將物件寫入通訊端。" version="4" helpurl="flash.net:Socket:writeObject" playername=""/>
						<string name="writeShort" object="[flash.net.Socket]" text=".writeShort(%值:int%):void" tiptext="將 16 位元整數寫入通訊端。" version="4" helpurl="flash.net:Socket:writeShort" playername=""/>
						<string name="writeUTFBytes" object="[flash.net.Socket]" text=".writeUTFBytes(%值:String%):void" tiptext="將 UTF-8 字串寫入通訊端。" version="4" helpurl="flash.net:Socket:writeUTFBytes" playername=""/>
						<string name="writeUTF" object="[flash.net.Socket]" text=".writeUTF(%值:String%):void" tiptext="將下列資料寫入通訊端：無正負號的 16 位元整數 (表示指定之 UTF-8 字串的長度，以位元組為單位)，後面接著字串本身。" version="4" helpurl="flash.net:Socket:writeUTF" playername=""/>
						<string name="writeUnsignedInt" object="[flash.net.Socket]" text=".writeUnsignedInt(%值:uint%):void" tiptext="將無正負號的 32 位元整數寫入通訊端。" version="4" helpurl="flash.net:Socket:writeUnsignedInt" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Socket 類別的屬性" helpurl="flash.net:Socket">
						<string name="bytesAvailable" object="[flash.net.Socket]" text=".bytesAvailable" tiptext="可在輸入緩衝區中讀取之資料的位元組數。" version="" helpurl="flash.net:Socket:bytesAvailable:get" playername=""/>
						<string name="connected" object="[flash.net.Socket]" text=".connected" tiptext="指出此 Socket 物件目前是否已連線。" version="" helpurl="flash.net:Socket:connected:get" playername=""/>
						<string name="endian" object="[flash.net.Socket]" text=".endian" tiptext="表示資料的位元組順序。" version="" helpurl="flash.net:Socket:endian:get" playername=""/>
						<string name="localAddress" object="[flash.net.Socket]" text=".localAddress" tiptext="這個通訊端繫結至本機機器的 IP 位址。" version="" helpurl="flash.net:Socket:localAddress:get" playername="AIR"/>
						<string name="localPort" object="[flash.net.Socket]" text=".localPort" tiptext="這個通訊端繫結至本機機器的連接埠。" version="" helpurl="flash.net:Socket:localPort:get" playername="AIR"/>
						<string name="objectEncoding" object="[flash.net.Socket]" text=".objectEncoding" tiptext="控制寫入或讀取物件時使用的 AMF 版本。" version="" helpurl="flash.net:Socket:objectEncoding:get" playername=""/>
						<string name="remoteAddress" object="[flash.net.Socket]" text=".remoteAddress" tiptext="這個通訊端連接至遠端機器的 IP 位址。" version="" helpurl="flash.net:Socket:remoteAddress:get" playername="AIR"/>
						<string name="remotePort" object="[flash.net.Socket]" text=".remotePort" tiptext="這個通訊端連接至遠端機器的連接埠。" version="" helpurl="flash.net:Socket:remotePort:get" playername="AIR"/>
						<string name="timeout" object="[flash.net.Socket]" text=".timeout" tiptext="指出等待連線的毫秒數。" version="" helpurl="flash.net:Socket:timeout:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Socket 類別的事件" helpurl="flash.net:Socket">
						<string name="securityError" object="[flash.net.Socket]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當對 Socket.connect() 的呼叫嘗試連線至呼叫者安全執行程序禁止的伺服器，或小於 1024 的連接埠而且沒有通訊端原則檔案存在以允許類似的連線時傳送。" version="" helpurl="flash.net:Socket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="socketData" object="[flash.net.Socket]" text=".addEventListener(%類型:String=ProgressEvent.SOCKET_DATA{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在通訊端收到資料時傳送。" version="" helpurl="flash.net:Socket_flash.events.ProgressEvent.SOCKET_DATA_socketData" playername=""/>
						<string name="ioError" object="[flash.net.Socket]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入/輸出錯誤因而導致傳送或載入作業失敗時傳送。" version="" helpurl="flash.net:Socket_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="connect" object="[flash.net.Socket]" text=".addEventListener(%類型:String=Event.CONNECT{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在網路連線已建立時傳送。" version="" helpurl="flash.net:Socket_flash.events.Event.CONNECT_connect" playername=""/>
						<string name="close" object="[flash.net.Socket]" text=".addEventListener(%類型:String=Event.CLOSE{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在伺服器關閉通訊端連線時傳送。" version="" helpurl="flash.net:Socket_flash.events.Event.CLOSE_close" playername=""/>
					</folder>
				</folder>
				<folder name="URLLoader" id="[flash.net.URLLoader]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="URLLoader 類別能以文字、二進位資料或 URL 編碼之變數的形式，從 URL 下載資料。" helpurl="flash.net:URLLoader">
					<folder name="方法" id="Methods" tiptext="URLLoader 類別的方法" helpurl="flash.net:URLLoader">
						<string name="URLLoader" object="[flash.net.URLLoader]" text="new URLLoader(%[要求:flash.net:URLRequest=null]%)" constructor="true" tiptext="建立 URLLoader 物件。" version="4" helpurl="flash.net:URLLoader:URLLoader" playername=""/>
						<string name="addEventListener" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="4" helpurl="flash.net:URLLoader:addEventListener" playername=""/>
						<string name="close" object="[flash.net.URLLoader]" text=".close(%%):void" tiptext="關閉進行中的載入作業。" version="4" helpurl="flash.net:URLLoader:close" playername=""/>
						<string name="load" object="[flash.net.URLLoader]" text=".load(%要求:flash.net:URLRequest%):void" tiptext="從指定的 URL 傳送並載入資料。" version="4" helpurl="flash.net:URLLoader:load" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="URLLoader 類別的屬性" helpurl="flash.net:URLLoader">
						<string name="bytesLoaded" object="[flash.net.URLLoader]" text=".bytesLoaded" tiptext="指出載入作業截至目前為止已載入的位元組數目。" version="" helpurl="flash.net:URLLoader:bytesLoaded" playername=""/>
						<string name="bytesTotal" object="[flash.net.URLLoader]" text=".bytesTotal" tiptext="指出下載資料中的位元組總數。" version="" helpurl="flash.net:URLLoader:bytesTotal" playername=""/>
						<string name="dataFormat" object="[flash.net.URLLoader]" text=".dataFormat" tiptext="控制要以文字 (URLLoaderDataFormat.TEXT)、原始二進位資料 (URLLoaderDataFormat.BINARY) 或 URL 編碼之變數 (URLLoaderDataFormat.VARIABLES) 的形式接收下載的資料。" version="" helpurl="flash.net:URLLoader:dataFormat" playername=""/>
						<string name="data" object="[flash.net.URLLoader]" text=".data" tiptext="從載入作業接收的資料。" version="" helpurl="flash.net:URLLoader:data" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="URLLoader 類別的事件" helpurl="flash.net:URLLoader">
						<string name="httpResponseStatus" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 load() 方法呼叫嘗試透過 HTTP 存取資料，而且 Adobe AIR 能夠偵測並傳回要求的狀態碼時傳送。" version="" helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername=""/>
						<string name="httpStatus" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_STATUS{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="如果對 URLLoader.load() 的呼叫嘗試透過 HTTP 存取資料時傳送。" version="" helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="securityError" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 URLLoader.load() 的呼叫嘗試從安全執行程序以外的伺服器載入資料時傳送。" version="" helpurl="flash.net:URLLoader_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 URLLoader.load() 的呼叫產生終止下載的嚴重錯誤時傳送。" version="" helpurl="flash.net:URLLoader_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="progress" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在下載作業進行中收到資料時傳送。" version="" helpurl="flash.net:URLLoader_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="complete" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String=Event.COMPLETE{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在所有接收的資料都已解碼，並放置於 URLLoader 物件的 data 屬性之後傳送。" version="" helpurl="flash.net:URLLoader_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="open" object="[flash.net.URLLoader]" text=".addEventListener(%類型:String=Event.OPEN{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在呼叫 URLLoader.load() 方法後開始進行下載作業時傳送。" version="" helpurl="flash.net:URLLoader_flash.events.Event.OPEN_open" playername=""/>
					</folder>
				</folder>
				<folder name="URLLoaderDataFormat" id="[flash.net.URLLoaderDataFormat]" sort="true" index="true" asAncestors="Object" tiptext="URLLoaderDataFormat 類別會提供一些值，以指定接收下載資料的方式。" helpurl="flash.net:URLLoaderDataFormat">
					<folder name="屬性" id="Properties" tiptext="URLLoaderDataFormat 類別的屬性" helpurl="flash.net:URLLoaderDataFormat">
						<string name="BINARY" object="[flash.net.URLLoaderDataFormat]" text="URLLoaderDataFormat.BINARY" constant="true" tiptext="指定以原始二進位資料的形式接收下載的資料。" version="" helpurl="flash.net:URLLoaderDataFormat:BINARY" playername=""/>
						<string name="TEXT" object="[flash.net.URLLoaderDataFormat]" text="URLLoaderDataFormat.TEXT" constant="true" tiptext="指定以文字的形式接收下載的資料。" version="" helpurl="flash.net:URLLoaderDataFormat:TEXT" playername=""/>
						<string name="VARIABLES" object="[flash.net.URLLoaderDataFormat]" text="URLLoaderDataFormat.VARIABLES" constant="true" tiptext="指定以 URL 編碼的變數形式接收下載的資料。" version="" helpurl="flash.net:URLLoaderDataFormat:VARIABLES" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequest" id="[flash.net.URLRequest]" sort="true" index="true" asAncestors="Object" tiptext="URLRequest 類別會在單一 HTTP 要求中捕捉所有資訊。" helpurl="flash.net:URLRequest">
					<folder name="方法" id="Methods" tiptext="URLRequest 類別的方法" helpurl="flash.net:URLRequest">
						<string name="URLRequest" object="[flash.net.URLRequest]" text="new URLRequest(%[URL:String=null]%)" constructor="true" tiptext="建立 URLRequest 物件。" version="4" helpurl="flash.net:URLRequest:URLRequest" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="URLRequest 類別的屬性" helpurl="flash.net:URLRequest">
						<string name="authenticate" object="[flash.net.URLRequest]" text=".authenticate" tiptext="指定是否應該針對此要求，處理驗證要求 (true 或 false)。" version="" helpurl="flash.net:URLRequest:authenticate:get" playername="AIR"/>
						<string name="cacheResponse" object="[flash.net.URLRequest]" text=".cacheResponse" tiptext="指定是否應該針對此要求快取成功的回應資料。" version="" helpurl="flash.net:URLRequest:cacheResponse:get" playername="AIR"/>
						<string name="contentType" object="[flash.net.URLRequest]" text=".contentType" tiptext="data 屬性中內容的 MIME 內容類型。" version="" helpurl="flash.net:URLRequest:contentType:get" playername=""/>
						<string name="data" object="[flash.net.URLRequest]" text=".data" tiptext="其中包含要使用 URL 要求傳輸之資料的物件。" version="" helpurl="flash.net:URLRequest:data:get" playername=""/>
						<string name="digest" object="[flash.net.URLRequest]" text=".digest" tiptext="字串，特別用來識別要儲存至 Flash Player 快取 (或從中擷取) 的已簽署 Adobe 平台元件。" version="" helpurl="flash.net:URLRequest:digest:get" playername=""/>
						<string name="followRedirects" object="[flash.net.URLRequest]" text=".followRedirects" tiptext="指定要 (true) 或不要 (false) 遵守重新導向規定。" version="" helpurl="flash.net:URLRequest:followRedirects:get" playername=""/>
						<string name="idleTimeout" object="[flash.net.URLRequest]" text=".idleTimeout" tiptext="指定這個要求的閒置逾時值 (以毫秒為單位)。" version="" helpurl="flash.net:URLRequest:idleTimeout:get" playername="AIR"/>
						<string name="manageCookies" object="[flash.net.URLRequest]" text=".manageCookies" tiptext="指定 HTTP 通訊協定堆疊是否應該管理此要求的 Cookie。" version="" helpurl="flash.net:URLRequest:manageCookies:get" playername="AIR"/>
						<string name="method" object="[flash.net.URLRequest]" text=".method" tiptext="控制 HTTP 表單送出方法。" version="" helpurl="flash.net:URLRequest:method:get" playername=""/>
						<string name="requestHeaders" object="[flash.net.URLRequest]" text=".requestHeaders" tiptext="要附加至 HTTP 要求之該 HTTP 要求檔頭的陣列。" version="" helpurl="flash.net:URLRequest:requestHeaders:get" playername=""/>
						<string name="url" object="[flash.net.URLRequest]" text=".url" tiptext="要求的 URL。" version="" helpurl="flash.net:URLRequest:url:get" playername=""/>
						<string name="useCache" object="[flash.net.URLRequest]" text=".useCache" tiptext="指定在此 URLRequest 取回資料之前，是否應該參考本機快取。" version="" helpurl="flash.net:URLRequest:useCache:get" playername="AIR"/>
						<string name="userAgent" object="[flash.net.URLRequest]" text=".userAgent" tiptext="指定要用在 HTTP 要求中的使用者代理程式字串。" version="" helpurl="flash.net:URLRequest:userAgent:get" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequestDefaults" id="[flash.net.URLRequestDefaults]" sort="true" index="true" asAncestors="Object" tiptext="URLRequestDefaults 類別包含靜態屬性，可用來定義 URLRequest 類別之屬性的預設值。" helpurl="flash.net:URLRequestDefaults">
					<folder name="方法" id="Methods" tiptext="URLRequestDefaults 類別的方法" helpurl="flash.net:URLRequestDefaults">
						<string name="setLoginCredentialsForHost" object="[flash.net.URLRequestDefaults]" text="URLRequestDefaults.setLoginCredentialsForHost(%主機名稱:String,使用者:String,密碼:String%)" static="true" tiptext="為選取的主機設定預設使用者與密碼憑證。" version="4" helpurl="flash.net:URLRequestDefaults:setLoginCredentialsForHost" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="URLRequestDefaults 類別的屬性" helpurl="flash.net:URLRequestDefaults">
						<string name="authenticate" object="[flash.net.URLRequestDefaults]" text=".authenticate" tiptext="URLRequest 物件之 authenticate 屬性的預設設定。" version="" helpurl="flash.net:URLRequestDefaults:authenticate:get" playername=""/>
						<string name="cacheResponse" object="[flash.net.URLRequestDefaults]" text=".cacheResponse" tiptext="URLRequest 物件之 cacheResponse 屬性的預設設定。" version="" helpurl="flash.net:URLRequestDefaults:cacheResponse:get" playername=""/>
						<string name="followRedirects" object="[flash.net.URLRequestDefaults]" text=".followRedirects" tiptext="URLRequest 物件之 followRedirects 屬性的預設設定。" version="" helpurl="flash.net:URLRequestDefaults:followRedirects:get" playername=""/>
						<string name="idleTimeout" object="[flash.net.URLRequestDefaults]" text=".idleTimeout" tiptext="URLRequest 物件和 HTMLLoader物件之 idleTimeout 屬性的預設值。" version="" helpurl="flash.net:URLRequestDefaults:idleTimeout:get" playername="AIR"/>
						<string name="manageCookies" object="[flash.net.URLRequestDefaults]" text=".manageCookies" tiptext="URLRequest 物件之 manageCookies 屬性的預設設定。" version="" helpurl="flash.net:URLRequestDefaults:manageCookies:get" playername=""/>
						<string name="useCache" object="[flash.net.URLRequestDefaults]" text=".useCache" tiptext="URLRequest 物件之 useCache 屬性的預設設定。" version="" helpurl="flash.net:URLRequestDefaults:useCache:get" playername=""/>
						<string name="userAgent" object="[flash.net.URLRequestDefaults]" text=".userAgent" tiptext="URLRequest 物件之 userAgent 屬性的預設設定。" version="" helpurl="flash.net:URLRequestDefaults:userAgent:get" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequestHeader" id="[flash.net.URLRequestHeader]" sort="true" index="true" asAncestors="Object" tiptext="URLRequestHeader 物件會封裝單一 HTTP 要求檔頭，而且包含名稱/值的配對。" helpurl="flash.net:URLRequestHeader">
					<folder name="方法" id="Methods" tiptext="URLRequestHeader 類別的方法" helpurl="flash.net:URLRequestHeader">
						<string name="URLRequestHeader" object="[flash.net.URLRequestHeader]" text="new URLRequestHeader(%名稱:String,值:String%)" constructor="true" tiptext="建立會封裝單一 HTTP 要求檔頭的新 URLRequestHeader 物件。" version="4" helpurl="flash.net:URLRequestHeader:URLRequestHeader" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="URLRequestHeader 類別的屬性" helpurl="flash.net:URLRequestHeader">
						<string name="name" object="[flash.net.URLRequestHeader]" text=".name" tiptext="HTTP 要求檔頭名稱 (如 Content-Type 或 SOAPAction)。" version="" helpurl="flash.net:URLRequestHeader:name" playername=""/>
						<string name="value" object="[flash.net.URLRequestHeader]" text=".value" tiptext="與名稱屬性相關聯的值 (如 text/plain)。" version="" helpurl="flash.net:URLRequestHeader:value" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequestMethod" id="[flash.net.URLRequestMethod]" sort="true" index="true" asAncestors="Object" tiptext="URLRequestMethod 類別會提供一些值，可指定在傳送資料至伺服器時，URLRequest 物件應該使用 POST 方法或 GET 方法。" helpurl="flash.net:URLRequestMethod">
					<folder name="屬性" id="Properties" tiptext="URLRequestMethod 類別的屬性" helpurl="flash.net:URLRequestMethod">
						<string name="DELETE" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.DELETE" constant="true" tiptext="指定 URLRequest 物件為 DELETE。" version="" helpurl="flash.net:URLRequestMethod:DELETE" playername="AIR"/>
						<string name="GET" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.GET" constant="true" tiptext="指定 URLRequest 物件為 GET。" version="" helpurl="flash.net:URLRequestMethod:GET" playername=""/>
						<string name="HEAD" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.HEAD" constant="true" tiptext="指定 URLRequest 物件為 HEAD。" version="" helpurl="flash.net:URLRequestMethod:HEAD" playername="AIR"/>
						<string name="OPTIONS" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.OPTIONS" constant="true" tiptext="指定 URLRequest 物件為 OPTIONS。" version="" helpurl="flash.net:URLRequestMethod:OPTIONS" playername="AIR"/>
						<string name="POST" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.POST" constant="true" tiptext="指定 URLRequest 物件為 POST。" version="" helpurl="flash.net:URLRequestMethod:POST" playername=""/>
						<string name="PUT" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.PUT" constant="true" tiptext="指定 URLRequest 物件為 PUT。" version="" helpurl="flash.net:URLRequestMethod:PUT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="URLStream" id="[flash.net.URLStream]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="URLStream 類別會提供對於下載 URL 的低階存取。" helpurl="flash.net:URLStream">
					<folder name="方法" id="Methods" tiptext="URLStream 類別的方法" helpurl="flash.net:URLStream">
						<string name="close" object="[flash.net.URLStream]" text=".close(%%):void" tiptext="立即關閉串流並取消下載作業。" version="4" helpurl="flash.net:URLStream:close" playername=""/>
						<string name="load" object="[flash.net.URLStream]" text=".load(%要求:flash.net:URLRequest%):void" tiptext="開始下載 request 參數中指定的 URL。" version="4" helpurl="flash.net:URLStream:load" playername=""/>
						<string name="readBoolean" object="[flash.net.URLStream]" text=".readBoolean(%%):Boolean" tiptext="從串流讀取 Boolean 值。" version="4" helpurl="flash.net:URLStream:readBoolean" playername=""/>
						<string name="readByte" object="[flash.net.URLStream]" text=".readByte(%%):int" tiptext="從串流讀取具有正負號的位元組。" version="4" helpurl="flash.net:URLStream:readByte" playername=""/>
						<string name="readBytes" object="[flash.net.URLStream]" text=".readBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從串流讀取資料的 length 位元組。" version="4" helpurl="flash.net:URLStream:readBytes" playername=""/>
						<string name="readDouble" object="[flash.net.URLStream]" text=".readDouble(%%):Number" tiptext="從串流讀取 IEEE 754 雙精度浮點數。" version="4" helpurl="flash.net:URLStream:readDouble" playername=""/>
						<string name="readFloat" object="[flash.net.URLStream]" text=".readFloat(%%):Number" tiptext="從串流讀取 IEEE 754 單精度浮點數。" version="4" helpurl="flash.net:URLStream:readFloat" playername=""/>
						<string name="readInt" object="[flash.net.URLStream]" text=".readInt(%%):int" tiptext="從串流讀取具有正負號的 32 位元整數。" version="4" helpurl="flash.net:URLStream:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.net.URLStream]" text=".readMultiByte(%長度:uint,字元組:String%):String" tiptext="使用指定的字元集，從資料串流讀取指定長度的多位元組字串。" version="4" helpurl="flash.net:URLStream:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.net.URLStream]" text=".readObject(%%)" tiptext="從通訊端讀取物件，以 Action Message Format (AMF) 編碼。" version="4" helpurl="flash.net:URLStream:readObject" playername=""/>
						<string name="readShort" object="[flash.net.URLStream]" text=".readShort(%%):int" tiptext="從串流讀取具有正負號的 16 位元整數。" version="4" helpurl="flash.net:URLStream:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.net.URLStream]" text=".readUTFBytes(%長度:uint%):String" tiptext="從串流讀取 length UTF-8 位元組的序列，然後傳回字串。" version="4" helpurl="flash.net:URLStream:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.net.URLStream]" text=".readUTF(%%):String" tiptext="從串流讀取 UTF-8 字串。" version="4" helpurl="flash.net:URLStream:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.net.URLStream]" text=".readUnsignedByte(%%):uint" tiptext="從串流讀取無正負號的位元組。" version="4" helpurl="flash.net:URLStream:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.net.URLStream]" text=".readUnsignedInt(%%):uint" tiptext="從串流讀取無正負號的 32 位元整數。" version="4" helpurl="flash.net:URLStream:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.net.URLStream]" text=".readUnsignedShort(%%):uint" tiptext="從串流讀取無正負號的 16 位元整數。" version="4" helpurl="flash.net:URLStream:readUnsignedShort" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="URLStream 類別的屬性" helpurl="flash.net:URLStream">
						<string name="bytesAvailable" object="[flash.net.URLStream]" text=".bytesAvailable" tiptext="傳回可在輸入緩衝區中讀取之資料的位元組數。" version="" helpurl="flash.net:URLStream:bytesAvailable:get" playername=""/>
						<string name="connected" object="[flash.net.URLStream]" text=".connected" tiptext="指出此 URLStream 物件目前是否已連線。" version="" helpurl="flash.net:URLStream:connected:get" playername=""/>
						<string name="endian" object="[flash.net.URLStream]" text=".endian" tiptext="表示資料的位元組順序。" version="" helpurl="flash.net:URLStream:endian:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.URLStream]" text=".objectEncoding" tiptext="控制寫入或讀取物件時使用的 Action Message Format (AMF) 版本。" version="" helpurl="flash.net:URLStream:objectEncoding:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="URLStream 類別的事件" helpurl="flash.net:URLStream">
						<string name="progress" object="[flash.net.URLStream]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在下載作業進行中收到資料時傳送。" version="" helpurl="flash.net:URLStream_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.net.URLStream]" text=".addEventListener(%類型:String=Event.OPEN{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在載入作業開始時傳送。" version="" helpurl="flash.net:URLStream_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.net.URLStream]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入/輸出錯誤因而導致載入作業失敗時傳送。" version="" helpurl="flash.net:URLStream_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="httpResponseStatus" object="[flash.net.URLStream]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 URLStream.load() 方法呼叫嘗試透過 HTTP 存取資料，而且 Adobe AIR 能夠偵測並傳回要求的狀態碼時傳送。" version="" helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername=""/>
						<string name="httpStatus" object="[flash.net.URLStream]" text=".addEventListener(%類型:String=HTTPStatusEvent.HTTP_STATUS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 URLStream.load() 呼叫嘗試透過 HTTP 存取資料，而且 Flash Player 或 Adobe AIR 能夠偵測並傳回要求的狀態碼時傳送。" version="" helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="securityError" object="[flash.net.URLStream]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 URLStream.load() 的呼叫嘗試從安全執行程序以外的伺服器載入資料時傳送。" version="" helpurl="flash.net:URLStream_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="complete" object="[flash.net.URLStream]" text=".addEventListener(%類型:String=Event.COMPLETE{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在順利載入資料時傳送。" version="" helpurl="flash.net:URLStream_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="URLVariables" id="[flash.net.URLVariables]" sort="true" index="true" asAncestors="Object" tiptext="URLVariables 類別可讓您在應用程式和伺服器之間傳輸變數。" helpurl="flash.net:URLVariables">
					<folder name="方法" id="Methods" tiptext="URLVariables 類別的方法" helpurl="flash.net:URLVariables">
						<string name="URLVariables" object="[flash.net.URLVariables]" text="new URLVariables(%[來源:String=null]%)" constructor="true" tiptext="建立新的 URLVariables 物件。" version="4" helpurl="flash.net:URLVariables:URLVariables" playername=""/>
						<string name="decode" object="[flash.net.URLVariables]" text=".decode(%來源:String%):void" tiptext="將變數字串轉換成指定之 URLVariables 物件的屬性。" version="4" helpurl="flash.net:URLVariables:decode" playername=""/>
						<string name="toString" object="[flash.net.URLVariables]" text=".toString(%%):String" tiptext="在 MIME 內容編碼的 application/x-www-form-urlencoded 中，傳回包含所有可列舉變數的字串。" version="4" helpurl="flash.net:URLVariables:toString" playername=""/>
					</folder>
				</folder>
				<folder name="XMLSocket" id="[flash.net.XMLSocket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="XMLSocket 類別會實作用戶端通訊端，讓 Flash Player 或 AIR 應用程式能與伺服器電腦 (透過 IP 位址或網域名稱加以識別) 進行通訊。" helpurl="flash.net:XMLSocket">
					<folder name="方法" id="Methods" tiptext="XMLSocket 類別的方法" helpurl="flash.net:XMLSocket">
						<string name="XMLSocket" object="[flash.net.XMLSocket]" text="new XMLSocket(%[主機:String=null,連接埠:int=0]%):void" constructor="true" tiptext="建立新的 XMLSocket 物件。" version="4" helpurl="flash.net:XMLSocket:XMLSocket" playername=""/>
						<string name="close" object="[flash.net.XMLSocket]" text=".close(%%):void" tiptext="關閉 XMLSocket 物件所指定的連線。" version="4" helpurl="flash.net:XMLSocket:close" playername=""/>
						<string name="connect" object="[flash.net.XMLSocket]" text=".connect(%主機:String,連接埠:int%):void" tiptext="使用指定的 TCP 連接埠，連線到指定的網際網路主機。" version="4" helpurl="flash.net:XMLSocket:connect" playername=""/>
						<string name="send" object="[flash.net.XMLSocket]" text=".send(%物件:*%):void" tiptext="將 object 參數中所指定的 XML 物件或資料轉換成字串，並在後面加上零 (0) 位元組後傳輸到伺服器。" version="4" helpurl="flash.net:XMLSocket:send" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="XMLSocket 類別的屬性" helpurl="flash.net:XMLSocket">
						<string name="connected" object="[flash.net.XMLSocket]" text=".connected" tiptext="指出此 XMLSocket 物件目前是否已連線。" version="" helpurl="flash.net:XMLSocket:connected:get" playername=""/>
						<string name="timeout" object="[flash.net.XMLSocket]" text=".timeout" tiptext="指出等待連線的毫秒數。" version="" helpurl="flash.net:XMLSocket:timeout:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="XMLSocket 類別的事件" helpurl="flash.net:XMLSocket">
						<string name="securityError" object="[flash.net.XMLSocket]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當 XMLSocket.connect() 方法的呼叫嘗試連線至呼叫者安全執行程序以外的伺服器，或小於 1024 的連接埠時傳送。" version="" helpurl="flash.net:XMLSocket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.net.XMLSocket]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在發生輸入/輸出錯誤因而導致傳送或接收作業失敗時傳送。" version="" helpurl="flash.net:XMLSocket_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="data" object="[flash.net.XMLSocket]" text=".addEventListener(%類型:String=DataEvent.DATA{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在傳送或收到原始資料之後傳送。" version="" helpurl="flash.net:XMLSocket_flash.events.DataEvent.DATA_data" playername=""/>
						<string name="connect" object="[flash.net.XMLSocket]" text=".addEventListener(%類型:String=Event.CONNECT{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在順利呼叫 XMLSocket.connect() 方法之後傳送。" version="" helpurl="flash.net:XMLSocket_flash.events.Event.CONNECT_connect" playername=""/>
						<string name="close" object="[flash.net.XMLSocket]" text=".addEventListener(%類型:String=Event.CLOSE{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在伺服器關閉通訊端連線時傳送。" version="" helpurl="flash.net:XMLSocket_flash.events.Event.CLOSE_close" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.net.dns" id="flash.net.dns" sort="true" tiptext="flash.net.dns 套件的類別" helpurl="flash.net.dns">
				<folder name="AAAARecord" id="[flash.net.dns.AAAARecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="AAAARecord 類別代表包含 IPv6 位址的網域名稱系統 (DNS) AAAA 資源記錄。" helpurl="flash.net.dns:AAAARecord">
					<folder name="方法" id="Methods" tiptext="AAAARecord 類別的方法" helpurl="flash.net.dns:AAAARecord">
						<string name="AAAARecord" object="[flash.net.dns.AAAARecord]" text="new AAAARecord(%%)" constructor="true" tiptext="建立 AAAA 資源記錄。" version="2" helpurl="flash.net.dns:AAAARecord:AAAARecord" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="AAAARecord 類別的屬性" helpurl="flash.net.dns:AAAARecord">
						<string name="address" object="[flash.net.dns.AAAARecord]" text=".address" tiptext="IPv6 位址。" version="" helpurl="flash.net.dns:AAAARecord:address:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ARecord" id="[flash.net.dns.ARecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="ARecord 類別代表包含 IPv4 位址的網域名稱系統 (DNS) A 資源記錄。" helpurl="flash.net.dns:ARecord">
					<folder name="方法" id="Methods" tiptext="ARecord 類別的方法" helpurl="flash.net.dns:ARecord">
						<string name="ARecord" object="[flash.net.dns.ARecord]" text="new ARecord(%%)" constructor="true" tiptext="建立 A 資源記錄。" version="2" helpurl="flash.net.dns:ARecord:ARecord" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ARecord 類別的屬性" helpurl="flash.net.dns:ARecord">
						<string name="address" object="[flash.net.dns.ARecord]" text=".address" tiptext="IPv4 位址。" version="" helpurl="flash.net.dns:ARecord:address:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DNSResolver" id="[flash.net.dns.DNSResolver]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DNSResolver 類別可讓您查詢「網域名稱系統 (DNS)」資源記錄。" helpurl="flash.net.dns:DNSResolver">
					<folder name="方法" id="Methods" tiptext="DNSResolver 類別的方法" helpurl="flash.net.dns:DNSResolver">
						<string name="DNSResolver" object="[flash.net.dns.DNSResolver]" text="new DNSResolver(%%)" constructor="true" tiptext="建立 DNSResolver 物件。" version="2" helpurl="flash.net.dns:DNSResolver:DNSResolver" playername="AIR"/>
						<string name="lookup" object="[flash.net.dns.DNSResolver]" text=".lookup(%主機:String,記錄類型:Class%):void" tiptext="根據查詢字串查詢 DNS 資源記錄。" version="2" helpurl="flash.net.dns:DNSResolver:lookup" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DNSResolver 類別的屬性" helpurl="flash.net.dns:DNSResolver">
						<string name="isSupported" object="[flash.net.dns.DNSResolver]" text=".isSupported" tiptext="指出用戶端系統是否支援 DNS 查詢。" version="" helpurl="flash.net.dns:DNSResolver:isSupported:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="DNSResolver 類別的事件" helpurl="flash.net.dns:DNSResolver">
						<string name="error" object="[flash.net.dns.DNSResolver]" text=".addEventListener(%類型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,DNSResolverEvent.LOOKUP},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 DNS 查詢發生錯誤時傳送。" version="" helpurl="flash.net.dns:DNSResolver_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="lookup" object="[flash.net.dns.DNSResolver]" text=".addEventListener(%類型:String=DNSResolverEvent.LOOKUP{ErrorEvent.ERROR,DNSResolverEvent.LOOKUP},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在 DNS 查詢完成時傳送。" version="" helpurl="flash.net.dns:DNSResolver_flash.events.DNSResolverEvent.LOOKUP_lookup" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MXRecord" id="[flash.net.dns.MXRecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="MXRecord 類別代表包含郵件交換伺服器位址的網域名稱系統 (DNS) MX 資源記錄。" helpurl="flash.net.dns:MXRecord">
					<folder name="方法" id="Methods" tiptext="MXRecord 類別的方法" helpurl="flash.net.dns:MXRecord">
						<string name="MXRecord" object="[flash.net.dns.MXRecord]" text="new MXRecord(%%)" constructor="true" tiptext="建立 MX 資源記錄。" version="2" helpurl="flash.net.dns:MXRecord:MXRecord" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MXRecord 類別的屬性" helpurl="flash.net.dns:MXRecord">
						<string name="exchange" object="[flash.net.dns.MXRecord]" text=".exchange" tiptext="郵件交換服務的主機名稱。" version="" helpurl="flash.net.dns:MXRecord:exchange:get" playername="AIR"/>
						<string name="preference" object="[flash.net.dns.MXRecord]" text=".preference" tiptext="由這個記錄識別的郵件交換優先順序。" version="" helpurl="flash.net.dns:MXRecord:preference:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PTRRecord" id="[flash.net.dns.PTRRecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="PTRRecord 類別代表包含標準網域名稱的網域名稱系統 (DNS) PTR 資源記錄。" helpurl="flash.net.dns:PTRRecord">
					<folder name="方法" id="Methods" tiptext="PTRRecord 類別的方法" helpurl="flash.net.dns:PTRRecord">
						<string name="PTRRecord" object="[flash.net.dns.PTRRecord]" text="new PTRRecord(%%)" constructor="true" tiptext="建立 PTR 資源記錄。" version="2" helpurl="flash.net.dns:PTRRecord:PTRRecord" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PTRRecord 類別的屬性" helpurl="flash.net.dns:PTRRecord">
						<string name="ptrdName" object="[flash.net.dns.PTRRecord]" text=".ptrdName" tiptext="指定給查詢 IP 位址的標準網域名稱。" version="" helpurl="flash.net.dns:PTRRecord:ptrdName:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ResourceRecord" id="[flash.net.dns.ResourceRecord]" sort="true" index="true" asAncestors="Object" tiptext="ResourceRecord 類別是網域名稱系統 (DNS) 資源記錄類別的基底類別。" helpurl="flash.net.dns:ResourceRecord">
					<folder name="屬性" id="Properties" tiptext="ResourceRecord 類別的屬性" helpurl="flash.net.dns:ResourceRecord">
						<string name="name" object="[flash.net.dns.ResourceRecord]" text=".name" tiptext="用於尋找這個資源記錄的查詢字串。" version="" helpurl="flash.net.dns:ResourceRecord:name:get" playername="AIR"/>
						<string name="ttl" object="[flash.net.dns.ResourceRecord]" text=".ttl" tiptext="資源存留時間 (ttl) 值。" version="" helpurl="flash.net.dns:ResourceRecord:ttl:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SRVRecord" id="[flash.net.dns.SRVRecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="SRVRecord 類別代表包含服務主機的網域名稱系統 (DNS) SRV 資源記錄。" helpurl="flash.net.dns:SRVRecord">
					<folder name="方法" id="Methods" tiptext="SRVRecord 類別的方法" helpurl="flash.net.dns:SRVRecord">
						<string name="SRVRecord" object="[flash.net.dns.SRVRecord]" text="new SRVRecord(%%)" constructor="true" tiptext="建立 SRV 資源記錄。" version="2" helpurl="flash.net.dns:SRVRecord:SRVRecord" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SRVRecord 類別的屬性" helpurl="flash.net.dns:SRVRecord">
						<string name="port" object="[flash.net.dns.SRVRecord]" text=".port" tiptext="服務在伺服器上使用的連接埠。" version="" helpurl="flash.net.dns:SRVRecord:port:get" playername="AIR"/>
						<string name="priority" object="[flash.net.dns.SRVRecord]" text=".priority" tiptext="由這個記錄識別的服務主機優先順序。" version="" helpurl="flash.net.dns:SRVRecord:priority:get" playername="AIR"/>
						<string name="target" object="[flash.net.dns.SRVRecord]" text=".target" tiptext="提供服務的伺服器的標準主機名稱。" version="" helpurl="flash.net.dns:SRVRecord:target:get" playername="AIR"/>
						<string name="weight" object="[flash.net.dns.SRVRecord]" text=".weight" tiptext="從優先順序相同的服務主機選取時所使用的相對權重。" version="" helpurl="flash.net.dns:SRVRecord:weight:get" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.net.drm" id="flash.net.drm" sort="true" tiptext="flash.net.drm 套件的類別" helpurl="flash.net.drm">
				<folder name="AuthenticationMethod" id="[flash.net.drm.AuthenticationMethod]" sort="true" index="true" asAncestors="Object" tiptext="AuthenticationMethod 類別提供字串常數，列舉由 DRMContentData 類別之 authenticationMethod 屬性使用的不同驗證類型。" helpurl="flash.net.drm:AuthenticationMethod">
					<folder name="屬性" id="Properties" tiptext="AuthenticationMethod 類別的屬性" helpurl="flash.net.drm:AuthenticationMethod">
						<string name="ANONYMOUS" object="[flash.net.drm.AuthenticationMethod]" text="AuthenticationMethod.ANONYMOUS" constant="true" tiptext="指出不需要驗證。" version="" helpurl="flash.net.drm:AuthenticationMethod:ANONYMOUS" playername=""/>
						<string name="USERNAME_AND_PASSWORD" object="[flash.net.drm.AuthenticationMethod]" text="AuthenticationMethod.USERNAME_AND_PASSWORD" constant="true" tiptext="指出需要有效的使用者名稱和密碼。" version="" helpurl="flash.net.drm:AuthenticationMethod:USERNAME_AND_PASSWORD" playername=""/>
					</folder>
				</folder>
				<folder name="DRMContentData" id="[flash.net.drm.DRMContentData]" sort="true" index="true" asAncestors="Object" tiptext="DRMContentData 類別提供必要資訊，以取得檢視受 DRM 保護之內容所需的憑證。" helpurl="flash.net.drm:DRMContentData">
					<folder name="方法" id="Methods" tiptext="DRMContentData 類別的方法" helpurl="flash.net.drm:DRMContentData">
						<string name="DRMContentData" object="[flash.net.drm.DRMContentData]" text="new DRMContentData(%[原始資料:flash.utils:ByteArray=null]%)" constructor="true" tiptext="建構函式。" version="10.1" helpurl="flash.net.drm:DRMContentData:DRMContentData" playername=""/>
						<string name="getVoucherAccessInfo" object="[flash.net.drm.DRMContentData]" text=".getVoucherAccessInfo(%%):Vector$flash.net.drm:VoucherAccessInfo" tiptext="擷取 VoucherAccessInfo 物件的陣列。" version="10.1" helpurl="flash.net.drm:DRMContentData:getVoucherAccessInfo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMContentData 類別的屬性" helpurl="flash.net.drm:DRMContentData">
						<string name="authenticationMethod" object="[flash.net.drm.DRMContentData]" text=".authenticationMethod" tiptext="取得相關內容的憑證時所需進行的驗證類型。" version="" helpurl="flash.net.drm:DRMContentData:authenticationMethod:get" playername=""/>
						<string name="domain" object="[flash.net.drm.DRMContentData]" text=".domain" tiptext="媒體版權伺服器的內容網域，使用者必須在此通過驗證，才能取得相關內容的憑證。" version="" helpurl="flash.net.drm:DRMContentData:domain:get" playername=""/>
						<string name="licenseID" object="[flash.net.drm.DRMContentData]" text=".licenseID" tiptext="一個唯一的 ID，用於識別與媒體版權伺服器上的這個中繼資料有關的內容。" version="" helpurl="flash.net.drm:DRMContentData:licenseID:get" playername=""/>
						<string name="serverURL" object="[flash.net.drm.DRMContentData]" text=".serverURL" tiptext="媒體版權伺服器的 URL，提供檢視相關內容所需的憑證。" version="" helpurl="flash.net.drm:DRMContentData:serverURL:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMManager" id="[flash.net.drm.DRMManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DRMManager 管理憑證的擷取與儲存，需要這些憑證才能檢視受 DRM 保護的內容。" helpurl="flash.net.drm:DRMManager">
					<folder name="方法" id="Methods" tiptext="DRMManager 類別的方法" helpurl="flash.net.drm:DRMManager">
						<string name="authenticate" object="[flash.net.drm.DRMManager]" text=".authenticate(%伺服器URL:String,網域:String,使用者名稱:String,密碼:String%):void" tiptext="驗證使用者身分。" version="10.1" helpurl="flash.net.drm:DRMManager:authenticate" playername=""/>
						<string name="getDRMManager" object="[flash.net.drm.DRMManager]" text="DRMManager.getDRMManager(%%):flash.net.drm:DRMManager" static="true" tiptext="傳回 singleton DRMManager 物件的實體。" version="10.1" helpurl="flash.net.drm:DRMManager:getDRMManager" playername=""/>
						<string name="loadPreviewVoucher" object="[flash.net.drm.DRMManager]" text=".loadPreviewVoucher(%內容資料:flash.net.drm:DRMContentData%):void" tiptext="從授權伺服器取得預覽憑證，這樣您就可以用來允許使用者確認自己是否可以在特殊電腦上播放內容。" version="10.1" helpurl="flash.net.drm:DRMManager:loadPreviewVoucher" playername=""/>
						<string name="loadVoucher" object="[flash.net.drm.DRMManager]" text=".loadVoucher(%內容資料:flash.net.drm:DRMContentData,設定:String%):void" tiptext="從媒體版權伺服器或本機憑證快取載入憑證。" version="10.1" helpurl="flash.net.drm:DRMManager:loadVoucher" playername=""/>
						<string name="resetDRMVouchers" object="[flash.net.drm.DRMManager]" text=".resetDRMVouchers(%%):void" tiptext="刪除所有本機快取的數位版權管理 (DRM) 憑證資料。" version="1.5" helpurl="flash.net.drm:DRMManager:resetDRMVouchers" playername="AIR"/>
						<string name="setAuthenticationToken" object="[flash.net.drm.DRMManager]" text=".setAuthenticationToken(%伺服器URL:String,網域:String,字符:flash.utils:ByteArray%):void" tiptext="設定驗證字符，用於與指定伺服器和網域進行通訊。" version="10.1" helpurl="flash.net.drm:DRMManager:setAuthenticationToken" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DRMManager 類別的屬性" helpurl="flash.net.drm:DRMManager">
						<string name="isSupported" object="[flash.net.drm.DRMManager]" text=".isSupported" tiptext="如果目前的平台支援 DRMManager 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.net.drm:DRMManager:isSupported:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DRMManager 類別的事件" helpurl="flash.net.drm:DRMManager">
						<string name="drmError" object="[flash.net.drm.DRMManager]" text=".addEventListener(%類型:String=DRMErrorEvent.DRM_ERROR{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當無法從媒體版權伺服器取得要求的憑證時，DRMManager 會傳送一個 DRMErrorEvent 物件。" version="" helpurl="flash.net.drm:DRMManager_flash.events.DRMErrorEvent.DRM_ERROR_drmError" playername=""/>
						<string name="drmStatus" object="[flash.net.drm.DRMManager]" text=".addEventListener(%類型:String=DRMStatusEvent.DRM_STATUS{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當從媒體版權伺服器取得要求的憑證時，DRMManager 會傳送一個 DRMStatusEvent 物件。" version="" helpurl="flash.net.drm:DRMManager_flash.events.DRMStatusEvent.DRM_STATUS_drmStatus" playername=""/>
						<string name="authenticationError" object="[flash.net.drm.DRMManager]" text=".addEventListener(%類型:String=DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="呼叫 authenticate() 方法後，如果使用者未通過媒體版權伺服器的認證，DRMManager 會傳送一個 DRMAuthenticationErrorEvent 物件。" version="" helpurl="flash.net.drm:DRMManager__authenticationError" playername=""/>
						<string name="authenticationComplete" object="[flash.net.drm.DRMManager]" text=".addEventListener(%類型:String=DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="呼叫 authenticate() 方法後，如果使用者通過媒體版權伺服器的認證，DRMManager 會傳送一個 DRMAuthenticationCompleteEvent 物件。" version="" helpurl="flash.net.drm:DRMManager__authenticationComplete" playername=""/>
					</folder>
				</folder>
				<folder name="DRMPlaybackTimeWindow" id="[flash.net.drm.DRMPlaybackTimeWindow]" sort="true" index="true" asAncestors="Object" tiptext="DRMPlaybackTimeWindow 類別代表 DRM 憑證有效的期間。" helpurl="flash.net.drm:DRMPlaybackTimeWindow">
					<folder name="屬性" id="Properties" tiptext="DRMPlaybackTimeWindow 類別的屬性" helpurl="flash.net.drm:DRMPlaybackTimeWindow">
						<string name="endDate" object="[flash.net.drm.DRMPlaybackTimeWindow]" text=".endDate" tiptext="DRM 憑證有效期間的結束日期 (播放視窗)。" version="" helpurl="flash.net.drm:DRMPlaybackTimeWindow:endDate:get" playername=""/>
						<string name="period" object="[flash.net.drm.DRMPlaybackTimeWindow]" text=".period" tiptext="DRM 憑證有效期間的時間長度 (播放視窗)，以秒為單位。" version="" helpurl="flash.net.drm:DRMPlaybackTimeWindow:period:get" playername=""/>
						<string name="startDate" object="[flash.net.drm.DRMPlaybackTimeWindow]" text=".startDate" tiptext="DRM 憑證有效期間的開始日期 (播放視窗)。" version="" helpurl="flash.net.drm:DRMPlaybackTimeWindow:startDate:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMVoucher" id="[flash.net.drm.DRMVoucher]" sort="true" index="true" asAncestors="Object" tiptext="DRMVoucher 類別是授權字符的控制點，使用者需要授權字符才能檢視受 DRM 保護的內容。" helpurl="flash.net.drm:DRMVoucher">
					<folder name="屬性" id="Properties" tiptext="DRMVoucher 類別的屬性" helpurl="flash.net.drm:DRMVoucher">
						<string name="offlineLeaseEndDate" object="[flash.net.drm.DRMVoucher]" text=".offlineLeaseEndDate" tiptext="此憑證用於離線播放的到期日期與時間。" version="" helpurl="flash.net.drm:DRMVoucher:offlineLeaseEndDate:get" playername=""/>
						<string name="offlineLeaseStartDate" object="[flash.net.drm.DRMVoucher]" text=".offlineLeaseStartDate" tiptext="此憑證用於離線播放的生效日期與時間。" version="" helpurl="flash.net.drm:DRMVoucher:offlineLeaseStartDate:get" playername=""/>
						<string name="playbackTimeWindow" object="[flash.net.drm.DRMVoucher]" text=".playbackTimeWindow" tiptext="在第一次檢視之後，可以繼續檢視或檢閱相關內容的期間長度。" version="" helpurl="flash.net.drm:DRMVoucher:playbackTimeWindow:get" playername=""/>
						<string name="policies" object="[flash.net.drm.DRMVoucher]" text=".policies" tiptext="報告應用程式定義之原則的動態物件。" version="" helpurl="flash.net.drm:DRMVoucher:policies:get" playername=""/>
						<string name="voucherEndDate" object="[flash.net.drm.DRMVoucher]" text=".voucherEndDate" tiptext="此憑證的到期日期。" version="" helpurl="flash.net.drm:DRMVoucher:voucherEndDate:get" playername=""/>
						<string name="voucherStartDate" object="[flash.net.drm.DRMVoucher]" text=".voucherStartDate" tiptext="此憑證有效期間的開始時間。" version="" helpurl="flash.net.drm:DRMVoucher:voucherStartDate:get" playername=""/>
					</folder>
				</folder>
				<folder name="LoadVoucherSetting" id="[flash.net.drm.LoadVoucherSetting]" sort="true" index="true" asAncestors="Object" tiptext="LoadVoucherSetting 類別提供字串常數，供 DRMManager loadVoucher() 方法的設定參數使用。" helpurl="flash.net.drm:LoadVoucherSetting">
					<folder name="屬性" id="Properties" tiptext="LoadVoucherSetting 類別的屬性" helpurl="flash.net.drm:LoadVoucherSetting">
						<string name="ALLOW_SERVER" object="[flash.net.drm.LoadVoucherSetting]" text="LoadVoucherSetting.ALLOW_SERVER" constant="true" tiptext="儘可能從本機快取載入憑證; 只有當本機快取複本不存在時，才從媒體版權伺服器下載憑證。" version="" helpurl="flash.net.drm:LoadVoucherSetting:ALLOW_SERVER" playername=""/>
						<string name="FORCE_REFRESH" object="[flash.net.drm.LoadVoucherSetting]" text="LoadVoucherSetting.FORCE_REFRESH" constant="true" tiptext="只從媒體版權伺服器下載憑證。" version="" helpurl="flash.net.drm:LoadVoucherSetting:FORCE_REFRESH" playername=""/>
						<string name="LOCAL_ONLY" object="[flash.net.drm.LoadVoucherSetting]" text="LoadVoucherSetting.LOCAL_ONLY" constant="true" tiptext="只從本機快取下載憑證。" version="" helpurl="flash.net.drm:LoadVoucherSetting:LOCAL_ONLY" playername=""/>
					</folder>
				</folder>
				<folder name="VoucherAccessInfo" id="[flash.net.drm.VoucherAccessInfo]" sort="true" index="true" asAncestors="Object" tiptext="VoucherAccessInfo 物件代表成功擷取及使用憑證 (例如驗證類型及媒體權限伺服器的內容網域) 所需的資訊。" helpurl="flash.net.drm:VoucherAccessInfo">
					<folder name="屬性" id="Properties" tiptext="VoucherAccessInfo 類別的屬性" helpurl="flash.net.drm:VoucherAccessInfo">
						<string name="authenticationMethod" object="[flash.net.drm.VoucherAccessInfo]" text=".authenticationMethod" tiptext="取得相關內容的憑證時所需進行的驗證類型。" version="" helpurl="flash.net.drm:VoucherAccessInfo:authenticationMethod:get" playername=""/>
						<string name="displayName" object="[flash.net.drm.VoucherAccessInfo]" text=".displayName" tiptext="使用者易於了解的字串，您可以用來在使用者介面中參照特定的 VoucherAccessInfo 物件。" version="" helpurl="flash.net.drm:VoucherAccessInfo:displayName:get" playername=""/>
						<string name="domain" object="[flash.net.drm.VoucherAccessInfo]" text=".domain" tiptext="媒體版權伺服器的內容網域，使用者必須在此通過驗證，才能取得相關內容的憑證。" version="" helpurl="flash.net.drm:VoucherAccessInfo:domain:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.printing" id="flash.printing" sort="true" tiptext="flash.printing 套件的類別" helpurl="flash.printing">
				<folder name="PaperSize" id="[flash.printing.PaperSize]" sort="true" index="true" asAncestors="Object" tiptext="此類別提供 PrintJob.selectPaperSize() 方法之 paperSize 參數適用的值。" helpurl="flash.printing:PaperSize">
					<folder name="屬性" id="Properties" tiptext="PaperSize 類別的屬性" helpurl="flash.printing:PaperSize">
						<string name="A4" object="[flash.printing.PaperSize]" text="PaperSize.A4" constant="true" tiptext="A4" version="" helpurl="flash.printing:PaperSize:A4" playername="AIR"/>
						<string name="A5" object="[flash.printing.PaperSize]" text="PaperSize.A5" constant="true" tiptext="A5" version="" helpurl="flash.printing:PaperSize:A5" playername="AIR"/>
						<string name="A6" object="[flash.printing.PaperSize]" text="PaperSize.A6" constant="true" tiptext="A6" version="" helpurl="flash.printing:PaperSize:A6" playername="AIR"/>
						<string name="CHOUKEI3GOU" object="[flash.printing.PaperSize]" text="PaperSize.CHOUKEI3GOU" constant="true" tiptext="日式 Choukei 3 (信封)" version="" helpurl="flash.printing:PaperSize:CHOUKEI3GOU" playername="AIR"/>
						<string name="CHOUKEI4GOU" object="[flash.printing.PaperSize]" text="PaperSize.CHOUKEI4GOU" constant="true" tiptext="日式 Choukei 4 (信封)" version="" helpurl="flash.printing:PaperSize:CHOUKEI4GOU" playername="AIR"/>
						<string name="ENV_10" object="[flash.printing.PaperSize]" text="PaperSize.ENV_10" constant="true" tiptext="Legal 信封" version="" helpurl="flash.printing:PaperSize:ENV_10" playername="AIR"/>
						<string name="ENV_B5" object="[flash.printing.PaperSize]" text="PaperSize.ENV_B5" constant="true" tiptext="B5 信封" version="" helpurl="flash.printing:PaperSize:ENV_B5" playername="AIR"/>
						<string name="ENV_C5" object="[flash.printing.PaperSize]" text="PaperSize.ENV_C5" constant="true" tiptext="C5 信封" version="" helpurl="flash.printing:PaperSize:ENV_C5" playername="AIR"/>
						<string name="ENV_DL" object="[flash.printing.PaperSize]" text="PaperSize.ENV_DL" constant="true" tiptext="DL 信封" version="" helpurl="flash.printing:PaperSize:ENV_DL" playername="AIR"/>
						<string name="ENV_MONARCH" object="[flash.printing.PaperSize]" text="PaperSize.ENV_MONARCH" constant="true" tiptext="Monarch 信封" version="" helpurl="flash.printing:PaperSize:ENV_MONARCH" playername="AIR"/>
						<string name="ENV_PERSONAL" object="[flash.printing.PaperSize]" text="PaperSize.ENV_PERSONAL" constant="true" tiptext="個人信封" version="" helpurl="flash.printing:PaperSize:ENV_PERSONAL" playername="AIR"/>
						<string name="EXECUTIVE" object="[flash.printing.PaperSize]" text="PaperSize.EXECUTIVE" constant="true" tiptext="Executive 大小" version="" helpurl="flash.printing:PaperSize:EXECUTIVE" playername="AIR"/>
						<string name="FOLIO" object="[flash.printing.PaperSize]" text="PaperSize.FOLIO" constant="true" tiptext="Folio 大小" version="" helpurl="flash.printing:PaperSize:FOLIO" playername="AIR"/>
						<string name="JIS_B5" object="[flash.printing.PaperSize]" text="PaperSize.JIS_B5" constant="true" tiptext="日式 B5" version="" helpurl="flash.printing:PaperSize:JIS_B5" playername="AIR"/>
						<string name="LEGAL" object="[flash.printing.PaperSize]" text="PaperSize.LEGAL" constant="true" tiptext="傳統 Legal 大小" version="" helpurl="flash.printing:PaperSize:LEGAL" playername="AIR"/>
						<string name="LETTER" object="[flash.printing.PaperSize]" text="PaperSize.LETTER" constant="true" tiptext="傳統 Letter 大小" version="" helpurl="flash.printing:PaperSize:LETTER" playername="AIR"/>
						<string name="STATEMENT" object="[flash.printing.PaperSize]" text="PaperSize.STATEMENT" constant="true" tiptext="Statement 大小" version="" helpurl="flash.printing:PaperSize:STATEMENT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintJob" id="[flash.printing.PrintJob]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="PrintJob 類別可讓您建立內容，並將這項內容列印至一個或多個頁面。" helpurl="flash.printing:PrintJob">
					<folder name="方法" id="Methods" tiptext="PrintJob 類別的方法" helpurl="flash.printing:PrintJob">
						<string name="PrintJob" object="[flash.printing.PrintJob]" text="new PrintJob(%%)" constructor="true" tiptext="建立 PrintJob 物件，可讓您用來列印一頁或多頁。" version="9" helpurl="flash.printing:PrintJob:PrintJob" playername=""/>
						<string name="addPage" object="[flash.printing.PrintJob]" text=".addPage(%精靈:flash.display:Sprite[,列印區域:flash.geom:Rectangle=null,選項:flash.printing:PrintJobOptions=null,影格編號:int=0]%):void" tiptext="將指定的 Sprite 物件當做單一頁面，傳送至列印多工緩衝處理區域。" version="9." helpurl="flash.printing:PrintJob:addPage" playername=""/>
						<string name="selectPaperSize" object="[flash.printing.PrintJob]" text=".selectPaperSize(%紙張大小:String%):void" tiptext="設定紙張大小。" version="2" helpurl="flash.printing:PrintJob:selectPaperSize" playername="AIR"/>
						<string name="send" object="[flash.printing.PrintJob]" text=".send(%%):void" tiptext="成功呼叫 start() 或 start2() 以及 addPage() 方法後，會將多工緩衝處理區域中的頁面傳送至印表機。" version="9." helpurl="flash.printing:PrintJob:send" playername=""/>
						<string name="showPageSetupDialog" object="[flash.printing.PrintJob]" text=".showPageSetupDialog(%%):Boolean" tiptext="如果目前的環境支援的話，顯示作業系統的「頁面設定」對話方塊。" version="2" helpurl="flash.printing:PrintJob:showPageSetupDialog" playername="AIR"/>
						<string name="start2" object="[flash.printing.PrintJob]" text=".start2(%[ui選項:flash.printing:PrintUIOptions=null,顯示列印對話方塊:Boolean=true]%):Boolean" tiptext="或者，顯示作業系統的「列印」對話方塊、開始進行多工緩衝處理，並視需要修改 PrintJob 唯讀屬性值。" version="2" helpurl="flash.printing:PrintJob:start2" playername="AIR"/>
						<string name="start" object="[flash.printing.PrintJob]" text=".start(%%):Boolean" tiptext="顯示作業系統的「列印」對話方塊，並開始多工緩衝處理。" version="9." helpurl="flash.printing:PrintJob:start" playername=""/>
						<string name="terminate" object="[flash.printing.PrintJob]" text=".terminate(%%):void" tiptext="通知印列工作應該終止不應傳送。" version="2" helpurl="flash.printing:PrintJob:terminate" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PrintJob 類別的屬性" helpurl="flash.printing:PrintJob">
						<string name="active" object="[flash.printing.PrintJob]" text=".active" tiptext="指出列印工作目前是否進行中。" version="" helpurl="flash.printing:PrintJob:active:get" playername="AIR"/>
						<string name="copies" object="[flash.printing.PrintJob]" text=".copies" tiptext="列印系統列印任何後續新增至列印工作的頁面份數。" version="" helpurl="flash.printing:PrintJob:copies:get" playername="AIR"/>
						<string name="firstPage" object="[flash.printing.PrintJob]" text=".firstPage" tiptext="使用者在作業系統「列印」對話方塊中，輸入頁面範圍的第一頁頁碼。" version="" helpurl="flash.printing:PrintJob:firstPage:get" playername="AIR"/>
						<string name="isColor" object="[flash.printing.PrintJob]" text=".isColor" tiptext="指出目前選取的印表機所使用的現行列印設定是使用彩色 (true) 或灰階 (false)。" version="" helpurl="flash.printing:PrintJob:isColor:get" playername="AIR"/>
						<string name="isSupported" object="[flash.printing.PrintJob]" text=".isSupported" tiptext="指出 PrintJob 類別是否在目前的平台受到支援 (true) 或不支援 (false)。" version="" helpurl="flash.printing:PrintJob:isSupported:get" playername=""/>
						<string name="jobName" object="[flash.printing.PrintJob]" text=".jobName" tiptext="列印工作的名稱或標題。" version="" helpurl="flash.printing:PrintJob:jobName:get" playername="AIR"/>
						<string name="lastPage" object="[flash.printing.PrintJob]" text=".lastPage" tiptext="使用者在作業系統「列印」對話方塊中，輸入頁面範圍的最後一頁頁碼。" version="" helpurl="flash.printing:PrintJob:lastPage:get" playername="AIR"/>
						<string name="maxPixelsPerInch" object="[flash.printing.PrintJob]" text=".maxPixelsPerInch" tiptext="所選印表機的實際解析度，以每英吋像素為單位。" version="" helpurl="flash.printing:PrintJob:maxPixelsPerInch:get" playername="AIR"/>
						<string name="orientation" object="[flash.printing.PrintJob]" text=".orientation" tiptext="要列印的影像方向。" version="" helpurl="flash.printing:PrintJob:orientation:get" playername=""/>
						<string name="pageHeight" object="[flash.printing.PrintJob]" text=".pageHeight" tiptext="頁面實際可列印區域中可以置中的最大區域高度，以點為單位。" version="" helpurl="flash.printing:PrintJob:pageHeight:get" playername=""/>
						<string name="pageWidth" object="[flash.printing.PrintJob]" text=".pageWidth" tiptext="頁面實際可列印區域中可以置中的最大區域寬度，以點為單位。" version="" helpurl="flash.printing:PrintJob:pageWidth:get" playername=""/>
						<string name="paperArea" object="[flash.printing.PrintJob]" text=".paperArea" tiptext="印表機媒體的邊界，以點為單位。" version="" helpurl="flash.printing:PrintJob:paperArea:get" playername="AIR"/>
						<string name="paperHeight" object="[flash.printing.PrintJob]" text=".paperHeight" tiptext="整體紙張高度，以點為單位。" version="" helpurl="flash.printing:PrintJob:paperHeight:get" playername=""/>
						<string name="paperWidth" object="[flash.printing.PrintJob]" text=".paperWidth" tiptext="整體紙張寬度，以點為單位。" version="" helpurl="flash.printing:PrintJob:paperWidth:get" playername=""/>
						<string name="printableArea" object="[flash.printing.PrintJob]" text=".printableArea" tiptext="印表機媒體的可列印區域，以點為單位。" version="" helpurl="flash.printing:PrintJob:printableArea:get" playername="AIR"/>
						<string name="printer" object="[flash.printing.PrintJob]" text=".printer" tiptext="取得或設定要用於目前列印工作的印表機。" version="" helpurl="flash.printing:PrintJob:printer:get" playername="AIR"/>
						<string name="printers" object="[flash.printing.PrintJob]" text=".printers" tiptext="提供可用印表機的清單，以「字串」名稱值顯示。" version="" helpurl="flash.printing:PrintJob:printers:get" playername="AIR"/>
						<string name="supportsPageSetupDialog" object="[flash.printing.PrintJob]" text=".supportsPageSetupDialog" tiptext="指出 Flash 執行階段環境是否支援個別的「頁面設定」對話方塊。" version="" helpurl="flash.printing:PrintJob:supportsPageSetupDialog:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintJobOptions" id="[flash.printing.PrintJobOptions]" sort="true" index="true" asAncestors="Object" tiptext="PrintJobOptions 類別包含要與 PrintJob.addPage() 方法的 options 參數搭配使用的屬性。" helpurl="flash.printing:PrintJobOptions">
					<folder name="方法" id="Methods" tiptext="PrintJobOptions 類別的方法" helpurl="flash.printing:PrintJobOptions">
						<string name="PrintJobOptions" object="[flash.printing.PrintJobOptions]" text="new PrintJobOptions(%[列印為點陣圖:Boolean=false]%)" constructor="true" tiptext="建立新的 PrintJobOptions 物件。" version="9" helpurl="flash.printing:PrintJobOptions:PrintJobOptions" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PrintJobOptions 類別的屬性" helpurl="flash.printing:PrintJobOptions">
						<string name="pixelsPerInch" object="[flash.printing.PrintJobOptions]" text=".pixelsPerInch" tiptext="指定使用於點陣圖的解析度，以每英寸像素為單位。" version="" helpurl="flash.printing:PrintJobOptions:pixelsPerInch" playername="AIR"/>
						<string name="printAsBitmap" object="[flash.printing.PrintJobOptions]" text=".printAsBitmap" tiptext="指定列印工作中的內容會列印為點陣圖或向量。" version="" helpurl="flash.printing:PrintJobOptions:printAsBitmap" playername=""/>
						<string name="printMethod" object="[flash.printing.PrintJobOptions]" text=".printMethod" tiptext="指定由 Flash 執行階段選擇最適當的列印方法，或是由作者明確選取向量或點陣列印方法。" version="" helpurl="flash.printing:PrintJobOptions:printMethod:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintJobOrientation" id="[flash.printing.PrintJobOrientation]" sort="true" index="true" asAncestors="Object" tiptext="這個類別可提供 PrintJob.orientation 屬性所使用的值，以設定列印頁面的影像位置。" helpurl="flash.printing:PrintJobOrientation">
					<folder name="屬性" id="Properties" tiptext="PrintJobOrientation 類別的屬性" helpurl="flash.printing:PrintJobOrientation">
						<string name="LANDSCAPE" object="[flash.printing.PrintJobOrientation]" text="PrintJobOrientation.LANDSCAPE" constant="true" tiptext="橫向 (水平) 影像列印方向。" version="" helpurl="flash.printing:PrintJobOrientation:LANDSCAPE" playername=""/>
						<string name="PORTRAIT" object="[flash.printing.PrintJobOrientation]" text="PrintJobOrientation.PORTRAIT" constant="true" tiptext="縱向 (垂直) 影像列印方向。" version="" helpurl="flash.printing:PrintJobOrientation:PORTRAIT" playername=""/>
					</folder>
				</folder>
				<folder name="PrintMethod" id="[flash.printing.PrintMethod]" sort="true" index="true" asAncestors="Object" tiptext="這個類別可提供 PrintJobOptions.printMethod 屬性的值，以指定列印頁面的方法。" helpurl="flash.printing:PrintMethod">
					<folder name="屬性" id="Properties" tiptext="PrintMethod 類別的屬性" helpurl="flash.printing:PrintMethod">
						<string name="AUTO" object="[flash.printing.PrintMethod]" text="PrintMethod.AUTO" constant="true" tiptext="自動選擇最佳列印方法。" version="" helpurl="flash.printing:PrintMethod:AUTO" playername="AIR"/>
						<string name="BITMAP" object="[flash.printing.PrintMethod]" text="PrintMethod.BITMAP" constant="true" tiptext="點陣圖的列印方法。" version="" helpurl="flash.printing:PrintMethod:BITMAP" playername="AIR"/>
						<string name="VECTOR" object="[flash.printing.PrintMethod]" text="PrintMethod.VECTOR" constant="true" tiptext="向量的列印方法。" version="" helpurl="flash.printing:PrintMethod:VECTOR" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintUIOptions" id="[flash.printing.PrintUIOptions]" sort="true" index="true" asAncestors="Object" tiptext="PrintUIOptions 類別是用於指定顯示給使用者的列印對話方塊選項。" helpurl="flash.printing:PrintUIOptions">
					<folder name="方法" id="Methods" tiptext="PrintUIOptions 類別的方法" helpurl="flash.printing:PrintUIOptions">
						<string name="PrintUIOptions" object="[flash.printing.PrintUIOptions]" text="new PrintUIOptions(%%)" constructor="true" tiptext="建立新的 PrintUIOptions 物件。" version="2" helpurl="flash.printing:PrintUIOptions:PrintUIOptions" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PrintUIOptions 類別的屬性" helpurl="flash.printing:PrintUIOptions">
						<string name="disablePageRange" object="[flash.printing.PrintUIOptions]" text=".disablePageRange" tiptext="指定列印對話方塊中的頁面範圍為停用 (true)，或使用者可以進行編輯 (false)。" version="" helpurl="flash.printing:PrintUIOptions:disablePageRange" playername="AIR"/>
						<string name="maxPage" object="[flash.printing.PrintUIOptions]" text=".maxPage" tiptext="使用者在列印對話方塊中可以輸入的最大頁碼。" version="" helpurl="flash.printing:PrintUIOptions:maxPage" playername="AIR"/>
						<string name="minPage" object="[flash.printing.PrintUIOptions]" text=".minPage" tiptext="使用者在列印對話方塊中可以輸入的最小頁碼。" version="" helpurl="flash.printing:PrintUIOptions:minPage" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.profiler" id="flash.profiler" sort="true" tiptext="flash.profiler 套件的類別" helpurl="flash.profiler">
				<folder name="方法" id="Methods" tiptext="flash.profiler 套件的方法" helpurl="flash.profiler">
					<string name="showRedrawRegions" text="showRedrawRegions(%開啟:Boolean[,顏色:uint=0xFF0000]%):void" tiptext="顯示或隱藏重繪區域。" version="9" helpurl="flash.profiler:showRedrawRegions" playername=""/>
				</folder>
			</folder>
			<folder name="flash.sampler" id="flash.sampler" sort="true" tiptext="flash.sampler 套件的類別" helpurl="flash.sampler">
				<folder name="DeleteObjectSample" id="[flash.sampler.DeleteObjectSample]" sort="true" index="true" asAncestors="flash.sampler:Sample,Object" tiptext="DeleteObjectSample 類別代表在 getSamples() 串流中建立的物件，而每個 DeleteObjectSample 物件都對應至一個 NewObjectSample 物件。" helpurl="flash.sampler:DeleteObjectSample">
					<folder name="屬性" id="Properties" tiptext="DeleteObjectSample 類別的屬性" helpurl="flash.sampler:DeleteObjectSample">
						<string name="id" object="[flash.sampler.DeleteObjectSample]" text="DeleteObjectSample.id" constant="true" tiptext="符合 NewObjectSample 之識別碼的唯一識別碼。" version="" helpurl="flash.sampler:DeleteObjectSample:id" playername=""/>
						<string name="size" object="[flash.sampler.DeleteObjectSample]" text="DeleteObjectSample.size" constant="true" tiptext="DeleteObjectSample 物件在遭到刪除之前的大小。" version="" helpurl="flash.sampler:DeleteObjectSample:size" playername=""/>
					</folder>
				</folder>
				<folder name="NewObjectSample" id="[flash.sampler.NewObjectSample]" sort="true" index="true" asAncestors="flash.sampler:Sample,Object" tiptext="NewObjectSample 類別代表在 getSamples() 串流中建立的物件。" helpurl="flash.sampler:NewObjectSample">
					<folder name="屬性" id="Properties" tiptext="NewObjectSample 類別的屬性" helpurl="flash.sampler:NewObjectSample">
						<string name="type" object="[flash.sampler.NewObjectSample]" text="NewObjectSample.type" constant="true" tiptext="Class 物件，對應至 getSamples() 串流中建立的物件。" version="" helpurl="flash.sampler:NewObjectSample:type" playername=""/>
						<string name="object" object="[flash.sampler.NewObjectSample]" text=".object" tiptext="NewObjectSample 物件 (如果仍舊存在的話)。" version="" helpurl="flash.sampler:NewObjectSample:object:get" playername=""/>
						<string name="size" object="[flash.sampler.NewObjectSample]" text=".size" tiptext="NewObjectSample 物件大小。" version="" helpurl="flash.sampler:NewObjectSample:size:get" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.sampler 套件的方法" helpurl="flash.sampler">
					<string name="clearSamples" text="clearSamples(%%):void" tiptext="清除目前的 Sample 物件集。" version="9.0.115.0" helpurl="flash.sampler:clearSamples" playername=""/>
					<string name="getGetterInvocationCount" text="getGetterInvocationCount(%物件:Object,Q名稱:QName%):Number" tiptext="傳回 get 函數的執行次數。" version="9.0.115.0" helpurl="flash.sampler:getGetterInvocationCount" playername=""/>
					<string name="getInvocationCount" text="getInvocationCount(%物件:Object,Q名稱:QName%):Number" tiptext="傳回方法的執行次數。" version="9.0.115.0" helpurl="flash.sampler:getInvocationCount" playername=""/>
					<string name="getLexicalScopes" text="getLexicalScopes(%物件:Function%):Array" tiptext="公開「函數」的語彙範圍，讓設定可以看到擷取的範圍物件 (包括具有範圍的啟動物件)，如同被「函數」實體所保留一般。" version="" helpurl="flash.sampler:getLexicalScopes" playername=""/>
					<string name="getMasterString" text="getMasterString(%字串:String%):String" tiptext="傳回字串相依的主字串，或者如果此字串未與其他字串相依則為 null。" version="" helpurl="flash.sampler:getMasterString" playername=""/>
					<string name="getMemberNames" text="getMemberNames(%o:Object[,實體名稱:Boolean=false]%):Object" tiptext="傳回包含所有指定物件成員 (包括私有成員) 的物件。" version="9.0.115.0" helpurl="flash.sampler:getMemberNames" playername=""/>
					<string name="getSampleCount" text="getSampleCount(%%):Number" tiptext="傳回收集的樣本數。" version="9.0.115.0" helpurl="flash.sampler:getSampleCount" playername=""/>
					<string name="getSamples" text="getSamples(%%):Object" tiptext="從最後一次取樣工作階段中，傳回記憶體使用情況 Sample 實體物件。" version="9.0.115.0" helpurl="flash.sampler:getSamples" playername=""/>
					<string name="getSavedThis" text="getSavedThis(%物件:Function%):Object" tiptext="從「方法」關閉傳回儲存的 &quot;this&quot;，您一般無法從 AS 查看。" version="" helpurl="flash.sampler:getSavedThis" playername=""/>
					<string name="getSetterInvocationCount" text="getSetterInvocationCount(%物件:Object,Q名稱:QName%):Number" tiptext="傳回 set 函數的執行次數。" version="9.0.115.0" helpurl="flash.sampler:getSetterInvocationCount" playername=""/>
					<string name="getSize" text="getSize(%o:*%):Number" tiptext="搭配 Flash Player 9.0.115.0 或更新的除錯版本使用時，傳回指定的物件在記憶體中的大小。" version="9.0.115.0" helpurl="flash.sampler:getSize" playername=""/>
					<string name="isGetterSetter" text="isGetterSetter(%物件:Object,Q名稱:QName%):Boolean" tiptext="檢查並確定屬性是否由 get/set 函數所定義。" version="9.0.115.0" helpurl="flash.sampler:isGetterSetter" playername=""/>
					<string name="pauseSampling" text="pauseSampling(%%):void" tiptext="暫時停止取樣程序。" version="9.0.115.0" helpurl="flash.sampler:pauseSampling" playername=""/>
					<string name="sampleInternalAllocs" text="sampleInternalAllocs(%b:Boolean%):void" tiptext="告訴取樣程式是否應該替 Flash Player 的內部配置建立 NewObjectSamples。" version="" helpurl="flash.sampler:sampleInternalAllocs" playername=""/>
					<string name="setSamplerCallback" text="setSamplerCallback(%f:Function%):void" tiptext="替取樣程式設定回呼函數 – 當取樣串流快要耗盡時，會呼叫這個函數。" version="" helpurl="flash.sampler:setSamplerCallback" playername=""/>
					<string name="startSampling" text="startSampling(%%):void" tiptext="開始進行記憶體使用情形 Sample 物件的收集程序。" version="9.0.115.0" helpurl="flash.sampler:startSampling" playername=""/>
					<string name="stopSampling" text="stopSampling(%%):void" tiptext="結束記憶體使用情形 Sample 物件的收集程序，並釋放專供取樣程序使用的資源。" version="9.0.115.0" helpurl="flash.sampler:stopSampling" playername=""/>
				</folder>
				<folder name="Sample" id="[flash.sampler.Sample]" sort="true" index="true" asAncestors="Object" tiptext="Sample 類別所建立的物件可將記憶體分析資訊持續保留一段明確的時間。" helpurl="flash.sampler:Sample">
					<folder name="屬性" id="Properties" tiptext="Sample 類別的屬性" helpurl="flash.sampler:Sample">
						<string name="stack" object="[flash.sampler.Sample]" text="Sample.stack" constant="true" tiptext="包含在指定的期間由 Flash Player 所執行的方法相關資訊。" version="" helpurl="flash.sampler:Sample:stack" playername=""/>
						<string name="time" object="[flash.sampler.Sample]" text="Sample.time" constant="true" tiptext="定義 Sample 實體持續時間的毫秒數。" version="" helpurl="flash.sampler:Sample:time" playername=""/>
					</folder>
				</folder>
				<folder name="StackFrame" id="[flash.sampler.StackFrame]" sort="true" index="true" asAncestors="Object" tiptext="StackFrame 類別能夠讓使用者存取包含函數的資料區塊屬性。" helpurl="flash.sampler:StackFrame">
					<folder name="方法" id="Methods" tiptext="StackFrame 類別的方法" helpurl="flash.sampler:StackFrame">
						<string name="toString" object="[flash.sampler.StackFrame]" text=".toString(%%):String" tiptext="將 StackFrame 轉換為自身屬性的字串。" version="9.0.115.0" helpurl="flash.sampler:StackFrame:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StackFrame 類別的屬性" helpurl="flash.sampler:StackFrame">
						<string name="file" object="[flash.sampler.StackFrame]" text="StackFrame.file" constant="true" tiptext="正在除錯的 SWF 檔案名稱。" version="" helpurl="flash.sampler:StackFrame:file" playername=""/>
						<string name="line" object="[flash.sampler.StackFrame]" text="StackFrame.line" constant="true" tiptext="正在除錯的 SWF 檔案中之函數的行數。" version="" helpurl="flash.sampler:StackFrame:line" playername=""/>
						<string name="name" object="[flash.sampler.StackFrame]" text="StackFrame.name" constant="true" tiptext="堆疊影格中的函數名稱。" version="" helpurl="flash.sampler:StackFrame:name" playername=""/>
						<string name="scriptID" object="[flash.sampler.StackFrame]" text="StackFrame.scriptID" constant="true" tiptext="正在剖析之應用程式中指令碼函數的識別名稱。" version="" helpurl="flash.sampler:StackFrame:scriptID" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.security" id="flash.security" sort="true" tiptext="flash.security 套件的類別" helpurl="flash.security">
				<folder name="CertificateStatus" id="[flash.security.CertificateStatus]" sort="true" index="true" asAncestors="Object" tiptext="CertificateStatus 類別定義的常數，用於報告 SecureSocket 物件所處理之憑證驗證的結果。" helpurl="flash.security:CertificateStatus">
					<folder name="屬性" id="Properties" tiptext="CertificateStatus 類別的屬性" helpurl="flash.security:CertificateStatus">
						<string name="EXPIRED" object="[flash.security.CertificateStatus]" text="CertificateStatus.EXPIRED" constant="true" tiptext="憑證超出其有效期間。" version="" helpurl="flash.security:CertificateStatus:EXPIRED" playername="AIR"/>
						<string name="INVALID_CHAIN" object="[flash.security.CertificateStatus]" text="CertificateStatus.INVALID_CHAIN" constant="true" tiptext="這個憑證鏈結中的根憑證或中繼憑證無效。" version="" helpurl="flash.security:CertificateStatus:INVALID_CHAIN" playername="AIR"/>
						<string name="INVALID" object="[flash.security.CertificateStatus]" text="CertificateStatus.INVALID" constant="true" tiptext="憑證無效。" version="" helpurl="flash.security:CertificateStatus:INVALID" playername="AIR"/>
						<string name="NOT_YET_VALID" object="[flash.security.CertificateStatus]" text="CertificateStatus.NOT_YET_VALID" constant="true" tiptext="憑證尚未有效。" version="" helpurl="flash.security:CertificateStatus:NOT_YET_VALID" playername="AIR"/>
						<string name="PRINCIPAL_MISMATCH" object="[flash.security.CertificateStatus]" text="CertificateStatus.PRINCIPAL_MISMATCH" constant="true" tiptext="憑證的一般名稱不符合預期的主機名稱。" version="" helpurl="flash.security:CertificateStatus:PRINCIPAL_MISMATCH" playername="AIR"/>
						<string name="REVOKED" object="[flash.security.CertificateStatus]" text="CertificateStatus.REVOKED" constant="true" tiptext="憑證已經撤銷。" version="" helpurl="flash.security:CertificateStatus:REVOKED" playername="AIR"/>
						<string name="TRUSTED" object="[flash.security.CertificateStatus]" text="CertificateStatus.TRUSTED" constant="true" tiptext="有效的信任憑證。" version="" helpurl="flash.security:CertificateStatus:TRUSTED" playername="AIR"/>
						<string name="UNKNOWN" object="[flash.security.CertificateStatus]" text="CertificateStatus.UNKNOWN" constant="true" tiptext="憑證的有效性不明。" version="" helpurl="flash.security:CertificateStatus:UNKNOWN" playername="AIR"/>
						<string name="UNTRUSTED_SIGNERS" object="[flash.security.CertificateStatus]" text="CertificateStatus.UNTRUSTED_SIGNERS" constant="true" tiptext="憑證並未鏈結至信任的根憑證。" version="" helpurl="flash.security:CertificateStatus:UNTRUSTED_SIGNERS" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IURIDereferencer" id="[flash.security.IURIDereferencer]" sort="true" index="true" tiptext="IURIDereferencer 會定義用於解析 XML 簽名中 URI 之物件的介面。" helpurl="flash.security:IURIDereferencer">
					<folder name="方法" id="Methods" tiptext="IURIDereferencer 類別的方法" helpurl="flash.security:IURIDereferencer">
						<string name="dereference" object="[flash.security.IURIDereferencer]" text=".dereference(%uri:String%):flash.utils:IDataInput" tiptext="解析並提領指定的 URI。" version="1.0" helpurl="flash.security:IURIDereferencer:dereference" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ReferencesValidationSetting" id="[flash.security.ReferencesValidationSetting]" sort="true" index="true" asAncestors="Object" tiptext="ReferencesValidationSetting 類別會定義 XMLSignatureValidator 物件的 referencesValidationSetting 屬性所使用的常數。" helpurl="flash.security:ReferencesValidationSetting">
					<folder name="屬性" id="Properties" tiptext="ReferencesValidationSetting 類別的屬性" helpurl="flash.security:ReferencesValidationSetting">
						<string name="NEVER" object="[flash.security.ReferencesValidationSetting]" text="ReferencesValidationSetting.NEVER" constant="true" tiptext="永遠不檢查參考。" version="" helpurl="flash.security:ReferencesValidationSetting:NEVER" playername="AIR"/>
						<string name="VALID_IDENTITY" object="[flash.security.ReferencesValidationSetting]" text="ReferencesValidationSetting.VALID_IDENTITY" constant="true" tiptext="只有簽署憑證有效且受信任時才檢查參考。" version="" helpurl="flash.security:ReferencesValidationSetting:VALID_IDENTITY" playername="AIR"/>
						<string name="VALID_OR_UNKNOWN_IDENTITY" object="[flash.security.ReferencesValidationSetting]" text="ReferencesValidationSetting.VALID_OR_UNKNOWN_IDENTITY" constant="true" tiptext="即使簽署憑證不受信任 (未鍊結至已知的信任根) 時也檢查參考。" version="" helpurl="flash.security:ReferencesValidationSetting:VALID_OR_UNKNOWN_IDENTITY" playername="AIR"/>
					</folder>
				</folder>
				<folder name="RevocationCheckSettings" id="[flash.security.RevocationCheckSettings]" sort="true" index="true" asAncestors="Object" tiptext="RevocationCheckSettings 類別會定義 XMLSignatureValidator 物件之 revocationCheckSetting 屬性所使用的常數。" helpurl="flash.security:RevocationCheckSettings">
					<folder name="屬性" id="Properties" tiptext="RevocationCheckSettings 類別的屬性" helpurl="flash.security:RevocationCheckSettings">
						<string name="ALWAYS_REQUIRED" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.ALWAYS_REQUIRED" constant="true" tiptext="一定會檢查憑證撤銷。" version="" helpurl="flash.security:RevocationCheckSettings:ALWAYS_REQUIRED" playername="AIR"/>
						<string name="BEST_EFFORT" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.BEST_EFFORT" constant="true" tiptext="如果有撤銷資訊並且可以取得撤銷狀態，則檢查憑證撤銷。" version="" helpurl="flash.security:RevocationCheckSettings:BEST_EFFORT" playername="AIR"/>
						<string name="NEVER" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.NEVER" constant="true" tiptext="不檢查憑證撤銷。" version="" helpurl="flash.security:RevocationCheckSettings:NEVER" playername="AIR"/>
						<string name="REQUIRED_IF_AVAILABLE" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.REQUIRED_IF_AVAILABLE" constant="true" tiptext="如果憑證包含撤銷資訊，則檢查憑證撤銷。" version="" helpurl="flash.security:RevocationCheckSettings:REQUIRED_IF_AVAILABLE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SignatureStatus" id="[flash.security.SignatureStatus]" sort="true" index="true" asAncestors="Object" tiptext="SignatureStatus 類別會定義 XMLSignatureValidator 物件的 validityStatus 屬性所使用的常數。" helpurl="flash.security:SignatureStatus">
					<folder name="屬性" id="Properties" tiptext="SignatureStatus 類別的屬性" helpurl="flash.security:SignatureStatus">
						<string name="INVALID" object="[flash.security.SignatureStatus]" text="SignatureStatus.INVALID" constant="true" tiptext="無效狀態。" version="" helpurl="flash.security:SignatureStatus:INVALID" playername="AIR"/>
						<string name="UNKNOWN" object="[flash.security.SignatureStatus]" text="SignatureStatus.UNKNOWN" constant="true" tiptext="未知狀態。" version="" helpurl="flash.security:SignatureStatus:UNKNOWN" playername="AIR"/>
						<string name="VALID" object="[flash.security.SignatureStatus]" text="SignatureStatus.VALID" constant="true" tiptext="有效狀態。" version="" helpurl="flash.security:SignatureStatus:VALID" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SignerTrustSettings" id="[flash.security.SignerTrustSettings]" sort="true" index="true" asAncestors="Object" tiptext="SignerTrustSettings 類別會定義與 XMLSignatureValidator 物件的 signerTrustSettings 屬性搭配使用的常數。" helpurl="flash.security:SignerTrustSettings">
					<folder name="屬性" id="Properties" tiptext="SignerTrustSettings 類別的屬性" helpurl="flash.security:SignerTrustSettings">
						<string name="CODE_SIGNING" object="[flash.security.SignerTrustSettings]" text="SignerTrustSettings.CODE_SIGNING" constant="true" tiptext="此憑證受到信任，可以進行程式碼簽署。" version="" helpurl="flash.security:SignerTrustSettings:CODE_SIGNING" playername="AIR"/>
						<string name="PLAYLIST_SIGNING" object="[flash.security.SignerTrustSettings]" text="SignerTrustSettings.PLAYLIST_SIGNING" constant="true" tiptext="憑證受到信任，可以簽署播放清單。" version="" helpurl="flash.security:SignerTrustSettings:PLAYLIST_SIGNING" playername="AIR"/>
						<string name="SIGNING" object="[flash.security.SignerTrustSettings]" text="SignerTrustSettings.SIGNING" constant="true" tiptext="此憑證受到信任，可以進行一般簽署。" version="" helpurl="flash.security:SignerTrustSettings:SIGNING" playername="AIR"/>
					</folder>
				</folder>
				<folder name="XMLSignatureValidator" id="[flash.security.XMLSignatureValidator]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="XMLSignatureValidator 類別會驗證 XML 簽名檔案格式是否正確且未修改，也可以選擇驗證它是否使用連結到受信任數位憑證的金鑰進行簽署。" helpurl="flash.security:XMLSignatureValidator">
					<folder name="方法" id="Methods" tiptext="XMLSignatureValidator 類別的方法" helpurl="flash.security:XMLSignatureValidator">
						<string name="XMLSignatureValidator" object="[flash.security.XMLSignatureValidator]" text="new XMLSignatureValidator(%%)" constructor="true" tiptext="建立 XMLSignatureValidator 物件。" version="1.0" helpurl="flash.security:XMLSignatureValidator:XMLSignatureValidator" playername="AIR"/>
						<string name="addCertificate" object="[flash.security.XMLSignatureValidator]" text=".addCertificate(%憑證:flash.utils:ByteArray,受信任:Boolean%)" tiptext="加入 x509 憑證以建立鏈結。" version="1.0" helpurl="flash.security:XMLSignatureValidator:addCertificate" playername="AIR"/>
						<string name="verify" object="[flash.security.XMLSignatureValidator]" text=".verify(%簽名:XML%):void" tiptext="確認指定的簽名。" version="1.0" helpurl="flash.security:XMLSignatureValidator:verify" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="XMLSignatureValidator 類別的屬性" helpurl="flash.security:XMLSignatureValidator">
						<string name="digestStatus" object="[flash.security.XMLSignatureValidator]" text=".digestStatus" tiptext="對簽名 SignedInfo 元素所計算之密碼編譯簽名的有效性狀態。" version="" helpurl="flash.security:XMLSignatureValidator:digestStatus:get" playername="AIR"/>
						<string name="identityStatus" object="[flash.security.XMLSignatureValidator]" text=".identityStatus" tiptext="簽署憑證的有效性狀態。" version="" helpurl="flash.security:XMLSignatureValidator:identityStatus:get" playername="AIR"/>
						<string name="isSupported" object="[flash.security.XMLSignatureValidator]" text=".isSupported" tiptext="如果目前的平台支援 XMLSignatureValidator 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.security:XMLSignatureValidator:isSupported:get" playername="AIR"/>
						<string name="referencesStatus" object="[flash.security.XMLSignatureValidator]" text=".referencesStatus" tiptext="在簽名 SignedInfo 元素中，參考中資料的有效性狀態。" version="" helpurl="flash.security:XMLSignatureValidator:referencesStatus:get" playername="AIR"/>
						<string name="referencesValidationSetting" object="[flash.security.XMLSignatureValidator]" text=".referencesValidationSetting" tiptext="指定會檢查各項參照的條件。" version="" helpurl="flash.security:XMLSignatureValidator:referencesValidationSetting:get" playername="AIR"/>
						<string name="revocationCheckSetting" object="[flash.security.XMLSignatureValidator]" text=".revocationCheckSetting" tiptext="指定如何檢查憑證撤銷。" version="" helpurl="flash.security:XMLSignatureValidator:revocationCheckSetting:get" playername="AIR"/>
						<string name="signerCN" object="[flash.security.XMLSignatureValidator]" text=".signerCN" tiptext="簽署憑證的「一般名稱」欄位。" version="" helpurl="flash.security:XMLSignatureValidator:signerCN:get" playername="AIR"/>
						<string name="signerDN" object="[flash.security.XMLSignatureValidator]" text=".signerDN" tiptext="簽署憑證的「辨別名稱」欄位。" version="" helpurl="flash.security:XMLSignatureValidator:signerDN:get" playername="AIR"/>
						<string name="signerExtendedKeyUsages" object="[flash.security.XMLSignatureValidator]" text=".signerExtendedKeyUsages" tiptext="陣列，包含簽署憑證中列出的「擴充金鑰使用方法 OID」。" version="" helpurl="flash.security:XMLSignatureValidator:signerExtendedKeyUsages:get" playername="AIR"/>
						<string name="signerTrustSettings" object="[flash.security.XMLSignatureValidator]" text=".signerTrustSettings" tiptext="陣列，包含簽署憑證的信任設定。" version="" helpurl="flash.security:XMLSignatureValidator:signerTrustSettings:get" playername="AIR"/>
						<string name="uriDereferencer" object="[flash.security.XMLSignatureValidator]" text=".uriDereferencer" tiptext="IURIDereferencer 實作。" version="" helpurl="flash.security:XMLSignatureValidator:uriDereferencer:get" playername="AIR"/>
						<string name="useSystemTrustStore" object="[flash.security.XMLSignatureValidator]" text=".useSystemTrustStore" tiptext="指定系統信任儲存區中的憑證可用來建立鏈結。" version="" helpurl="flash.security:XMLSignatureValidator:useSystemTrustStore:get" playername="AIR"/>
						<string name="validityStatus" object="[flash.security.XMLSignatureValidator]" text=".validityStatus" tiptext="已驗證之 XML 簽名的有效性狀態。" version="" helpurl="flash.security:XMLSignatureValidator:validityStatus:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="XMLSignatureValidator 類別的事件" helpurl="flash.security:XMLSignatureValidator">
						<string name="error" object="[flash.security.XMLSignatureValidator]" text=".addEventListener(%類型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當驗證因錯誤而無法完成時傳送。" version="" helpurl="flash.security:XMLSignatureValidator_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="complete" object="[flash.security.XMLSignatureValidator]" text=".addEventListener(%類型:String=Event.COMPLETE{ErrorEvent.ERROR,Event.COMPLETE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當驗證完成時傳送。" version="" helpurl="flash.security:XMLSignatureValidator_flash.events.Event.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.sensors" id="flash.sensors" sort="true" tiptext="flash.sensors 套件的類別" helpurl="flash.sensors">
				<folder name="Accelerometer" id="[flash.sensors.Accelerometer]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Accelerometer 類別會根據裝置的移動感應器偵測到的活動傳送事件。" helpurl="flash.sensors:Accelerometer">
					<folder name="方法" id="Methods" tiptext="Accelerometer 類別的方法" helpurl="flash.sensors:Accelerometer">
						<string name="Accelerometer" object="[flash.sensors.Accelerometer]" text="new Accelerometer(%%)" constructor="true" tiptext="會建立新的 Accelerometer 實體。" version="4" helpurl="flash.sensors:Accelerometer:Accelerometer" playername=""/>
						<string name="setRequestedUpdateInterval" object="[flash.sensors.Accelerometer]" text=".setRequestedUpdateInterval(%間隔:Number%):void" tiptext="setRequestedUpdateInterval 方法用於設定想要的更新時間間隔。" version="4" helpurl="flash.sensors:Accelerometer:setRequestedUpdateInterval" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Accelerometer 類別的屬性" helpurl="flash.sensors:Accelerometer">
						<string name="isSupported" object="[flash.sensors.Accelerometer]" text=".isSupported" tiptext="如果裝置中可以使用加速計感應器，isSupported 屬性會設定為 True，否則設定為 False。" version="" helpurl="flash.sensors:Accelerometer:isSupported:get" playername=""/>
						<string name="muted" object="[flash.sensors.Accelerometer]" text=".muted" tiptext="指定使用者已經拒絕存取加速計 (true) 或允許 (false)。" version="" helpurl="flash.sensors:Accelerometer:muted:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Accelerometer 類別的事件" helpurl="flash.sensors:Accelerometer">
						<string name="status" object="[flash.sensors.Accelerometer]" text=".addEventListener(%類型:String=StatusEvent.STATUS{StatusEvent.STATUS,AccelerometerEvent.UPDATE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當加速計變更它的狀態時傳送。" version="" helpurl="flash.sensors:Accelerometer_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="update" object="[flash.sensors.Accelerometer]" text=".addEventListener(%類型:String=AccelerometerEvent.UPDATE{StatusEvent.STATUS,AccelerometerEvent.UPDATE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會傳送 update 事件以回應加速計感應器的更新。" version="" helpurl="flash.sensors:Accelerometer_flash.events.AccelerometerEvent.UPDATE_update" playername=""/>
					</folder>
				</folder>
				<folder name="Geolocation" id="[flash.sensors.Geolocation]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Geolocation 類別會傳送事件以回應裝置的位置感應器。" helpurl="flash.sensors:Geolocation">
					<folder name="方法" id="Methods" tiptext="Geolocation 類別的方法" helpurl="flash.sensors:Geolocation">
						<string name="Geolocation" object="[flash.sensors.Geolocation]" text="new Geolocation(%%)" constructor="true" tiptext="會建立新的 Geolocation 實體。" version="4" helpurl="flash.sensors:Geolocation:Geolocation" playername=""/>
						<string name="setRequestedUpdateInterval" object="[flash.sensors.Geolocation]" text=".setRequestedUpdateInterval(%間隔:Number%):void" tiptext="用於設定更新的時間間隔，以毫秒為單位。" version="4" helpurl="flash.sensors:Geolocation:setRequestedUpdateInterval" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Geolocation 類別的屬性" helpurl="flash.sensors:Geolocation">
						<string name="isSupported" object="[flash.sensors.Geolocation]" text=".isSupported" tiptext="裝置可以使用位置感應器 (true)；否則為 false。" version="" helpurl="flash.sensors:Geolocation:isSupported:get" playername=""/>
						<string name="muted" object="[flash.sensors.Geolocation]" text=".muted" tiptext="指定使用者已經拒絕存取 geolocation (true) 或允許 (false)。" version="" helpurl="flash.sensors:Geolocation:muted:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="Geolocation 類別的事件" helpurl="flash.sensors:Geolocation">
						<string name="status" object="[flash.sensors.Geolocation]" text=".addEventListener(%類型:String=StatusEvent.STATUS{StatusEvent.STATUS,GeolocationEvent.UPDATE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者變更位置感應器的存取權後，Geolocation 物件會傳送狀態事件。" version="" helpurl="flash.sensors:Geolocation_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="update" object="[flash.sensors.Geolocation]" text=".addEventListener(%類型:String=GeolocationEvent.UPDATE{StatusEvent.STATUS,GeolocationEvent.UPDATE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="會傳送 update 事件以回應位置感應器的更新。" version="" helpurl="flash.sensors:Geolocation_flash.events.GeolocationEvent.UPDATE_update" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.system" id="flash.system" sort="true" tiptext="flash.system 套件的類別" helpurl="flash.system">
				<folder name="ApplicationDomain" id="[flash.system.ApplicationDomain]" sort="true" index="true" asAncestors="Object" tiptext="ApplicationDomain 類別是分離之類別定義群組的容器。" helpurl="flash.system:ApplicationDomain">
					<folder name="方法" id="Methods" tiptext="ApplicationDomain 類別的方法" helpurl="flash.system:ApplicationDomain">
						<string name="ApplicationDomain" object="[flash.system.ApplicationDomain]" text="new ApplicationDomain(%[父網域:flash.system:ApplicationDomain=null]%)" constructor="true" tiptext="建立新的應用程式網域。" version="4" helpurl="flash.system:ApplicationDomain:ApplicationDomain" playername=""/>
						<string name="getDefinition" object="[flash.system.ApplicationDomain]" text=".getDefinition(%名稱:String%):Object" tiptext="從指定的應用程式網域取得公用定義。" version="4" helpurl="flash.system:ApplicationDomain:getDefinition" playername=""/>
						<string name="hasDefinition" object="[flash.system.ApplicationDomain]" text=".hasDefinition(%名稱:String%):Boolean" tiptext="檢查公用定義是否存在於指定之應用程式網域。" version="4" helpurl="flash.system:ApplicationDomain:hasDefinition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplicationDomain 類別的屬性" helpurl="flash.system:ApplicationDomain">
						<string name="MIN_DOMAIN_MEMORY_LENGTH" object="[flash.system.ApplicationDomain]" text=".MIN_DOMAIN_MEMORY_LENGTH" tiptext="取得用做 ApplicationDomain.domainMemory 所需的最小記憶體物件長度。" version="" helpurl="flash.system:ApplicationDomain:MIN_DOMAIN_MEMORY_LENGTH:get" playername=""/>
						<string name="currentDomain" object="[flash.system.ApplicationDomain]" text=".currentDomain" tiptext="取得您的程式碼正在其中執行的目前應用程式網域。" version="" helpurl="flash.system:ApplicationDomain:currentDomain:get" playername=""/>
						<string name="domainMemory" object="[flash.system.ApplicationDomain]" text=".domainMemory" tiptext="取得並設定網域全域記憶體作業將在此 ApplicationDomain 中作業的物件。" version="" helpurl="flash.system:ApplicationDomain:domainMemory:get" playername=""/>
						<string name="parentDomain" object="[flash.system.ApplicationDomain]" text=".parentDomain" tiptext="取得此應用程式網域的父網域。" version="" helpurl="flash.system:ApplicationDomain:parentDomain:get" playername=""/>
					</folder>
				</folder>
				<folder name="Capabilities" id="[flash.system.Capabilities]" sort="true" index="true" asAncestors="Object" tiptext="Capabilities 類別能提供屬性，這些屬性會描述裝載應用程式的系統和執行階段。" helpurl="flash.system:Capabilities">
					<folder name="屬性" id="Properties" tiptext="Capabilities 類別的屬性" helpurl="flash.system:Capabilities">
						<string name="avHardwareDisable" object="[flash.system.Capabilities]" text=".avHardwareDisable" tiptext="指定是否已經以系統管理方式禁止 (true) 或允許 (false) 存取使用者的攝影機和麥克風。" version="" helpurl="flash.system:Capabilities:avHardwareDisable:get" playername=""/>
						<string name="cpuArchitecture" object="[flash.system.Capabilities]" text=".cpuArchitecture" tiptext="指定目前的 CPU 架構。" version="" helpurl="flash.system:Capabilities:cpuArchitecture:get" playername=""/>
						<string name="hasAccessibility" object="[flash.system.Capabilities]" text=".hasAccessibility" tiptext="指定系統是 (true) 否 (false) 支援與輔助功能工具的通訊。" version="" helpurl="flash.system:Capabilities:hasAccessibility:get" playername=""/>
						<string name="hasAudioEncoder" object="[flash.system.Capabilities]" text=".hasAudioEncoder" tiptext="指定系統是 (true) 否 (false) 可以編碼音效串流，如來自麥克風的音效串流。" version="" helpurl="flash.system:Capabilities:hasAudioEncoder:get" playername=""/>
						<string name="hasAudio" object="[flash.system.Capabilities]" text=".hasAudio" tiptext="指定系統是否擁有音效功能。" version="" helpurl="flash.system:Capabilities:hasAudio:get" playername=""/>
						<string name="hasEmbeddedVideo" object="[flash.system.Capabilities]" text=".hasEmbeddedVideo" tiptext="指定系統是 (true) 否 (false) 支援內嵌視訊。" version="" helpurl="flash.system:Capabilities:hasEmbeddedVideo:get" playername=""/>
						<string name="hasIME" object="[flash.system.Capabilities]" text=".hasIME" tiptext="指定系統是 (true) 否 (false) 安裝輸入法編輯器 (IME)。" version="" helpurl="flash.system:Capabilities:hasIME:get" playername=""/>
						<string name="hasMP3" object="[flash.system.Capabilities]" text=".hasMP3" tiptext="指定系統是 (true) 否 (false) 具有 MP3 解碼器。" version="" helpurl="flash.system:Capabilities:hasMP3:get" playername=""/>
						<string name="hasPrinting" object="[flash.system.Capabilities]" text=".hasPrinting" tiptext="指定系統是 (true) 否 (false) 支援列印。" version="" helpurl="flash.system:Capabilities:hasPrinting:get" playername=""/>
						<string name="hasScreenBroadcast" object="[flash.system.Capabilities]" text=".hasScreenBroadcast" tiptext="指定系統是 (true) 否 (false) 支援開發透過 Flash Media Server 執行的螢幕廣播應用程式。" version="" helpurl="flash.system:Capabilities:hasScreenBroadcast:get" playername=""/>
						<string name="hasScreenPlayback" object="[flash.system.Capabilities]" text=".hasScreenPlayback" tiptext="指定系統是 (true) 否 (false) 支援播放透過 Flash Media Server 執行的螢幕廣播應用程式。" version="" helpurl="flash.system:Capabilities:hasScreenPlayback:get" playername=""/>
						<string name="hasStreamingAudio" object="[flash.system.Capabilities]" text=".hasStreamingAudio" tiptext="指定系統是 (true) 否 (false) 可以播放串流音效。" version="" helpurl="flash.system:Capabilities:hasStreamingAudio:get" playername=""/>
						<string name="hasStreamingVideo" object="[flash.system.Capabilities]" text=".hasStreamingVideo" tiptext="指定系統是 (true) 否 (false) 可以播放串流視訊。" version="" helpurl="flash.system:Capabilities:hasStreamingVideo:get" playername=""/>
						<string name="hasTLS" object="[flash.system.Capabilities]" text=".hasTLS" tiptext="指定系統是 (true) 否 (false) 支援透過 NetConnection 之原生 SSL 通訊端。" version="" helpurl="flash.system:Capabilities:hasTLS:get" playername=""/>
						<string name="hasVideoEncoder" object="[flash.system.Capabilities]" text=".hasVideoEncoder" tiptext="指定系統是 (true) 否 (false) 可以編碼視訊串流，如來自網路攝影機的視訊串流。" version="" helpurl="flash.system:Capabilities:hasVideoEncoder:get" playername=""/>
						<string name="isDebugger" object="[flash.system.Capabilities]" text=".isDebugger" tiptext="指定系統是使用特殊的除錯版本 (true) 還是正式發行的版本 (false)。" version="" helpurl="flash.system:Capabilities:isDebugger:get" playername=""/>
						<string name="isEmbeddedInAcrobat" object="[flash.system.Capabilities]" text=".isEmbeddedInAcrobat" tiptext="指定 Flash 執行階段是內嵌 (true) 在 Acrobat 9.0 或更新版本所開啟的 PDF 檔案中還是未內嵌 (false)。" version="" helpurl="flash.system:Capabilities:isEmbeddedInAcrobat:get" playername=""/>
						<string name="languages" object="[flash.system.Capabilities]" text=".languages" tiptext="字串陣列，其中包含透過作業系統所設定之使用者介面語言的相關資訊。" version="" helpurl="flash.system:Capabilities:languages:get" playername="AIR"/>
						<string name="language" object="[flash.system.Capabilities]" text=".language" tiptext="指定執行內容之系統的語言碼。" version="" helpurl="flash.system:Capabilities:language:get" playername=""/>
						<string name="localFileReadDisable" object="[flash.system.Capabilities]" text=".localFileReadDisable" tiptext="指定是否已經以系統管理方式禁止 (true) 或允許 (false) 讀取使用者的硬碟。" version="" helpurl="flash.system:Capabilities:localFileReadDisable:get" playername=""/>
						<string name="manufacturer" object="[flash.system.Capabilities]" text=".manufacturer" tiptext="指定 Flash Player 執行版本或 AIR 執行階段的製造商，格式為「Adobe &lt;em&gt;OSName」。" version="" helpurl="flash.system:Capabilities:manufacturer:get" playername=""/>
						<string name="maxLevelIDC" object="[flash.system.Capabilities]" text=".maxLevelIDC" tiptext="擷取用戶端硬體可支援的最高 H.264 等級 IDC。" version="" helpurl="flash.system:Capabilities:maxLevelIDC:get" playername=""/>
						<string name="os" object="[flash.system.Capabilities]" text=".os" tiptext="指定目前的作業系統。" version="" helpurl="flash.system:Capabilities:os:get" playername=""/>
						<string name="pixelAspectRatio" object="[flash.system.Capabilities]" text=".pixelAspectRatio" tiptext="指定螢幕的像素比例。" version="" helpurl="flash.system:Capabilities:pixelAspectRatio:get" playername=""/>
						<string name="playerType" object="[flash.system.Capabilities]" text=".playerType" tiptext="指定執行階段環境的類型。" version="" helpurl="flash.system:Capabilities:playerType:get" playername=""/>
						<string name="screenColor" object="[flash.system.Capabilities]" text=".screenColor" tiptext="指定螢幕顏色。" version="" helpurl="flash.system:Capabilities:screenColor:get" playername=""/>
						<string name="screenDPI" object="[flash.system.Capabilities]" text=".screenDPI" tiptext="指定螢幕解析度的每吋點數 (dpi)，以像素為單位。" version="" helpurl="flash.system:Capabilities:screenDPI:get" playername=""/>
						<string name="screenResolutionX" object="[flash.system.Capabilities]" text=".screenResolutionX" tiptext="指定螢幕的最大水平解析度。" version="" helpurl="flash.system:Capabilities:screenResolutionX:get" playername=""/>
						<string name="screenResolutionY" object="[flash.system.Capabilities]" text=".screenResolutionY" tiptext="指定螢幕的最大垂直解析度。" version="" helpurl="flash.system:Capabilities:screenResolutionY:get" playername=""/>
						<string name="serverString" object="[flash.system.Capabilities]" text=".serverString" tiptext="URL 編碼的字串，會指定每個 Capabilities 屬性的值。" version="" helpurl="flash.system:Capabilities:serverString:get" playername=""/>
						<string name="supports32BitProcesses" object="[flash.system.Capabilities]" text=".supports32BitProcesses" tiptext="指定系統是否支援執行 32 位元處理程序。" version="" helpurl="flash.system:Capabilities:supports32BitProcesses:get" playername=""/>
						<string name="supports64BitProcesses" object="[flash.system.Capabilities]" text=".supports64BitProcesses" tiptext="指定系統是否支援執行 64 位元處理程序。" version="" helpurl="flash.system:Capabilities:supports64BitProcesses:get" playername=""/>
						<string name="touchscreenType" object="[flash.system.Capabilities]" text=".touchscreenType" tiptext="指定支援的觸控螢幕類型 (如果有的話)。" version="" helpurl="flash.system:Capabilities:touchscreenType:get" playername=""/>
						<string name="version" object="[flash.system.Capabilities]" text=".version" tiptext="指定 Flash Player 或 Adobe&amp;#xAE; AIR&amp;#xAE; 平台和版本資訊。" version="" helpurl="flash.system:Capabilities:version:get" playername=""/>
					</folder>
				</folder>
				<folder name="ImageDecodingPolicy" id="[flash.system.ImageDecodingPolicy]" sort="true" index="true" asAncestors="Object" tiptext="ImageDecodingPolicy 類別會提供值給 LoaderContext 類別中的 imageDecodingPolicy。" helpurl="flash.system:ImageDecodingPolicy">
					<folder name="屬性" id="Properties" tiptext="ImageDecodingPolicy 類別的屬性" helpurl="flash.system:ImageDecodingPolicy">
						<string name="ON_DEMAND" object="[flash.system.ImageDecodingPolicy]" text="ImageDecodingPolicy.ON_DEMAND" constant="true" tiptext="常數；指定需要時是否解碼載入的影像，以及解碼的資料是否可由系統進行清除。" version="" helpurl="flash.system:ImageDecodingPolicy:ON_DEMAND" playername="AIR"/>
						<string name="ON_LOAD" object="[flash.system.ImageDecodingPolicy]" text="ImageDecodingPolicy.ON_LOAD" constant="true" tiptext="常數；指定傳送 complete 事件之前，載入時將解碼載入的影像。" version="" helpurl="flash.system:ImageDecodingPolicy:ON_LOAD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IME" id="[flash.system.IME]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="IME 類別可以讓您在用戶端電腦上執行的 Flash 執行階段應用程式內，直接操作作業系統的輸入法編輯器 (IME)。" helpurl="flash.system:IME">
					<folder name="方法" id="Methods" tiptext="IME 類別的方法" helpurl="flash.system:IME">
						<string name="compositionAbandoned" object="[flash.system.IME]" text="IME.compositionAbandoned(%%):void" static="true" tiptext="造成執行階段放棄任何處理中的撰寫。" version="2" helpurl="flash.system:IME:compositionAbandoned" playername=""/>
						<string name="compositionSelectionChanged" object="[flash.system.IME]" text="IME.compositionSelectionChanged(%開始:int,結束:int%):void" static="true" tiptext="當撰寫內的選取範圍已經以互動方式或是程式設計方式更新時，呼叫這個方法。" version="2" helpurl="flash.system:IME:compositionSelectionChanged" playername=""/>
						<string name="doConversion" object="[flash.system.IME]" text="IME.doConversion(%%):void" static="true" tiptext="指示 IME 選取目前組成字串的第一個候選字。" version="9" helpurl="flash.system:IME:doConversion" playername=""/>
						<string name="setCompositionString" object="[flash.system.IME]" text="IME.setCompositionString(%複合:String%):void" static="true" tiptext="設定 IME 組成字串。" version="9" helpurl="flash.system:IME:setCompositionString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IME 類別的屬性" helpurl="flash.system:IME">
						<string name="conversionMode" object="[flash.system.IME]" text=".conversionMode" tiptext="目前 IME 的轉換模式。" version="" helpurl="flash.system:IME:conversionMode:get" playername=""/>
						<string name="enabled" object="[flash.system.IME]" text=".enabled" tiptext="指出系統 IME 為啟用 (true) 或停用 (false)。" version="" helpurl="flash.system:IME:enabled:get" playername=""/>
						<string name="isSupported" object="[flash.system.IME]" text=".isSupported" tiptext="如果目前的平台可使用 IME 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.system:IME:isSupported:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="IME 類別的事件" helpurl="flash.system:IME">
						<string name="imeComposition" object="[flash.system.IME]" text=".addEventListener(%類型:String=IMEEvent.IME_COMPOSITION{IMEEvent.IME_COMPOSITION},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者完成輸入法編輯器 (IME) 組成，而且可以使用讀取字串時傳送。" version="" helpurl="flash.system:IME_flash.events.IMEEvent.IME_COMPOSITION_imeComposition" playername=""/>
					</folder>
				</folder>
				<folder name="IMEConversionMode" id="[flash.system.IMEConversionMode]" sort="true" index="true" asAncestors="Object" tiptext="此類別含有與 IME.conversionMode 屬性搭配使用的常數。" helpurl="flash.system:IMEConversionMode">
					<folder name="屬性" id="Properties" tiptext="IMEConversionMode 類別的屬性" helpurl="flash.system:IMEConversionMode">
						<string name="ALPHANUMERIC_FULL" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.ALPHANUMERIC_FULL" constant="true" tiptext="與 IME.conversionMode 屬性搭配使用的 &quot;ALPHANUMERIC_FULL&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:ALPHANUMERIC_FULL" playername=""/>
						<string name="ALPHANUMERIC_HALF" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.ALPHANUMERIC_HALF" constant="true" tiptext="與 IME.conversionMode 屬性搭配使用的 &quot;ALPHANUMERIC_HALF&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:ALPHANUMERIC_HALF" playername=""/>
						<string name="CHINESE" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.CHINESE" constant="true" tiptext="與 IME.conversionMode 屬性搭配使用的 &quot;CHINESE&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:CHINESE" playername=""/>
						<string name="JAPANESE_HIRAGANA" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.JAPANESE_HIRAGANA" constant="true" tiptext="與 IME.conversionMode 屬性搭配使用的 &quot;JAPANESE_HIRAGANA&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:JAPANESE_HIRAGANA" playername=""/>
						<string name="JAPANESE_KATAKANA_FULL" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.JAPANESE_KATAKANA_FULL" constant="true" tiptext="與 IME.conversionMode 屬性搭配使用的 &quot;JAPANESE_KATAKANA_FULL&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:JAPANESE_KATAKANA_FULL" playername=""/>
						<string name="JAPANESE_KATAKANA_HALF" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.JAPANESE_KATAKANA_HALF" constant="true" tiptext="與 IME.conversionMode 屬性搭配使用的 &quot;JAPANESE_KATAKANA_HALF&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:JAPANESE_KATAKANA_HALF" playername=""/>
						<string name="KOREAN" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.KOREAN" constant="true" tiptext="與 IME.conversionMode 屬性搭配使用的 &quot;KOREAN&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:KOREAN" playername=""/>
						<string name="UNKNOWN" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.UNKNOWN" constant="true" tiptext="可由呼叫 IME.conversionMode 屬性而傳回的 &quot;UNKNOWN&quot; 字串。" version="" helpurl="flash.system:IMEConversionMode:UNKNOWN" playername=""/>
					</folder>
				</folder>
				<folder name="JPEGLoaderContext" id="[flash.system.JPEGLoaderContext]" sort="true" index="true" asAncestors="flash.system:LoaderContext,Object" tiptext="JPEGLoaderContext 類別包含的屬性可在載入 JPEG 影像時，啟用消除馬賽克濾鏡。" helpurl="flash.system:JPEGLoaderContext">
					<folder name="方法" id="Methods" tiptext="JPEGLoaderContext 類別的方法" helpurl="flash.system:JPEGLoaderContext">
						<string name="JPEGLoaderContext" object="[flash.system.JPEGLoaderContext]" text="new JPEGLoaderContext(%[消除馬賽克濾鏡:Number=0.0,檢查原則檔:Boolean=false,應用程式網域:flash.system:ApplicationDomain=null,安全網域:flash.system:SecurityDomain=null]%)" constructor="true" tiptext="以指定之設定建立新的 JPEGLoaderContext 物件。" version="4" helpurl="flash.system:JPEGLoaderContext:JPEGLoaderContext" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="JPEGLoaderContext 類別的屬性" helpurl="flash.system:JPEGLoaderContext">
						<string name="deblockingFilter" object="[flash.system.JPEGLoaderContext]" text=".deblockingFilter" tiptext="指定消除馬賽克濾鏡的強度。" version="" helpurl="flash.system:JPEGLoaderContext:deblockingFilter" playername=""/>
					</folder>
				</folder>
				<folder name="LoaderContext" id="[flash.system.LoaderContext]" sort="true" index="true" asAncestors="Object" tiptext="LoaderContext 類別會藉由使用 Loader 類別，提供載入 SWF 檔和其它媒體的選項。" helpurl="flash.system:LoaderContext">
					<folder name="方法" id="Methods" tiptext="LoaderContext 類別的方法" helpurl="flash.system:LoaderContext">
						<string name="LoaderContext" object="[flash.system.LoaderContext]" text="new LoaderContext(%[檢查原則檔:Boolean=false,應用程式網域:flash.system:應用程式網域=null,securityDomain:flash.system:安全網域=null]%)" constructor="true" tiptext="以指定之設定建立新的 LoaderContext 物件。" version="4" helpurl="flash.system:LoaderContext:LoaderContext" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LoaderContext 類別的屬性" helpurl="flash.system:LoaderContext">
						<string name="allowCodeImport" object="[flash.system.LoaderContext]" text=".allowCodeImport" tiptext="指定您是否可以使用 Loader 物件，匯入具有可執行程式碼 (例如 SWF 檔案) 的內容至呼叫者的安全執行程序。" version="" helpurl="flash.system:LoaderContext:allowCodeImport" playername=""/>
						<string name="applicationDomain" object="[flash.system.LoaderContext]" text=".applicationDomain" tiptext="指定要用於 Loader.load() 或 Loader.loadBytes() 方法的應用程式網域。" version="" helpurl="flash.system:LoaderContext:applicationDomain" playername=""/>
						<string name="checkPolicyFile" object="[flash.system.LoaderContext]" text=".checkPolicyFile" tiptext="指定應用程式是否應該在開始載入物件本身之前，嘗試從已載入之物件的伺服器下載 URL 原則檔案。" version="" helpurl="flash.system:LoaderContext:checkPolicyFile" playername=""/>
						<string name="imageDecodingPolicy" object="[flash.system.LoaderContext]" text=".imageDecodingPolicy" tiptext="指定載入影像後的影像解碼處理方式。" version="" helpurl="flash.system:LoaderContext:imageDecodingPolicy" playername="AIR"/>
						<string name="parameters" object="[flash.system.LoaderContext]" text=".parameters" tiptext="如果將參數設定為不是 Null，則會將 contentLoaderInfo.parameters 設為此 Object，而不是來自剖析要求 URL 中參數的一般值。" version="" helpurl="flash.system:LoaderContext:parameters" playername=""/>
						<string name="requestedContentParent" object="[flash.system.LoaderContext]" text=".requestedContentParent" tiptext="指定 Loader 將嘗試新增載入內容的父輩。" version="" helpurl="flash.system:LoaderContext:requestedContentParent" playername=""/>
						<string name="securityDomain" object="[flash.system.LoaderContext]" text=".securityDomain" tiptext="指定要用於 Loader.load() 作業的安全性網域。" version="" helpurl="flash.system:LoaderContext:securityDomain" playername=""/>
						<string name="allowLoadBytesCodeExecution" object="[flash.system.LoaderContext]" text=".allowLoadBytesCodeExecution" tiptext="舊版屬性，已由 allowCodeImport 取代，但基於相容性仍然支援此屬性。" version="" helpurl="flash.system:LoaderContext:allowLoadBytesCodeExecution:get" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.system 套件的方法" helpurl="flash.system">
					<string name="fscommand" text="fscommand(%命令:String,引數:String%):void" tiptext="可讓 SWF 檔與 Flash Player 或用來裝載 Flash Player 的程式 (如網頁瀏覽器) 進行通訊。" version="9" helpurl="flash.system:fscommand" playername=""/>
				</folder>
				<folder name="Security" id="[flash.system.Security]" sort="true" index="true" asAncestors="Object" tiptext="Security 類別可讓您指定不同網域中的內容如何彼此進行通訊。" helpurl="flash.system:Security">
					<folder name="方法" id="Methods" tiptext="Security 類別的方法" helpurl="flash.system:Security">
						<string name="allowDomain" object="[flash.system.Security]" text="Security.allowDomain(%網域:長度不定的引數%):void" static="true" tiptext="可讓 SWF 檔和 HTML 檔存取呼叫之 SWF 檔中的物件和變數。" version="4" helpurl="flash.system:Security:allowDomain" playername=""/>
						<string name="allowInsecureDomain" object="[flash.system.Security]" text="Security.allowInsecureDomain(%網域:長度不定的引數%):void" static="true" tiptext="可讓 SWF 和 HTML 檔使用 HTTPS 通訊協定加以裝載，並在呼叫的 SWF 檔中存取物件和變數。" version="4" helpurl="flash.system:Security:allowInsecureDomain" playername=""/>
						<string name="loadPolicyFile" object="[flash.system.Security]" text="Security.loadPolicyFile(%URL:String%):void" static="true" tiptext="在 url 參數指定的位置尋找原則檔案。" version="4" helpurl="flash.system:Security:loadPolicyFile" playername=""/>
						<string name="showSettings" object="[flash.system.Security]" text="Security.showSettings(%[面板:String=default]%):void" static="true" tiptext="在 Flash Player 中顯示「安全性設定」面板。" version="4" helpurl="flash.system:Security:showSettings" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Security 類別的屬性" helpurl="flash.system:Security">
						<string name="APPLICATION" object="[flash.system.Security]" text="Security.APPLICATION" constant="true" tiptext="該檔案正在 AIR 應用程式中執行，且使用專屬的套件 (AIR 檔案) 來安裝。" version="" helpurl="flash.system:Security:APPLICATION" playername=""/>
						<string name="LOCAL_TRUSTED" object="[flash.system.Security]" text="Security.LOCAL_TRUSTED" constant="true" tiptext="這個檔案是本機檔案，而且使用者信任這個檔案，它會使用 Flash Player「設定管理員」或 FlashPlayerTrust 設定檔。" version="" helpurl="flash.system:Security:LOCAL_TRUSTED" playername=""/>
						<string name="LOCAL_WITH_FILE" object="[flash.system.Security]" text="Security.LOCAL_WITH_FILE" constant="true" tiptext="這個檔案是本機檔案，使用者不信任這個檔案，而且它不是以網路指派發佈的 SWF 檔。" version="" helpurl="flash.system:Security:LOCAL_WITH_FILE" playername=""/>
						<string name="LOCAL_WITH_NETWORK" object="[flash.system.Security]" text="Security.LOCAL_WITH_NETWORK" constant="true" tiptext="這個檔案是本機檔案，使用者不信任這個檔案，而且它是以網路指派發佈的 SWF 檔。" version="" helpurl="flash.system:Security:LOCAL_WITH_NETWORK" playername=""/>
						<string name="REMOTE" object="[flash.system.Security]" text="Security.REMOTE" constant="true" tiptext="這個檔案來自於網際網路 URL，並會在網域型安全執行程序規則下運作。" version="" helpurl="flash.system:Security:REMOTE" playername=""/>
						<string name="exactSettings" object="[flash.system.Security]" text=".exactSettings" tiptext="決定 Flash Player 或 AIR 如何選擇用於特定內容設定的網域，包括攝影機和麥克風權限的設定、儲存配額及持續共享物件的儲存。" version="" helpurl="flash.system:Security:exactSettings:get" playername=""/>
						<string name="sandboxType" object="[flash.system.Security]" text=".sandboxType" tiptext="指出呼叫的檔案在其中運作的安全執行程序類型。" version="" helpurl="flash.system:Security:sandboxType:get" playername=""/>
					</folder>
				</folder>
				<folder name="SecurityDomain" id="[flash.system.SecurityDomain]" sort="true" index="true" asAncestors="Object" tiptext="SecurityDomain 類別代表目前的安全性「安全執行程序」，又稱為安全性網域。" helpurl="flash.system:SecurityDomain">
					<folder name="屬性" id="Properties" tiptext="SecurityDomain 類別的屬性" helpurl="flash.system:SecurityDomain">
						<string name="currentDomain" object="[flash.system.SecurityDomain]" text=".currentDomain" tiptext="取得目前的安全性網域。" version="" helpurl="flash.system:SecurityDomain:currentDomain:get" playername=""/>
					</folder>
				</folder>
				<folder name="SecurityPanel" id="[flash.system.SecurityPanel]" sort="true" index="true" asAncestors="Object" tiptext="SecurityPanel 類別會提供用來指定您要顯示之「安全性設定」面板的值。" helpurl="flash.system:SecurityPanel">
					<folder name="屬性" id="Properties" tiptext="SecurityPanel 類別的屬性" helpurl="flash.system:SecurityPanel">
						<string name="CAMERA" object="[flash.system.SecurityPanel]" text="SecurityPanel.CAMERA" constant="true" tiptext="當傳遞至 Security.showSettings() 時，會顯示 Flash Player 設定中的「攝影機」面板。" version="" helpurl="flash.system:SecurityPanel:CAMERA" playername=""/>
						<string name="DEFAULT" object="[flash.system.SecurityPanel]" text="SecurityPanel.DEFAULT" constant="true" tiptext="當傳遞至 Security.showSettings() 時，會顯示使用者最後一次關閉 Flash Player 設定時所開啟的面板。" version="" helpurl="flash.system:SecurityPanel:DEFAULT" playername=""/>
						<string name="DISPLAY" object="[flash.system.SecurityPanel]" text="SecurityPanel.DISPLAY" constant="true" tiptext="當傳遞至 Security.showSettings() 時，會顯示「Flash Player 設定」中的「顯示」面板。" version="" helpurl="flash.system:SecurityPanel:DISPLAY" playername=""/>
						<string name="LOCAL_STORAGE" object="[flash.system.SecurityPanel]" text="SecurityPanel.LOCAL_STORAGE" constant="true" tiptext="當傳遞至 Security.showSettings() 時，會顯示 Flash Player 設定中的「本機儲存設定」面板。" version="" helpurl="flash.system:SecurityPanel:LOCAL_STORAGE" playername=""/>
						<string name="MICROPHONE" object="[flash.system.SecurityPanel]" text="SecurityPanel.MICROPHONE" constant="true" tiptext="當傳遞至 Security.showSettings() 時，會顯示 Flash Player 設定中的「麥克風」面板。" version="" helpurl="flash.system:SecurityPanel:MICROPHONE" playername=""/>
						<string name="PRIVACY" object="[flash.system.SecurityPanel]" text="SecurityPanel.PRIVACY" constant="true" tiptext="當傳遞至 Security.showSettings() 時，會顯示 Flash Player 設定中的「隱私權設定」面板。" version="" helpurl="flash.system:SecurityPanel:PRIVACY" playername=""/>
						<string name="SETTINGS_MANAGER" object="[flash.system.SecurityPanel]" text="SecurityPanel.SETTINGS_MANAGER" constant="true" tiptext="當傳遞至 Security.showSettings() 時，會在不同的瀏覽器視窗中顯示「設定管理員」。" version="" helpurl="flash.system:SecurityPanel:SETTINGS_MANAGER" playername=""/>
					</folder>
				</folder>
				<folder name="System" id="[flash.system.System]" sort="true" index="true" asAncestors="Object" tiptext="System 類別包含與本機設定及作業相關的屬性。" helpurl="flash.system:System">
					<folder name="方法" id="Methods" tiptext="System 類別的方法" helpurl="flash.system:System">
						<string name="disposeXML" object="[flash.system.System]" text="System.disposeXML(%節點:XML%):void" static="true" tiptext="立即對指定的 XML 物件進行記憶體回收。" version="1.5.2" helpurl="flash.system:System:disposeXML" playername=""/>
						<string name="exit" object="[flash.system.System]" text="System.exit(%編碼:uint%):void" static="true" tiptext="關閉 Flash Player。" version="9.0.115.0" helpurl="flash.system:System:exit" playername=""/>
						<string name="gc" object="[flash.system.System]" text="System.gc(%%):void" static="true" tiptext="強制進行記憶體回收程序。" version="4" helpurl="flash.system:System:gc" playername=""/>
						<string name="pause" object="[flash.system.System]" text="System.pause(%%):void" static="true" tiptext="暫停 Flash Player 或 AIR Debug Launcher (ADL)。" version="4" helpurl="flash.system:System:pause" playername=""/>
						<string name="resume" object="[flash.system.System]" text="System.resume(%%):void" static="true" tiptext="呼叫 System.pause() 之後繼續執行應用程式。" version="4" helpurl="flash.system:System:resume" playername=""/>
						<string name="setClipboard" object="[flash.system.System]" text="System.setClipboard(%字串:String%):void" static="true" tiptext="以指定的文字字串取代「剪貼簿」的內容。" version="9" helpurl="flash.system:System:setClipboard" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="System 類別的屬性" helpurl="flash.system:System">
						<string name="freeMemory" object="[flash.system.System]" text=".freeMemory" tiptext="配置給 Adobe&amp;#xAE; Flash&amp;#xAE; Player 或 Adobe&amp;#xAE; AIR&amp;#xAE; 但目前未使用的記憶體總數 (位元組)。" version="" helpurl="flash.system:System:freeMemory:get" playername=""/>
						<string name="ime" object="[flash.system.System]" text=".ime" tiptext="目前安裝的系統 IME。" version="" helpurl="flash.system:System:ime:get" playername=""/>
						<string name="privateMemory" object="[flash.system.System]" text=".privateMemory" tiptext="應用程式使用的記憶體總數 (位元組)。" version="" helpurl="flash.system:System:privateMemory:get" playername=""/>
						<string name="totalMemoryNumber" object="[flash.system.System]" text=".totalMemoryNumber" tiptext="Flash Player 或 AIR 直接配置且目前使用中的記憶體總數 (位元組)。" version="" helpurl="flash.system:System:totalMemoryNumber:get" playername=""/>
						<string name="totalMemory" object="[flash.system.System]" text=".totalMemory" tiptext="Flash Player 或 AIR 直接配置且目前使用中的記憶體總數 (位元組)。" version="" helpurl="flash.system:System:totalMemory:get" playername=""/>
						<string name="useCodePage" object="[flash.system.System]" text=".useCodePage" tiptext="Boolean 值，決定用來解譯外部文字檔的字碼頁。" version="" helpurl="flash.system:System:useCodePage:get" playername=""/>
					</folder>
				</folder>
				<folder name="SystemUpdater" id="[flash.system.SystemUpdater]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SystemUpdater 類別可以讓您更新 Flash Player 的模組，例如 Flash Access 適用的DRM 模組，以及 Flash Player 本身。" helpurl="flash.system:SystemUpdater">
					<folder name="方法" id="Methods" tiptext="SystemUpdater 類別的方法" helpurl="flash.system:SystemUpdater">
						<string name="SystemUpdater" object="[flash.system.SystemUpdater]" text="new SystemUpdater(%%)" constructor="true" tiptext="建構函式。" version="10.1" helpurl="flash.system:SystemUpdater:SystemUpdater" playername=""/>
						<string name="cancel" object="[flash.system.SystemUpdater]" text=".cancel(%%):void" tiptext="取消作用中的更新。" version="10.1" helpurl="flash.system:SystemUpdater:cancel" playername=""/>
						<string name="update" object="[flash.system.SystemUpdater]" text=".update(%類型:String%):void" tiptext="開始指定類型的更新。" version="10.1" helpurl="flash.system:SystemUpdater:update" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SystemUpdater 類別的事件" helpurl="flash.system:SystemUpdater">
						<string name="cancel" object="[flash.system.SystemUpdater]" text=".addEventListener(%類型:String=Event.CANCEL{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者取消播放程式本身的更新時傳送。" version="" helpurl="flash.system:SystemUpdater_flash.events.Event.CANCEL_cancel" playername=""/>
						<string name="complete" object="[flash.system.SystemUpdater]" text=".addEventListener(%類型:String=Event.COMPLETE{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當更新完成時傳送。" version="" helpurl="flash.system:SystemUpdater_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="securityError" object="[flash.system.SystemUpdater]" text=".addEventListener(%類型:String=SecurityErrorEvent.SECURITY_ERROR{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當發生安全性錯誤時傳送。" version="" helpurl="flash.system:SystemUpdater_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.system.SystemUpdater]" text=".addEventListener(%類型:String=IOErrorEvent.IO_ERROR{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當發生 I/O 錯誤時傳送。" version="" helpurl="flash.system:SystemUpdater_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="progress" object="[flash.system.SystemUpdater]" text=".addEventListener(%類型:String=ProgressEvent.PROGRESS{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="傳送來指出下載進度。" version="" helpurl="flash.system:SystemUpdater_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="status" object="[flash.system.SystemUpdater]" text=".addEventListener(%類型:String=StatusEvent.STATUS{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當更新失敗時傳送。" version="" helpurl="flash.system:SystemUpdater_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="open" object="[flash.system.SystemUpdater]" text=".addEventListener(%類型:String=Event.OPEN{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當更新開始時傳送。" version="" helpurl="flash.system:SystemUpdater_flash.events.Event.OPEN_open" playername=""/>
					</folder>
				</folder>
				<folder name="SystemUpdaterType" id="[flash.system.SystemUpdaterType]" sort="true" index="true" asAncestors="Object" tiptext="SystemUpdaterType 類別提供常數給系統更新使用。" helpurl="flash.system:SystemUpdaterType">
					<folder name="屬性" id="Properties" tiptext="SystemUpdaterType 類別的屬性" helpurl="flash.system:SystemUpdaterType">
						<string name="DRM" object="[flash.system.SystemUpdaterType]" text="SystemUpdaterType.DRM" constant="true" tiptext="更新 DRM 模組。" version="" helpurl="flash.system:SystemUpdaterType:DRM" playername=""/>
						<string name="SYSTEM" object="[flash.system.SystemUpdaterType]" text="SystemUpdaterType.SYSTEM" constant="true" tiptext="更新播放程式執行階段本身。" version="" helpurl="flash.system:SystemUpdaterType:SYSTEM" playername=""/>
					</folder>
				</folder>
				<folder name="TouchscreenType" id="[flash.system.TouchscreenType]" sort="true" index="true" asAncestors="Object" tiptext="TouchscreenType 類別是列舉類別，可以提供不同觸控螢幕類型的值。" helpurl="flash.system:TouchscreenType">
					<folder name="屬性" id="Properties" tiptext="TouchscreenType 類別的屬性" helpurl="flash.system:TouchscreenType">
						<string name="FINGER" object="[flash.system.TouchscreenType]" text="TouchscreenType.FINGER" constant="true" tiptext="專為感應手指觸摸而設計的觸控螢幕。" version="" helpurl="flash.system:TouchscreenType:FINGER" playername=""/>
						<string name="NONE" object="[flash.system.TouchscreenType]" text="TouchscreenType.NONE" constant="true" tiptext="電腦或裝置沒有支援的觸控螢幕。" version="" helpurl="flash.system:TouchscreenType:NONE" playername=""/>
						<string name="STYLUS" object="[flash.system.TouchscreenType]" text="TouchscreenType.STYLUS" constant="true" tiptext="專為觸控筆設計的觸控螢幕。" version="" helpurl="flash.system:TouchscreenType:STYLUS" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.text" id="flash.text" sort="true" tiptext="flash.text 套件的類別" helpurl="flash.text">
				<folder name="AntiAliasType" id="[flash.text.AntiAliasType]" sort="true" index="true" asAncestors="Object" tiptext="AntiAliasType 類別能提供 flash.text.TextField 類別中的消除鋸齒值。" helpurl="flash.text:AntiAliasType">
					<folder name="屬性" id="Properties" tiptext="AntiAliasType 類別的屬性" helpurl="flash.text:AntiAliasType">
						<string name="ADVANCED" object="[flash.text.AntiAliasType]" text="AntiAliasType.ADVANCED" constant="true" tiptext="將消除鋸齒功能設定為進階消除鋸齒功能。" version="" helpurl="flash.text:AntiAliasType:ADVANCED" playername=""/>
						<string name="NORMAL" object="[flash.text.AntiAliasType]" text="AntiAliasType.NORMAL" constant="true" tiptext="將消除鋸齒功能設定為 Flash Player 7 和更早版本使用的消除鋸齒功能。" version="" helpurl="flash.text:AntiAliasType:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="CSMSettings" id="[flash.text.CSMSettings]" sort="true" index="true" asAncestors="Object" tiptext="CSMSettings 類別包含與 TextRenderer.setAdvancedAntiAliasingTable() 方法搭配使用的屬性，以提供持續地筆畫調整 (CSM)。" helpurl="flash.text:CSMSettings">
					<folder name="方法" id="Methods" tiptext="CSMSettings 類別的方法" helpurl="flash.text:CSMSettings">
						<string name="CSMSettings" object="[flash.text.CSMSettings]" text="new CSMSettings(%字體大小:Number,裁除值內:Number,裁除值外:Number%)" constructor="true" tiptext="建立新的 CSMSettings 物件，該物件會儲存自訂消除鋸齒設定的筆畫值。" version="9" helpurl="flash.text:CSMSettings:CSMSettings" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CSMSettings 類別的屬性" helpurl="flash.text:CSMSettings">
						<string name="fontSize" object="[flash.text.CSMSettings]" text=".fontSize" tiptext="設定要套用的大小，以像素為單位。" version="" helpurl="flash.text:CSMSettings:fontSize" playername=""/>
						<string name="insideCutoff" object="[flash.text.CSMSettings]" text=".insideCutoff" tiptext="裁除內圈值，高於此限的密度會設定為最大密度值 (如 255)。" version="" helpurl="flash.text:CSMSettings:insideCutoff" playername=""/>
						<string name="outsideCutoff" object="[flash.text.CSMSettings]" text=".outsideCutoff" tiptext="裁除外圍值，低於此限的密度會設定為 0。" version="" helpurl="flash.text:CSMSettings:outsideCutoff" playername=""/>
					</folder>
				</folder>
				<folder name="Font" id="[flash.text.Font]" sort="true" index="true" asAncestors="Object" tiptext="Font 類別的用途為管理 SWF 檔中的嵌入字體。" helpurl="flash.text:Font">
					<folder name="方法" id="Methods" tiptext="Font 類別的方法" helpurl="flash.text:Font">
						<string name="enumerateFonts" object="[flash.text.Font]" text="Font.enumerateFonts(%[列舉裝置字體:Boolean=false]%):Array" static="true" tiptext="指定是否要提供目前可用內嵌字體的清單。" version="4" helpurl="flash.text:Font:enumerateFonts" playername=""/>
						<string name="hasGlyphs" object="[flash.text.Font]" text=".hasGlyphs(%字串:String%):Boolean" tiptext="指定提供的字串是否可以使用目前指派的字體顯示。" version="4" helpurl="flash.text:Font:hasGlyphs" playername=""/>
						<string name="registerFont" object="[flash.text.Font]" text="Font.registerFont(%字體:Class%):void" static="true" tiptext="在全域字體清單中註冊字體類別。" version="4" helpurl="flash.text:Font:registerFont" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Font 類別的屬性" helpurl="flash.text:Font">
						<string name="fontName" object="[flash.text.Font]" text=".fontName" tiptext="內嵌字體的名稱。" version="" helpurl="flash.text:Font:fontName:get" playername=""/>
						<string name="fontStyle" object="[flash.text.Font]" text=".fontStyle" tiptext="字體的樣式。" version="" helpurl="flash.text:Font:fontStyle:get" playername=""/>
						<string name="fontType" object="[flash.text.Font]" text=".fontType" tiptext="字體的類型。" version="" helpurl="flash.text:Font:fontType:get" playername=""/>
					</folder>
				</folder>
				<folder name="FontStyle" id="[flash.text.FontStyle]" sort="true" index="true" asAncestors="Object" tiptext="FontStyle 類別能提供用於 TextRenderer 類別的值。" helpurl="flash.text:FontStyle">
					<folder name="屬性" id="Properties" tiptext="FontStyle 類別的屬性" helpurl="flash.text:FontStyle">
						<string name="BOLD_ITALIC" object="[flash.text.FontStyle]" text="FontStyle.BOLD_ITALIC" constant="true" tiptext="定義在 setAdvancedAntiAliasingTable() 方法中，fontStyle 參數之字體的混合粗體與斜體樣式。" version="" helpurl="flash.text:FontStyle:BOLD_ITALIC" playername=""/>
						<string name="BOLD" object="[flash.text.FontStyle]" text="FontStyle.BOLD" constant="true" tiptext="定義在 setAdvancedAntiAliasingTable() 方法中，fontStyle 參數之字體的粗體樣式。" version="" helpurl="flash.text:FontStyle:BOLD" playername=""/>
						<string name="ITALIC" object="[flash.text.FontStyle]" text="FontStyle.ITALIC" constant="true" tiptext="定義在 setAdvancedAntiAliasingTable() 方法中，fontStyle 參數之字體的斜體樣式。" version="" helpurl="flash.text:FontStyle:ITALIC" playername=""/>
						<string name="REGULAR" object="[flash.text.FontStyle]" text="FontStyle.REGULAR" constant="true" tiptext="定義在 setAdvancedAntiAliasingTable() 方法中，fontStyle 參數之字體的正體樣式。" version="" helpurl="flash.text:FontStyle:REGULAR" playername=""/>
					</folder>
				</folder>
				<folder name="FontType" id="[flash.text.FontType]" sort="true" index="true" asAncestors="Object" tiptext="FontType 類別包含列舉常數 &quot;embedded&quot; 和 &quot;device&quot;，用於 Font 類別的 fontType 屬性。" helpurl="flash.text:FontType">
					<folder name="屬性" id="Properties" tiptext="FontType 類別的屬性" helpurl="flash.text:FontType">
						<string name="DEVICE" object="[flash.text.FontType]" text="FontType.DEVICE" constant="true" tiptext="指出這是裝置字體。" version="" helpurl="flash.text:FontType:DEVICE" playername=""/>
						<string name="EMBEDDED_CFF" object="[flash.text.FontType]" text="FontType.EMBEDDED_CFF" constant="true" tiptext="指出這是內嵌 CFF 字體。" version="" helpurl="flash.text:FontType:EMBEDDED_CFF" playername=""/>
						<string name="EMBEDDED" object="[flash.text.FontType]" text="FontType.EMBEDDED" constant="true" tiptext="指出這是內嵌字體。" version="" helpurl="flash.text:FontType:EMBEDDED" playername=""/>
					</folder>
				</folder>
				<folder name="GridFitType" id="[flash.text.GridFitType]" sort="true" index="true" asAncestors="Object" tiptext="GridFitType 類別會定義 TextField 類別中格線符合的值。" helpurl="flash.text:GridFitType">
					<folder name="屬性" id="Properties" tiptext="GridFitType 類別的屬性" helpurl="flash.text:GridFitType">
						<string name="NONE" object="[flash.text.GridFitType]" text="GridFitType.NONE" constant="true" tiptext="不會設定格線符合功能。" version="" helpurl="flash.text:GridFitType:NONE" playername=""/>
						<string name="PIXEL" object="[flash.text.GridFitType]" text="GridFitType.PIXEL" constant="true" tiptext="使強的水平和垂直線符合像素格線。" version="" helpurl="flash.text:GridFitType:PIXEL" playername=""/>
						<string name="SUBPIXEL" object="[flash.text.GridFitType]" text="GridFitType.SUBPIXEL" constant="true" tiptext="使強的水平和垂直線符合 LCD 螢幕上的子像素格線" version="" helpurl="flash.text:GridFitType:SUBPIXEL" playername=""/>
					</folder>
				</folder>
				<folder name="StaticText" id="[flash.text.StaticText]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="這個類別代表顯示清單中的 StaticText 物件。" helpurl="flash.text:StaticText">
					<folder name="屬性" id="Properties" tiptext="StaticText 類別的屬性" helpurl="flash.text:StaticText">
						<string name="text" object="[flash.text.StaticText]" text=".text" tiptext="傳回靜態文字欄位的目前文字。" version="" helpurl="flash.text:StaticText:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="StyleSheet" id="[flash.text.StyleSheet]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="StyleSheet 類別可讓您建立包含文字格式化規則的 StyleSheet 物件，如字體大小、顏色和其它樣式。" helpurl="flash.text:StyleSheet">
					<folder name="方法" id="Methods" tiptext="StyleSheet 類別的方法" helpurl="flash.text:StyleSheet">
						<string name="StyleSheet" object="[flash.text.StyleSheet]" text="new StyleSheet(%%)" constructor="true" tiptext="建立新的 StyleSheet 物件。" version="4" helpurl="flash.text:StyleSheet:StyleSheet" playername=""/>
						<string name="clear" object="[flash.text.StyleSheet]" text=".clear(%%):void" tiptext="從樣式表物件移除所有樣式。" version="4" helpurl="flash.text:StyleSheet:clear" playername=""/>
						<string name="getStyle" object="[flash.text.StyleSheet]" text=".getStyle(%樣式名稱:String%):Object" tiptext="會傳回與名為 styleName 之樣式相關聯的樣式物件副本。" version="4" helpurl="flash.text:StyleSheet:getStyle" playername=""/>
						<string name="parseCSS" object="[flash.text.StyleSheet]" text=".parseCSS(%CSS文字:String%):void" tiptext="解析 cssText 中的 CSS，並以該 CSS 載入樣式表。" version="4" helpurl="flash.text:StyleSheet:parseCSS" playername=""/>
						<string name="setStyle" object="[flash.text.StyleSheet]" text=".setStyle(%樣式名稱:String,樣式物件:Object%):void" tiptext="以指定的名稱，將新的樣式新增至樣式表物件。" version="4" helpurl="flash.text:StyleSheet:setStyle" playername=""/>
						<string name="transform" object="[flash.text.StyleSheet]" text=".transform(%格式物件:Object%):flash.text:TextFormat" tiptext="擴充 CSS 解析功能。" version="4" helpurl="flash.text:StyleSheet:transform" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StyleSheet 類別的屬性" helpurl="flash.text:StyleSheet">
						<string name="styleNames" object="[flash.text.StyleSheet]" text=".styleNames" tiptext="陣列，包含在這個樣式表中註冊的所有樣式名稱 (以字串表示)。" version="" helpurl="flash.text:StyleSheet:styleNames:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextColorType" id="[flash.text.TextColorType]" sort="true" index="true" asAncestors="Object" tiptext="TextColorType 類別能提供 flash.text.TextRenderer 類別的顏色值。" helpurl="flash.text:TextColorType">
					<folder name="屬性" id="Properties" tiptext="TextColorType 類別的屬性" helpurl="flash.text:TextColorType">
						<string name="DARK_COLOR" object="[flash.text.TextColorType]" text="TextColorType.DARK_COLOR" constant="true" tiptext="在 setAdvancedAntiAliasingTable() 方法的 colorType 參數中使用。" version="" helpurl="flash.text:TextColorType:DARK_COLOR" playername=""/>
						<string name="LIGHT_COLOR" object="[flash.text.TextColorType]" text="TextColorType.LIGHT_COLOR" constant="true" tiptext="在 setAdvancedAntiAliasingTable() 方法的 colorType 參數中使用。" version="" helpurl="flash.text:TextColorType:LIGHT_COLOR" playername=""/>
					</folder>
				</folder>
				<folder name="TextDisplayMode" id="[flash.text.TextDisplayMode]" sort="true" index="true" asAncestors="Object" tiptext="TextDisplayMode 類別包含可控制進階消除鋸齒系統之子像素消除鋸齒功能的值。" helpurl="flash.text:TextDisplayMode">
					<folder name="屬性" id="Properties" tiptext="TextDisplayMode 類別的屬性" helpurl="flash.text:TextDisplayMode">
						<string name="CRT" object="[flash.text.TextDisplayMode]" text="TextDisplayMode.CRT" constant="true" tiptext="強制 Flash Player 顯示灰階消除鋸齒功能。" version="" helpurl="flash.text:TextDisplayMode:CRT" playername=""/>
						<string name="DEFAULT" object="[flash.text.TextDisplayMode]" text="TextDisplayMode.DEFAULT" constant="true" tiptext="可允許 Flash Player 選擇 LCD 或 CRT 模式。" version="" helpurl="flash.text:TextDisplayMode:DEFAULT" playername=""/>
						<string name="LCD" object="[flash.text.TextDisplayMode]" text="TextDisplayMode.LCD" constant="true" tiptext="強制 Flash Player 使用 LCD 子像素消除鋸齒功能。" version="" helpurl="flash.text:TextDisplayMode:LCD" playername=""/>
					</folder>
				</folder>
				<folder name="TextExtent" id="[flash.text.TextExtent]" sort="true" index="true" asAncestors="Object" tiptext="TextExtent 類別包含的資訊與文字欄位中的某些文字範圍有關。" helpurl="flash.text:TextExtent">
					<folder name="方法" id="Methods" tiptext="TextExtent 類別的方法" helpurl="flash.text:TextExtent">
						<string name="TextExtent" object="[flash.text.TextExtent]" text="new TextExtent(%寬度:Number,高度:Number,文字欄位寬度:Number,文字欄位高度:Number,上緣:Number,下緣:Number%)" constructor="true" tiptext="TextExtent 類別包含的資訊與文字欄位中的某些文字範圍有關。" version="" helpurl="flash.text:TextExtent:TextExtent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextExtent 類別的屬性" helpurl="flash.text:TextExtent">
						<string name="ascent" object="[flash.text.TextExtent]" text=".ascent" tiptext="" version="" helpurl="flash.text:TextExtent:ascent" playername=""/>
						<string name="descent" object="[flash.text.TextExtent]" text=".descent" tiptext="" version="" helpurl="flash.text:TextExtent:descent" playername=""/>
						<string name="height" object="[flash.text.TextExtent]" text=".height" tiptext="" version="" helpurl="flash.text:TextExtent:height" playername=""/>
						<string name="textFieldHeight" object="[flash.text.TextExtent]" text=".textFieldHeight" tiptext="" version="" helpurl="flash.text:TextExtent:textFieldHeight" playername=""/>
						<string name="textFieldWidth" object="[flash.text.TextExtent]" text=".textFieldWidth" tiptext="" version="" helpurl="flash.text:TextExtent:textFieldWidth" playername=""/>
						<string name="width" object="[flash.text.TextExtent]" text=".width" tiptext="" version="" helpurl="flash.text:TextExtent:width" playername=""/>
					</folder>
				</folder>
				<folder name="TextField" id="[flash.text.TextField]" sort="true" index="true" asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="您可以使用 TextField 類別，建立用於顯示和輸入文字的顯示物件。" helpurl="flash.text:TextField">
					<folder name="方法" id="Methods" tiptext="TextField 類別的方法" helpurl="flash.text:TextField">
						<string name="TextField" object="[flash.text.TextField]" text="new TextField(%%)" constructor="true" tiptext="建立新的 TextField 實體。" version="4" helpurl="flash.text:TextField:TextField" playername=""/>
						<string name="appendText" object="[flash.text.TextField]" text=".appendText(%新文字:String%):void" tiptext="將文字附加至 TextField 之現有文字的尾端。" version="4" helpurl="flash.text:TextField:appendText" playername=""/>
						<string name="getCharBoundaries" object="[flash.text.TextField]" text=".getCharBoundaries(%字元索引:int%):flash.geom:Rectangle" tiptext="傳回做為字元之範圍框的矩形。" version="4" helpurl="flash.text:TextField:getCharBoundaries" playername=""/>
						<string name="getCharIndexAtPoint" object="[flash.text.TextField]" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="傳回字元的索引值 (從零開始)。" version="4" helpurl="flash.text:TextField:getCharIndexAtPoint" playername=""/>
						<string name="getFirstCharInParagraph" object="[flash.text.TextField]" text=".getFirstCharInParagraph(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="4" helpurl="flash.text:TextField:getFirstCharInParagraph" playername=""/>
						<string name="getImageReference" object="[flash.text.TextField]" text=".getImageReference(%id:String%):flash.display:DisplayObject" tiptext="對於使用 &amp;lt;img&amp;gt; 標籤新增至 HTML 格式之文字欄位的影像或 SWF 檔，傳回指定之 id 的 DisplayObject 參照。" version="4" helpurl="flash.text:TextField:getImageReference" playername=""/>
						<string name="getLineIndexAtPoint" object="[flash.text.TextField]" text=".getLineIndexAtPoint(%x:Number,y:Number%):int" tiptext="位於指定點之字行的索引值 (從零開始)。" version="4" helpurl="flash.text:TextField:getLineIndexAtPoint" playername=""/>
						<string name="getLineIndexOfChar" object="[flash.text.TextField]" text=".getLineIndexOfChar(%字元索引:int%):int" tiptext="字行的索引值 (從零開始)，該字行包含 charIndex 參數所指定的字元。" version="4" helpurl="flash.text:TextField:getLineIndexOfChar" playername=""/>
						<string name="getLineLength" object="[flash.text.TextField]" text=".getLineLength(%行索引:int%):int" tiptext="傳回特定文字行中的字元數。" version="4" helpurl="flash.text:TextField:getLineLength" playername=""/>
						<string name="getLineMetrics" object="[flash.text.TextField]" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="傳回關於指定之文字行的公制字資訊。" version="4" helpurl="flash.text:TextField:getLineMetrics" playername=""/>
						<string name="getLineOffset" object="[flash.text.TextField]" text=".getLineOffset(%行索引:int%):int" tiptext="字行中第一個字元的索引值 (從零開始)。" version="4" helpurl="flash.text:TextField:getLineOffset" playername=""/>
						<string name="getLineText" object="[flash.text.TextField]" text=".getLineText(%行索引:int%):String" tiptext="指定之字行所包含的文字字串。" version="4" helpurl="flash.text:TextField:getLineText" playername=""/>
						<string name="getParagraphLength" object="[flash.text.TextField]" text=".getParagraphLength(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="4" helpurl="flash.text:TextField:getParagraphLength" playername=""/>
						<string name="getTextFormat" object="[flash.text.TextField]" text=".getTextFormat(%[起點索引:int=-1,終點索引:int=-1]%):flash.text:TextFormat" tiptext="傳回 TextFormat 物件。" version="4" helpurl="flash.text:TextField:getTextFormat" playername=""/>
						<string name="isFontCompatible" object="[flash.text.TextField]" text="TextField.isFontCompatible(%字體名稱:String,fontStyle:String%):Boolean" static="true" tiptext="如果指定的 fontName 和 fontStyle 提供內嵌字體，而 Font.fontType 為 flash.text.FontType.EMBEDDED 時，則傳回 true。" version="4" helpurl="flash.text:TextField:isFontCompatible" playername=""/>
						<string name="replaceSelectedText" object="[flash.text.TextField]" text=".replaceSelectedText(%值:String%):void" tiptext="以值參數的內容取代目前的選取範圍。" version="4" helpurl="flash.text:TextField:replaceSelectedText" playername=""/>
						<string name="replaceText" object="[flash.text.TextField]" text=".replaceText(%開始索引:int,結束索引:int,新文字:String%):void" tiptext="取代字元範圍。" version="4" helpurl="flash.text:TextField:replaceText" playername=""/>
						<string name="setSelection" object="[flash.text.TextField]" text=".setSelection(%起點索引:int,終點索引:int%):void" tiptext="設定新的文字選取範圍。" version="4" helpurl="flash.text:TextField:setSelection" playername=""/>
						<string name="setTextFormat" object="[flash.text.TextField]" text=".setTextFormat(%格式:flash.text:TextFormat[,起點索引:int=-1,終點索引:int=-1]%):void" tiptext="套用文字格式。" version="4" helpurl="flash.text:TextField:setTextFormat" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextField 類別的屬性" helpurl="flash.text:TextField">
						<string name="alwaysShowSelection" object="[flash.text.TextField]" text=".alwaysShowSelection" tiptext="當設定為 true 而且文字欄位不在焦點中時，Flash Player 便會將文字欄位中的選取範圍反白標示為灰色。" version="" helpurl="flash.text:TextField:alwaysShowSelection:get" playername=""/>
						<string name="antiAliasType" object="[flash.text.TextField]" text=".antiAliasType" tiptext="對此文字欄位使用的消除鋸齒類型。" version="" helpurl="flash.text:TextField:antiAliasType:get" playername=""/>
						<string name="autoSize" object="[flash.text.TextField]" text=".autoSize" tiptext="控制文字欄位的自動調整大小和對齊方式。" version="" helpurl="flash.text:TextField:autoSize:get" playername=""/>
						<string name="backgroundColor" object="[flash.text.TextField]" text=".backgroundColor" tiptext="文字欄位背景的顏色。" version="" helpurl="flash.text:TextField:backgroundColor:get" playername=""/>
						<string name="background" object="[flash.text.TextField]" text=".background" tiptext="指定文字欄位是否具有背景填色。" version="" helpurl="flash.text:TextField:background:get" playername=""/>
						<string name="borderColor" object="[flash.text.TextField]" text=".borderColor" tiptext="文字欄位邊框的顏色。" version="" helpurl="flash.text:TextField:borderColor:get" playername=""/>
						<string name="border" object="[flash.text.TextField]" text=".border" tiptext="指定文字欄位是否具有邊框。" version="" helpurl="flash.text:TextField:border:get" playername=""/>
						<string name="bottomScrollV" object="[flash.text.TextField]" text=".bottomScrollV" tiptext="整數 (從 1 開始的索引)，指出目前在指定之文字欄位中，可以看見的最底端字行。" version="" helpurl="flash.text:TextField:bottomScrollV:get" playername=""/>
						<string name="caretIndex" object="[flash.text.TextField]" text=".caretIndex" tiptext="插入點 (跳脫字元) 位置的索引。" version="" helpurl="flash.text:TextField:caretIndex:get" playername=""/>
						<string name="condenseWhite" object="[flash.text.TextField]" text=".condenseWhite" tiptext="Boolean 值，指定在具有 HTML 文字的文字欄位中，是否移除額外的空白字元 (空格、斷行符號等等)。" version="" helpurl="flash.text:TextField:condenseWhite:get" playername=""/>
						<string name="defaultTextFormat" object="[flash.text.TextField]" text=".defaultTextFormat" tiptext="指定要套用至新插入之文字的格式，例如使用者插入的文字或使用 replaceSelectedText() 方法插入的文字。" version="" helpurl="flash.text:TextField:defaultTextFormat:get" playername=""/>
						<string name="displayAsPassword" object="[flash.text.TextField]" text=".displayAsPassword" tiptext="指定文字欄位是否為密碼文字欄位。" version="" helpurl="flash.text:TextField:displayAsPassword:get" playername=""/>
						<string name="embedFonts" object="[flash.text.TextField]" text=".embedFonts" tiptext="會指定是否要使用內嵌的字體外框顯示。" version="" helpurl="flash.text:TextField:embedFonts:get" playername=""/>
						<string name="gridFitType" object="[flash.text.TextField]" text=".gridFitType" tiptext="對此文字欄位使用的格線符合類型。" version="" helpurl="flash.text:TextField:gridFitType:get" playername=""/>
						<string name="htmlText" object="[flash.text.TextField]" text=".htmlText" tiptext="包含 HTML 表示形式的文字欄位內容。" version="" helpurl="flash.text:TextField:htmlText:get" playername=""/>
						<string name="length" object="[flash.text.TextField]" text=".length" tiptext="文字欄位中的字元數。" version="" helpurl="flash.text:TextField:length:get" playername=""/>
						<string name="maxChars" object="[flash.text.TextField]" text=".maxChars" tiptext="文字欄位可以包含的最大字元數，也就是使用者可輸入的字元數。" version="" helpurl="flash.text:TextField:maxChars:get" playername=""/>
						<string name="maxScrollH" object="[flash.text.TextField]" text=".maxScrollH" tiptext="scrollH 的最大值。" version="" helpurl="flash.text:TextField:maxScrollH:get" playername=""/>
						<string name="maxScrollV" object="[flash.text.TextField]" text=".maxScrollV" tiptext="scrollV 的最大值。" version="" helpurl="flash.text:TextField:maxScrollV:get" playername=""/>
						<string name="mouseWheelEnabled" object="[flash.text.TextField]" text=".mouseWheelEnabled" tiptext="Boolean 值，指出當使用者按一下文字欄位並滾動滑鼠滾輪時，Flash Player 是否會自動捲動多行文字欄位。" version="" helpurl="flash.text:TextField:mouseWheelEnabled:get" playername=""/>
						<string name="multiline" object="[flash.text.TextField]" text=".multiline" tiptext="指出欄位是否為多行文字欄位。" version="" helpurl="flash.text:TextField:multiline:get" playername=""/>
						<string name="numLines" object="[flash.text.TextField]" text=".numLines" tiptext="定義多行文字欄位中的文字行數。" version="" helpurl="flash.text:TextField:numLines:get" playername=""/>
						<string name="restrict" object="[flash.text.TextField]" text=".restrict" tiptext="指出使用者能夠輸入文字欄位中的字元組。" version="" helpurl="flash.text:TextField:restrict:get" playername=""/>
						<string name="scrollH" object="[flash.text.TextField]" text=".scrollH" tiptext="目前的水平捲動位置。" version="" helpurl="flash.text:TextField:scrollH:get" playername=""/>
						<string name="scrollV" object="[flash.text.TextField]" text=".scrollV" tiptext="文字欄位中文字的垂直位置。" version="" helpurl="flash.text:TextField:scrollV:get" playername=""/>
						<string name="selectable" object="[flash.text.TextField]" text=".selectable" tiptext="指出文字欄位是否可選取的 Boolean。" version="" helpurl="flash.text:TextField:selectable:get" playername=""/>
						<string name="selectionBeginIndex" object="[flash.text.TextField]" text=".selectionBeginIndex" tiptext="目前選取範圍中，第一個字元的字元索引值 (從零開始)。" version="" helpurl="flash.text:TextField:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[flash.text.TextField]" text=".selectionEndIndex" tiptext="目前選取範圍中，最後一個字元的字元索引值 (從零開始)。" version="" helpurl="flash.text:TextField:selectionEndIndex:get" playername=""/>
						<string name="sharpness" object="[flash.text.TextField]" text=".sharpness" tiptext="在這個文字欄位中，文字邊緣的清晰度。" version="" helpurl="flash.text:TextField:sharpness:get" playername=""/>
						<string name="styleSheet" object="[flash.text.TextField]" text=".styleSheet" tiptext="將樣式表附加至文字欄位。" version="" helpurl="flash.text:TextField:styleSheet:get" playername=""/>
						<string name="textColor" object="[flash.text.TextField]" text=".textColor" tiptext="文字欄位中文字的顏色，以十六進位格式表示。" version="" helpurl="flash.text:TextField:textColor:get" playername=""/>
						<string name="textHeight" object="[flash.text.TextField]" text=".textHeight" tiptext="文字的高度，以像素為單位。" version="" helpurl="flash.text:TextField:textHeight:get" playername=""/>
						<string name="textInteractionMode" object="[flash.text.TextField]" text=".textInteractionMode" tiptext="互動模式屬性，預設值是 TextInteractionMode.NORMAL。" version="" helpurl="flash.text:TextField:textInteractionMode:get" playername=""/>
						<string name="textWidth" object="[flash.text.TextField]" text=".textWidth" tiptext="文字的寬度，以像素為單位。" version="" helpurl="flash.text:TextField:textWidth:get" playername=""/>
						<string name="text" object="[flash.text.TextField]" text=".text" tiptext="做為文字欄位中目前文字的字串。" version="" helpurl="flash.text:TextField:text:get" playername=""/>
						<string name="thickness" object="[flash.text.TextField]" text=".thickness" tiptext="在這個文字欄位中，文字邊緣的粗細。" version="" helpurl="flash.text:TextField:thickness:get" playername=""/>
						<string name="type" object="[flash.text.TextField]" text=".type" tiptext="文字欄位的類型。" version="" helpurl="flash.text:TextField:type:get" playername=""/>
						<string name="useRichTextClipboard" object="[flash.text.TextField]" text=".useRichTextClipboard" tiptext="指定文字格式是否隨著文字一起複製和貼上。" version="" helpurl="flash.text:TextField:useRichTextClipboard:get" playername=""/>
						<string name="wordWrap" object="[flash.text.TextField]" text=".wordWrap" tiptext="指出文字欄位是否具有文字換行功能的 Boolean 值。" version="" helpurl="flash.text:TextField:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextField 類別的事件" helpurl="flash.text:TextField">
						<string name="textInteractionModeChange" object="[flash.text.TextField]" text=".addEventListener(%類型:String=Event.{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱捕捉:Boolean=false]%):void" tiptext="Flash Player 會在使用者變更文字欄位的互動模式時，傳送 textInteractionModeChange 事件。" version="" helpurl="flash.text:TextField__textInteractionModeChange" playername=""/>
						<string name="textInput" object="[flash.text.TextField]" text=".addEventListener(%類型:String=TextEvent.TEXT_INPUT{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者輸入一個或多個文字字元時，Flash Player 便會傳送 textInput 事件。" version="" helpurl="flash.text:TextField_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="scroll" object="[flash.text.TextField]" text=".addEventListener(%類型:String=Event.SCROLL{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者捲動之後，由 TextField 物件傳送。" version="" helpurl="flash.text:TextField_flash.events.Event.SCROLL_scroll" playername=""/>
						<string name="link" object="[flash.text.TextField]" text=".addEventListener(%類型:String=TextEvent.LINK{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者按一下已啟用 HTML 功能之文字欄位中的超連結，並且其中的 URL 是以 &quot;event:&quot; 開始時傳送。" version="" helpurl="flash.text:TextField_flash.events.TextEvent.LINK_link" playername=""/>
						<string name="change" object="[flash.text.TextField]" text=".addEventListener(%類型:String=Event.CHANGE{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在修改控制項值之後傳送，不同於在修改值之前傳送的 textInput 事件。" version="" helpurl="flash.text:TextField_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="TextFieldAutoSize" id="[flash.text.TextFieldAutoSize]" sort="true" index="true" asAncestors="Object" tiptext="TextFieldAutoSize 類別是常數值的列舉，用於設定 TextField 類別的 autoSize 屬性。" helpurl="flash.text:TextFieldAutoSize">
					<folder name="屬性" id="Properties" tiptext="TextFieldAutoSize 類別的屬性" helpurl="flash.text:TextFieldAutoSize">
						<string name="CENTER" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.CENTER" constant="true" tiptext="指定會將文字視為置中對齊的文字。" version="" helpurl="flash.text:TextFieldAutoSize:CENTER" playername=""/>
						<string name="LEFT" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.LEFT" constant="true" tiptext="指定要將文字視為靠左對齊的文字，表示文字欄位的左側會維持不變，單一字行的任何調整大小行為都會在右側發生。" version="" helpurl="flash.text:TextFieldAutoSize:LEFT" playername=""/>
						<string name="NONE" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.NONE" constant="true" tiptext="指定不發生調整大小的行為。" version="" helpurl="flash.text:TextFieldAutoSize:NONE" playername=""/>
						<string name="RIGHT" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.RIGHT" constant="true" tiptext="指定要將文字視為靠右對齊的文字，表示文字欄位的右側會維持不變，單一字行的任何調整大小行為都會在左側發生。" version="" helpurl="flash.text:TextFieldAutoSize:RIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="TextFieldType" id="[flash.text.TextFieldType]" sort="true" index="true" asAncestors="Object" tiptext="TextFieldType 類別是常數值的列舉，用於設定 TextField 類別的 type 屬性。" helpurl="flash.text:TextFieldType">
					<folder name="屬性" id="Properties" tiptext="TextFieldType 類別的屬性" helpurl="flash.text:TextFieldType">
						<string name="DYNAMIC" object="[flash.text.TextFieldType]" text="TextFieldType.DYNAMIC" constant="true" tiptext="用於指定 dynamic TextField。" version="" helpurl="flash.text:TextFieldType:DYNAMIC" playername=""/>
						<string name="INPUT" object="[flash.text.TextFieldType]" text="TextFieldType.INPUT" constant="true" tiptext="用於指定 input TextField。" version="" helpurl="flash.text:TextFieldType:INPUT" playername=""/>
					</folder>
				</folder>
				<folder name="TextFormat" id="[flash.text.TextFormat]" sort="true" index="true" asAncestors="Object" tiptext="TextFormat 類別表示字元的格式資訊。" helpurl="flash.text:TextFormat">
					<folder name="方法" id="Methods" tiptext="TextFormat 類別的方法" helpurl="flash.text:TextFormat">
						<string name="TextFormat" object="[flash.text.TextFormat]" text="new TextFormat(%[字體:String=null,大小:Object=null,顏色:Object=null,粗體:Object=null,斜體:Object=null,底線:Object=null,url:String=null,目標:String=null,對齊:String=null,左邊界:Object=null,右邊界:Object=null,縮排:Object=null,間距:Object=null]%)" constructor="true" tiptext="建立含有指定屬性的 TextFormat 物件。" version="4" helpurl="flash.text:TextFormat:TextFormat" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextFormat 類別的屬性" helpurl="flash.text:TextFormat">
						<string name="align" object="[flash.text.TextFormat]" text=".align" tiptext="指出段落的對齊方式。" version="" helpurl="flash.text:TextFormat:align:get" playername=""/>
						<string name="blockIndent" object="[flash.text.TextFormat]" text=".blockIndent" tiptext="指出區塊縮排，以像素為單位。" version="" helpurl="flash.text:TextFormat:blockIndent:get" playername=""/>
						<string name="bold" object="[flash.text.TextFormat]" text=".bold" tiptext="指定文字是否為粗體。" version="" helpurl="flash.text:TextFormat:bold:get" playername=""/>
						<string name="bullet" object="[flash.text.TextFormat]" text=".bullet" tiptext="指出文字是項目清單的一部分。" version="" helpurl="flash.text:TextFormat:bullet:get" playername=""/>
						<string name="color" object="[flash.text.TextFormat]" text=".color" tiptext="指出文字的顏色。" version="" helpurl="flash.text:TextFormat:color:get" playername=""/>
						<string name="font" object="[flash.text.TextFormat]" text=".font" tiptext="這個文字格式的文字字體名稱，以字串表示。" version="" helpurl="flash.text:TextFormat:font:get" playername=""/>
						<string name="indent" object="[flash.text.TextFormat]" text=".indent" tiptext="指出段落中從左方邊界到第一個字元的縮排。" version="" helpurl="flash.text:TextFormat:indent:get" playername=""/>
						<string name="italic" object="[flash.text.TextFormat]" text=".italic" tiptext="指出在此文字格式中的文字是否為斜體。" version="" helpurl="flash.text:TextFormat:italic:get" playername=""/>
						<string name="kerning" object="[flash.text.TextFormat]" text=".kerning" tiptext="Boolean 值，指出啟用 (true) 或停用 (false) 字距微調。" version="" helpurl="flash.text:TextFormat:kerning:get" playername=""/>
						<string name="leading" object="[flash.text.TextFormat]" text=".leading" tiptext="整數，表示行與行之間垂直空間 (稱為「行距」) 的量。" version="" helpurl="flash.text:TextFormat:leading:get" playername=""/>
						<string name="leftMargin" object="[flash.text.TextFormat]" text=".leftMargin" tiptext="段落的左方邊界，以像素為單位。" version="" helpurl="flash.text:TextFormat:leftMargin:get" playername=""/>
						<string name="letterSpacing" object="[flash.text.TextFormat]" text=".letterSpacing" tiptext="表示字元間平均分散的空間量的數值。" version="" helpurl="flash.text:TextFormat:letterSpacing:get" playername=""/>
						<string name="rightMargin" object="[flash.text.TextFormat]" text=".rightMargin" tiptext="段落的右方邊界，以像素為單位。" version="" helpurl="flash.text:TextFormat:rightMargin:get" playername=""/>
						<string name="size" object="[flash.text.TextFormat]" text=".size" tiptext="這種文字格式的文字大小 (像素)。" version="" helpurl="flash.text:TextFormat:size:get" playername=""/>
						<string name="tabStops" object="[flash.text.TextFormat]" text=".tabStops" tiptext="指定自訂定位停駐點為非負值整數的陣列。" version="" helpurl="flash.text:TextFormat:tabStops:get" playername=""/>
						<string name="target" object="[flash.text.TextFormat]" text=".target" tiptext="指出顯示超連結的目標視窗。" version="" helpurl="flash.text:TextFormat:target:get" playername=""/>
						<string name="underline" object="[flash.text.TextFormat]" text=".underline" tiptext="指出使用此文字格式的文字有加底線 (true) 或未加底線 (false)。" version="" helpurl="flash.text:TextFormat:underline:get" playername=""/>
						<string name="url" object="[flash.text.TextFormat]" text=".url" tiptext="指出此文字格式中之文字的目標 URL。" version="" helpurl="flash.text:TextFormat:url:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFormatAlign" id="[flash.text.TextFormatAlign]" sort="true" index="true" asAncestors="Object" tiptext="TextFormatAlign 類別能提供 TextFormat 類別中文字對齊設定的值。" helpurl="flash.text:TextFormatAlign">
					<folder name="屬性" id="Properties" tiptext="TextFormatAlign 類別的屬性" helpurl="flash.text:TextFormatAlign">
						<string name="CENTER" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.CENTER" constant="true" tiptext="常數，讓文字欄位內的文字置中對齊。" version="" helpurl="flash.text:TextFormatAlign:CENTER" playername=""/>
						<string name="JUSTIFY" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.JUSTIFY" constant="true" tiptext="常數，對齊文字欄位內的文字。" version="" helpurl="flash.text:TextFormatAlign:JUSTIFY" playername=""/>
						<string name="LEFT" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.LEFT" constant="true" tiptext="常數，讓文字欄位內的文字靠左對齊。" version="" helpurl="flash.text:TextFormatAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.RIGHT" constant="true" tiptext="常數，讓文字欄位內的文字靠右對齊。" version="" helpurl="flash.text:TextFormatAlign:RIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="TextInteractionMode" id="[flash.text.TextInteractionMode]" sort="true" index="true" asAncestors="Object" tiptext="定義文字欄位物件的「互動」模式之類別。" helpurl="flash.text:TextInteractionMode">
					<folder name="屬性" id="Properties" tiptext="TextInteractionMode 類別的屬性" helpurl="flash.text:TextInteractionMode">
						<string name="NORMAL" object="[flash.text.TextInteractionMode]" text="TextInteractionMode.NORMAL" constant="true" tiptext="文字欄位的預設互動模式為「一般」，而且會隨著不同平台而異。" version="" helpurl="flash.text:TextInteractionMode:NORMAL" playername=""/>
						<string name="SELECTION" object="[flash.text.TextInteractionMode]" text="TextInteractionMode.SELECTION" constant="true" tiptext="在 Android 之類的行動平台上，文字欄位會以一般模式啟動 (這是指捲動和不可選取的模式)。" version="" helpurl="flash.text:TextInteractionMode:SELECTION" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineMetrics" id="[flash.text.TextLineMetrics]" sort="true" index="true" asAncestors="Object" tiptext="TextLineMetrics 類別包含文字欄位內「文字行」之文字位置與度量的相關資訊。" helpurl="flash.text:TextLineMetrics">
					<folder name="方法" id="Methods" tiptext="TextLineMetrics 類別的方法" helpurl="flash.text:TextLineMetrics">
						<string name="TextLineMetrics" object="[flash.text.TextLineMetrics]" text="new TextLineMetrics(%x:Number,寬度:Number,高度:Number,上緣:Number,下緣:Number,間距:Number%)" constructor="true" tiptext="包含文字欄位中文字行之文字位置與度量的相關資訊。" version="4" helpurl="flash.text:TextLineMetrics:TextLineMetrics" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextLineMetrics 類別的屬性" helpurl="flash.text:TextLineMetrics">
						<string name="ascent" object="[flash.text.TextLineMetrics]" text=".ascent" tiptext="文字的上方值是從基線到字行頂端的長度，以像素為單位。" version="" helpurl="flash.text:TextLineMetrics:ascent" playername=""/>
						<string name="descent" object="[flash.text.TextLineMetrics]" text=".descent" tiptext="文字的下方值是從基線到字行底端的長度，以像素為單位。" version="" helpurl="flash.text:TextLineMetrics:descent" playername=""/>
						<string name="height" object="[flash.text.TextLineMetrics]" text=".height" tiptext="選取字行 (不一定是完整的文字) 的文字高度值，以像素為單位。" version="" helpurl="flash.text:TextLineMetrics:height" playername=""/>
						<string name="leading" object="[flash.text.TextLineMetrics]" text=".leading" tiptext="間距值是文字行之間的垂直距離度量。" version="" helpurl="flash.text:TextLineMetrics:leading" playername=""/>
						<string name="width" object="[flash.text.TextLineMetrics]" text=".width" tiptext="寬度值是選取之字行 (不一定是完整的文字) 的文字寬度，以像素為單位。" version="" helpurl="flash.text:TextLineMetrics:width" playername=""/>
						<string name="x" object="[flash.text.TextLineMetrics]" text=".x" tiptext="x 值是第一個字元的左邊位置，以像素為單位。" version="" helpurl="flash.text:TextLineMetrics:x" playername=""/>
					</folder>
				</folder>
				<folder name="TextRenderer" id="[flash.text.TextRenderer]" sort="true" index="true" asAncestors="Object" tiptext="TextRenderer 類別提供嵌入字體之進階消除鋸齒的功能。" helpurl="flash.text:TextRenderer">
					<folder name="方法" id="Methods" tiptext="TextRenderer 類別的方法" helpurl="flash.text:TextRenderer">
						<string name="setAdvancedAntiAliasingTable" object="[flash.text.TextRenderer]" text="TextRenderer.setAdvancedAntiAliasingTable(%字體名稱:String,字體樣式:String,顏色類別:String,進階消除鋸齒表:Array%):void" static="true" tiptext="設定字體的自訂持續地筆畫調整 (CSM) 查閱資料表。" version="9" helpurl="flash.text:TextRenderer:setAdvancedAntiAliasingTable" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextRenderer 類別的屬性" helpurl="flash.text:TextRenderer">
						<string name="displayMode" object="[flash.text.TextRenderer]" text=".displayMode" tiptext="會控制進階消除鋸齒文字的顯示。" version="" helpurl="flash.text:TextRenderer:displayMode:get" playername=""/>
						<string name="maxLevel" object="[flash.text.TextRenderer]" text=".maxLevel" tiptext="進階消除鋸齒功能的「適合取樣距離欄位」(Adaptively Sampled Distance Fields，ADFs) 品質等級。" version="" helpurl="flash.text:TextRenderer:maxLevel:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextSnapshot" id="[flash.text.TextSnapshot]" sort="true" index="true" asAncestors="Object" tiptext="您可以使用 TextSnapshot 物件，進行處理影片片段中的靜態文字。" helpurl="flash.text:TextSnapshot">
					<folder name="方法" id="Methods" tiptext="TextSnapshot 類別的方法" helpurl="flash.text:TextSnapshot">
						<string name="findText" object="[flash.text.TextSnapshot]" text=".findText(%開始索引:int,要尋找的文字:String,區分大小寫:Boolean%):int" tiptext="搜尋指定的 TextSnapshot 物件，並傳回 textToFind 第一次出現的位置 (在 beginIndex 或之後找到)。" version="4" helpurl="flash.text:TextSnapshot:findText" playername=""/>
						<string name="getSelectedText" object="[flash.text.TextSnapshot]" text=".getSelectedText(%[包含字行結尾:Boolean=false]%):String" tiptext="傳回字串，包含由對應之 setSelected() 方法指定的所有字元。" version="4" helpurl="flash.text:TextSnapshot:getSelectedText" playername=""/>
						<string name="getSelected" object="[flash.text.TextSnapshot]" text=".getSelected(%起點索引:int, 終點索引:int%):Boolean" tiptext="傳回 Boolean 值，指定 TextSnapshot 物件是否包含指定範圍中的已選取文字。" version="4" helpurl="flash.text:TextSnapshot:getSelected" playername=""/>
						<string name="getTextRunInfo" object="[flash.text.TextSnapshot]" text=".getTextRunInfo(%起點索引:int, 終點索引:int%):Array" tiptext="傳回物件的陣列，其中包含有關連續文字的資訊。" version="4" helpurl="flash.text:TextSnapshot:getTextRunInfo" playername=""/>
						<string name="getText" object="[flash.text.TextSnapshot]" text=".getText(%開始索引:int,結束索引:int[,加入行結尾:Boolean=false]%):String" tiptext="傳回字串，包含由 開始索引 和 結束索引 參數指定的所有字元。" version="4" helpurl="flash.text:TextSnapshot:getText" playername=""/>
						<string name="hitTestTextNearPos" object="[flash.text.TextSnapshot]" text=".hitTestTextNearPos(%x:Number,y:Number[,最大距離:Number=0]%):Number" tiptext="可讓您判斷 TextSnapshot 物件中哪一個字元位於或靠近影片片段 (包含 TextSnapshot 物件中的文字) 的指定 x, y 座標。" version="4" helpurl="flash.text:TextSnapshot:hitTestTextNearPos" playername=""/>
						<string name="setSelectColor" object="[flash.text.TextSnapshot]" text=".setSelectColor(%[十六進位顏色值:uint=0xFFFF00]%):void" tiptext="在反白標示以 setSelected() 方法選取的字元時，指定要使用的顏色。" version="4" helpurl="flash.text:TextSnapshot:setSelectColor" playername=""/>
						<string name="setSelected" object="[flash.text.TextSnapshot]" text=".setSelected(%起點索引:int, 終點索引:int,選單:Boolean%):void" tiptext="在 TextSnapshot 物件中指定字元範圍，以選取或取消選取該範圍。" version="4" helpurl="flash.text:TextSnapshot:setSelected" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextSnapshot 類別的屬性" helpurl="flash.text:TextSnapshot">
						<string name="charCount" object="[flash.text.TextSnapshot]" text=".charCount" tiptext="TextSnapshot 物件中的字元數。" version="" helpurl="flash.text:TextSnapshot:charCount:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.text.engine" id="flash.text.engine" sort="true" tiptext="flash.text.engine 套件的類別" helpurl="flash.text.engine">
				<folder name="BreakOpportunity" id="[flash.text.engine.BreakOpportunity]" sort="true" index="true" asAncestors="Object" tiptext="BreakOpportunity 類別是用於設定 ElementFormat 類別之 breakOpportunity 屬性的常數值列舉。" helpurl="flash.text.engine:BreakOpportunity">
					<folder name="屬性" id="Properties" tiptext="BreakOpportunity 類別的屬性" helpurl="flash.text.engine:BreakOpportunity">
						<string name="ALL" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.ALL" constant="true" tiptext="將 ContentElement 物件中的所有字元視為斷行機會，表示其中的每個字元都會形成斷行。" version="" helpurl="flash.text.engine:BreakOpportunity:ALL" playername=""/>
						<string name="ANY" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.ANY" constant="true" tiptext="將 ContentElement 物件中的任何字元視為斷行機會。" version="" helpurl="flash.text.engine:BreakOpportunity:ANY" playername=""/>
						<string name="AUTO" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.AUTO" constant="true" tiptext="以 Unicode 字元屬性做為斷行機會的基礎。" version="" helpurl="flash.text.engine:BreakOpportunity:AUTO" playername=""/>
						<string name="NONE" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.NONE" constant="true" tiptext="不將 ContentElement 物件中的任何字元視為斷行機會。" version="" helpurl="flash.text.engine:BreakOpportunity:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="CFFHinting" id="[flash.text.engine.CFFHinting]" sort="true" index="true" asAncestors="Object" tiptext="CFFHinting 類別會定義用於 FontDescription 類別的 CFF 提示值。" helpurl="flash.text.engine:CFFHinting">
					<folder name="屬性" id="Properties" tiptext="CFFHinting 類別的屬性" helpurl="flash.text.engine:CFFHinting">
						<string name="HORIZONTAL_STEM" object="[flash.text.engine.CFFHinting]" text="CFFHinting.HORIZONTAL_STEM" constant="true" tiptext="讓強制水平詞幹符合像素格線，以提高易讀性。" version="" helpurl="flash.text.engine:CFFHinting:HORIZONTAL_STEM" playername=""/>
						<string name="NONE" object="[flash.text.engine.CFFHinting]" text="CFFHinting.NONE" constant="true" tiptext="未套用提示。" version="" helpurl="flash.text.engine:CFFHinting:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="ContentElement" id="[flash.text.engine.ContentElement]" sort="true" index="true" asAncestors="Object" tiptext="針對能夠在 GroupElement 中顯示的元素類型 (亦即 GraphicElement、另一個 GroupElement 或 TextElement)，ContentElement 類別可做為基底類別來使用。" helpurl="flash.text.engine:ContentElement">
					<folder name="方法" id="Methods" tiptext="ContentElement 類別的方法" helpurl="flash.text.engine:ContentElement">
						<string name="ContentElement" object="[flash.text.engine.ContentElement]" text="new ContentElement(%[元素格式:flash.text.engine:ElementFormat=null,事件鏡像:flash.events:EventDispatcher=null,文字旋轉:String=rotate0]%)" constructor="true" tiptext="呼叫 new ContentElement() 建構函式會擲回 ArgumentError 例外。" version="4" helpurl="flash.text.engine:ContentElement:ContentElement" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ContentElement 類別的屬性" helpurl="flash.text.engine:ContentElement">
						<string name="GRAPHIC_ELEMENT" object="[flash.text.engine.ContentElement]" text="ContentElement.GRAPHIC_ELEMENT" constant="true" tiptext="指出文字內有圖像元素存在。" version="" helpurl="flash.text.engine:ContentElement:GRAPHIC_ELEMENT" playername=""/>
						<string name="userData" object="[flash.text.engine.ContentElement]" text=".userData" tiptext="提供了讓應用程式將任意資料與元素產生關聯的方法。" version="" helpurl="flash.text.engine:ContentElement:userData" playername=""/>
						<string name="elementFormat" object="[flash.text.engine.ContentElement]" text=".elementFormat" tiptext="用於此元素的 ElementFormat 物件。" version="" helpurl="flash.text.engine:ContentElement:elementFormat:get" playername=""/>
						<string name="eventMirror" object="[flash.text.engine.ContentElement]" text=".eventMirror" tiptext="EventDispatcher 物件，此物件會接收傳送給有效文字行之每一個事件的副本 (這些文字行是根據這個內容元素所建立)。" version="" helpurl="flash.text.engine:ContentElement:eventMirror:get" playername=""/>
						<string name="groupElement" object="[flash.text.engine.ContentElement]" text=".groupElement" tiptext="包含此元素的 GroupElement 物件，如果它不在群組中則為 null。" version="" helpurl="flash.text.engine:ContentElement:groupElement:get" playername=""/>
						<string name="rawText" object="[flash.text.engine.ContentElement]" text=".rawText" tiptext="元素中的文字副本，包括任何 U+FDEF 字元。" version="" helpurl="flash.text.engine:ContentElement:rawText:get" playername=""/>
						<string name="textBlockBeginIndex" object="[flash.text.engine.ContentElement]" text=".textBlockBeginIndex" tiptext="此元素之第一個字元的文字區塊內的索引。" version="" helpurl="flash.text.engine:ContentElement:textBlockBeginIndex:get" playername=""/>
						<string name="textBlock" object="[flash.text.engine.ContentElement]" text=".textBlock" tiptext="此元素所屬的 TextBlock。" version="" helpurl="flash.text.engine:ContentElement:textBlock:get" playername=""/>
						<string name="textRotation" object="[flash.text.engine.ContentElement]" text=".textRotation" tiptext="套用至元素的旋轉 (將元素當成一個單位來旋轉)。" version="" helpurl="flash.text.engine:ContentElement:textRotation:get" playername=""/>
						<string name="text" object="[flash.text.engine.ContentElement]" text=".text" tiptext="元素中的文字副本，不包括代表 String 中之圖像元素的任何 U+FDEF 字元。" version="" helpurl="flash.text.engine:ContentElement:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="DigitCase" id="[flash.text.engine.DigitCase]" sort="true" index="true" asAncestors="Object" tiptext="DigitCase 類別是用於設定 ElementFormat 類別之 digitCase 屬性的常數值列舉。" helpurl="flash.text.engine:DigitCase">
					<folder name="屬性" id="Properties" tiptext="DigitCase 類別的屬性" helpurl="flash.text.engine:DigitCase">
						<string name="DEFAULT" object="[flash.text.engine.DigitCase]" text="DigitCase.DEFAULT" constant="true" tiptext="用來指定預設的數字大小寫。" version="" helpurl="flash.text.engine:DigitCase:DEFAULT" playername=""/>
						<string name="LINING" object="[flash.text.engine.DigitCase]" text="DigitCase.LINING" constant="true" tiptext="用來指定全高數字大小寫。" version="" helpurl="flash.text.engine:DigitCase:LINING" playername=""/>
						<string name="OLD_STYLE" object="[flash.text.engine.DigitCase]" text="DigitCase.OLD_STYLE" constant="true" tiptext="用來指定變高數字大小寫。" version="" helpurl="flash.text.engine:DigitCase:OLD_STYLE" playername=""/>
					</folder>
				</folder>
				<folder name="DigitWidth" id="[flash.text.engine.DigitWidth]" sort="true" index="true" asAncestors="Object" tiptext="DigitWidth 類別是用於設定 ElementFormat 類別之 digitWidth 屬性的常數值列舉。" helpurl="flash.text.engine:DigitWidth">
					<folder name="屬性" id="Properties" tiptext="DigitWidth 類別的屬性" helpurl="flash.text.engine:DigitWidth">
						<string name="DEFAULT" object="[flash.text.engine.DigitWidth]" text="DigitWidth.DEFAULT" constant="true" tiptext="用來指定預設的數字寬度。" version="" helpurl="flash.text.engine:DigitWidth:DEFAULT" playername=""/>
						<string name="PROPORTIONAL" object="[flash.text.engine.DigitWidth]" text="DigitWidth.PROPORTIONAL" constant="true" tiptext="用來指定等比數字寬度。" version="" helpurl="flash.text.engine:DigitWidth:PROPORTIONAL" playername=""/>
						<string name="TABULAR" object="[flash.text.engine.DigitWidth]" text="DigitWidth.TABULAR" constant="true" tiptext="用來指定定寬數字寬度。" version="" helpurl="flash.text.engine:DigitWidth:TABULAR" playername=""/>
					</folder>
				</folder>
				<folder name="EastAsianJustifier" id="[flash.text.engine.EastAsianJustifier]" sort="true" index="true" asAncestors="flash.text.engine:TextJustifier,Object" tiptext="針對內容主要為東亞文字的文字行，EastAsianJustifier 類別提供了控制齊行選項的屬性。" helpurl="flash.text.engine:EastAsianJustifier">
					<folder name="方法" id="Methods" tiptext="EastAsianJustifier 類別的方法" helpurl="flash.text.engine:EastAsianJustifier">
						<string name="EastAsianJustifier" object="[flash.text.engine.EastAsianJustifier]" text="new EastAsianJustifier(%[地區:String=ja,齊行:String=allButLast,齊行樣式:String=pushInKinsoku]%)" constructor="true" tiptext="建立 EastAsianJustifier 物件。" version="4" helpurl="flash.text.engine:EastAsianJustifier:EastAsianJustifier" playername=""/>
						<string name="clone" object="[flash.text.engine.EastAsianJustifier]" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="建構 EastAsianJustifier 的已複製副本。" version="4" helpurl="flash.text.engine:EastAsianJustifier:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="EastAsianJustifier 類別的屬性" helpurl="flash.text.engine:EastAsianJustifier">
						<string name="justificationStyle" object="[flash.text.engine.EastAsianJustifier]" text=".justificationStyle" tiptext="指定文字區塊中文字所適用的齊行樣式。" version="" helpurl="flash.text.engine:EastAsianJustifier:justificationStyle:get" playername=""/>
					</folder>
				</folder>
				<folder name="ElementFormat" id="[flash.text.engine.ElementFormat]" sort="true" index="true" asAncestors="Object" tiptext="ElementFormat 類別代表可套用至 ContentElement 的格式資訊。" helpurl="flash.text.engine:ElementFormat">
					<folder name="方法" id="Methods" tiptext="ElementFormat 類別的方法" helpurl="flash.text.engine:ElementFormat">
						<string name="ElementFormat" object="[flash.text.engine.ElementFormat]" text="new ElementFormat(%[字體說明:flash.text.engine:FontDescription=null,字體大小:Number=12.0,顏色:uint=0x000000,Alpha:Number=1.0,文字旋轉:String=auto,主基線:String=roman,對齊基線:String=useDominantBaseline,基線位移:Number=0.0,字距微調:String=on,右邊字距:Number=0.0,左邊字距:Number=0.0,地區:String=en,斷行機會:String=auto,數字大小寫:String=default,數字寬度:String=default,連字層級:String=common,印刷大小寫:String=default]%)" constructor="true" tiptext="建立 ElementFormat 物件。" version="4" helpurl="flash.text.engine:ElementFormat:ElementFormat" playername=""/>
						<string name="clone" object="[flash.text.engine.ElementFormat]" text=".clone(%%):flash.text.engine:ElementFormat" tiptext="建構 ElementFormat 的未鎖定、已複製副本。" version="4" helpurl="flash.text.engine:ElementFormat:clone" playername=""/>
						<string name="getFontMetrics" object="[flash.text.engine.ElementFormat]" text=".getFontMetrics(%%):flash.text.engine:FontMetrics" tiptext="傳回 FontMetrics 物件，其中包含的屬性可針對 fontDescription 與 fontSize 指定的字體來描述全形字框、刪除線位置、刪除線粗細、底線位置及底線粗細。" version="4" helpurl="flash.text.engine:ElementFormat:getFontMetrics" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ElementFormat 類別的屬性" helpurl="flash.text.engine:ElementFormat">
						<string name="alignmentBaseline" object="[flash.text.engine.ElementFormat]" text=".alignmentBaseline" tiptext="指定 containing 元素中哪一種基線會做為這種格式之元素的主基線。" version="" helpurl="flash.text.engine:ElementFormat:alignmentBaseline:get" playername=""/>
						<string name="alpha" object="[flash.text.engine.ElementFormat]" text=".alpha" tiptext="指定受此物件影響之線條元素的透明度。" version="" helpurl="flash.text.engine:ElementFormat:alpha:get" playername=""/>
						<string name="baselineShift" object="[flash.text.engine.ElementFormat]" text=".baselineShift" tiptext="指出元素的基線位移 (以像素為單位)。" version="" helpurl="flash.text.engine:ElementFormat:baselineShift:get" playername=""/>
						<string name="breakOpportunity" object="[flash.text.engine.ElementFormat]" text=".breakOpportunity" tiptext="套用到此文字的斷行機會。" version="" helpurl="flash.text.engine:ElementFormat:breakOpportunity:get" playername=""/>
						<string name="color" object="[flash.text.engine.ElementFormat]" text=".color" tiptext="指出文字的顏色。" version="" helpurl="flash.text.engine:ElementFormat:color:get" playername=""/>
						<string name="digitCase" object="[flash.text.engine.ElementFormat]" text=".digitCase" tiptext="用於此文字的數字大小寫。" version="" helpurl="flash.text.engine:ElementFormat:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flash.text.engine.ElementFormat]" text=".digitWidth" tiptext="用於此文字的數字寬度。" version="" helpurl="flash.text.engine:ElementFormat:digitWidth:get" playername=""/>
						<string name="dominantBaseline" object="[flash.text.engine.ElementFormat]" text=".dominantBaseline" tiptext="指定要做為主基線的基線類型。" version="" helpurl="flash.text.engine:ElementFormat:dominantBaseline:get" playername=""/>
						<string name="fontDescription" object="[flash.text.engine.ElementFormat]" text=".fontDescription" tiptext="其屬性會描述字體的一種物件。" version="" helpurl="flash.text.engine:ElementFormat:fontDescription:get" playername=""/>
						<string name="fontSize" object="[flash.text.engine.ElementFormat]" text=".fontSize" tiptext="文字大小 (像素)。" version="" helpurl="flash.text.engine:ElementFormat:fontSize:get" playername=""/>
						<string name="kerning" object="[flash.text.engine.ElementFormat]" text=".kerning" tiptext="字距微調會調整字元組間的距離像素，以改善可讀性。" version="" helpurl="flash.text.engine:ElementFormat:kerning:get" playername=""/>
						<string name="ligatureLevel" object="[flash.text.engine.ElementFormat]" text=".ligatureLevel" tiptext="用於此文字的連字層級。" version="" helpurl="flash.text.engine:ElementFormat:ligatureLevel:get" playername=""/>
						<string name="locale" object="[flash.text.engine.ElementFormat]" text=".locale" tiptext="文字的地區。" version="" helpurl="flash.text.engine:ElementFormat:locale:get" playername=""/>
						<string name="locked" object="[flash.text.engine.ElementFormat]" text=".locked" tiptext="指出 ElementFormat 是否被鎖住。" version="" helpurl="flash.text.engine:ElementFormat:locked:get" playername=""/>
						<string name="textRotation" object="[flash.text.engine.ElementFormat]" text=".textRotation" tiptext="設定套用到個別字符的旋轉。" version="" helpurl="flash.text.engine:ElementFormat:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flash.text.engine.ElementFormat]" text=".trackingLeft" tiptext="套用至每個字符左方的字距或手動字距微調 (以像素為單位)。" version="" helpurl="flash.text.engine:ElementFormat:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flash.text.engine.ElementFormat]" text=".trackingRight" tiptext="套用至每個字符右方的字距或手動字距微調 (以像素為單位)。" version="" helpurl="flash.text.engine:ElementFormat:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flash.text.engine.ElementFormat]" text=".typographicCase" tiptext="用於此文字的印刷大小寫。" version="" helpurl="flash.text.engine:ElementFormat:typographicCase:get" playername=""/>
					</folder>
				</folder>
				<folder name="FontDescription" id="[flash.text.engine.FontDescription]" sort="true" index="true" asAncestors="Object" tiptext="FontDescription 類別代表描述字體所需的資訊。" helpurl="flash.text.engine:FontDescription">
					<folder name="方法" id="Methods" tiptext="FontDescription 類別的方法" helpurl="flash.text.engine:FontDescription">
						<string name="FontDescription" object="[flash.text.engine.FontDescription]" text="new FontDescription(%[字體名稱:String=_serif,字體粗細:String=normal,字體型態:String=normal,字體查詢:String=device,顯示模式:String=cff,cff提示:String=horizontalStem]%)" constructor="true" tiptext="建立 FontDescription 物件。" version="4" helpurl="flash.text.engine:FontDescription:FontDescription" playername=""/>
						<string name="clone" object="[flash.text.engine.FontDescription]" text=".clone(%%):flash.text.engine:FontDescription" tiptext="建構 FontDescription 的未鎖定、已複製副本。" version="4" helpurl="flash.text.engine:FontDescription:clone" playername=""/>
						<string name="isDeviceFontCompatible" object="[flash.text.engine.FontDescription]" text="FontDescription.isDeviceFontCompatible(%字體名稱:String,字體粗細:String,字體型態:String%):Boolean" static="true" tiptext="如果指定的 fontName、fontWeight 和 fontPosture 提供可用的裝置字型，則傳回 true。" version="2" helpurl="flash.text.engine:FontDescription:isDeviceFontCompatible" playername=""/>
						<string name="isFontCompatible" object="[flash.text.engine.FontDescription]" text="FontDescription.isFontCompatible(%字體名稱:String,字體粗細:String,字體型態:String%):Boolean" static="true" tiptext="如果指定的 fontName、fontWeight 和 fontPosture 提供內嵌字體，而 Font.fontType 為 flash.text.FontType.EMBEDDED_CFF 時，則傳回 true。" version="4" helpurl="flash.text.engine:FontDescription:isFontCompatible" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FontDescription 類別的屬性" helpurl="flash.text.engine:FontDescription">
						<string name="cffHinting" object="[flash.text.engine.FontDescription]" text=".cffHinting" tiptext="用於此文字的 CFF 提示類型。" version="" helpurl="flash.text.engine:FontDescription:cffHinting:get" playername=""/>
						<string name="fontLookup" object="[flash.text.engine.FontDescription]" text=".fontLookup" tiptext="指定字體查詢的方式。" version="" helpurl="flash.text.engine:FontDescription:fontLookup:get" playername=""/>
						<string name="fontName" object="[flash.text.engine.FontDescription]" text=".fontName" tiptext="要使用的字體名稱，或是以逗號分隔的字體名稱清單。" version="" helpurl="flash.text.engine:FontDescription:fontName:get" playername=""/>
						<string name="fontPosture" object="[flash.text.engine.FontDescription]" text=".fontPosture" tiptext="指定字體型態。" version="" helpurl="flash.text.engine:FontDescription:fontPosture:get" playername=""/>
						<string name="fontWeight" object="[flash.text.engine.FontDescription]" text=".fontWeight" tiptext="指定字體粗細。" version="" helpurl="flash.text.engine:FontDescription:fontWeight:get" playername=""/>
						<string name="locked" object="[flash.text.engine.FontDescription]" text=".locked" tiptext="指出 FontDescription 是否已鎖定。" version="" helpurl="flash.text.engine:FontDescription:locked:get" playername=""/>
						<string name="renderingMode" object="[flash.text.engine.FontDescription]" text=".renderingMode" tiptext="用於此文字的顯示模式。" version="" helpurl="flash.text.engine:FontDescription:renderingMode:get" playername=""/>
					</folder>
				</folder>
				<folder name="FontLookup" id="[flash.text.engine.FontLookup]" sort="true" index="true" asAncestors="Object" tiptext="FontLookup 類別是與 FontDescription.fontLookup 搭配使用的常數值列舉。" helpurl="flash.text.engine:FontLookup">
					<folder name="屬性" id="Properties" tiptext="FontLookup 類別的屬性" helpurl="flash.text.engine:FontLookup">
						<string name="DEVICE" object="[flash.text.engine.FontLookup]" text="FontLookup.DEVICE" constant="true" tiptext="用來指出裝置字體查詢。" version="" helpurl="flash.text.engine:FontLookup:DEVICE" playername=""/>
						<string name="EMBEDDED_CFF" object="[flash.text.engine.FontLookup]" text="FontLookup.EMBEDDED_CFF" constant="true" tiptext="用來指出內嵌 CFF (壓縮字體格式) 字體查詢。" version="" helpurl="flash.text.engine:FontLookup:EMBEDDED_CFF" playername=""/>
					</folder>
				</folder>
				<folder name="FontMetrics" id="[flash.text.engine.FontMetrics]" sort="true" index="true" asAncestors="Object" tiptext="FontMetrics 類別包括有關字體的度量與偏移資訊。" helpurl="flash.text.engine:FontMetrics">
					<folder name="方法" id="Methods" tiptext="FontMetrics 類別的方法" helpurl="flash.text.engine:FontMetrics">
						<string name="FontMetrics" object="[flash.text.engine.FontMetrics]" text="new FontMetrics(%全形字框:flash.geom:Rectangle,刪除線偏移值:Number,刪除線粗細:Number,底線偏移值:Number,底線粗細:Number,下標偏移值:Number,下標縮放值:Number,上標偏移值:Number,上標縮放值:Number%)" constructor="true" tiptext="建立 FontMetrics 物件。" version="4" helpurl="flash.text.engine:FontMetrics:FontMetrics" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FontMetrics 類別的屬性" helpurl="flash.text.engine:FontMetrics">
						<string name="emBox" object="[flash.text.engine.FontMetrics]" text=".emBox" tiptext="emBox 值代表字體的設計間距，用來相對於羅馬字基線放置中文、韓文或日文字符。" version="" helpurl="flash.text.engine:FontMetrics:emBox" playername=""/>
						<string name="strikethroughOffset" object="[flash.text.engine.FontMetrics]" text=".strikethroughOffset" tiptext="strikethroughOffset 值是刪除線之羅馬基線的建議垂直偏移值。" version="" helpurl="flash.text.engine:FontMetrics:strikethroughOffset" playername=""/>
						<string name="strikethroughThickness" object="[flash.text.engine.FontMetrics]" text=".strikethroughThickness" tiptext="strikethroughThickness 值是刪除線的建議粗細。" version="" helpurl="flash.text.engine:FontMetrics:strikethroughThickness" playername=""/>
						<string name="subscriptOffset" object="[flash.text.engine.FontMetrics]" text=".subscriptOffset" tiptext="subscriptOffset 值是下標之羅馬字基線的建議垂直偏移值。" version="" helpurl="flash.text.engine:FontMetrics:subscriptOffset" playername=""/>
						<string name="subscriptScale" object="[flash.text.engine.FontMetrics]" text=".subscriptScale" tiptext="subscriptScale 值是套用到下標之字體大小的建議縮放比例係數。" version="" helpurl="flash.text.engine:FontMetrics:subscriptScale" playername=""/>
						<string name="superscriptOffset" object="[flash.text.engine.FontMetrics]" text=".superscriptOffset" tiptext="superscriptOffset 值是上標之羅馬字基線的建議垂直偏移值。" version="" helpurl="flash.text.engine:FontMetrics:superscriptOffset" playername=""/>
						<string name="superscriptScale" object="[flash.text.engine.FontMetrics]" text=".superscriptScale" tiptext="superscriptScale 值是套用到上標之字體大小的建議縮放比例係數。" version="" helpurl="flash.text.engine:FontMetrics:superscriptScale" playername=""/>
						<string name="underlineOffset" object="[flash.text.engine.FontMetrics]" text=".underlineOffset" tiptext="underlineOffset 值是底線之羅馬字基線的建議垂直偏移值。" version="" helpurl="flash.text.engine:FontMetrics:underlineOffset" playername=""/>
						<string name="underlineThickness" object="[flash.text.engine.FontMetrics]" text=".underlineThickness" tiptext="underlineThickness 值是底線的建議粗細。" version="" helpurl="flash.text.engine:FontMetrics:underlineThickness" playername=""/>
					</folder>
				</folder>
				<folder name="FontPosture" id="[flash.text.engine.FontPosture]" sort="true" index="true" asAncestors="Object" tiptext="FontPosture 類別是 FontDescription.fontPosture 設定文字為斜體或正常的常數值列舉。" helpurl="flash.text.engine:FontPosture">
					<folder name="屬性" id="Properties" tiptext="FontPosture 類別的屬性" helpurl="flash.text.engine:FontPosture">
						<string name="ITALIC" object="[flash.text.engine.FontPosture]" text="FontPosture.ITALIC" constant="true" tiptext="用來指出斜體的字體型態。" version="" helpurl="flash.text.engine:FontPosture:ITALIC" playername=""/>
						<string name="NORMAL" object="[flash.text.engine.FontPosture]" text="FontPosture.NORMAL" constant="true" tiptext="用來指出正常的字體型態。" version="" helpurl="flash.text.engine:FontPosture:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="FontWeight" id="[flash.text.engine.FontWeight]" sort="true" index="true" asAncestors="Object" tiptext="FontWeight 類別是與 FontDescription.fontWeight 搭配使用的常數值列舉。" helpurl="flash.text.engine:FontWeight">
					<folder name="屬性" id="Properties" tiptext="FontWeight 類別的屬性" helpurl="flash.text.engine:FontWeight">
						<string name="BOLD" object="[flash.text.engine.FontWeight]" text="FontWeight.BOLD" constant="true" tiptext="用來指出粗體的字體粗細。" version="" helpurl="flash.text.engine:FontWeight:BOLD" playername=""/>
						<string name="NORMAL" object="[flash.text.engine.FontWeight]" text="FontWeight.NORMAL" constant="true" tiptext="用來指出正常的字體粗細。" version="" helpurl="flash.text.engine:FontWeight:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicElement" id="[flash.text.engine.GraphicElement]" sort="true" index="true" asAncestors="flash.text.engine:ContentElement,Object" tiptext="GraphicElement 類別代表 TextBlock 或 GroupElement 物件中的圖像元素。" helpurl="flash.text.engine:GraphicElement">
					<folder name="方法" id="Methods" tiptext="GraphicElement 類別的方法" helpurl="flash.text.engine:GraphicElement">
						<string name="GraphicElement" object="[flash.text.engine.GraphicElement]" text="new GraphicElement(%[圖像:flash.display:DisplayObject=null,元素寬度:Number=15.0,元素高度:Number=15.0,元素格式:flash.text.engine:ElementFormat=null,事件鏡像:flash.events:EventDispatcher=null,文字旋轉:String=rotate0]%)" constructor="true" tiptext="建立新的 GraphicElement 實體。" version="4" helpurl="flash.text.engine:GraphicElement:GraphicElement" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GraphicElement 類別的屬性" helpurl="flash.text.engine:GraphicElement">
						<string name="elementHeight" object="[flash.text.engine.GraphicElement]" text=".elementHeight" tiptext="要保留給此行之圖像的高度 (以像素為單位)。" version="" helpurl="flash.text.engine:GraphicElement:elementHeight:get" playername=""/>
						<string name="elementWidth" object="[flash.text.engine.GraphicElement]" text=".elementWidth" tiptext="要保留給此行之圖像的寬度 (以像素為單位)。" version="" helpurl="flash.text.engine:GraphicElement:elementWidth:get" playername=""/>
						<string name="graphic" object="[flash.text.engine.GraphicElement]" text=".graphic" tiptext="要當做 GraphicElement 之圖像使用的 DisplayObject。" version="" helpurl="flash.text.engine:GraphicElement:graphic:get" playername=""/>
					</folder>
				</folder>
				<folder name="GroupElement" id="[flash.text.engine.GroupElement]" sort="true" index="true" asAncestors="flash.text.engine:ContentElement,Object" tiptext="GroupElement 物件會將 TextElement、GraphicElement 或其它 GroupElement 物件的集合組合在一起，讓您將這些物件整個指定給 TextBlock 物件的 content 屬性。" helpurl="flash.text.engine:GroupElement">
					<folder name="方法" id="Methods" tiptext="GroupElement 類別的方法" helpurl="flash.text.engine:GroupElement">
						<string name="GroupElement" object="[flash.text.engine.GroupElement]" text="new GroupElement(%[元素:Vector$flash.text.engine:ContentElement=null,元素格式:flash.text.engine:ElementFormat=null,事件鏡像:flash.events:EventDispatcher=null,文字旋轉:String=rotate0]%)" constructor="true" tiptext="建立新的 GroupElement 實體。" version="4" helpurl="flash.text.engine:GroupElement:GroupElement" playername=""/>
						<string name="getElementAtCharIndex" object="[flash.text.engine.GroupElement]" text=".getElementAtCharIndex(%字元索引:int%):flash.text.engine:ContentElement" tiptext="傳回元素，其中包含 charIndex 參數所指定的字元。" version="4" helpurl="flash.text.engine:GroupElement:getElementAtCharIndex" playername=""/>
						<string name="getElementAt" object="[flash.text.engine.GroupElement]" text=".getElementAt(%索引:int%):flash.text.engine:ContentElement" tiptext="從群組內擷取元素。" version="4" helpurl="flash.text.engine:GroupElement:getElementAt" playername=""/>
						<string name="getElementIndex" object="[flash.text.engine.GroupElement]" text=".getElementIndex(%元素:flash.text.engine:ContentElement%):int" tiptext="傳回 element 參數所指定之元素索引。" version="4" helpurl="flash.text.engine:GroupElement:getElementIndex" playername=""/>
						<string name="groupElements" object="[flash.text.engine.GroupElement]" text=".groupElements(%開始索引:int,結束索引:int%):flash.text.engine:GroupElement" tiptext="以新的 GroupElement (內含這些元素) 取代由 beginIndex 和 endIndex 參數指定的元素範圍。" version="4" helpurl="flash.text.engine:GroupElement:groupElements" playername=""/>
						<string name="mergeTextElements" object="[flash.text.engine.GroupElement]" text=".mergeTextElements(%開始索引:int,結束索引:int%):flash.text.engine:TextElement" tiptext="將來自元素範圍 (由 beginIndex 和 endIndex 參數所指定) 的文字合併至由 beginIndex 指定的元素中，而不影響到該元素的格式。" version="4" helpurl="flash.text.engine:GroupElement:mergeTextElements" playername=""/>
						<string name="replaceElements" object="[flash.text.engine.GroupElement]" text=".replaceElements(%開始索引:int,結束索引:int,新元素:Vector$flash.text.engine:ContentElement%):Vector$flash.text.engine:ContentElement" tiptext="以 newElements 參數的內容取代 beginIndex 和 endIndex 參數所指定的元素範圍。" version="4" helpurl="flash.text.engine:GroupElement:replaceElements" playername=""/>
						<string name="setElements" object="[flash.text.engine.GroupElement]" text=".setElements(%值:Vector$flash.text.engine:ContentElement%):void" tiptext="將群組內的元素設定為向量的內容。" version="4" helpurl="flash.text.engine:GroupElement:setElements" playername=""/>
						<string name="splitTextElement" object="[flash.text.engine.GroupElement]" text=".splitTextElement(%元素索引:int,分割索引:int%):flash.text.engine:TextElement" tiptext="將 TextElement 分成兩個，在指定的位置建立新的 TextElement。" version="4" helpurl="flash.text.engine:GroupElement:splitTextElement" playername=""/>
						<string name="ungroupElements" object="[flash.text.engine.GroupElement]" text=".ungroupElements(%群組索引:int%):void" tiptext="針對 groupIndex 在外部 GroupElement 物件中指定的巢狀 GroupElement，解散其中的元素群組。" version="4" helpurl="flash.text.engine:GroupElement:ungroupElements" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="GroupElement 類別的屬性" helpurl="flash.text.engine:GroupElement">
						<string name="elementCount" object="[flash.text.engine.GroupElement]" text=".elementCount" tiptext="群組中的元素數目。" version="" helpurl="flash.text.engine:GroupElement:elementCount:get" playername=""/>
					</folder>
				</folder>
				<folder name="JustificationStyle" id="[flash.text.engine.JustificationStyle]" sort="true" index="true" asAncestors="Object" tiptext="JustificationStyle 類別是用於設定 EastAsianJustifier 類別之 justificationStyle 屬性的常數值列舉。" helpurl="flash.text.engine:JustificationStyle">
					<folder name="屬性" id="Properties" tiptext="JustificationStyle 類別的屬性" helpurl="flash.text.engine:JustificationStyle">
						<string name="PRIORITIZE_LEAST_ADJUSTMENT" object="[flash.text.engine.JustificationStyle]" text="JustificationStyle.PRIORITIZE_LEAST_ADJUSTMENT" constant="true" tiptext="依據展開或壓縮行來指定齊行，視何者可讓您得到最接近所要寬度的結果而定。" version="" helpurl="flash.text.engine:JustificationStyle:PRIORITIZE_LEAST_ADJUSTMENT" playername=""/>
						<string name="PUSH_IN_KINSOKU" object="[flash.text.engine.JustificationStyle]" text="JustificationStyle.PUSH_IN_KINSOKU" constant="true" tiptext="依據在行尾壓縮避頭尾字元，或是在沒有避頭尾字元或是該空間不足時展開字行來指定齊行。" version="" helpurl="flash.text.engine:JustificationStyle:PUSH_IN_KINSOKU" playername=""/>
						<string name="PUSH_OUT_ONLY" object="[flash.text.engine.JustificationStyle]" text="JustificationStyle.PUSH_OUT_ONLY" constant="true" tiptext="依據展開行來指定齊行。" version="" helpurl="flash.text.engine:JustificationStyle:PUSH_OUT_ONLY" playername=""/>
					</folder>
				</folder>
				<folder name="Kerning" id="[flash.text.engine.Kerning]" sort="true" index="true" asAncestors="Object" tiptext="Kerning 類別是與 ElementFormat.kerning 搭配使用的常數值列舉。" helpurl="flash.text.engine:Kerning">
					<folder name="屬性" id="Properties" tiptext="Kerning 類別的屬性" helpurl="flash.text.engine:Kerning">
						<string name="AUTO" object="[flash.text.engine.Kerning]" text="Kerning.AUTO" constant="true" tiptext="用來指出啟用字距微調，但不包括不適用的亞洲印刷樣式。" version="" helpurl="flash.text.engine:Kerning:AUTO" playername=""/>
						<string name="OFF" object="[flash.text.engine.Kerning]" text="Kerning.OFF" constant="true" tiptext="用來指出已停用字距微調。" version="" helpurl="flash.text.engine:Kerning:OFF" playername=""/>
						<string name="ON" object="[flash.text.engine.Kerning]" text="Kerning.ON" constant="true" tiptext="用來指出已啟用字距微調。" version="" helpurl="flash.text.engine:Kerning:ON" playername=""/>
					</folder>
				</folder>
				<folder name="LigatureLevel" id="[flash.text.engine.LigatureLevel]" sort="true" index="true" asAncestors="Object" tiptext="LigatureLevel 類別是用於設定 ElementFormat 類別之 ligatureLevel 屬性的常數值列舉。" helpurl="flash.text.engine:LigatureLevel">
					<folder name="屬性" id="Properties" tiptext="LigatureLevel 類別的屬性" helpurl="flash.text.engine:LigatureLevel">
						<string name="COMMON" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.COMMON" constant="true" tiptext="用來指定常用連字。" version="" helpurl="flash.text.engine:LigatureLevel:COMMON" playername=""/>
						<string name="EXOTIC" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.EXOTIC" constant="true" tiptext="用來指定外來字連字。" version="" helpurl="flash.text.engine:LigatureLevel:EXOTIC" playername=""/>
						<string name="MINIMUM" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.MINIMUM" constant="true" tiptext="用來指定最少連字。" version="" helpurl="flash.text.engine:LigatureLevel:MINIMUM" playername=""/>
						<string name="NONE" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.NONE" constant="true" tiptext="用來指定無連字。" version="" helpurl="flash.text.engine:LigatureLevel:NONE" playername=""/>
						<string name="UNCOMMON" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.UNCOMMON" constant="true" tiptext="用來指定不常用連字。" version="" helpurl="flash.text.engine:LigatureLevel:UNCOMMON" playername=""/>
					</folder>
				</folder>
				<folder name="LineJustification" id="[flash.text.engine.LineJustification]" sort="true" index="true" asAncestors="Object" tiptext="LineJustification 類別是用於設定 TextJustifier 子類別之 lineJustfication 屬性的常數值列舉。" helpurl="flash.text.engine:LineJustification">
					<folder name="屬性" id="Properties" tiptext="LineJustification 類別的屬性" helpurl="flash.text.engine:LineJustification">
						<string name="ALL_BUT_LAST" object="[flash.text.engine.LineJustification]" text="LineJustification.ALL_BUT_LAST" constant="true" tiptext="對齊所有的行，但不包括最後一行。" version="" helpurl="flash.text.engine:LineJustification:ALL_BUT_LAST" playername=""/>
						<string name="ALL_INCLUDING_LAST" object="[flash.text.engine.LineJustification]" text="LineJustification.ALL_INCLUDING_LAST" constant="true" tiptext="對齊所有的行。" version="" helpurl="flash.text.engine:LineJustification:ALL_INCLUDING_LAST" playername=""/>
						<string name="UNJUSTIFIED" object="[flash.text.engine.LineJustification]" text="LineJustification.UNJUSTIFIED" constant="true" tiptext="不對齊任何行。" version="" helpurl="flash.text.engine:LineJustification:UNJUSTIFIED" playername=""/>
					</folder>
				</folder>
				<folder name="RenderingMode" id="[flash.text.engine.RenderingMode]" sort="true" index="true" asAncestors="Object" tiptext="RenderingMode 類別可提供用於 FontDescription 類別的顯示模式值。" helpurl="flash.text.engine:RenderingMode">
					<folder name="屬性" id="Properties" tiptext="RenderingMode 類別的屬性" helpurl="flash.text.engine:RenderingMode">
						<string name="CFF" object="[flash.text.engine.RenderingMode]" text="RenderingMode.CFF" constant="true" tiptext="將顯示模式設定為 CFF (壓縮字體格式)。" version="" helpurl="flash.text.engine:RenderingMode:CFF" playername=""/>
						<string name="NORMAL" object="[flash.text.engine.RenderingMode]" text="RenderingMode.NORMAL" constant="true" tiptext="將顯示模式設定為 Flash Player 7 和舊版使用的顯示模式。" version="" helpurl="flash.text.engine:RenderingMode:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="SpaceJustifier" id="[flash.text.engine.SpaceJustifier]" sort="true" index="true" asAncestors="flash.text.engine:TextJustifier,Object" tiptext="SpaceJustifier 類別代表控制文字區塊內文字行齊行選項的屬性。" helpurl="flash.text.engine:SpaceJustifier">
					<folder name="方法" id="Methods" tiptext="SpaceJustifier 類別的方法" helpurl="flash.text.engine:SpaceJustifier">
						<string name="SpaceJustifier" object="[flash.text.engine.SpaceJustifier]" text="new SpaceJustifier(%[地區:String=en,齊行:String=unjustified,字母間距:Boolean=false]%)" constructor="true" tiptext="建立 SpaceJustifier 物件。" version="4" helpurl="flash.text.engine:SpaceJustifier:SpaceJustifier" playername=""/>
						<string name="clone" object="[flash.text.engine.SpaceJustifier]" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="建構 SpaceJustifier 的已複製副本。" version="4" helpurl="flash.text.engine:SpaceJustifier:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SpaceJustifier 類別的屬性" helpurl="flash.text.engine:SpaceJustifier">
						<string name="letterSpacing" object="[flash.text.engine.SpaceJustifier]" text=".letterSpacing" tiptext="指定是否要在對齊過程中使用字母間距。" version="" helpurl="flash.text.engine:SpaceJustifier:letterSpacing:get" playername=""/>
						<string name="maximumSpacing" object="[flash.text.engine.SpaceJustifier]" text=".maximumSpacing" tiptext="指定對齊時要使用之文字間的最大間距 (標準間距的倍數)。" version="" helpurl="flash.text.engine:SpaceJustifier:maximumSpacing:get" playername=""/>
						<string name="minimumSpacing" object="[flash.text.engine.SpaceJustifier]" text=".minimumSpacing" tiptext="指定對齊時要使用之文字間的最小間距 (標準間距的倍數)。" version="" helpurl="flash.text.engine:SpaceJustifier:minimumSpacing:get" playername=""/>
						<string name="optimumSpacing" object="[flash.text.engine.SpaceJustifier]" text=".optimumSpacing" tiptext="指定對齊時要使用之文字間的最佳間距 (標準間距的倍數)。" version="" helpurl="flash.text.engine:SpaceJustifier:optimumSpacing:get" playername=""/>
					</folder>
				</folder>
				<folder name="TabAlignment" id="[flash.text.engine.TabAlignment]" sort="true" index="true" asAncestors="Object" tiptext="TabAlignment 類別是用於設定 TabStop 類別之 tabAlignment 屬性的常數值列舉。" helpurl="flash.text.engine:TabAlignment">
					<folder name="屬性" id="Properties" tiptext="TabAlignment 類別的屬性" helpurl="flash.text.engine:TabAlignment">
						<string name="CENTER" object="[flash.text.engine.TabAlignment]" text="TabAlignment.CENTER" constant="true" tiptext="將定位文字的中心放置於定位停駐點。" version="" helpurl="flash.text.engine:TabAlignment:CENTER" playername=""/>
						<string name="DECIMAL" object="[flash.text.engine.TabAlignment]" text="TabAlignment.DECIMAL" constant="true" tiptext="將定位文字的對齊字符放置於定位停駐點。" version="" helpurl="flash.text.engine:TabAlignment:DECIMAL" playername=""/>
						<string name="END" object="[flash.text.engine.TabAlignment]" text="TabAlignment.END" constant="true" tiptext="將定位文字的結尾放置於定位停駐點。" version="" helpurl="flash.text.engine:TabAlignment:END" playername=""/>
						<string name="START" object="[flash.text.engine.TabAlignment]" text="TabAlignment.START" constant="true" tiptext="將定位文字的開頭放置於定位停駐點。" version="" helpurl="flash.text.engine:TabAlignment:START" playername=""/>
					</folder>
				</folder>
				<folder name="TabStop" id="[flash.text.engine.TabStop]" sort="true" index="true" asAncestors="Object" tiptext="TabStop 類別代表文字區塊內定位停駐點的屬性。" helpurl="flash.text.engine:TabStop">
					<folder name="方法" id="Methods" tiptext="TabStop 類別的方法" helpurl="flash.text.engine:TabStop">
						<string name="TabStop" object="[flash.text.engine.TabStop]" text="new TabStop(%[對齊:String=start,位置:Number=0.0,小數點對齊字符:String]%)" constructor="true" tiptext="建立新的 TabStop。" version="4" helpurl="flash.text.engine:TabStop:TabStop" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TabStop 類別的屬性" helpurl="flash.text.engine:TabStop">
						<string name="alignment" object="[flash.text.engine.TabStop]" text=".alignment" tiptext="指定此定位停駐點的定位對齊。" version="" helpurl="flash.text.engine:TabStop:alignment:get" playername=""/>
						<string name="decimalAlignmentToken" object="[flash.text.engine.TabStop]" text=".decimalAlignmentToken" tiptext="指定當您將 alignment 屬性設為 TabAlignment.DECIMAL 時，要使用的對齊字符。" version="" helpurl="flash.text.engine:TabStop:decimalAlignmentToken:get" playername=""/>
						<string name="position" object="[flash.text.engine.TabStop]" text=".position" tiptext="定位停駐點的位置 (以像素為單位，相對於文字行的開頭)。" version="" helpurl="flash.text.engine:TabStop:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextBaseline" id="[flash.text.engine.TextBaseline]" sort="true" index="true" asAncestors="Object" tiptext="TextBaseline 類別是用於設定 ElementFormat 類別之 dominantBaseline 和 alignmentBaseline 屬性的常數值列舉。" helpurl="flash.text.engine:TextBaseline">
					<folder name="屬性" id="Properties" tiptext="TextBaseline 類別的屬性" helpurl="flash.text.engine:TextBaseline">
						<string name="ASCENT" object="[flash.text.engine.TextBaseline]" text="TextBaseline.ASCENT" constant="true" tiptext="指定上緣基線。" version="" helpurl="flash.text.engine:TextBaseline:ASCENT" playername=""/>
						<string name="DESCENT" object="[flash.text.engine.TextBaseline]" text="TextBaseline.DESCENT" constant="true" tiptext="指定下緣基線。" version="" helpurl="flash.text.engine:TextBaseline:DESCENT" playername=""/>
						<string name="IDEOGRAPHIC_BOTTOM" object="[flash.text.engine.TextBaseline]" text="TextBaseline.IDEOGRAPHIC_BOTTOM" constant="true" tiptext="指定表意下基線。" version="" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_BOTTOM" playername=""/>
						<string name="IDEOGRAPHIC_CENTER" object="[flash.text.engine.TextBaseline]" text="TextBaseline.IDEOGRAPHIC_CENTER" constant="true" tiptext="指定表意中央基線。" version="" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_CENTER" playername=""/>
						<string name="IDEOGRAPHIC_TOP" object="[flash.text.engine.TextBaseline]" text="TextBaseline.IDEOGRAPHIC_TOP" constant="true" tiptext="指定表意上基線。" version="" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_TOP" playername=""/>
						<string name="ROMAN" object="[flash.text.engine.TextBaseline]" text="TextBaseline.ROMAN" constant="true" tiptext="指定羅馬字基線。" version="" helpurl="flash.text.engine:TextBaseline:ROMAN" playername=""/>
						<string name="USE_DOMINANT_BASELINE" object="[flash.text.engine.TextBaseline]" text="TextBaseline.USE_DOMINANT_BASELINE" constant="true" tiptext="指定 alignmentBaseline 與 dominantBaseline 相同。" version="" helpurl="flash.text.engine:TextBaseline:USE_DOMINANT_BASELINE" playername=""/>
					</folder>
				</folder>
				<folder name="TextBlock" id="[flash.text.engine.TextBlock]" sort="true" index="true" asAncestors="Object" tiptext="TextBlock 類別是建立 TextLine 物件的 factory，您可以將這些物件放在顯示清單上來加以顯示。" helpurl="flash.text.engine:TextBlock">
					<folder name="方法" id="Methods" tiptext="TextBlock 類別的方法" helpurl="flash.text.engine:TextBlock">
						<string name="TextBlock" object="[flash.text.engine.TextBlock]" text="new TextBlock(%[內容:flash.text.engine:ContentElement=null,定位停駐點:Vector$flash.text.engine:TabStop=null,文字對齊:flash.text.engine:TextJustifier=null,字行旋轉:String=rotate0,基線零:String=roman,雙向層級:int=0,套用非線性縮放字體:Boolean=true,基線字體說明:flash.text.engine:FontDescription=null,基線字體大小:Number=12.0]%)" constructor="true" tiptext="建立 TextBlock 物件。" version="4" helpurl="flash.text.engine:TextBlock:TextBlock" playername=""/>
						<string name="createTextLine" object="[flash.text.engine.TextBlock]" text=".createTextLine(%[上一行:flash.text.engine:TextLine=null,寬度:Number=1000000,行位移:Number=0.0,符合某些項目:Boolean=false]%):flash.text.engine:TextLine" tiptext="指示文字區塊從它的內容建立一行文字，從 previousLine 參數指定的點開始，並結束於 width 參數指定的點。" version="4" helpurl="flash.text.engine:TextBlock:createTextLine" playername=""/>
						<string name="dump" object="[flash.text.engine.TextBlock]" text=".dump(%%):String" tiptext="將 TextBlock 的基礎內容傾印為 XML 字串。" version="1.5" helpurl="flash.text.engine:TextBlock:dump" playername=""/>
						<string name="findNextAtomBoundary" object="[flash.text.engine.TextBlock]" text=".findNextAtomBoundary(%字元索引後:int%):int" tiptext="從指定的字元索引尋找下一個 atom 界限的索引，不包括指定索引處的字元。" version="4" helpurl="flash.text.engine:TextBlock:findNextAtomBoundary" playername=""/>
						<string name="findNextWordBoundary" object="[flash.text.engine.TextBlock]" text=".findNextWordBoundary(%字元索引後:int%):int" tiptext="從指定的字元索引尋找下一個單字界限的索引，不包括指定索引處的字元。" version="4" helpurl="flash.text.engine:TextBlock:findNextWordBoundary" playername=""/>
						<string name="findPreviousAtomBoundary" object="[flash.text.engine.TextBlock]" text=".findPreviousAtomBoundary(%字元索引前:int%):int" tiptext="尋找指定的字元索引之前的上一個 Atom 界限的索引，不包括指定索引處的字元。" version="4" helpurl="flash.text.engine:TextBlock:findPreviousAtomBoundary" playername=""/>
						<string name="findPreviousWordBoundary" object="[flash.text.engine.TextBlock]" text=".findPreviousWordBoundary(%字元索引前:int%):int" tiptext="尋找指定的字元索引之前的上一個單字界限的索引，不包括指定索引處的字元。" version="4" helpurl="flash.text.engine:TextBlock:findPreviousWordBoundary" playername=""/>
						<string name="getTextLineAtCharIndex" object="[flash.text.engine.TextBlock]" text=".getTextLineAtCharIndex(%字元索引:int%):flash.text.engine:TextLine" tiptext="傳回 TextLine，其中包含 charIndex 參數所指定的字元。" version="4" helpurl="flash.text.engine:TextBlock:getTextLineAtCharIndex" playername=""/>
						<string name="recreateTextLine" object="[flash.text.engine.TextBlock]" text=".recreateTextLine(%文字行:flash.text.engine:TextLine[,上一行:flash.text.engine:TextLine=null,寬度:Number=1000000,行偏移值:Number=0.0,符合某些項目:Boolean=false]%):flash.text.engine:TextLine" tiptext="指示文字區塊重複使用現有的文字行，以便從其內容建立一行文字，從 previousLine 參數指定的點開始，並結束於 width 參數指定的點。" version="4" helpurl="flash.text.engine:TextBlock:recreateTextLine" playername=""/>
						<string name="releaseLineCreationData" object="[flash.text.engine.TextBlock]" text=".releaseLineCreationData(%%):void" tiptext="指示要釋放與建立文字行有關之暫時資料的文字區塊。" version="4" helpurl="flash.text.engine:TextBlock:releaseLineCreationData" playername=""/>
						<string name="releaseLines" object="[flash.text.engine.TextBlock]" text=".releaseLines(%第一行:flash.text.engine:TextLine,最後一行:flash.text.engine:TextLine%):void" tiptext="從 TextBlock 所維護的字行清單中，移除一部分的文字行範圍。" version="4" helpurl="flash.text.engine:TextBlock:releaseLines" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextBlock 類別的屬性" helpurl="flash.text.engine:TextBlock">
						<string name="userData" object="[flash.text.engine.TextBlock]" text=".userData" tiptext="提供了讓應用程式將任意資料與文字區塊產生關聯的方法。" version="" helpurl="flash.text.engine:TextBlock:userData" playername=""/>
						<string name="applyNonLinearFontScaling" object="[flash.text.engine.TextBlock]" text=".applyNonLinearFontScaling" tiptext="指定您想要犧牲「所見即所得」(WYSIWYG) 列印真實度來換取更好的螢幕顯示效果。" version="" helpurl="flash.text.engine:TextBlock:applyNonLinearFontScaling:get" playername=""/>
						<string name="baselineFontDescription" object="[flash.text.engine.TextBlock]" text=".baselineFontDescription" tiptext="用來針對從區塊建立的所有字行判斷其基線的字體 (與其內容無關)。" version="" helpurl="flash.text.engine:TextBlock:baselineFontDescription:get" playername=""/>
						<string name="baselineFontSize" object="[flash.text.engine.TextBlock]" text=".baselineFontSize" tiptext="用來針對從區塊建立的所有字行計算其基線的字體大小。" version="" helpurl="flash.text.engine:TextBlock:baselineFontSize:get" playername=""/>
						<string name="baselineZero" object="[flash.text.engine.TextBlock]" text=".baselineZero" tiptext="指定針對從此區塊建立的字行而言，哪一條基線位於 y=0。" version="" helpurl="flash.text.engine:TextBlock:baselineZero:get" playername=""/>
						<string name="bidiLevel" object="[flash.text.engine.TextBlock]" text=".bidiLevel" tiptext="指定文字區塊內之文字的預設雙向內嵌層級。" version="" helpurl="flash.text.engine:TextBlock:bidiLevel:get" playername=""/>
						<string name="content" object="[flash.text.engine.TextBlock]" text=".content" tiptext="保留文字區塊的內容。" version="" helpurl="flash.text.engine:TextBlock:content:get" playername=""/>
						<string name="firstInvalidLine" object="[flash.text.engine.TextBlock]" text=".firstInvalidLine" tiptext="識別在文字區塊中，TextLine.validity 不等於 TextLineValidity.VALID 的第一行。" version="" helpurl="flash.text.engine:TextBlock:firstInvalidLine:get" playername=""/>
						<string name="firstLine" object="[flash.text.engine.TextBlock]" text=".firstLine" tiptext="TextBlock 中的第一個 TextLine (如果有的話)。" version="" helpurl="flash.text.engine:TextBlock:firstLine:get" playername=""/>
						<string name="lastLine" object="[flash.text.engine.TextBlock]" text=".lastLine" tiptext="TextBlock 中的最後一個 TextLine (如果有的話)。" version="" helpurl="flash.text.engine:TextBlock:lastLine:get" playername=""/>
						<string name="lineRotation" object="[flash.text.engine.TextBlock]" text=".lineRotation" tiptext="將文字區塊中的文字行當成一個單位來旋轉。" version="" helpurl="flash.text.engine:TextBlock:lineRotation:get" playername=""/>
						<string name="tabStops" object="[flash.text.engine.TextBlock]" text=".tabStops" tiptext="為文字區塊內的文字指定定位停駐點，其形式為 TabStop 物件的向量。" version="" helpurl="flash.text.engine:TextBlock:tabStops:get" playername=""/>
						<string name="textJustifier" object="[flash.text.engine.TextBlock]" text=".textJustifier" tiptext="指定建立字行時要使用的 TextJustifier。" version="" helpurl="flash.text.engine:TextBlock:textJustifier:get" playername=""/>
						<string name="textLineCreationResult" object="[flash.text.engine.TextBlock]" text=".textLineCreationResult" tiptext="指出 createTextLine() 作業的結果。" version="" helpurl="flash.text.engine:TextBlock:textLineCreationResult:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextElement" id="[flash.text.engine.TextElement]" sort="true" index="true" asAncestors="flash.text.engine:ContentElement,Object" tiptext="TextElement 類別代表格式化文字的字串。" helpurl="flash.text.engine:TextElement">
					<folder name="方法" id="Methods" tiptext="TextElement 類別的方法" helpurl="flash.text.engine:TextElement">
						<string name="TextElement" object="[flash.text.engine.TextElement]" text="new TextElement(%[文字:String=null,元素格式:flash.text.engine:ElementFormat=null,事件鏡像:flash.events:EventDispatcher=null,文字旋轉:String=rotate0]%)" constructor="true" tiptext="建立新的 TextElement 實體。" version="4" helpurl="flash.text.engine:TextElement:TextElement" playername=""/>
						<string name="replaceText" object="[flash.text.engine.TextElement]" text=".replaceText(%開始索引:int,結束索引:int,新文字:String%):void" tiptext="以 newText 參數的內容取代 beginIndex 和 endIndex 參數所指定的字元範圍。" version="4" helpurl="flash.text.engine:TextElement:replaceText" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextElement 類別的屬性" helpurl="flash.text.engine:TextElement">
						<string name="text" object="[flash.text.engine.TextElement]" text=".text" tiptext="接收屬於元素內容的文字。" version="" helpurl="flash.text.engine:TextElement:text:set" playername=""/>
					</folder>
				</folder>
				<folder name="TextJustifier" id="[flash.text.engine.TextJustifier]" sort="true" index="true" asAncestors="Object" tiptext="TextJustifier 類別是對齊類型的抽象基底類別，可供您套用至 TextBlock，尤其是 EastAsianJustifier 和 SpaceJustifier 類別。" helpurl="flash.text.engine:TextJustifier">
					<folder name="方法" id="Methods" tiptext="TextJustifier 類別的方法" helpurl="flash.text.engine:TextJustifier">
						<string name="TextJustifier" object="[flash.text.engine.TextJustifier]" text="new TextJustifier(%地區:String,齊行:String%)" constructor="true" tiptext="呼叫新的 TextJustifier() 建構函式會擲回 ArgumentError 例外。" version="4" helpurl="flash.text.engine:TextJustifier:TextJustifier" playername=""/>
						<string name="clone" object="[flash.text.engine.TextJustifier]" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="建構 TextJustifier 的已複製副本。" version="4" helpurl="flash.text.engine:TextJustifier:clone" playername=""/>
						<string name="getJustifierForLocale" object="[flash.text.engine.TextJustifier]" text="TextJustifier.getJustifierForLocale(%地區:String%):flash.text.engine:TextJustifier" static="true" tiptext="建構適合指定之地區使用的預設 TextJustifier 子類別。" version="4" helpurl="flash.text.engine:TextJustifier:getJustifierForLocale" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextJustifier 類別的屬性" helpurl="flash.text.engine:TextJustifier">
						<string name="lineJustification" object="[flash.text.engine.TextJustifier]" text=".lineJustification" tiptext="指定文字區塊中文字所適用的齊行。" version="" helpurl="flash.text.engine:TextJustifier:lineJustification:get" playername=""/>
						<string name="locale" object="[flash.text.engine.TextJustifier]" text=".locale" tiptext="指定地區來決定文字區塊中文字所適用的齊行規則。" version="" helpurl="flash.text.engine:TextJustifier:locale:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLine" id="[flash.text.engine.TextLine]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TextLine 類別是用來顯示顯示清單上的文字。" helpurl="flash.text.engine:TextLine">
					<folder name="方法" id="Methods" tiptext="TextLine 類別的方法" helpurl="flash.text.engine:TextLine">
						<string name="dump" object="[flash.text.engine.TextLine]" text=".dump(%%):String" tiptext="將 TextLine 的基礎內容傾印為 XML 字串。" version="1.5" helpurl="flash.text.engine:TextLine:dump" playername=""/>
						<string name="getAtomBidiLevel" object="[flash.text.engine.TextLine]" text=".getAtomBidiLevel(%Atom索引:int%):int" tiptext="取得位於指定索引處之 Atom 的雙向層級。" version="4" helpurl="flash.text.engine:TextLine:getAtomBidiLevel" playername=""/>
						<string name="getAtomBounds" object="[flash.text.engine.TextLine]" text=".getAtomBounds(%Atom索引:int%):flash.geom:Rectangle" tiptext="取得位於指定索引處 (相對於文字行) 之 Atom 的邊界。" version="4" helpurl="flash.text.engine:TextLine:getAtomBounds" playername=""/>
						<string name="getAtomCenter" object="[flash.text.engine.TextLine]" text=".getAtomCenter(%Atom索引:int%):Number" tiptext="取得 Atom 的中心 (沿著指定之索引處的基線測量所得)。" version="4" helpurl="flash.text.engine:TextLine:getAtomCenter" playername=""/>
						<string name="getAtomGraphic" object="[flash.text.engine.TextLine]" text=".getAtomGraphic(%Atom索引:int%):flash.display:DisplayObject" tiptext="取得位於指定索引處之 Atom 的圖像，如果 Atom 為一個字元則為 null。" version="4" helpurl="flash.text.engine:TextLine:getAtomGraphic" playername=""/>
						<string name="getAtomIndexAtCharIndex" object="[flash.text.engine.TextLine]" text=".getAtomIndexAtCharIndex(%字元索引:int%):int" tiptext="傳回 Atom 索引，其中包含 charIndex 參數所指定的字元，如果該字元並不構成此行上的任何 Atom 則為 -1。" version="4" helpurl="flash.text.engine:TextLine:getAtomIndexAtCharIndex" playername=""/>
						<string name="getAtomIndexAtPoint" object="[flash.text.engine.TextLine]" text=".getAtomIndexAtPoint(%舞台X:Number,舞台Y:Number%):int" tiptext="傳回 x 和 y 參數指定之點上的 Atom 索引，如果該點沒有 Atom 則為 -1。" version="4" helpurl="flash.text.engine:TextLine:getAtomIndexAtPoint" playername=""/>
						<string name="getAtomTextBlockBeginIndex" object="[flash.text.engine.TextLine]" text=".getAtomTextBlockBeginIndex(%Atom索引:int%):int" tiptext="取得位於指定索引處之 Atom 的文字區塊開始索引。" version="4" helpurl="flash.text.engine:TextLine:getAtomTextBlockBeginIndex" playername=""/>
						<string name="getAtomTextBlockEndIndex" object="[flash.text.engine.TextLine]" text=".getAtomTextBlockEndIndex(%Atom索引:int%):int" tiptext="取得位於指定索引處之 Atom 的文字區塊結束索引。" version="4" helpurl="flash.text.engine:TextLine:getAtomTextBlockEndIndex" playername=""/>
						<string name="getAtomTextRotation" object="[flash.text.engine.TextLine]" text=".getAtomTextRotation(%Atom索引:int%):String" tiptext="取得位於指定索引處之 Atom 的旋轉。" version="4" helpurl="flash.text.engine:TextLine:getAtomTextRotation" playername=""/>
						<string name="getAtomWordBoundaryOnLeft" object="[flash.text.engine.TextLine]" text=".getAtomWordBoundaryOnLeft(%Atom索引:int%):Boolean" tiptext="指出文字界限是否會出現在指定索引處的 Atom 左側。" version="4" helpurl="flash.text.engine:TextLine:getAtomWordBoundaryOnLeft" playername=""/>
						<string name="getBaselinePosition" object="[flash.text.engine.TextLine]" text=".getBaselinePosition(%基線:String%):Number" tiptext="取得相對於 TextBlock.baselineZero 的指定基線位置。" version="4" helpurl="flash.text.engine:TextLine:getBaselinePosition" playername=""/>
						<string name="getMirrorRegion" object="[flash.text.engine.TextLine]" text=".getMirrorRegion(%鏡像:flash.events:EventDispatcher%):flash.text.engine:TextLineMirrorRegion" tiptext="傳回此行的第一個 TextLineMirrorRegion，它的 mirror 屬性符合 mirror 參數指定的屬性，如果沒有相符項目則為 null。" version="4" helpurl="flash.text.engine:TextLine:getMirrorRegion" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextLine 類別的屬性" helpurl="flash.text.engine:TextLine">
						<string name="MAX_LINE_WIDTH" object="[flash.text.engine.TextLine]" text="TextLine.MAX_LINE_WIDTH" constant="true" tiptext="文字行的最大要求寬度 (以像素為單位)。" version="" helpurl="flash.text.engine:TextLine:MAX_LINE_WIDTH" playername=""/>
						<string name="userData" object="[flash.text.engine.TextLine]" text=".userData" tiptext="提供了讓作者將任意資料與文字行產生關聯的方法。" version="" helpurl="flash.text.engine:TextLine:userData" playername=""/>
						<string name="ascent" object="[flash.text.engine.TextLine]" text=".ascent" tiptext="指定此行中從基線開始到最高字元的上方之間距離多少像素。" version="" helpurl="flash.text.engine:TextLine:ascent:get" playername=""/>
						<string name="atomCount" object="[flash.text.engine.TextLine]" text=".atomCount" tiptext="字行中的 Atom 數目，亦即不可分元素的數目，包括空格與圖像元素。" version="" helpurl="flash.text.engine:TextLine:atomCount:get" playername=""/>
						<string name="descent" object="[flash.text.engine.TextLine]" text=".descent" tiptext="指定此行中從基線開始到最低字元的下方之間距離多少像素。" version="" helpurl="flash.text.engine:TextLine:descent:get" playername=""/>
						<string name="hasGraphicElement" object="[flash.text.engine.TextLine]" text=".hasGraphicElement" tiptext="指出文字行是否包含任何圖像元素。" version="" helpurl="flash.text.engine:TextLine:hasGraphicElement:get" playername=""/>
						<string name="hasTabs" object="[flash.text.engine.TextLine]" text=".hasTabs" tiptext="指出文字行是否包含任何定位點 (tab)。" version="" helpurl="flash.text.engine:TextLine:hasTabs:get" playername=""/>
						<string name="mirrorRegions" object="[flash.text.engine.TextLine]" text=".mirrorRegions" tiptext="包含與此行有關聯之 TextLineMirrorRegion 物件的 Vector，如果沒有這樣的物件則為 null。" version="" helpurl="flash.text.engine:TextLine:mirrorRegions:get" playername=""/>
						<string name="nextLine" object="[flash.text.engine.TextLine]" text=".nextLine" tiptext="TextBlock 中的下一個 TextLine，如果目前字行是區塊內的最後一行或是此行的有效性為 TextLineValidity.STATIC，則為 null。" version="" helpurl="flash.text.engine:TextLine:nextLine:get" playername=""/>
						<string name="previousLine" object="[flash.text.engine.TextLine]" text=".previousLine" tiptext="TextBlock 中的上一個 TextLine，如果這是區塊內的第一行或是此行的 validity 為 TextLineValidity.STATIC，則為 null。" version="" helpurl="flash.text.engine:TextLine:previousLine:get" playername=""/>
						<string name="rawTextLength" object="[flash.text.engine.TextLine]" text=".rawTextLength" tiptext="文字區塊內變成此行的原始文字長度，包括 U+FDEF 字元，這些字元代表屬於此行的一部分但不會顯示的圖像元素和任何結尾空格。" version="" helpurl="flash.text.engine:TextLine:rawTextLength:get" playername=""/>
						<string name="specifiedWidth" object="[flash.text.engine.TextLine]" text=".specifiedWidth" tiptext="當 TextBlock.createTextLine() 方法建立此行時，為其指定的寬度。" version="" helpurl="flash.text.engine:TextLine:specifiedWidth:get" playername=""/>
						<string name="textBlockBeginIndex" object="[flash.text.engine.TextLine]" text=".textBlockBeginIndex" tiptext="文字區塊的原始文字中該行第一個字元的索引。" version="" helpurl="flash.text.engine:TextLine:textBlockBeginIndex:get" playername=""/>
						<string name="textBlock" object="[flash.text.engine.TextLine]" text=".textBlock" tiptext="TextBlock 包含此文字行或 null (如果此行的 validity 為 TextLineValidity.STATIC，表示該行和 TextBlock 間的連線已經切斷。" version="" helpurl="flash.text.engine:TextLine:textBlock:get" playername=""/>
						<string name="textHeight" object="[flash.text.engine.TextLine]" text=".textHeight" tiptext="文字行的邏輯高度，等於 ascent + descent。" version="" helpurl="flash.text.engine:TextLine:textHeight:get" playername=""/>
						<string name="textWidth" object="[flash.text.engine.TextLine]" text=".textWidth" tiptext="文字行的邏輯寬度，文字引擎會使用此寬度來配置字行。" version="" helpurl="flash.text.engine:TextLine:textWidth:get" playername=""/>
						<string name="totalAscent" object="[flash.text.engine.TextLine]" text=".totalAscent" tiptext="指定此行中從基線開始到最高字元或圖形的上方之間距離多少像素。" version="" helpurl="flash.text.engine:TextLine:totalAscent:get" playername=""/>
						<string name="totalDescent" object="[flash.text.engine.TextLine]" text=".totalDescent" tiptext="指定此行中從基線開始到最低字元或圖形的下方之間距離多少像素。" version="" helpurl="flash.text.engine:TextLine:totalDescent:get" playername=""/>
						<string name="totalHeight" object="[flash.text.engine.TextLine]" text=".totalHeight" tiptext="文字行的邏輯高度，等於 totalAscent + totalDescent。" version="" helpurl="flash.text.engine:TextLine:totalHeight:get" playername=""/>
						<string name="unjustifiedTextWidth" object="[flash.text.engine.TextLine]" text=".unjustifiedTextWidth" tiptext="字行未對齊時的寬度。" version="" helpurl="flash.text.engine:TextLine:unjustifiedTextWidth:get" playername=""/>
						<string name="validity" object="[flash.text.engine.TextLine]" text=".validity" tiptext="指定文字行的目前有效性。" version="" helpurl="flash.text.engine:TextLine:validity:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineCreationResult" id="[flash.text.engine.TextLineCreationResult]" sort="true" index="true" asAncestors="Object" tiptext="TextLineCreationResult 類別是與 TextBlock.textLineCreationResult 搭配使用的常數值列舉。" helpurl="flash.text.engine:TextLineCreationResult">
					<folder name="屬性" id="Properties" tiptext="TextLineCreationResult 類別的屬性" helpurl="flash.text.engine:TextLineCreationResult">
						<string name="COMPLETE" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.COMPLETE" constant="true" tiptext="指出未建立字行，因為區塊中的所有文字都已經斷行。" version="" helpurl="flash.text.engine:TextLineCreationResult:COMPLETE" playername=""/>
						<string name="EMERGENCY" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.EMERGENCY" constant="true" tiptext="指出該行使用緊急斷行來建立，因為指定的寬度中沒有可用的斷行機會。" version="" helpurl="flash.text.engine:TextLineCreationResult:EMERGENCY" playername=""/>
						<string name="INSUFFICIENT_WIDTH" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.INSUFFICIENT_WIDTH" constant="true" tiptext="指出未建立字行，因為沒有文字符合指定的寬度，而且在 createTextLine() 呼叫中未指定 fitSomething。" version="" helpurl="flash.text.engine:TextLineCreationResult:INSUFFICIENT_WIDTH" playername=""/>
						<string name="SUCCESS" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.SUCCESS" constant="true" tiptext="指出該行已經成功斷行。" version="" helpurl="flash.text.engine:TextLineCreationResult:SUCCESS" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineMirrorRegion" id="[flash.text.engine.TextLineMirrorRegion]" sort="true" index="true" asAncestors="Object" tiptext="TextLineMirrorRegion 類別代表一部分的文字行，其中所有事件都會鏡像到另一個事件發送程式。" helpurl="flash.text.engine:TextLineMirrorRegion">
					<folder name="屬性" id="Properties" tiptext="TextLineMirrorRegion 類別的屬性" helpurl="flash.text.engine:TextLineMirrorRegion">
						<string name="bounds" object="[flash.text.engine.TextLineMirrorRegion]" text=".bounds" tiptext="鏡像區域的邊界 (相對於此文字行)。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:bounds:get" playername=""/>
						<string name="element" object="[flash.text.engine.TextLineMirrorRegion]" text=".element" tiptext="ContentElement 物件，鏡像區域就是從這個物件所衍生。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:element:get" playername=""/>
						<string name="mirror" object="[flash.text.engine.TextLineMirrorRegion]" text=".mirror" tiptext="EventDispatcher 物件，影響鏡像區域的事件將會鏡像到該物件。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:mirror:get" playername=""/>
						<string name="nextRegion" object="[flash.text.engine.TextLineMirrorRegion]" text=".nextRegion" tiptext="集合中衍生自文字元素的下一個 TextLineMirrorRegion，如果目前區域是集合中的最後一個鏡像區域則為 null。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:nextRegion:get" playername=""/>
						<string name="previousRegion" object="[flash.text.engine.TextLineMirrorRegion]" text=".previousRegion" tiptext="集合中衍生自文字元素的上一個 TextLineMirrorRegion，如果目前區域是集合中的第一個鏡像區域則為 null。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:previousRegion:get" playername=""/>
						<string name="textLine" object="[flash.text.engine.TextLineMirrorRegion]" text=".textLine" tiptext="包含這個鏡像區域的 TextLine。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:textLine:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineValidity" id="[flash.text.engine.TextLineValidity]" sort="true" index="true" asAncestors="Object" tiptext="TextLineValidity 類別是用於設定 TextLine 類別之 validity 屬性的常數值列舉。" helpurl="flash.text.engine:TextLineValidity">
					<folder name="屬性" id="Properties" tiptext="TextLineValidity 類別的屬性" helpurl="flash.text.engine:TextLineValidity">
						<string name="INVALID" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.INVALID" constant="true" tiptext="指定此行無效。" version="" helpurl="flash.text.engine:TextLineValidity:INVALID" playername=""/>
						<string name="POSSIBLY_INVALID" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.POSSIBLY_INVALID" constant="true" tiptext="指定文字行可能無效。" version="" helpurl="flash.text.engine:TextLineValidity:POSSIBLY_INVALID" playername=""/>
						<string name="STATIC" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.STATIC" constant="true" tiptext="指定此行是靜態的，而且此行與文字區塊之間的連線已經切斷。" version="" helpurl="flash.text.engine:TextLineValidity:STATIC" playername=""/>
						<string name="VALID" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.VALID" constant="true" tiptext="指定文字行有效。" version="" helpurl="flash.text.engine:TextLineValidity:VALID" playername=""/>
					</folder>
				</folder>
				<folder name="TextRotation" id="[flash.text.engine.TextRotation]" sort="true" index="true" asAncestors="Object" tiptext="TextRotation 類別是搭配下列屬性使用的常數值列舉：ElementFormat.textRotation、ContentElement.textRotation、TextBlock.lineRotation 和 TextLine.getAtomTextRotation()。" helpurl="flash.text.engine:TextRotation">
					<folder name="屬性" id="Properties" tiptext="TextRotation 類別的屬性" helpurl="flash.text.engine:TextRotation">
						<string name="AUTO" object="[flash.text.engine.TextRotation]" text="TextRotation.AUTO" constant="true" tiptext="只針對全形和寬字符 (由字符的 Unicode 屬性所決定) 指定 90 度逆時針旋轉。" version="" helpurl="flash.text.engine:TextRotation:AUTO" playername=""/>
						<string name="ROTATE_0" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_0" constant="true" tiptext="指定不進行任何旋轉。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_0" playername=""/>
						<string name="ROTATE_180" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_180" constant="true" tiptext="指定 180 度旋轉。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_180" playername=""/>
						<string name="ROTATE_270" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_270" constant="true" tiptext="指定順時針方向的 270 度旋轉。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_270" playername=""/>
						<string name="ROTATE_90" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_90" constant="true" tiptext="指定順時針方向的 90 度旋轉。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_90" playername=""/>
					</folder>
				</folder>
				<folder name="TypographicCase" id="[flash.text.engine.TypographicCase]" sort="true" index="true" asAncestors="Object" tiptext="TypographicCase 類別是用於設定 ElementFormat 類別之 typographicCase 屬性的常數值列舉。" helpurl="flash.text.engine:TypographicCase">
					<folder name="屬性" id="Properties" tiptext="TypographicCase 類別的屬性" helpurl="flash.text.engine:TypographicCase">
						<string name="CAPS_AND_SMALL_CAPS" object="[flash.text.engine.TypographicCase]" text="TypographicCase.CAPS_AND_SMALL_CAPS" constant="true" tiptext="指定所有小寫字元在輸出時使用小型大寫字字符。" version="" helpurl="flash.text.engine:TypographicCase:CAPS_AND_SMALL_CAPS" playername=""/>
						<string name="CAPS" object="[flash.text.engine.TypographicCase]" text="TypographicCase.CAPS" constant="true" tiptext="指定大寫字元會在輸出時調整間距。" version="" helpurl="flash.text.engine:TypographicCase:CAPS" playername=""/>
						<string name="DEFAULT" object="[flash.text.engine.TypographicCase]" text="TypographicCase.DEFAULT" constant="true" tiptext="指定預設的印刷大小寫。" version="" helpurl="flash.text.engine:TypographicCase:DEFAULT" playername=""/>
						<string name="LOWERCASE" object="[flash.text.engine.TypographicCase]" text="TypographicCase.LOWERCASE" constant="true" tiptext="指定所有字元在輸出時使用小寫字符。" version="" helpurl="flash.text.engine:TypographicCase:LOWERCASE" playername=""/>
						<string name="SMALL_CAPS" object="[flash.text.engine.TypographicCase]" text="TypographicCase.SMALL_CAPS" constant="true" tiptext="指定大寫字元在輸出時使用小型大寫字字符。" version="" helpurl="flash.text.engine:TypographicCase:SMALL_CAPS" playername=""/>
						<string name="TITLE" object="[flash.text.engine.TypographicCase]" text="TypographicCase.TITLE" constant="true" tiptext="指定大寫字元在輸出時使用標題字符。" version="" helpurl="flash.text.engine:TypographicCase:TITLE" playername=""/>
						<string name="UPPERCASE" object="[flash.text.engine.TypographicCase]" text="TypographicCase.UPPERCASE" constant="true" tiptext="指定所有字元在輸出時使用大寫字符。" version="" helpurl="flash.text.engine:TypographicCase:UPPERCASE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.text.ime" id="flash.text.ime" sort="true" tiptext="flash.text.ime 套件的類別" helpurl="flash.text.ime">
				<folder name="CompositionAttributeRange" id="[flash.text.ime.CompositionAttributeRange]" sort="true" index="true" asAncestors="Object" tiptext="CompositionAttributeRange 類別代表搭配 IME (輸入法編輯器) 事件使用的組成特質範圍。" helpurl="flash.text.ime:CompositionAttributeRange">
					<folder name="方法" id="Methods" tiptext="CompositionAttributeRange 類別的方法" helpurl="flash.text.ime:CompositionAttributeRange">
						<string name="CompositionAttributeRange" object="[flash.text.ime.CompositionAttributeRange]" text="new CompositionAttributeRange(%相對開始:int,相對結束:int,已選取:Boolean,已轉換:Boolean%):void" constructor="true" tiptext="CompositionAttributeRange 物件的建構函式。" version="2" helpurl="flash.text.ime:CompositionAttributeRange:CompositionAttributeRange" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CompositionAttributeRange 類別的屬性" helpurl="flash.text.ime:CompositionAttributeRange">
						<string name="converted" object="[flash.text.ime.CompositionAttributeRange]" text=".converted" tiptext="定義目前子句的屬性已經由 IME 處理，而且子句正等待使用者接受或確認。" version="" helpurl="flash.text.ime:CompositionAttributeRange:converted" playername=""/>
						<string name="relativeEnd" object="[flash.text.ime.CompositionAttributeRange]" text=".relativeEnd" tiptext="組合子句的結尾位置，相對於行內編輯工作階段的開始。" version="" helpurl="flash.text.ime:CompositionAttributeRange:relativeEnd" playername=""/>
						<string name="relativeStart" object="[flash.text.ime.CompositionAttributeRange]" text=".relativeStart" tiptext="目前行內編輯工作階段開頭的相對開始位置。" version="" helpurl="flash.text.ime:CompositionAttributeRange:relativeStart" playername=""/>
						<string name="selected" object="[flash.text.ime.CompositionAttributeRange]" text=".selected" tiptext="定義目前組成子句的屬性在作用中，而且已經利用 IME 拉長、縮短或編輯，但是相鄰的子句沒有變動。" version="" helpurl="flash.text.ime:CompositionAttributeRange:selected" playername=""/>
					</folder>
				</folder>
				<folder name="IIMEClient" id="[flash.text.ime.IIMEClient]" sort="true" index="true" tiptext="IME (輸入法編輯器) 用戶端的介面。" helpurl="flash.text.ime:IIMEClient">
					<folder name="方法" id="Methods" tiptext="IIMEClient 類別的方法" helpurl="flash.text.ime:IIMEClient">
						<string name="confirmComposition" object="[flash.text.ime.IIMEClient]" text=".confirmComposition(%[文字:String=null,保留選取範圍:Boolean=false]%):void" tiptext="使用此回呼來結束字行間編輯工作階段並確認文字。" version="2" helpurl="flash.text.ime:IIMEClient:confirmComposition" playername=""/>
						<string name="getTextBounds" object="[flash.text.ime.IIMEClient]" text=".getTextBounds(%開始索引:int,結束索引:int%):flash.geom:Rectangle" tiptext="IME 使用這個方法查詢目前以 IME 用戶端進行編輯的文字的範圍框。" version="2" helpurl="flash.text.ime:IIMEClient:getTextBounds" playername=""/>
						<string name="getTextInRange" object="[flash.text.ime.IIMEClient]" text=".getTextInRange(%起始索引:int,結束索引:int%):String" tiptext="從組件取得指定的文字範圍。" version="2" helpurl="flash.text.ime:IIMEClient:getTextInRange" playername=""/>
						<string name="selectRange" object="[flash.text.ime.IIMEClient]" text=".selectRange(%錨定索引:int,作用中索引:int%):void" tiptext="設定在組件中選取文字的範圍。" version="2" helpurl="flash.text.ime:IIMEClient:selectRange" playername=""/>
						<string name="updateComposition" object="[flash.text.ime.IIMEClient]" text=".updateComposition(%文字:String,特質:Vector$flash.text.ime:CompositionAttributeRange,組成開始索引:int,組成結束索引:int%):void" tiptext="回呼更新字行間編輯工作階段的內容。" version="2" helpurl="flash.text.ime:IIMEClient:updateComposition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IIMEClient 類別的屬性" helpurl="flash.text.ime:IIMEClient">
						<string name="compositionEndIndex" object="[flash.text.ime.IIMEClient]" text=".compositionEndIndex" tiptext="目前編輯工作階段文字結尾處，從零開始的字元索引值 (例如，所有在行內工作階段，未確認到文件中的文字)。" version="" helpurl="flash.text.ime:IIMEClient:compositionEndIndex:get" playername=""/>
						<string name="compositionStartIndex" object="[flash.text.ime.IIMEClient]" text=".compositionStartIndex" tiptext="目前編輯工作階段文字開始處，從零開始的字元索引值 (例如，所有在行內工作階段，未確認到文件中的文字)。" version="" helpurl="flash.text.ime:IIMEClient:compositionStartIndex:get" playername=""/>
						<string name="selectionActiveIndex" object="[flash.text.ime.IIMEClient]" text=".selectionActiveIndex" tiptext="目前選取範圍中，最後一個字元的字元索引值 (從零開始)。" version="" helpurl="flash.text.ime:IIMEClient:selectionActiveIndex:get" playername=""/>
						<string name="selectionAnchorIndex" object="[flash.text.ime.IIMEClient]" text=".selectionAnchorIndex" tiptext="目前選取範圍中，第一個字元的字元索引值 (從零開始)。" version="" helpurl="flash.text.ime:IIMEClient:selectionAnchorIndex:get" playername=""/>
						<string name="verticalTextLayout" object="[flash.text.ime.IIMEClient]" text=".verticalTextLayout" tiptext="指出組件中的文字是否為垂直。" version="" helpurl="flash.text.ime:IIMEClient:verticalTextLayout:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="IIMEClient 類別的事件" helpurl="flash.text.ime:IIMEClient">
						<string name="textInput" object="[flash.text.ime.IIMEClient]" text=".addEventListener(%類型:String=TextEvent.TEXT_INPUT{TextEvent.TEXT_INPUT,IMEEvent.IME_START_COMPOSITION},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者輸入文字時傳送。" version="" helpurl="flash.text.ime:IIMEClient_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="imeStartComposition" object="[flash.text.ime.IIMEClient]" text=".addEventListener(%類型:String=IMEEvent.IME_START_COMPOSITION{TextEvent.TEXT_INPUT,IMEEvent.IME_START_COMPOSITION},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者開始使用 IME (輸入法編輯器) 時傳送。" version="" helpurl="flash.text.ime:IIMEClient_flash.events.IMEEvent.IME_START_COMPOSITION_imeStartComposition" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.ui" id="flash.ui" sort="true" tiptext="flash.ui 套件的類別" helpurl="flash.ui">
				<folder name="ContextMenu" id="[flash.ui.ContextMenu]" sort="true" index="true" asAncestors="flash.display:NativeMenu,flash.events:EventDispatcher,Object" tiptext="ContextMenu 類別提供對快顯選單中顯示項目的控制。" helpurl="flash.ui:ContextMenu">
					<folder name="方法" id="Methods" tiptext="ContextMenu 類別的方法" helpurl="flash.ui:ContextMenu">
						<string name="ContextMenu" object="[flash.ui.ContextMenu]" text="new ContextMenu(%%)" constructor="true" tiptext="建立 ContextMenu 物件。" version="9" helpurl="flash.ui:ContextMenu:ContextMenu" playername=""/>
						<string name="addItemAt" object="[flash.ui.ContextMenu]" text=".addItemAt(%項目:flash.display:NativeMenuItem,索引:int%):flash.display:NativeMenuItem" tiptext="將選單項目加入選單底部。" version="1.0" helpurl="flash.ui:ContextMenu:addItemAt" playername="AIR"/>
						<string name="clone" object="[flash.ui.ContextMenu]" text=".clone(%%):flash.display:NativeMenu" tiptext="建立選單與所有項目的副本。" version="1.0" helpurl="flash.ui:ContextMenu:clone" playername="AIR"/>
						<string name="containsItem" object="[flash.ui.ContextMenu]" text=".containsItem(%項目:flash.display:NativeMenuItem%):Boolean" tiptext="報告此選單是否包含指定的選單項目。" version="1.0" helpurl="flash.ui:ContextMenu:containsItem" playername="AIR"/>
						<string name="display" object="[flash.ui.ContextMenu]" text=".display(%舞台:flash.display:Stage,舞台X:Number,舞台Y:Number%):void" tiptext="在指定位置彈出此選單。" version="1.0" helpurl="flash.ui:ContextMenu:display" playername="AIR"/>
						<string name="getItemAt" object="[flash.ui.ContextMenu]" text=".getItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="取得指定索引位置的選單項目。" version="1.0" helpurl="flash.ui:ContextMenu:getItemAt" playername="AIR"/>
						<string name="getItemIndex" object="[flash.ui.ContextMenu]" text=".getItemIndex(%項目:flash.display:NativeMenuItem%):int" tiptext="取得指定項目的位置。" version="1.0" helpurl="flash.ui:ContextMenu:getItemIndex" playername="AIR"/>
						<string name="hideBuiltInItems" object="[flash.ui.ContextMenu]" text=".hideBuiltInItems(%%):void" tiptext="隱藏指定之 ContextMenu 物件中，除了「設定」以外的所有內建選單項目。" version="9" helpurl="flash.ui:ContextMenu:hideBuiltInItems" playername=""/>
						<string name="removeAllItems" object="[flash.ui.ContextMenu]" text=".removeAllItems(%%):void" tiptext="移除選單的所有項目。" version="1.0" helpurl="flash.ui:ContextMenu:removeAllItems" playername="AIR"/>
						<string name="removeItemAt" object="[flash.ui.ContextMenu]" text=".removeItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="移除並傳回位於指定索引位置的選單項目。" version="1.0" helpurl="flash.ui:ContextMenu:removeItemAt" playername="AIR"/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ContextMenu 類別的屬性" helpurl="flash.ui:ContextMenu">
						<string name="builtInItems" object="[flash.ui.ContextMenu]" text=".builtInItems" tiptext="具有下列屬性的 ContextMenuBuiltInItems 類別：forwardAndBack、loop、play、print、quality、rewind、save 和 zoom。" version="" helpurl="flash.ui:ContextMenu:builtInItems:get" playername=""/>
						<string name="clipboardItems" object="[flash.ui.ContextMenu]" text=".clipboardItems" tiptext="具有下列屬性的 ContextMenuClipboardItems 類別實體：cut、copy、paste、delete、selectAll。" version="" helpurl="flash.ui:ContextMenu:clipboardItems:get" playername=""/>
						<string name="clipboardMenu" object="[flash.ui.ContextMenu]" text=".clipboardMenu" tiptext="指定是否應該使用剪貼簿選單。" version="" helpurl="flash.ui:ContextMenu:clipboardMenu:get" playername=""/>
						<string name="customItems" object="[flash.ui.ContextMenu]" text=".customItems" tiptext="ContextMenuItem 物件的陣列。" version="" helpurl="flash.ui:ContextMenu:customItems:get" playername=""/>
						<string name="isSupported" object="[flash.ui.ContextMenu]" text=".isSupported" tiptext="如果目前的平台支援 ContextMenu 類別，則 isSupported 屬性會設為 true；否則將設為 false。" version="" helpurl="flash.ui:ContextMenu:isSupported:get" playername=""/>
						<string name="items" object="[flash.ui.ContextMenu]" text=".items" tiptext="此選單中的自訂項目陣列。" version="" helpurl="flash.ui:ContextMenu:items:get" playername="AIR"/>
						<string name="link" object="[flash.ui.ContextMenu]" text=".link" tiptext="連結的 URLRequest。" version="" helpurl="flash.ui:ContextMenu:link:get" playername=""/>
						<string name="numItems" object="[flash.ui.ContextMenu]" text=".numItems" tiptext="此選單中的項目數目。" version="" helpurl="flash.ui:ContextMenu:numItems:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ContextMenu 類別的事件" helpurl="flash.ui:ContextMenu">
						<string name="menuSelect" object="[flash.ui.ContextMenu]" text=".addEventListener(%類型:String=ContextMenuEvent.MENU_SELECT{ContextMenuEvent.MENU_SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在使用者第一次產生快顯選單，但是在快顯選單的內容顯示之前傳送。" version="" helpurl="flash.ui:ContextMenu_flash.events.ContextMenuEvent.MENU_SELECT_menuSelect" playername=""/>
					</folder>
				</folder>
				<folder name="ContextMenuBuiltInItems" id="[flash.ui.ContextMenuBuiltInItems]" sort="true" index="true" asAncestors="Object" tiptext="ContextMenuBuiltInItems 類別會說明快顯選單中的內建項目。" helpurl="flash.ui:ContextMenuBuiltInItems">
					<folder name="方法" id="Methods" tiptext="ContextMenuBuiltInItems 類別的方法" helpurl="flash.ui:ContextMenuBuiltInItems">
						<string name="ContextMenuBuiltInItems" object="[flash.ui.ContextMenuBuiltInItems]" text="new ContextMenuBuiltInItems(%%)" constructor="true" tiptext="建立新的 ContextMenuBuiltInItems 物件，如此您便能設定屬性，讓 Flash Player 顯示或隱藏每個選單項目。" version="9" helpurl="flash.ui:ContextMenuBuiltInItems:ContextMenuBuiltInItems" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ContextMenuBuiltInItems 類別的屬性" helpurl="flash.ui:ContextMenuBuiltInItems">
						<string name="forwardAndBack" object="[flash.ui.ContextMenuBuiltInItems]" text=".forwardAndBack" tiptext="可讓使用者在執行階段向前或向後移動 SWF 檔中的一個影格 (不會在單一影格的 SWF 檔出現)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:forwardAndBack:get" playername=""/>
						<string name="loop" object="[flash.ui.ContextMenuBuiltInItems]" text=".loop" tiptext="可讓使用者將 SWF 檔設定為在抵達最終影格時自動重新開始 (不會在單一影格的 SWF 檔出現)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:loop:get" playername=""/>
						<string name="play" object="[flash.ui.ContextMenuBuiltInItems]" text=".play" tiptext="可讓使用者啟動暫停的 SWF (不會在單一影格的 SWF 檔出現)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:play:get" playername=""/>
						<string name="print" object="[flash.ui.ContextMenuBuiltInItems]" text=".print" tiptext="可讓使用者將顯示的影格影像傳送至印表機。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:print:get" playername=""/>
						<string name="quality" object="[flash.ui.ContextMenuBuiltInItems]" text=".quality" tiptext="可讓使用者在執行階段設定 SWF 檔的解析度。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:quality:get" playername=""/>
						<string name="rewind" object="[flash.ui.ContextMenuBuiltInItems]" text=".rewind" tiptext="可讓使用者將 SWF 檔設定為被選取時 (不論何時) 都會從第一個影格開始播放 (不會在單一影格的 SWF 檔出現)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:rewind:get" playername=""/>
						<string name="save" object="[flash.ui.ContextMenuBuiltInItems]" text=".save" tiptext="可讓有安裝 Shockmachine 的使用者儲存 SWF 檔。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:save:get" playername=""/>
						<string name="zoom" object="[flash.ui.ContextMenuBuiltInItems]" text=".zoom" tiptext="可讓使用者在執行階段對 SWF 檔放大檢視和縮小檢視。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:zoom:get" playername=""/>
					</folder>
				</folder>
				<folder name="ContextMenuClipboardItems" id="[flash.ui.ContextMenuClipboardItems]" sort="true" index="true" asAncestors="Object" tiptext="ContextMenuClipboardItems 類別可以讓您啟用或停用剪貼簿快顯選單中的命令。" helpurl="flash.ui:ContextMenuClipboardItems">
					<folder name="方法" id="Methods" tiptext="ContextMenuClipboardItems 類別的方法" helpurl="flash.ui:ContextMenuClipboardItems">
						<string name="ContextMenuClipboardItems" object="[flash.ui.ContextMenuClipboardItems]" text="new ContextMenuClipboardItems(%%)" constructor="true" tiptext="建立新的 ContextMenuClipboardItems 物件。" version="1.5" helpurl="flash.ui:ContextMenuClipboardItems:ContextMenuClipboardItems" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ContextMenuClipboardItems 類別的屬性" helpurl="flash.ui:ContextMenuClipboardItems">
						<string name="clear" object="[flash.ui.ContextMenuClipboardItems]" text=".clear" tiptext="啟用或停用剪貼簿選單的 &apos;刪除 &apos; 或 &apos;清除&apos; 項目。" version="" helpurl="flash.ui:ContextMenuClipboardItems:clear:get" playername=""/>
						<string name="copy" object="[flash.ui.ContextMenuClipboardItems]" text=".copy" tiptext="啟用或停用剪貼簿選單上的「複製」項目。" version="" helpurl="flash.ui:ContextMenuClipboardItems:copy:get" playername=""/>
						<string name="cut" object="[flash.ui.ContextMenuClipboardItems]" text=".cut" tiptext="啟用或停用剪貼簿選單上的「剪下」項目。" version="" helpurl="flash.ui:ContextMenuClipboardItems:cut:get" playername=""/>
						<string name="paste" object="[flash.ui.ContextMenuClipboardItems]" text=".paste" tiptext="啟用或停用剪貼簿選單上的「貼上」項目。" version="" helpurl="flash.ui:ContextMenuClipboardItems:paste:get" playername=""/>
						<string name="selectAll" object="[flash.ui.ContextMenuClipboardItems]" text=".selectAll" tiptext="啟用或停用剪貼簿選單上的「全選」項目。" version="" helpurl="flash.ui:ContextMenuClipboardItems:selectAll:get" playername=""/>
					</folder>
				</folder>
				<folder name="ContextMenuItem" id="[flash.ui.ContextMenuItem]" sort="true" index="true" asAncestors="flash.display:NativeMenuItem,flash.events:EventDispatcher,Object" tiptext="ContextMenuItem 類別代表快顯選單中的項目。" helpurl="flash.ui:ContextMenuItem">
					<folder name="方法" id="Methods" tiptext="ContextMenuItem 類別的方法" helpurl="flash.ui:ContextMenuItem">
						<string name="ContextMenuItem" object="[flash.ui.ContextMenuItem]" text="new ContextMenuItem(%註解:String[,前置分隔符號:Boolean=false,啟動:Boolean=true,可視:Boolean=true]%)" constructor="true" tiptext="建立新的 ContextMenuItem 物件，這個物件可以加入至 ContextMenu.customItems 陣列。" version="9" helpurl="flash.ui:ContextMenuItem:ContextMenuItem" playername=""/>
						<string name="clone" object="[flash.ui.ContextMenuItem]" text=".clone(%%):flash.display:NativeMenuItem" tiptext="建立 NativeMenuItem 物件的副本。" version="" helpurl="flash.ui:ContextMenuItem:clone" playername=""/>
						<string name="systemClearMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemClearMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemClearMenuItem" playername=""/>
						<string name="systemCopyLinkMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemCopyLinkMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemCopyLinkMenuItem" playername=""/>
						<string name="systemCopyMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemCopyMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemCopyMenuItem" playername=""/>
						<string name="systemCutMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemCutMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemCutMenuItem" playername=""/>
						<string name="systemOpenLinkMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemOpenLinkMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemOpenLinkMenuItem" playername=""/>
						<string name="systemPasteMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemPasteMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemPasteMenuItem" playername=""/>
						<string name="systemSelectAllMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemSelectAllMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemSelectAllMenuItem" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ContextMenuItem 類別的屬性" helpurl="flash.ui:ContextMenuItem">
						<string name="caption" object="[flash.ui.ContextMenuItem]" text=".caption" tiptext="指定顯示於快顯選單中的選單項目註解 (文字)。" version="" helpurl="flash.ui:ContextMenuItem:caption:get" playername=""/>
						<string name="separatorBefore" object="[flash.ui.ContextMenuItem]" text=".separatorBefore" tiptext="指出分隔列是否應該出現在指定之選單項目的上方。" version="" helpurl="flash.ui:ContextMenuItem:separatorBefore:get" playername=""/>
						<string name="visible" object="[flash.ui.ContextMenuItem]" text=".visible" tiptext="指出指定的選單項目是否在顯示 Flash Player 快顯選單時看得見。" version="" helpurl="flash.ui:ContextMenuItem:visible:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ContextMenuItem 類別的事件" helpurl="flash.ui:ContextMenuItem">
						<string name="menuItemSelect" object="[flash.ui.ContextMenuItem]" text=".addEventListener(%類型:String=ContextMenuEvent.MENU_ITEM_SELECT{ContextMenuEvent.MENU_ITEM_SELECT},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當使用者從快顯選單中選取某個項目時傳送。" version="" helpurl="flash.ui:ContextMenuItem_flash.events.ContextMenuEvent.MENU_ITEM_SELECT_menuItemSelect" playername=""/>
					</folder>
				</folder>
				<folder name="Keyboard" id="[flash.ui.Keyboard]" sort="true" index="true" asAncestors="Object" tiptext="Keyboard 類別可用來建立使用者能以標準鍵盤控制的介面。" helpurl="flash.ui:Keyboard">
					<folder name="方法" id="Methods" tiptext="Keyboard 類別的方法" helpurl="flash.ui:Keyboard">
						<string name="isAccessible" object="[flash.ui.Keyboard]" text="Keyboard.isAccessible(%%):Boolean" static="true" tiptext="指定最後按下的按鍵是否可由其它 SWF 檔存取。" version="9" helpurl="flash.ui:Keyboard:isAccessible" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Keyboard 類別的屬性" helpurl="flash.ui:Keyboard">
						<string name="ALTERNATE" object="[flash.ui.Keyboard]" text="Keyboard.ALTERNATE" constant="true" tiptext="與 Alternate (Option) 鍵的按鍵碼值有關聯的常數 (18)。" version="" helpurl="flash.ui:Keyboard:ALTERNATE" playername="AIR"/>
						<string name="AUDIO" object="[flash.ui.Keyboard]" text="Keyboard.AUDIO" constant="true" tiptext="選取音效模式" version="" helpurl="flash.ui:Keyboard:AUDIO" playername="AIR"/>
						<string name="A" object="[flash.ui.Keyboard]" text="Keyboard.A" constant="true" tiptext="與 A 鍵的按鍵碼值有關聯的常數 (65)。" version="" helpurl="flash.ui:Keyboard:A" playername="AIR"/>
						<string name="BACKQUOTE" object="[flash.ui.Keyboard]" text="Keyboard.BACKQUOTE" constant="true" tiptext="與 ` 鍵的按鍵碼值有關聯的常數 (192)。" version="" helpurl="flash.ui:Keyboard:BACKQUOTE" playername="AIR"/>
						<string name="BACKSLASH" object="[flash.ui.Keyboard]" text="Keyboard.BACKSLASH" constant="true" tiptext="與 \ 鍵的按鍵碼值有關聯的常數 (220)。" version="" helpurl="flash.ui:Keyboard:BACKSLASH" playername="AIR"/>
						<string name="BACKSPACE" object="[flash.ui.Keyboard]" text="Keyboard.BACKSPACE" constant="true" tiptext="與 Backspace 鍵的按鍵碼值有關聯的常數 (8)。" version="" helpurl="flash.ui:Keyboard:BACKSPACE" playername=""/>
						<string name="BACK" object="[flash.ui.Keyboard]" text="Keyboard.BACK" constant="true" tiptext="返回應用程式的上一頁" version="" helpurl="flash.ui:Keyboard:BACK" playername="AIR"/>
						<string name="BLUE" object="[flash.ui.Keyboard]" text="Keyboard.BLUE" constant="true" tiptext="藍色功能鍵按鈕" version="" helpurl="flash.ui:Keyboard:BLUE" playername="AIR"/>
						<string name="B" object="[flash.ui.Keyboard]" text="Keyboard.B" constant="true" tiptext="與 B 鍵的按鍵碼值有關聯的常數 (66)。" version="" helpurl="flash.ui:Keyboard:B" playername="AIR"/>
						<string name="CAPS_LOCK" object="[flash.ui.Keyboard]" text="Keyboard.CAPS_LOCK" constant="true" tiptext="與 Caps Lock 鍵的按鍵碼值有關聯的常數 (20)。" version="" helpurl="flash.ui:Keyboard:CAPS_LOCK" playername=""/>
						<string name="CHANNEL_DOWN" object="[flash.ui.Keyboard]" text="Keyboard.CHANNEL_DOWN" constant="true" tiptext="頻道下移鍵" version="" helpurl="flash.ui:Keyboard:CHANNEL_DOWN" playername="AIR"/>
						<string name="CHANNEL_UP" object="[flash.ui.Keyboard]" text="Keyboard.CHANNEL_UP" constant="true" tiptext="頻道上移鍵" version="" helpurl="flash.ui:Keyboard:CHANNEL_UP" playername="AIR"/>
						<string name="COMMAND" object="[flash.ui.Keyboard]" text="Keyboard.COMMAND" constant="true" tiptext="與 Mac Command 鍵有關聯的常數 (15)。" version="" helpurl="flash.ui:Keyboard:COMMAND" playername="AIR"/>
						<string name="COMMA" object="[flash.ui.Keyboard]" text="Keyboard.COMMA" constant="true" tiptext="與 , 鍵的按鍵碼值有關聯的常數 (188)。" version="" helpurl="flash.ui:Keyboard:COMMA" playername="AIR"/>
						<string name="CONTROL" object="[flash.ui.Keyboard]" text="Keyboard.CONTROL" constant="true" tiptext="與 Control 鍵的按鍵碼值有關聯的常數 (17)。" version="" helpurl="flash.ui:Keyboard:CONTROL" playername=""/>
						<string name="CharCodeStrings" object="[flash.ui.Keyboard]" text="Keyboard.CharCodeStrings" constant="true" tiptext="包含所有已定義按鍵名稱常數的陣列。" version="" helpurl="flash.ui:Keyboard:CharCodeStrings" playername="AIR"/>
						<string name="C" object="[flash.ui.Keyboard]" text="Keyboard.C" constant="true" tiptext="與 C 鍵的按鍵碼值有關聯的常數 (67)。" version="" helpurl="flash.ui:Keyboard:C" playername="AIR"/>
						<string name="DELETE" object="[flash.ui.Keyboard]" text="Keyboard.DELETE" constant="true" tiptext="與 Delete 鍵的按鍵碼值有關聯的常數 (46)。" version="" helpurl="flash.ui:Keyboard:DELETE" playername=""/>
						<string name="DOWN" object="[flash.ui.Keyboard]" text="Keyboard.DOWN" constant="true" tiptext="與向下鍵的按鍵碼值有關聯的常數 (40)。" version="" helpurl="flash.ui:Keyboard:DOWN" playername=""/>
						<string name="DVR" object="[flash.ui.Keyboard]" text="Keyboard.DVR" constant="true" tiptext="執行 DVR 應用程式模式" version="" helpurl="flash.ui:Keyboard:DVR" playername="AIR"/>
						<string name="D" object="[flash.ui.Keyboard]" text="Keyboard.D" constant="true" tiptext="與 D 鍵的按鍵碼值有關聯的常數 (68)。" version="" helpurl="flash.ui:Keyboard:D" playername="AIR"/>
						<string name="END" object="[flash.ui.Keyboard]" text="Keyboard.END" constant="true" tiptext="與 End 鍵的按鍵碼值有關聯的常數 (35)。" version="" helpurl="flash.ui:Keyboard:END" playername=""/>
						<string name="ENTER" object="[flash.ui.Keyboard]" text="Keyboard.ENTER" constant="true" tiptext="與 Enter 鍵的按鍵碼值有關聯的常數 (13)。" version="" helpurl="flash.ui:Keyboard:ENTER" playername=""/>
						<string name="EQUAL" object="[flash.ui.Keyboard]" text="Keyboard.EQUAL" constant="true" tiptext="與 = 鍵的按鍵碼值有關聯的常數 (187)。" version="" helpurl="flash.ui:Keyboard:EQUAL" playername="AIR"/>
						<string name="ESCAPE" object="[flash.ui.Keyboard]" text="Keyboard.ESCAPE" constant="true" tiptext="與 Escape 鍵的按鍵碼值有關聯的常數 (27)。" version="" helpurl="flash.ui:Keyboard:ESCAPE" playername=""/>
						<string name="EXIT" object="[flash.ui.Keyboard]" text="Keyboard.EXIT" constant="true" tiptext="結束目前的應用程式模式" version="" helpurl="flash.ui:Keyboard:EXIT" playername="AIR"/>
						<string name="E" object="[flash.ui.Keyboard]" text="Keyboard.E" constant="true" tiptext="與 E 鍵的按鍵碼值有關聯的常數 (69)。" version="" helpurl="flash.ui:Keyboard:E" playername="AIR"/>
						<string name="F10" object="[flash.ui.Keyboard]" text="Keyboard.F10" constant="true" tiptext="與 F10 鍵的按鍵碼值有關聯的常數 (121)。" version="" helpurl="flash.ui:Keyboard:F10" playername=""/>
						<string name="F11" object="[flash.ui.Keyboard]" text="Keyboard.F11" constant="true" tiptext="與 F11 鍵的按鍵碼值有關聯的常數 (122)。" version="" helpurl="flash.ui:Keyboard:F11" playername=""/>
						<string name="F12" object="[flash.ui.Keyboard]" text="Keyboard.F12" constant="true" tiptext="與 F12 鍵的按鍵碼值有關聯的常數 (123)。" version="" helpurl="flash.ui:Keyboard:F12" playername=""/>
						<string name="F13" object="[flash.ui.Keyboard]" text="Keyboard.F13" constant="true" tiptext="與 F13 鍵的按鍵碼值有關聯的常數 (124)。" version="" helpurl="flash.ui:Keyboard:F13" playername=""/>
						<string name="F14" object="[flash.ui.Keyboard]" text="Keyboard.F14" constant="true" tiptext="與 F14 鍵的按鍵碼值有關聯的常數 (125)。" version="" helpurl="flash.ui:Keyboard:F14" playername=""/>
						<string name="F15" object="[flash.ui.Keyboard]" text="Keyboard.F15" constant="true" tiptext="與 F15 鍵的按鍵碼值有關聯的常數 (126)。" version="" helpurl="flash.ui:Keyboard:F15" playername=""/>
						<string name="F1" object="[flash.ui.Keyboard]" text="Keyboard.F1" constant="true" tiptext="與 F1 鍵的按鍵碼值有關聯的常數 (112)。" version="" helpurl="flash.ui:Keyboard:F1" playername=""/>
						<string name="F2" object="[flash.ui.Keyboard]" text="Keyboard.F2" constant="true" tiptext="與 F2 鍵的按鍵碼值有關聯的常數 (113)。" version="" helpurl="flash.ui:Keyboard:F2" playername=""/>
						<string name="F3" object="[flash.ui.Keyboard]" text="Keyboard.F3" constant="true" tiptext="與 F3 鍵的按鍵碼值有關聯的常數 (114)。" version="" helpurl="flash.ui:Keyboard:F3" playername=""/>
						<string name="F4" object="[flash.ui.Keyboard]" text="Keyboard.F4" constant="true" tiptext="與 F4 鍵的按鍵碼值有關聯的常數 (115)。" version="" helpurl="flash.ui:Keyboard:F4" playername=""/>
						<string name="F5" object="[flash.ui.Keyboard]" text="Keyboard.F5" constant="true" tiptext="與 F5 鍵的按鍵碼值有關聯的常數 (116)。" version="" helpurl="flash.ui:Keyboard:F5" playername=""/>
						<string name="F6" object="[flash.ui.Keyboard]" text="Keyboard.F6" constant="true" tiptext="與 F6 鍵的按鍵碼值有關聯的常數 (117)。" version="" helpurl="flash.ui:Keyboard:F6" playername=""/>
						<string name="F7" object="[flash.ui.Keyboard]" text="Keyboard.F7" constant="true" tiptext="與 F7 鍵的按鍵碼值有關聯的常數 (118)。" version="" helpurl="flash.ui:Keyboard:F7" playername=""/>
						<string name="F8" object="[flash.ui.Keyboard]" text="Keyboard.F8" constant="true" tiptext="與 F8 鍵的按鍵碼值有關聯的常數 (119)。" version="" helpurl="flash.ui:Keyboard:F8" playername=""/>
						<string name="F9" object="[flash.ui.Keyboard]" text="Keyboard.F9" constant="true" tiptext="與 F9 鍵的按鍵碼值有關聯的常數 (120)。" version="" helpurl="flash.ui:Keyboard:F9" playername=""/>
						<string name="FAST_FORWARD" object="[flash.ui.Keyboard]" text="Keyboard.FAST_FORWARD" constant="true" tiptext="執行快轉傳輸模式。" version="" helpurl="flash.ui:Keyboard:FAST_FORWARD" playername="AIR"/>
						<string name="F" object="[flash.ui.Keyboard]" text="Keyboard.F" constant="true" tiptext="與 F 鍵的按鍵碼值有關聯的常數 (70)。" version="" helpurl="flash.ui:Keyboard:F" playername="AIR"/>
						<string name="GREEN" object="[flash.ui.Keyboard]" text="Keyboard.GREEN" constant="true" tiptext="綠色功能鍵按鈕" version="" helpurl="flash.ui:Keyboard:GREEN" playername="AIR"/>
						<string name="GUIDE" object="[flash.ui.Keyboard]" text="Keyboard.GUIDE" constant="true" tiptext="執行程式指南" version="" helpurl="flash.ui:Keyboard:GUIDE" playername="AIR"/>
						<string name="G" object="[flash.ui.Keyboard]" text="Keyboard.G" constant="true" tiptext="與 G 鍵的按鍵碼值有關聯的常數 (71)。" version="" helpurl="flash.ui:Keyboard:G" playername=""/>
						<string name="HELP" object="[flash.ui.Keyboard]" text="Keyboard.HELP" constant="true" tiptext="執行說明應用程式或內容感應式說明" version="" helpurl="flash.ui:Keyboard:HELP" playername="AIR"/>
						<string name="HOME" object="[flash.ui.Keyboard]" text="Keyboard.HOME" constant="true" tiptext="與 Home 鍵的按鍵碼值有關聯的常數 (36)。" version="" helpurl="flash.ui:Keyboard:HOME" playername=""/>
						<string name="H" object="[flash.ui.Keyboard]" text="Keyboard.H" constant="true" tiptext="與 H 鍵的按鍵碼值有關聯的常數 (72)。" version="" helpurl="flash.ui:Keyboard:H" playername="AIR"/>
						<string name="INFO" object="[flash.ui.Keyboard]" text="Keyboard.INFO" constant="true" tiptext="資訊按鈕" version="" helpurl="flash.ui:Keyboard:INFO" playername="AIR"/>
						<string name="INPUT" object="[flash.ui.Keyboard]" text="Keyboard.INPUT" constant="true" tiptext="輸入鍵" version="" helpurl="flash.ui:Keyboard:INPUT" playername="AIR"/>
						<string name="INSERT" object="[flash.ui.Keyboard]" text="Keyboard.INSERT" constant="true" tiptext="與 Insert 鍵的按鍵碼值有關聯的常數 (45)。" version="" helpurl="flash.ui:Keyboard:INSERT" playername=""/>
						<string name="I" object="[flash.ui.Keyboard]" text="Keyboard.I" constant="true" tiptext="與 I 鍵的按鍵碼值有關聯的常數 (73)。" version="" helpurl="flash.ui:Keyboard:I" playername="AIR"/>
						<string name="J" object="[flash.ui.Keyboard]" text="Keyboard.J" constant="true" tiptext="與 J 鍵的按鍵碼值有關聯的常數 (74)。" version="" helpurl="flash.ui:Keyboard:J" playername="AIR"/>
						<string name="KEYNAME_BEGIN" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_BEGIN" constant="true" tiptext="開始鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_BEGIN" playername="AIR"/>
						<string name="KEYNAME_BREAK" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_BREAK" constant="true" tiptext="Break 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_BREAK" playername="AIR"/>
						<string name="KEYNAME_CLEARDISPLAY" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_CLEARDISPLAY" constant="true" tiptext="清除顯示鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_CLEARDISPLAY" playername="AIR"/>
						<string name="KEYNAME_CLEARLINE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_CLEARLINE" constant="true" tiptext="清除行鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_CLEARLINE" playername="AIR"/>
						<string name="KEYNAME_DELETECHAR" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DELETECHAR" constant="true" tiptext="刪除字元鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_DELETECHAR" playername="AIR"/>
						<string name="KEYNAME_DELETELINE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DELETELINE" constant="true" tiptext="刪除行鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_DELETELINE" playername="AIR"/>
						<string name="KEYNAME_DELETE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DELETE" constant="true" tiptext="Delete 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_DELETE" playername="AIR"/>
						<string name="KEYNAME_DOWNARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DOWNARROW" constant="true" tiptext="向下鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_DOWNARROW" playername="AIR"/>
						<string name="KEYNAME_END" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_END" constant="true" tiptext="End 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_END" playername="AIR"/>
						<string name="KEYNAME_EXECUTE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_EXECUTE" constant="true" tiptext="執行鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_EXECUTE" playername="AIR"/>
						<string name="KEYNAME_F10" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F10" constant="true" tiptext="F10 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F10" playername="AIR"/>
						<string name="KEYNAME_F11" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F11" constant="true" tiptext="F11 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F11" playername="AIR"/>
						<string name="KEYNAME_F12" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F12" constant="true" tiptext="F12 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F12" playername="AIR"/>
						<string name="KEYNAME_F13" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F13" constant="true" tiptext="F13 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F13" playername="AIR"/>
						<string name="KEYNAME_F14" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F14" constant="true" tiptext="F14 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F14" playername="AIR"/>
						<string name="KEYNAME_F15" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F15" constant="true" tiptext="F15 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F15" playername="AIR"/>
						<string name="KEYNAME_F16" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F16" constant="true" tiptext="F16 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F16" playername="AIR"/>
						<string name="KEYNAME_F17" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F17" constant="true" tiptext="F17 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F17" playername="AIR"/>
						<string name="KEYNAME_F18" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F18" constant="true" tiptext="F18 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F18" playername="AIR"/>
						<string name="KEYNAME_F19" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F19" constant="true" tiptext="F19 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F19" playername="AIR"/>
						<string name="KEYNAME_F1" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F1" constant="true" tiptext="F1 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F1" playername="AIR"/>
						<string name="KEYNAME_F20" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F20" constant="true" tiptext="F20 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F20" playername="AIR"/>
						<string name="KEYNAME_F21" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F21" constant="true" tiptext="F21 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F21" playername="AIR"/>
						<string name="KEYNAME_F22" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F22" constant="true" tiptext="F22 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F22" playername="AIR"/>
						<string name="KEYNAME_F23" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F23" constant="true" tiptext="F23 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F23" playername="AIR"/>
						<string name="KEYNAME_F24" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F24" constant="true" tiptext="F24 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F24" playername="AIR"/>
						<string name="KEYNAME_F25" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F25" constant="true" tiptext="F25 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F25" playername="AIR"/>
						<string name="KEYNAME_F26" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F26" constant="true" tiptext="F26 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F26" playername="AIR"/>
						<string name="KEYNAME_F27" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F27" constant="true" tiptext="F27 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F27" playername="AIR"/>
						<string name="KEYNAME_F28" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F28" constant="true" tiptext="F28 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F28" playername="AIR"/>
						<string name="KEYNAME_F29" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F29" constant="true" tiptext="F29 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F29" playername="AIR"/>
						<string name="KEYNAME_F2" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F2" constant="true" tiptext="F2 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F2" playername="AIR"/>
						<string name="KEYNAME_F30" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F30" constant="true" tiptext="F30 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F30" playername="AIR"/>
						<string name="KEYNAME_F31" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F31" constant="true" tiptext="F31 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F31" playername="AIR"/>
						<string name="KEYNAME_F32" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F32" constant="true" tiptext="F32 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F32" playername="AIR"/>
						<string name="KEYNAME_F33" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F33" constant="true" tiptext="F33 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F33" playername="AIR"/>
						<string name="KEYNAME_F34" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F34" constant="true" tiptext="F34 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F34" playername="AIR"/>
						<string name="KEYNAME_F35" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F35" constant="true" tiptext="F35 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F35" playername="AIR"/>
						<string name="KEYNAME_F3" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F3" constant="true" tiptext="F3 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F3" playername="AIR"/>
						<string name="KEYNAME_F4" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F4" constant="true" tiptext="F4 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F4" playername="AIR"/>
						<string name="KEYNAME_F5" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F5" constant="true" tiptext="F5 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F5" playername="AIR"/>
						<string name="KEYNAME_F6" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F6" constant="true" tiptext="F6 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F6" playername="AIR"/>
						<string name="KEYNAME_F7" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F7" constant="true" tiptext="F7 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F7" playername="AIR"/>
						<string name="KEYNAME_F8" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F8" constant="true" tiptext="F8 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F8" playername="AIR"/>
						<string name="KEYNAME_F9" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F9" constant="true" tiptext="F9 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_F9" playername="AIR"/>
						<string name="KEYNAME_FIND" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_FIND" constant="true" tiptext="尋找鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_FIND" playername="AIR"/>
						<string name="KEYNAME_HELP" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_HELP" constant="true" tiptext="說明鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_HELP" playername="AIR"/>
						<string name="KEYNAME_HOME" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_HOME" constant="true" tiptext="Home 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_HOME" playername="AIR"/>
						<string name="KEYNAME_INSERTCHAR" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_INSERTCHAR" constant="true" tiptext="插入字元鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_INSERTCHAR" playername="AIR"/>
						<string name="KEYNAME_INSERTLINE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_INSERTLINE" constant="true" tiptext="插入行鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_INSERTLINE" playername="AIR"/>
						<string name="KEYNAME_INSERT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_INSERT" constant="true" tiptext="Insert 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_INSERT" playername="AIR"/>
						<string name="KEYNAME_LEFTARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_LEFTARROW" constant="true" tiptext="向左鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_LEFTARROW" playername="AIR"/>
						<string name="KEYNAME_MENU" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_MENU" constant="true" tiptext="選單鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_MENU" playername="AIR"/>
						<string name="KEYNAME_MODESWITCH" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_MODESWITCH" constant="true" tiptext="模式切換鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_MODESWITCH" playername="AIR"/>
						<string name="KEYNAME_NEXT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_NEXT" constant="true" tiptext="「下一個」鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_NEXT" playername="AIR"/>
						<string name="KEYNAME_PAGEDOWN" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PAGEDOWN" constant="true" tiptext="Page Down 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_PAGEDOWN" playername="AIR"/>
						<string name="KEYNAME_PAGEUP" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PAGEUP" constant="true" tiptext="Page Up 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_PAGEUP" playername="AIR"/>
						<string name="KEYNAME_PAUSE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PAUSE" constant="true" tiptext="Pause 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_PAUSE" playername="AIR"/>
						<string name="KEYNAME_PREV" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PREV" constant="true" tiptext="「上一個」鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_PREV" playername="AIR"/>
						<string name="KEYNAME_PRINTSCREEN" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PRINTSCREEN" constant="true" tiptext="Print Screen 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_PRINTSCREEN" playername="AIR"/>
						<string name="KEYNAME_PRINT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PRINT" constant="true" tiptext="列印鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_PRINT" playername="AIR"/>
						<string name="KEYNAME_REDO" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_REDO" constant="true" tiptext="重做鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_REDO" playername="AIR"/>
						<string name="KEYNAME_RESET" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_RESET" constant="true" tiptext="重設鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_RESET" playername="AIR"/>
						<string name="KEYNAME_RIGHTARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_RIGHTARROW" constant="true" tiptext="向右鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_RIGHTARROW" playername="AIR"/>
						<string name="KEYNAME_SCROLLLOCK" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SCROLLLOCK" constant="true" tiptext="Scroll Lock 鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_SCROLLLOCK" playername="AIR"/>
						<string name="KEYNAME_SELECT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SELECT" constant="true" tiptext="選取鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_SELECT" playername="AIR"/>
						<string name="KEYNAME_STOP" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_STOP" constant="true" tiptext="停止鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_STOP" playername="AIR"/>
						<string name="KEYNAME_SYSREQ" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SYSREQ" constant="true" tiptext="系統要求鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_SYSREQ" playername="AIR"/>
						<string name="KEYNAME_SYSTEM" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SYSTEM" constant="true" tiptext="系統鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_SYSTEM" playername="AIR"/>
						<string name="KEYNAME_UNDO" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_UNDO" constant="true" tiptext="還原鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_UNDO" playername="AIR"/>
						<string name="KEYNAME_UPARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_UPARROW" constant="true" tiptext="向上鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_UPARROW" playername="AIR"/>
						<string name="KEYNAME_USER" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_USER" constant="true" tiptext="使用者鍵" version="" helpurl="flash.ui:Keyboard:KEYNAME_USER" playername="AIR"/>
						<string name="K" object="[flash.ui.Keyboard]" text="Keyboard.K" constant="true" tiptext="與 K 鍵的按鍵碼值有關聯的常數 (75)。" version="" helpurl="flash.ui:Keyboard:K" playername="AIR"/>
						<string name="LAST" object="[flash.ui.Keyboard]" text="Keyboard.LAST" constant="true" tiptext="觀賞最後的頻道或已觀賞過的節目" version="" helpurl="flash.ui:Keyboard:LAST" playername="AIR"/>
						<string name="LEFTBRACKET" object="[flash.ui.Keyboard]" text="Keyboard.LEFTBRACKET" constant="true" tiptext="與 [ 鍵的按鍵碼值有關聯的常數 (219)。" version="" helpurl="flash.ui:Keyboard:LEFTBRACKET" playername="AIR"/>
						<string name="LEFT" object="[flash.ui.Keyboard]" text="Keyboard.LEFT" constant="true" tiptext="與向左鍵的按鍵碼值有關聯的常數 (37)。" version="" helpurl="flash.ui:Keyboard:LEFT" playername=""/>
						<string name="LIVE" object="[flash.ui.Keyboard]" text="Keyboard.LIVE" constant="true" tiptext="返回即時 [廣播中的位置]" version="" helpurl="flash.ui:Keyboard:LIVE" playername="AIR"/>
						<string name="L" object="[flash.ui.Keyboard]" text="Keyboard.L" constant="true" tiptext="與 L 鍵的按鍵碼值有關聯的常數 (76)。" version="" helpurl="flash.ui:Keyboard:L" playername="AIR"/>
						<string name="MASTER_SHELL" object="[flash.ui.Keyboard]" text="Keyboard.MASTER_SHELL" constant="true" tiptext="執行「主殼層」，例如" version="" helpurl="flash.ui:Keyboard:MASTER_SHELL" playername="AIR"/>
						<string name="MENU" object="[flash.ui.Keyboard]" text="Keyboard.MENU" constant="true" tiptext="執行選單" version="" helpurl="flash.ui:Keyboard:MENU" playername="AIR"/>
						<string name="MINUS" object="[flash.ui.Keyboard]" text="Keyboard.MINUS" constant="true" tiptext="與 - 鍵的按鍵碼值有關聯的常數 (189)。" version="" helpurl="flash.ui:Keyboard:MINUS" playername="AIR"/>
						<string name="M" object="[flash.ui.Keyboard]" text="Keyboard.M" constant="true" tiptext="與 M 鍵的按鍵碼值有關聯的常數 (77)。" version="" helpurl="flash.ui:Keyboard:M" playername="AIR"/>
						<string name="NEXT" object="[flash.ui.Keyboard]" text="Keyboard.NEXT" constant="true" tiptext="略過至下一曲目或下一章" version="" helpurl="flash.ui:Keyboard:NEXT" playername="AIR"/>
						<string name="NUMBER_0" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_0" constant="true" tiptext="與 0 鍵的按鍵碼值有關聯的常數 (48)。" version="" helpurl="flash.ui:Keyboard:NUMBER_0" playername="AIR"/>
						<string name="NUMBER_1" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_1" constant="true" tiptext="與 1 鍵的按鍵碼值有關聯的常數 (49)。" version="" helpurl="flash.ui:Keyboard:NUMBER_1" playername="AIR"/>
						<string name="NUMBER_2" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_2" constant="true" tiptext="與 2 鍵的按鍵碼值有關聯的常數 (50)。" version="" helpurl="flash.ui:Keyboard:NUMBER_2" playername="AIR"/>
						<string name="NUMBER_3" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_3" constant="true" tiptext="與 3 鍵的按鍵碼值有關聯的常數 (51)。" version="" helpurl="flash.ui:Keyboard:NUMBER_3" playername="AIR"/>
						<string name="NUMBER_4" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_4" constant="true" tiptext="與 4 鍵的按鍵碼值有關聯的常數 (52)。" version="" helpurl="flash.ui:Keyboard:NUMBER_4" playername="AIR"/>
						<string name="NUMBER_5" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_5" constant="true" tiptext="與 5 鍵的按鍵碼值有關聯的常數 (53)。" version="" helpurl="flash.ui:Keyboard:NUMBER_5" playername="AIR"/>
						<string name="NUMBER_6" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_6" constant="true" tiptext="與 6 鍵的按鍵碼值有關聯的常數 (54)。" version="" helpurl="flash.ui:Keyboard:NUMBER_6" playername="AIR"/>
						<string name="NUMBER_7" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_7" constant="true" tiptext="與 7 鍵的按鍵碼值有關聯的常數 (55)。" version="" helpurl="flash.ui:Keyboard:NUMBER_7" playername="AIR"/>
						<string name="NUMBER_8" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_8" constant="true" tiptext="與 8 鍵的按鍵碼值有關聯的常數 (56)。" version="" helpurl="flash.ui:Keyboard:NUMBER_8" playername="AIR"/>
						<string name="NUMBER_9" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_9" constant="true" tiptext="與 9 鍵的按鍵碼值有關聯的常數 (57)。" version="" helpurl="flash.ui:Keyboard:NUMBER_9" playername="AIR"/>
						<string name="NUMPAD_0" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_0" constant="true" tiptext="與數字鍵台上數字 0 鍵的按鍵碼值有關聯的常數 (96)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_0" playername=""/>
						<string name="NUMPAD_1" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_1" constant="true" tiptext="與數字鍵台上數字 1 鍵的按鍵碼值有關聯的常數 (97)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_1" playername=""/>
						<string name="NUMPAD_2" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_2" constant="true" tiptext="與數字鍵台上數字 2 鍵的按鍵碼值有關聯的常數 (98)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_2" playername=""/>
						<string name="NUMPAD_3" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_3" constant="true" tiptext="與數字鍵台上數字 3 鍵的按鍵碼值有關聯的常數 (99)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_3" playername=""/>
						<string name="NUMPAD_4" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_4" constant="true" tiptext="與數字鍵台上數字 4 鍵的按鍵碼值有關聯的常數 (100)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_4" playername=""/>
						<string name="NUMPAD_5" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_5" constant="true" tiptext="與數字鍵台上數字 5 鍵的按鍵碼值有關聯的常數 (101)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_5" playername=""/>
						<string name="NUMPAD_6" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_6" constant="true" tiptext="與數字鍵台上數字 6 鍵的按鍵碼值有關聯的常數 (102)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_6" playername=""/>
						<string name="NUMPAD_7" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_7" constant="true" tiptext="與數字鍵台上數字 7 鍵的按鍵碼值有關聯的常數 (103)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_7" playername=""/>
						<string name="NUMPAD_8" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_8" constant="true" tiptext="與數字鍵台上數字 8 鍵的按鍵碼值有關聯的常數 (104)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_8" playername=""/>
						<string name="NUMPAD_9" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_9" constant="true" tiptext="與數字鍵台上數字 9 鍵的按鍵碼值有關聯的常數 (105)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_9" playername=""/>
						<string name="NUMPAD_ADD" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_ADD" constant="true" tiptext="與數字鍵台上加號鍵的按鍵碼值有關聯的常數 (107)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_ADD" playername=""/>
						<string name="NUMPAD_DECIMAL" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_DECIMAL" constant="true" tiptext="與數字鍵台上小數點鍵的按鍵碼值有關聯的常數 (110)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_DECIMAL" playername=""/>
						<string name="NUMPAD_DIVIDE" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_DIVIDE" constant="true" tiptext="與數字鍵台上除號鍵的按鍵碼值有關聯的常數 (111)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_DIVIDE" playername=""/>
						<string name="NUMPAD_ENTER" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_ENTER" constant="true" tiptext="與數字鍵台上 Enter 鍵的按鍵碼值有關聯的常數 (108)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_ENTER" playername=""/>
						<string name="NUMPAD_MULTIPLY" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_MULTIPLY" constant="true" tiptext="與數字鍵台上乘號鍵的按鍵碼值有關聯的常數 (106)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_MULTIPLY" playername=""/>
						<string name="NUMPAD_SUBTRACT" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_SUBTRACT" constant="true" tiptext="與數字鍵台上減號鍵的按鍵碼值有關聯的常數 (109)。" version="" helpurl="flash.ui:Keyboard:NUMPAD_SUBTRACT" playername=""/>
						<string name="NUMPAD" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD" constant="true" tiptext="與數字鍵台的虛擬按鍵碼有關聯的常數 (21)。" version="" helpurl="flash.ui:Keyboard:NUMPAD" playername="AIR"/>
						<string name="N" object="[flash.ui.Keyboard]" text="Keyboard.N" constant="true" tiptext="與 N 鍵的按鍵碼值有關聯的常數 (78)。" version="" helpurl="flash.ui:Keyboard:N" playername="AIR"/>
						<string name="O" object="[flash.ui.Keyboard]" text="Keyboard.O" constant="true" tiptext="與 O 鍵的按鍵碼值有關聯的常數 (79)。" version="" helpurl="flash.ui:Keyboard:O" playername="AIR"/>
						<string name="PAGE_DOWN" object="[flash.ui.Keyboard]" text="Keyboard.PAGE_DOWN" constant="true" tiptext="與 Page Down 鍵的按鍵碼值有關聯的常數 (34)。" version="" helpurl="flash.ui:Keyboard:PAGE_DOWN" playername=""/>
						<string name="PAGE_UP" object="[flash.ui.Keyboard]" text="Keyboard.PAGE_UP" constant="true" tiptext="與 Page Up 鍵的按鍵碼值有關聯的常數 (33)。" version="" helpurl="flash.ui:Keyboard:PAGE_UP" playername=""/>
						<string name="PAUSE" object="[flash.ui.Keyboard]" text="Keyboard.PAUSE" constant="true" tiptext="執行暫停傳輸模式" version="" helpurl="flash.ui:Keyboard:PAUSE" playername="AIR"/>
						<string name="PERIOD" object="[flash.ui.Keyboard]" text="Keyboard.PERIOD" constant="true" tiptext="與 鍵的按鍵碼值有關聯的常數。" version="" helpurl="flash.ui:Keyboard:PERIOD" playername="AIR"/>
						<string name="PLAY" object="[flash.ui.Keyboard]" text="Keyboard.PLAY" constant="true" tiptext="執行播放傳輸模式" version="" helpurl="flash.ui:Keyboard:PLAY" playername="AIR"/>
						<string name="PREVIOUS" object="[flash.ui.Keyboard]" text="Keyboard.PREVIOUS" constant="true" tiptext="略過至上一曲目或上一章" version="" helpurl="flash.ui:Keyboard:PREVIOUS" playername="AIR"/>
						<string name="P" object="[flash.ui.Keyboard]" text="Keyboard.P" constant="true" tiptext="與 P 鍵的按鍵碼值有關聯的常數 (80)。" version="" helpurl="flash.ui:Keyboard:P" playername="AIR"/>
						<string name="QUOTE" object="[flash.ui.Keyboard]" text="Keyboard.QUOTE" constant="true" tiptext="與 &apos; 鍵的按鍵碼值有關聯的常數 (222)。" version="" helpurl="flash.ui:Keyboard:QUOTE" playername="AIR"/>
						<string name="Q" object="[flash.ui.Keyboard]" text="Keyboard.Q" constant="true" tiptext="與 Q 鍵的按鍵碼值有關聯的常數 (81)。" version="" helpurl="flash.ui:Keyboard:Q" playername="AIR"/>
						<string name="RECORD" object="[flash.ui.Keyboard]" text="Keyboard.RECORD" constant="true" tiptext="記錄項目或執行記錄傳輸模式。" version="" helpurl="flash.ui:Keyboard:RECORD" playername="AIR"/>
						<string name="RED" object="[flash.ui.Keyboard]" text="Keyboard.RED" constant="true" tiptext="紅色功能鍵按鈕" version="" helpurl="flash.ui:Keyboard:RED" playername="AIR"/>
						<string name="REWIND" object="[flash.ui.Keyboard]" text="Keyboard.REWIND" constant="true" tiptext="執行倒帶傳輸模式。" version="" helpurl="flash.ui:Keyboard:REWIND" playername="AIR"/>
						<string name="RIGHTBRACKET" object="[flash.ui.Keyboard]" text="Keyboard.RIGHTBRACKET" constant="true" tiptext="與 ] 鍵的按鍵碼值有關聯的常數 (221)。" version="" helpurl="flash.ui:Keyboard:RIGHTBRACKET" playername="AIR"/>
						<string name="RIGHT" object="[flash.ui.Keyboard]" text="Keyboard.RIGHT" constant="true" tiptext="與向右鍵的按鍵碼值有關聯的常數 (39)。" version="" helpurl="flash.ui:Keyboard:RIGHT" playername=""/>
						<string name="R" object="[flash.ui.Keyboard]" text="Keyboard.R" constant="true" tiptext="與 R 鍵的按鍵碼值有關聯的常數 (82)。" version="" helpurl="flash.ui:Keyboard:R" playername="AIR"/>
						<string name="SEARCH" object="[flash.ui.Keyboard]" text="Keyboard.SEARCH" constant="true" tiptext="搜尋按鈕" version="" helpurl="flash.ui:Keyboard:SEARCH" playername="AIR"/>
						<string name="SEMICOLON" object="[flash.ui.Keyboard]" text="Keyboard.SEMICOLON" constant="true" tiptext="與 ; 鍵的按鍵碼值有關聯的常數 (186)。" version="" helpurl="flash.ui:Keyboard:SEMICOLON" playername="AIR"/>
						<string name="SETUP" object="[flash.ui.Keyboard]" text="Keyboard.SETUP" constant="true" tiptext="執行安裝程式應用程式或選單" version="" helpurl="flash.ui:Keyboard:SETUP" playername="AIR"/>
						<string name="SHIFT" object="[flash.ui.Keyboard]" text="Keyboard.SHIFT" constant="true" tiptext="與 Shift 鍵的按鍵碼值有關聯的常數 (16)。" version="" helpurl="flash.ui:Keyboard:SHIFT" playername=""/>
						<string name="SKIP_BACKWARD" object="[flash.ui.Keyboard]" text="Keyboard.SKIP_BACKWARD" constant="true" tiptext="快速往後略過 (通常 7 - 10 秒)" version="" helpurl="flash.ui:Keyboard:SKIP_BACKWARD" playername="AIR"/>
						<string name="SKIP_FORWARD" object="[flash.ui.Keyboard]" text="Keyboard.SKIP_FORWARD" constant="true" tiptext="快速往前略過 (通常 30 秒)" version="" helpurl="flash.ui:Keyboard:SKIP_FORWARD" playername="AIR"/>
						<string name="SLASH" object="[flash.ui.Keyboard]" text="Keyboard.SLASH" constant="true" tiptext="與 / 鍵的按鍵碼值有關聯的常數 (191)。" version="" helpurl="flash.ui:Keyboard:SLASH" playername="AIR"/>
						<string name="SPACE" object="[flash.ui.Keyboard]" text="Keyboard.SPACE" constant="true" tiptext="與空白鍵的按鍵碼值有關聯的常數 (32)。" version="" helpurl="flash.ui:Keyboard:SPACE" playername=""/>
						<string name="STOP" object="[flash.ui.Keyboard]" text="Keyboard.STOP" constant="true" tiptext="執行停止傳輸模式。" version="" helpurl="flash.ui:Keyboard:STOP" playername="AIR"/>
						<string name="STRING_BEGIN" object="[flash.ui.Keyboard]" text="Keyboard.STRING_BEGIN" constant="true" tiptext="OS X Unicode 開始常數" version="" helpurl="flash.ui:Keyboard:STRING_BEGIN" playername="AIR"/>
						<string name="STRING_BREAK" object="[flash.ui.Keyboard]" text="Keyboard.STRING_BREAK" constant="true" tiptext="OS X Unicode Break 常數" version="" helpurl="flash.ui:Keyboard:STRING_BREAK" playername="AIR"/>
						<string name="STRING_CLEARDISPLAY" object="[flash.ui.Keyboard]" text="Keyboard.STRING_CLEARDISPLAY" constant="true" tiptext="OS X Unicode 清除顯示常數" version="" helpurl="flash.ui:Keyboard:STRING_CLEARDISPLAY" playername="AIR"/>
						<string name="STRING_CLEARLINE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_CLEARLINE" constant="true" tiptext="OS X Unicode 清除行常數" version="" helpurl="flash.ui:Keyboard:STRING_CLEARLINE" playername="AIR"/>
						<string name="STRING_DELETECHAR" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DELETECHAR" constant="true" tiptext="OS X Unicode 刪除字元常數" version="" helpurl="flash.ui:Keyboard:STRING_DELETECHAR" playername="AIR"/>
						<string name="STRING_DELETELINE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DELETELINE" constant="true" tiptext="OS X Unicode 刪除行常數" version="" helpurl="flash.ui:Keyboard:STRING_DELETELINE" playername="AIR"/>
						<string name="STRING_DELETE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DELETE" constant="true" tiptext="OS X Unicode Delete 常數" version="" helpurl="flash.ui:Keyboard:STRING_DELETE" playername="AIR"/>
						<string name="STRING_DOWNARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DOWNARROW" constant="true" tiptext="OS X Unicode 向下常數" version="" helpurl="flash.ui:Keyboard:STRING_DOWNARROW" playername="AIR"/>
						<string name="STRING_END" object="[flash.ui.Keyboard]" text="Keyboard.STRING_END" constant="true" tiptext="OS X Unicode End 常數" version="" helpurl="flash.ui:Keyboard:STRING_END" playername="AIR"/>
						<string name="STRING_EXECUTE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_EXECUTE" constant="true" tiptext="OS X Unicode 執行常數" version="" helpurl="flash.ui:Keyboard:STRING_EXECUTE" playername="AIR"/>
						<string name="STRING_F10" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F10" constant="true" tiptext="OS X Unicode F10 常數" version="" helpurl="flash.ui:Keyboard:STRING_F10" playername="AIR"/>
						<string name="STRING_F11" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F11" constant="true" tiptext="OS X Unicode F11 常數" version="" helpurl="flash.ui:Keyboard:STRING_F11" playername="AIR"/>
						<string name="STRING_F12" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F12" constant="true" tiptext="OS X Unicode F12 常數" version="" helpurl="flash.ui:Keyboard:STRING_F12" playername="AIR"/>
						<string name="STRING_F13" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F13" constant="true" tiptext="OS X Unicode F13 常數" version="" helpurl="flash.ui:Keyboard:STRING_F13" playername="AIR"/>
						<string name="STRING_F14" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F14" constant="true" tiptext="OS X Unicode F14 常數" version="" helpurl="flash.ui:Keyboard:STRING_F14" playername="AIR"/>
						<string name="STRING_F15" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F15" constant="true" tiptext="OS X Unicode F15 常數" version="" helpurl="flash.ui:Keyboard:STRING_F15" playername="AIR"/>
						<string name="STRING_F16" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F16" constant="true" tiptext="OS X Unicode F16 常數" version="" helpurl="flash.ui:Keyboard:STRING_F16" playername="AIR"/>
						<string name="STRING_F17" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F17" constant="true" tiptext="OS X Unicode F17 常數" version="" helpurl="flash.ui:Keyboard:STRING_F17" playername="AIR"/>
						<string name="STRING_F18" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F18" constant="true" tiptext="OS X Unicode F18 常數" version="" helpurl="flash.ui:Keyboard:STRING_F18" playername="AIR"/>
						<string name="STRING_F19" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F19" constant="true" tiptext="OS X Unicode F19 常數" version="" helpurl="flash.ui:Keyboard:STRING_F19" playername="AIR"/>
						<string name="STRING_F1" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F1" constant="true" tiptext="OS X Unicode F1 常數" version="" helpurl="flash.ui:Keyboard:STRING_F1" playername="AIR"/>
						<string name="STRING_F20" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F20" constant="true" tiptext="OS X Unicode F20 常數" version="" helpurl="flash.ui:Keyboard:STRING_F20" playername="AIR"/>
						<string name="STRING_F21" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F21" constant="true" tiptext="OS X Unicode F21 常數" version="" helpurl="flash.ui:Keyboard:STRING_F21" playername="AIR"/>
						<string name="STRING_F22" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F22" constant="true" tiptext="OS X Unicode F22 常數" version="" helpurl="flash.ui:Keyboard:STRING_F22" playername="AIR"/>
						<string name="STRING_F23" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F23" constant="true" tiptext="OS X Unicode F23 常數" version="" helpurl="flash.ui:Keyboard:STRING_F23" playername="AIR"/>
						<string name="STRING_F24" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F24" constant="true" tiptext="OS X Unicode F24 常數" version="" helpurl="flash.ui:Keyboard:STRING_F24" playername="AIR"/>
						<string name="STRING_F25" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F25" constant="true" tiptext="OS X Unicode F25 常數" version="" helpurl="flash.ui:Keyboard:STRING_F25" playername="AIR"/>
						<string name="STRING_F26" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F26" constant="true" tiptext="OS X Unicode F26 常數" version="" helpurl="flash.ui:Keyboard:STRING_F26" playername="AIR"/>
						<string name="STRING_F27" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F27" constant="true" tiptext="OS X Unicode F27 常數" version="" helpurl="flash.ui:Keyboard:STRING_F27" playername="AIR"/>
						<string name="STRING_F28" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F28" constant="true" tiptext="OS X Unicode F28 常數" version="" helpurl="flash.ui:Keyboard:STRING_F28" playername="AIR"/>
						<string name="STRING_F29" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F29" constant="true" tiptext="OS X Unicode F29 常數" version="" helpurl="flash.ui:Keyboard:STRING_F29" playername="AIR"/>
						<string name="STRING_F2" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F2" constant="true" tiptext="OS X Unicode F2 常數" version="" helpurl="flash.ui:Keyboard:STRING_F2" playername="AIR"/>
						<string name="STRING_F30" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F30" constant="true" tiptext="OS X Unicode F30 常數" version="" helpurl="flash.ui:Keyboard:STRING_F30" playername="AIR"/>
						<string name="STRING_F31" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F31" constant="true" tiptext="OS X Unicode F31 常數" version="" helpurl="flash.ui:Keyboard:STRING_F31" playername="AIR"/>
						<string name="STRING_F32" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F32" constant="true" tiptext="OS X Unicode F32 常數" version="" helpurl="flash.ui:Keyboard:STRING_F32" playername="AIR"/>
						<string name="STRING_F33" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F33" constant="true" tiptext="OS X Unicode F33 常數" version="" helpurl="flash.ui:Keyboard:STRING_F33" playername="AIR"/>
						<string name="STRING_F34" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F34" constant="true" tiptext="OS X Unicode F34 常數" version="" helpurl="flash.ui:Keyboard:STRING_F34" playername="AIR"/>
						<string name="STRING_F35" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F35" constant="true" tiptext="OS X Unicode F35 常數" version="" helpurl="flash.ui:Keyboard:STRING_F35" playername="AIR"/>
						<string name="STRING_F3" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F3" constant="true" tiptext="OS X Unicode F3 常數" version="" helpurl="flash.ui:Keyboard:STRING_F3" playername="AIR"/>
						<string name="STRING_F4" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F4" constant="true" tiptext="OS X Unicode F4 常數" version="" helpurl="flash.ui:Keyboard:STRING_F4" playername="AIR"/>
						<string name="STRING_F5" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F5" constant="true" tiptext="OS X Unicode F5 常數" version="" helpurl="flash.ui:Keyboard:STRING_F5" playername="AIR"/>
						<string name="STRING_F6" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F6" constant="true" tiptext="OS X Unicode F6 常數" version="" helpurl="flash.ui:Keyboard:STRING_F6" playername="AIR"/>
						<string name="STRING_F7" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F7" constant="true" tiptext="OS X Unicode F7 常數" version="" helpurl="flash.ui:Keyboard:STRING_F7" playername="AIR"/>
						<string name="STRING_F8" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F8" constant="true" tiptext="OS X Unicode F8 常數" version="" helpurl="flash.ui:Keyboard:STRING_F8" playername="AIR"/>
						<string name="STRING_F9" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F9" constant="true" tiptext="OS X Unicode F9 常數" version="" helpurl="flash.ui:Keyboard:STRING_F9" playername="AIR"/>
						<string name="STRING_FIND" object="[flash.ui.Keyboard]" text="Keyboard.STRING_FIND" constant="true" tiptext="OS X Unicode 尋找常數" version="" helpurl="flash.ui:Keyboard:STRING_FIND" playername="AIR"/>
						<string name="STRING_HELP" object="[flash.ui.Keyboard]" text="Keyboard.STRING_HELP" constant="true" tiptext="OS X Unicode 說明常數" version="" helpurl="flash.ui:Keyboard:STRING_HELP" playername="AIR"/>
						<string name="STRING_HOME" object="[flash.ui.Keyboard]" text="Keyboard.STRING_HOME" constant="true" tiptext="OS X Unicode Home 常數" version="" helpurl="flash.ui:Keyboard:STRING_HOME" playername="AIR"/>
						<string name="STRING_INSERTCHAR" object="[flash.ui.Keyboard]" text="Keyboard.STRING_INSERTCHAR" constant="true" tiptext="OS X Unicode 插入字元常數" version="" helpurl="flash.ui:Keyboard:STRING_INSERTCHAR" playername="AIR"/>
						<string name="STRING_INSERTLINE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_INSERTLINE" constant="true" tiptext="OS X Unicode 插入行常數" version="" helpurl="flash.ui:Keyboard:STRING_INSERTLINE" playername="AIR"/>
						<string name="STRING_INSERT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_INSERT" constant="true" tiptext="OS X Unicode Insert 常數" version="" helpurl="flash.ui:Keyboard:STRING_INSERT" playername="AIR"/>
						<string name="STRING_LEFTARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_LEFTARROW" constant="true" tiptext="OS X Unicode 向左常數" version="" helpurl="flash.ui:Keyboard:STRING_LEFTARROW" playername="AIR"/>
						<string name="STRING_MENU" object="[flash.ui.Keyboard]" text="Keyboard.STRING_MENU" constant="true" tiptext="OS X Unicode 選單常數" version="" helpurl="flash.ui:Keyboard:STRING_MENU" playername="AIR"/>
						<string name="STRING_MODESWITCH" object="[flash.ui.Keyboard]" text="Keyboard.STRING_MODESWITCH" constant="true" tiptext="OS X Unicode 模式切換常數" version="" helpurl="flash.ui:Keyboard:STRING_MODESWITCH" playername="AIR"/>
						<string name="STRING_NEXT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_NEXT" constant="true" tiptext="OS X Unicode「下一個」常數" version="" helpurl="flash.ui:Keyboard:STRING_NEXT" playername="AIR"/>
						<string name="STRING_PAGEDOWN" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PAGEDOWN" constant="true" tiptext="OS X Unicode Page Down 常數" version="" helpurl="flash.ui:Keyboard:STRING_PAGEDOWN" playername="AIR"/>
						<string name="STRING_PAGEUP" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PAGEUP" constant="true" tiptext="OS X Unicode Page Up 常數" version="" helpurl="flash.ui:Keyboard:STRING_PAGEUP" playername="AIR"/>
						<string name="STRING_PAUSE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PAUSE" constant="true" tiptext="OS X Unicode Pause 常數" version="" helpurl="flash.ui:Keyboard:STRING_PAUSE" playername="AIR"/>
						<string name="STRING_PREV" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PREV" constant="true" tiptext="OS X Unicode「上一個」常數" version="" helpurl="flash.ui:Keyboard:STRING_PREV" playername="AIR"/>
						<string name="STRING_PRINTSCREEN" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PRINTSCREEN" constant="true" tiptext="OS X Unicode Print Screen 常數" version="" helpurl="flash.ui:Keyboard:STRING_PRINTSCREEN" playername="AIR"/>
						<string name="STRING_PRINT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PRINT" constant="true" tiptext="OS X Unicode 列印常數" version="" helpurl="flash.ui:Keyboard:STRING_PRINT" playername="AIR"/>
						<string name="STRING_REDO" object="[flash.ui.Keyboard]" text="Keyboard.STRING_REDO" constant="true" tiptext="OS X Unicode 重做常數" version="" helpurl="flash.ui:Keyboard:STRING_REDO" playername="AIR"/>
						<string name="STRING_RESET" object="[flash.ui.Keyboard]" text="Keyboard.STRING_RESET" constant="true" tiptext="OS X Unicode 重設常數" version="" helpurl="flash.ui:Keyboard:STRING_RESET" playername="AIR"/>
						<string name="STRING_RIGHTARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_RIGHTARROW" constant="true" tiptext="OS X Unicode 向右常數" version="" helpurl="flash.ui:Keyboard:STRING_RIGHTARROW" playername="AIR"/>
						<string name="STRING_SCROLLLOCK" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SCROLLLOCK" constant="true" tiptext="OS X Unicode Scroll Lock 常數" version="" helpurl="flash.ui:Keyboard:STRING_SCROLLLOCK" playername="AIR"/>
						<string name="STRING_SELECT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SELECT" constant="true" tiptext="OS X Unicode 選取常數" version="" helpurl="flash.ui:Keyboard:STRING_SELECT" playername="AIR"/>
						<string name="STRING_STOP" object="[flash.ui.Keyboard]" text="Keyboard.STRING_STOP" constant="true" tiptext="OS X Unicode 停止常數" version="" helpurl="flash.ui:Keyboard:STRING_STOP" playername="AIR"/>
						<string name="STRING_SYSREQ" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SYSREQ" constant="true" tiptext="OS X Unicode 系統要求常數" version="" helpurl="flash.ui:Keyboard:STRING_SYSREQ" playername="AIR"/>
						<string name="STRING_SYSTEM" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SYSTEM" constant="true" tiptext="OS X Unicode 系統常數" version="" helpurl="flash.ui:Keyboard:STRING_SYSTEM" playername="AIR"/>
						<string name="STRING_UNDO" object="[flash.ui.Keyboard]" text="Keyboard.STRING_UNDO" constant="true" tiptext="OS X Unicode 還原常數" version="" helpurl="flash.ui:Keyboard:STRING_UNDO" playername="AIR"/>
						<string name="STRING_UPARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_UPARROW" constant="true" tiptext="OS X Unicode 向上常數" version="" helpurl="flash.ui:Keyboard:STRING_UPARROW" playername="AIR"/>
						<string name="STRING_USER" object="[flash.ui.Keyboard]" text="Keyboard.STRING_USER" constant="true" tiptext="OS X Unicode 使用者常數" version="" helpurl="flash.ui:Keyboard:STRING_USER" playername="AIR"/>
						<string name="SUBTITLE" object="[flash.ui.Keyboard]" text="Keyboard.SUBTITLE" constant="true" tiptext="切換副標題" version="" helpurl="flash.ui:Keyboard:SUBTITLE" playername="AIR"/>
						<string name="S" object="[flash.ui.Keyboard]" text="Keyboard.S" constant="true" tiptext="與 S 鍵的按鍵碼值有關聯的常數 (83)。" version="" helpurl="flash.ui:Keyboard:S" playername="AIR"/>
						<string name="TAB" object="[flash.ui.Keyboard]" text="Keyboard.TAB" constant="true" tiptext="與 Tab 鍵的按鍵碼值有關聯的常數 (9)。" version="" helpurl="flash.ui:Keyboard:TAB" playername=""/>
						<string name="T" object="[flash.ui.Keyboard]" text="Keyboard.T" constant="true" tiptext="與 T 鍵的按鍵碼值有關聯的常數 (84)。" version="" helpurl="flash.ui:Keyboard:T" playername="AIR"/>
						<string name="UP" object="[flash.ui.Keyboard]" text="Keyboard.UP" constant="true" tiptext="與向上鍵的按鍵碼值有關聯的常數 (38)。" version="" helpurl="flash.ui:Keyboard:UP" playername=""/>
						<string name="U" object="[flash.ui.Keyboard]" text="Keyboard.U" constant="true" tiptext="與 U 鍵的按鍵碼值有關聯的常數 (85)。" version="" helpurl="flash.ui:Keyboard:U" playername="AIR"/>
						<string name="VOD" object="[flash.ui.Keyboard]" text="Keyboard.VOD" constant="true" tiptext="執行視訊點播" version="" helpurl="flash.ui:Keyboard:VOD" playername="AIR"/>
						<string name="V" object="[flash.ui.Keyboard]" text="Keyboard.V" constant="true" tiptext="與 V 鍵的按鍵碼值有關聯的常數 (86)。" version="" helpurl="flash.ui:Keyboard:V" playername="AIR"/>
						<string name="W" object="[flash.ui.Keyboard]" text="Keyboard.W" constant="true" tiptext="與 W 鍵的按鍵碼值有關聯的常數 (87)。" version="" helpurl="flash.ui:Keyboard:W" playername="AIR"/>
						<string name="X" object="[flash.ui.Keyboard]" text="Keyboard.X" constant="true" tiptext="與 X 鍵的按鍵碼值有關聯的常數 (88)。" version="" helpurl="flash.ui:Keyboard:X" playername="AIR"/>
						<string name="YELLOW" object="[flash.ui.Keyboard]" text="Keyboard.YELLOW" constant="true" tiptext="黃色功能鍵按鈕" version="" helpurl="flash.ui:Keyboard:YELLOW" playername="AIR"/>
						<string name="Y" object="[flash.ui.Keyboard]" text="Keyboard.Y" constant="true" tiptext="與 Y 鍵的按鍵碼值有關聯的常數 (89)。" version="" helpurl="flash.ui:Keyboard:Y" playername="AIR"/>
						<string name="Z" object="[flash.ui.Keyboard]" text="Keyboard.Z" constant="true" tiptext="與 Z 鍵的按鍵碼值有關聯的常數 (90)。" version="" helpurl="flash.ui:Keyboard:Z" playername="AIR"/>
						<string name="capsLock" object="[flash.ui.Keyboard]" text=".capsLock" tiptext="指定啟動 (true) 或不啟動 (false) Caps Lock 鍵。" version="" helpurl="flash.ui:Keyboard:capsLock:get" playername=""/>
						<string name="hasVirtualKeyboard" object="[flash.ui.Keyboard]" text=".hasVirtualKeyboard" tiptext="指出電腦或裝置是否提供虛擬鍵盤。" version="" helpurl="flash.ui:Keyboard:hasVirtualKeyboard:get" playername=""/>
						<string name="numLock" object="[flash.ui.Keyboard]" text=".numLock" tiptext="指定啟動 (true) 或不啟動 (false) Num Lock 鍵。" version="" helpurl="flash.ui:Keyboard:numLock:get" playername=""/>
						<string name="physicalKeyboardType" object="[flash.ui.Keyboard]" text=".physicalKeyboardType" tiptext="指出電腦或裝置提供的實體鍵盤類型 (如果有的話)。" version="" helpurl="flash.ui:Keyboard:physicalKeyboardType:get" playername=""/>
					</folder>
				</folder>
				<folder name="KeyboardType" id="[flash.ui.KeyboardType]" sort="true" index="true" asAncestors="Object" tiptext="KeyboardType 類別是列舉類別，可以提供實體電腦或裝置鍵盤的不同類別的值。" helpurl="flash.ui:KeyboardType">
					<folder name="屬性" id="Properties" tiptext="KeyboardType 類別的屬性" helpurl="flash.ui:KeyboardType">
						<string name="ALPHANUMERIC" object="[flash.ui.KeyboardType]" text="KeyboardType.ALPHANUMERIC" constant="true" tiptext="具有完整數字與字母的標準鍵盤。" version="" helpurl="flash.ui:KeyboardType:ALPHANUMERIC" playername=""/>
						<string name="KEYPAD" object="[flash.ui.KeyboardType]" text="KeyboardType.KEYPAD" constant="true" tiptext="12 個按鈕的電話式鍵台。" version="" helpurl="flash.ui:KeyboardType:KEYPAD" playername=""/>
						<string name="NONE" object="[flash.ui.KeyboardType]" text="KeyboardType.NONE" constant="true" tiptext="不支援實體鍵盤。" version="" helpurl="flash.ui:KeyboardType:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="KeyLocation" id="[flash.ui.KeyLocation]" sort="true" index="true" asAncestors="Object" tiptext="KeyLocation 類別包含會指出鍵盤或是類似鍵盤的輸入裝置上按下之按鍵位置的常數。" helpurl="flash.ui:KeyLocation">
					<folder name="屬性" id="Properties" tiptext="KeyLocation 類別的屬性" helpurl="flash.ui:KeyLocation">
						<string name="D_PAD" object="[flash.ui.KeyLocation]" text="KeyLocation.D_PAD" constant="true" tiptext="指出按鍵啟動源自於輸入裝置的方向鍵台。" version="" helpurl="flash.ui:KeyLocation:D_PAD" playername="AIR"/>
						<string name="LEFT" object="[flash.ui.KeyLocation]" text="KeyLocation.LEFT" constant="true" tiptext="指出啟動的按鍵位於左按鍵位置 (此按鍵有一個以上的可能位置)。" version="" helpurl="flash.ui:KeyLocation:LEFT" playername=""/>
						<string name="NUM_PAD" object="[flash.ui.KeyLocation]" text="KeyLocation.NUM_PAD" constant="true" tiptext="指出按鍵啟動源自於數字鍵台，或是對應於數字鍵台的虛擬按鍵。" version="" helpurl="flash.ui:KeyLocation:NUM_PAD" playername=""/>
						<string name="RIGHT" object="[flash.ui.KeyLocation]" text="KeyLocation.RIGHT" constant="true" tiptext="指出啟動的按鍵位於右按鍵位置 (此按鍵有一個以上的可能位置)。" version="" helpurl="flash.ui:KeyLocation:RIGHT" playername=""/>
						<string name="STANDARD" object="[flash.ui.KeyLocation]" text="KeyLocation.STANDARD" constant="true" tiptext="指出按鍵啟動未區分為按鍵的左或右版本，而且不源自於數字鍵台 (或是不源自於對應數字鍵台的虛擬按鍵)。" version="" helpurl="flash.ui:KeyLocation:STANDARD" playername=""/>
					</folder>
				</folder>
				<folder name="Mouse" id="[flash.ui.Mouse]" sort="true" index="true" asAncestors="Object" tiptext="" helpurl="flash.ui:Mouse">
					<folder name="方法" id="Methods" tiptext="Mouse 類別的方法" helpurl="flash.ui:Mouse">
						<string name="hide" object="[flash.ui.Mouse]" text="Mouse.hide(%%):void" static="true" tiptext="隱藏指標。" version="9" helpurl="flash.ui:Mouse:hide" playername=""/>
						<string name="registerCursor" object="[flash.ui.Mouse]" text="Mouse.registerCursor(%名稱:String,游標:flash.ui:MouseCursorData%):void" static="true" tiptext="使用指定資料在指定名稱下註冊原生游標。" version="1.5" helpurl="flash.ui:Mouse:registerCursor" playername=""/>
						<string name="show" object="[flash.ui.Mouse]" text="Mouse.show(%%):void" static="true" tiptext="顯示指標。" version="9" helpurl="flash.ui:Mouse:show" playername=""/>
						<string name="unregisterCursor" object="[flash.ui.Mouse]" text="Mouse.unregisterCursor(%名稱:String%):void" static="true" tiptext="使用指定的名稱取消註冊原生游標。" version="1.5" helpurl="flash.ui:Mouse:unregisterCursor" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Mouse 類別的屬性" helpurl="flash.ui:Mouse">
						<string name="cursor" object="[flash.ui.Mouse]" text=".cursor" tiptext="游標類型或是適用於原生游標、游標名稱。" version="" helpurl="flash.ui:Mouse:cursor:get" playername=""/>
						<string name="supportsCursor" object="[flash.ui.Mouse]" text=".supportsCursor" tiptext="指出電腦或裝置是否顯示永久性游標。" version="" helpurl="flash.ui:Mouse:supportsCursor:get" playername=""/>
						<string name="supportsNativeCursor" object="[flash.ui.Mouse]" text=".supportsNativeCursor" tiptext="指出目前的設定是否支援原生游標。" version="" helpurl="flash.ui:Mouse:supportsNativeCursor:get" playername=""/>
					</folder>
				</folder>
				<folder name="MouseCursor" id="[flash.ui.MouseCursor]" sort="true" index="true" asAncestors="Object" tiptext="MouseCursor 類別是用於設定 Mouse 類別之 cursor 屬性的常數值列舉。" helpurl="flash.ui:MouseCursor">
					<folder name="屬性" id="Properties" tiptext="MouseCursor 類別的屬性" helpurl="flash.ui:MouseCursor">
						<string name="ARROW" object="[flash.ui.MouseCursor]" text="MouseCursor.ARROW" constant="true" tiptext="用來指定應該使用箭頭游標。" version="" helpurl="flash.ui:MouseCursor:ARROW" playername=""/>
						<string name="AUTO" object="[flash.ui.MouseCursor]" text="MouseCursor.AUTO" constant="true" tiptext="用來指定應該根據滑鼠下方的物件來自動選取游標。" version="" helpurl="flash.ui:MouseCursor:AUTO" playername=""/>
						<string name="BUTTON" object="[flash.ui.MouseCursor]" text="MouseCursor.BUTTON" constant="true" tiptext="用來指定應該使用按下按鈕的手掌游標。" version="" helpurl="flash.ui:MouseCursor:BUTTON" playername=""/>
						<string name="HAND" object="[flash.ui.MouseCursor]" text="MouseCursor.HAND" constant="true" tiptext="用來指定應該使用拖曳手掌游標。" version="" helpurl="flash.ui:MouseCursor:HAND" playername=""/>
						<string name="IBEAM" object="[flash.ui.MouseCursor]" text="MouseCursor.IBEAM" constant="true" tiptext="用來指定應該使用 I-beam 游標。" version="" helpurl="flash.ui:MouseCursor:IBEAM" playername=""/>
					</folder>
				</folder>
				<folder name="MouseCursorData" id="[flash.ui.MouseCursorData]" sort="true" index="true" asAncestors="Object" tiptext="MouseCursorData 類別提供的資料存取子，可定義原生滑鼠游標、其目前感應區以及其顯示影格速率的外觀。" helpurl="flash.ui:MouseCursorData">
					<folder name="方法" id="Methods" tiptext="MouseCursorData 類別的方法" helpurl="flash.ui:MouseCursorData">
						<string name="MouseCursorData" object="[flash.ui.MouseCursorData]" text="new MouseCursorData(%%)" constructor="true" tiptext="建構函式。" version="2.6" helpurl="flash.ui:MouseCursorData:MouseCursorData" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="MouseCursorData 類別的屬性" helpurl="flash.ui:MouseCursorData">
						<string name="data" object="[flash.ui.MouseCursorData]" text=".data" tiptext="設定或取得滑鼠圖示點陣圖。" version="" helpurl="flash.ui:MouseCursorData:data:get" playername=""/>
						<string name="frameRate" object="[flash.ui.MouseCursorData]" text=".frameRate" tiptext="設定或取得滑鼠影格速率。" version="" helpurl="flash.ui:MouseCursorData:frameRate:get" playername=""/>
						<string name="hotSpot" object="[flash.ui.MouseCursorData]" text=".hotSpot" tiptext="設定或取得代表目前滑鼠選取範圍的點或是感應區。" version="" helpurl="flash.ui:MouseCursorData:hotSpot:get" playername=""/>
					</folder>
				</folder>
				<folder name="Multitouch" id="[flash.ui.Multitouch]" sort="true" index="true" asAncestors="Object" tiptext="Multitouch 類別管理並提供目前環境對於處理使用者輸入裝置接觸的支援，包括具有二個或更多觸控點的接觸 (例如，在觸控螢幕上使用者的多支手指)。" helpurl="flash.ui:Multitouch">
					<folder name="屬性" id="Properties" tiptext="Multitouch 類別的屬性" helpurl="flash.ui:Multitouch">
						<string name="inputMode" object="[flash.ui.Multitouch]" text=".inputMode" tiptext="識別處理觸控與動作事件的多重觸控模式。" version="" helpurl="flash.ui:Multitouch:inputMode:get" playername=""/>
						<string name="maxTouchPoints" object="[flash.ui.Multitouch]" text=".maxTouchPoints" tiptext="目前環境支援的同時觸控點數目上限。" version="" helpurl="flash.ui:Multitouch:maxTouchPoints:get" playername=""/>
						<string name="supportedGestures" object="[flash.ui.Multitouch]" text=".supportedGestures" tiptext="目前環境支援的多重觸控接觸類型向量陣列 (字串值的陣列類型)。" version="" helpurl="flash.ui:Multitouch:supportedGestures:get" playername=""/>
						<string name="supportsGestureEvents" object="[flash.ui.Multitouch]" text=".supportsGestureEvents" tiptext="指出目前的環境是否支援動作輸入，例如在觸控螢幕上旋轉兩根手指。" version="" helpurl="flash.ui:Multitouch:supportsGestureEvents:get" playername=""/>
						<string name="supportsTouchEvents" object="[flash.ui.Multitouch]" text=".supportsTouchEvents" tiptext="指出目前的環境是否支援基本觸控輸入，例如單一手指點一下。" version="" helpurl="flash.ui:Multitouch:supportsTouchEvents:get" playername=""/>
					</folder>
				</folder>
				<folder name="MultitouchInputMode" id="[flash.ui.MultitouchInputMode]" sort="true" index="true" asAncestors="Object" tiptext="MultitouchInputMode 類別可提供 flash.ui.Multitouch 類別的 inputMode 屬性值。" helpurl="flash.ui:MultitouchInputMode">
					<folder name="屬性" id="Properties" tiptext="MultitouchInputMode 類別的屬性" helpurl="flash.ui:MultitouchInputMode">
						<string name="GESTURE" object="[flash.ui.MultitouchInputMode]" text="MultitouchInputMode.GESTURE" constant="true" tiptext="指定會為目前環境支援的相關使用者互動來傳送 TransformGestureEvent、PressAndTapGestureEvent 和 GestureEvent 事件，而其他觸控事件 (例如手指點一下) 會解譯成滑鼠事件。" version="" helpurl="flash.ui:MultitouchInputMode:GESTURE" playername=""/>
						<string name="NONE" object="[flash.ui.MultitouchInputMode]" text="MultitouchInputMode.NONE" constant="true" tiptext="指定所有使用者與觸控裝置的接觸，會解譯成滑鼠事件類型。" version="" helpurl="flash.ui:MultitouchInputMode:NONE" playername=""/>
						<string name="TOUCH_POINT" object="[flash.ui.MultitouchInputMode]" text="MultitouchInputMode.TOUCH_POINT" constant="true" tiptext="指定只針對基本觸控事件傳送事件，例如單一手指點一下。" version="" helpurl="flash.ui:MultitouchInputMode:TOUCH_POINT" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.utils" id="flash.utils" sort="true" tiptext="flash.utils 套件的類別" helpurl="flash.utils">
				<folder name="ByteArray" id="[flash.utils.ByteArray]" sort="true" index="true" asAncestors="Object" tiptext="ByteArray 類別可提供方法和屬性，以便對讀取、寫入及使用二進位資料的動作進行最佳化。" helpurl="flash.utils:ByteArray">
					<folder name="方法" id="Methods" tiptext="ByteArray 類別的方法" helpurl="flash.utils:ByteArray">
						<string name="ByteArray" object="[flash.utils.ByteArray]" text="new ByteArray(%%)" constructor="true" tiptext="建立代表位元組之封裝陣列的 ByteArray 實體，如此您便能使用此類別中的方法和屬性來最佳化資料儲存與串流。" version="4" helpurl="flash.utils:ByteArray:ByteArray" playername=""/>
						<string name="clear" object="[flash.utils.ByteArray]" text=".clear(%%):void" tiptext="清除位元組陣列的內容，然後將 length 與 position 屬性重設為 0。" version="4" helpurl="flash.utils:ByteArray:clear" playername=""/>
						<string name="compress" object="[flash.utils.ByteArray]" text=".compress(%[演算法:String=unknown]%):void" tiptext="壓縮位元組陣列。" version="9" helpurl="flash.utils:ByteArray:compress" playername=""/>
						<string name="deflate" object="[flash.utils.ByteArray]" text=".deflate(%%):void" tiptext="使用 deflate 壓縮演算法來壓縮位元組陣列。" version="4" helpurl="flash.utils:ByteArray:deflate" playername=""/>
						<string name="inflate" object="[flash.utils.ByteArray]" text=".inflate(%%):void" tiptext="使用 deflate 壓縮演算法來解壓縮位元組陣列。" version="10" helpurl="flash.utils:ByteArray:inflate" playername=""/>
						<string name="readBoolean" object="[flash.utils.ByteArray]" text=".readBoolean(%%):Boolean" tiptext="從位元組串流讀取 Boolean 值。" version="4" helpurl="flash.utils:ByteArray:readBoolean" playername=""/>
						<string name="readByte" object="[flash.utils.ByteArray]" text=".readByte(%%):int" tiptext="從位元組串流讀取具有正負號的位元組。" version="4" helpurl="flash.utils:ByteArray:readByte" playername=""/>
						<string name="readBytes" object="[flash.utils.ByteArray]" text=".readBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從位元組串流讀取資料位元組的數目 (由 length 參數指定)。" version="4" helpurl="flash.utils:ByteArray:readBytes" playername=""/>
						<string name="readDouble" object="[flash.utils.ByteArray]" text=".readDouble(%%):Number" tiptext="從位元組串流讀取 IEEE 754 雙精度 (64 位元) 浮點數。" version="4" helpurl="flash.utils:ByteArray:readDouble" playername=""/>
						<string name="readFloat" object="[flash.utils.ByteArray]" text=".readFloat(%%):Number" tiptext="從位元組串流讀取 IEEE 754 單精度 (32 位元) 浮點數。" version="4" helpurl="flash.utils:ByteArray:readFloat" playername=""/>
						<string name="readInt" object="[flash.utils.ByteArray]" text=".readInt(%%):int" tiptext="從位元組串流讀取具有正負號的 32 位元整數。" version="4" helpurl="flash.utils:ByteArray:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.utils.ByteArray]" text=".readMultiByte(%長度:uint,字元組:String%):String" tiptext="使用指定的字元集，從資料串流讀取指定長度的多位元組字串。" version="4" helpurl="flash.utils:ByteArray:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.utils.ByteArray]" text=".readObject(%%)" tiptext="從位元組陣列讀取物件，並以 AMF 序列化格式編碼。" version="4" helpurl="flash.utils:ByteArray:readObject" playername=""/>
						<string name="readShort" object="[flash.utils.ByteArray]" text=".readShort(%%):int" tiptext="從位元組串流讀取具有正負號的 16 位元整數。" version="4" helpurl="flash.utils:ByteArray:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.utils.ByteArray]" text=".readUTFBytes(%長度:uint%):String" tiptext="從位元組串流讀取由 length 參數指定的 UTF-8 位元組序列，並傳回字串。" version="4" helpurl="flash.utils:ByteArray:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.utils.ByteArray]" text=".readUTF(%%):String" tiptext="從位元組串流讀取 UTF-8 字串。" version="4" helpurl="flash.utils:ByteArray:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.utils.ByteArray]" text=".readUnsignedByte(%%):uint" tiptext="從位元組串流讀取無正負號的位元組。" version="4" helpurl="flash.utils:ByteArray:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.utils.ByteArray]" text=".readUnsignedInt(%%):uint" tiptext="從位元組串流讀取無正負號的 32 位元整數。" version="4" helpurl="flash.utils:ByteArray:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.utils.ByteArray]" text=".readUnsignedShort(%%):uint" tiptext="從位元組串流讀取無正負號的 16 位元整數。" version="4" helpurl="flash.utils:ByteArray:readUnsignedShort" playername=""/>
						<string name="toString" object="[flash.utils.ByteArray]" text=".toString(%%):String" tiptext="將位元組陣列轉換為字串。" version="4" helpurl="flash.utils:ByteArray:toString" playername=""/>
						<string name="uncompress" object="[flash.utils.ByteArray]" text=".uncompress(%[演算法:String=unknown]%):void" tiptext="解壓縮位元組陣列。" version="4" helpurl="flash.utils:ByteArray:uncompress" playername=""/>
						<string name="writeBoolean" object="[flash.utils.ByteArray]" text=".writeBoolean(%值:Boolean%):void" tiptext="寫入 Boolean 值。" version="4" helpurl="flash.utils:ByteArray:writeBoolean" playername=""/>
						<string name="writeByte" object="[flash.utils.ByteArray]" text=".writeByte(%值:int%):void" tiptext="將位元組寫入位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeByte" playername=""/>
						<string name="writeBytes" object="[flash.utils.ByteArray]" text=".writeBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從指定的位元組陣列 bytes，將 length 個位元組的序列，從 offset (從零開始的索引) 個位元組之後寫入至位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeBytes" playername=""/>
						<string name="writeDouble" object="[flash.utils.ByteArray]" text=".writeDouble(%值:Number%):void" tiptext="將 IEEE 754 雙精度 (64 位元) 浮點數寫入位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeDouble" playername=""/>
						<string name="writeFloat" object="[flash.utils.ByteArray]" text=".writeFloat(%值:Number%):void" tiptext="將 IEEE 754 單精度 (32 位元) 浮點數寫入位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeFloat" playername=""/>
						<string name="writeInt" object="[flash.utils.ByteArray]" text=".writeInt(%值:int%):void" tiptext="將具有正負號的整數寫入 32 位元的位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeInt" playername=""/>
						<string name="writeMultiByte" object="[flash.utils.ByteArray]" text=".writeMultiByte(%值:String,字元組:String%):void" tiptext="使用指定的字元集，將多位元組字串寫入位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeMultiByte" playername=""/>
						<string name="writeObject" object="[flash.utils.ByteArray]" text=".writeObject(%物件:*%):void" tiptext="以 AMF 序列化格式，將物件寫入位元組陣列。" version="4" helpurl="flash.utils:ByteArray:writeObject" playername=""/>
						<string name="writeShort" object="[flash.utils.ByteArray]" text=".writeShort(%值:int%):void" tiptext="將 16 位元整數寫入位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeShort" playername=""/>
						<string name="writeUTFBytes" object="[flash.utils.ByteArray]" text=".writeUTFBytes(%值:String%):void" tiptext="將 UTF-8 字串寫入位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeUTFBytes" playername=""/>
						<string name="writeUTF" object="[flash.utils.ByteArray]" text=".writeUTF(%值:String%):void" tiptext="將 UTF-8 字串寫入位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeUTF" playername=""/>
						<string name="writeUnsignedInt" object="[flash.utils.ByteArray]" text=".writeUnsignedInt(%值:uint%):void" tiptext="將無正負號的整數寫入 32 位元的位元組串流。" version="4" helpurl="flash.utils:ByteArray:writeUnsignedInt" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ByteArray 類別的屬性" helpurl="flash.utils:ByteArray">
						<string name="bytesAvailable" object="[flash.utils.ByteArray]" text=".bytesAvailable" tiptext="可從陣列位元組中的目前位置，讀取到陣列結尾之資料的位元組數。" version="" helpurl="flash.utils:ByteArray:bytesAvailable:get" playername=""/>
						<string name="defaultObjectEncoding" object="[flash.utils.ByteArray]" text=".defaultObjectEncoding" tiptext="代表針對 ByteArray 類別加以編碼的預設物件，以便用於新的 ByteArray 實體。" version="" helpurl="flash.utils:ByteArray:defaultObjectEncoding:get" playername=""/>
						<string name="endian" object="[flash.utils.ByteArray]" text=".endian" tiptext="變更或讀取資料的位元組順序，可能是 Endian.BIG_ENDIAN 或 Endian.LITTLE_ENDIAN。" version="" helpurl="flash.utils:ByteArray:endian:get" playername=""/>
						<string name="length" object="[flash.utils.ByteArray]" text=".length" tiptext="ByteArray 物件的長度，以位元組為單位。" version="" helpurl="flash.utils:ByteArray:length:get" playername=""/>
						<string name="objectEncoding" object="[flash.utils.ByteArray]" text=".objectEncoding" tiptext="用來決定在寫入或讀取 ByteArray 實體時，應該使用 ActionScript 3.0、ActionScript 2.0 或 ActionScript 1.0 格式。" version="" helpurl="flash.utils:ByteArray:objectEncoding:get" playername=""/>
						<string name="position" object="[flash.utils.ByteArray]" text=".position" tiptext="將指入 ByteArray 物件的檔案指標，移動或返回到目前的位置 (以位元組為單位)。" version="" helpurl="flash.utils:ByteArray:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="CompressionAlgorithm" id="[flash.utils.CompressionAlgorithm]" sort="true" index="true" asAncestors="Object" tiptext="CompressionAlgorithm 類別替壓縮與不壓縮選項的名稱定義字串常數。" helpurl="flash.utils:CompressionAlgorithm">
					<folder name="屬性" id="Properties" tiptext="CompressionAlgorithm 類別的屬性" helpurl="flash.utils:CompressionAlgorithm">
						<string name="DEFLATE" object="[flash.utils.CompressionAlgorithm]" text="CompressionAlgorithm.DEFLATE" constant="true" tiptext="定義做為 deflate 壓縮演算法使用的字串。" version="" helpurl="flash.utils:CompressionAlgorithm:DEFLATE" playername="AIR"/>
						<string name="ZLIB" object="[flash.utils.CompressionAlgorithm]" text="CompressionAlgorithm.ZLIB" constant="true" tiptext="定義做為 zlib 壓縮演算法使用的字串。" version="" helpurl="flash.utils:CompressionAlgorithm:ZLIB" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Dictionary" id="[flash.utils.Dictionary]" sort="true" index="true" asAncestors="Object" tiptext="Dictionary 類別能讓您建立屬性的動態集合，該集合會對識別碼比較使用嚴謹相等 (===)。" helpurl="flash.utils:Dictionary">
					<folder name="方法" id="Methods" tiptext="Dictionary 類別的方法" helpurl="flash.utils:Dictionary">
						<string name="Dictionary" object="[flash.utils.Dictionary]" text="new Dictionary(%[弱識別碼:Boolean=false]%)" constructor="true" tiptext="建立新的 Dictionary 物件。" version="4" helpurl="flash.utils:Dictionary:Dictionary" playername=""/>
					</folder>
				</folder>
				<folder name="Endian" id="[flash.utils.Endian]" sort="true" index="true" asAncestors="Object" tiptext="Endian 類別包含多個值，代表用來表示多位元組數字的位元組順序。" helpurl="flash.utils:Endian">
					<folder name="屬性" id="Properties" tiptext="Endian 類別的屬性" helpurl="flash.utils:Endian">
						<string name="BIG_ENDIAN" object="[flash.utils.Endian]" text="Endian.BIG_ENDIAN" constant="true" tiptext="指出多位元組數字的最高位元組，該位元組會最先出現在位元組序列中。" version="" helpurl="flash.utils:Endian:BIG_ENDIAN" playername=""/>
						<string name="LITTLE_ENDIAN" object="[flash.utils.Endian]" text="Endian.LITTLE_ENDIAN" constant="true" tiptext="指出多位元組數字的最低位元組，該位元組會最先出現在位元組序列中。" version="" helpurl="flash.utils:Endian:LITTLE_ENDIAN" playername=""/>
					</folder>
				</folder>
				<folder name="IDataInput" id="[flash.utils.IDataInput]" sort="true" index="true" tiptext="IDataInput 介面會提供一組方法，以讀取二進位資料。" helpurl="flash.utils:IDataInput">
					<folder name="方法" id="Methods" tiptext="IDataInput 類別的方法" helpurl="flash.utils:IDataInput">
						<string name="readBoolean" object="[flash.utils.IDataInput]" text=".readBoolean(%%):Boolean" tiptext="從檔案串流、位元組串流或位元組陣列讀取 Boolean 值。" version="4" helpurl="flash.utils:IDataInput:readBoolean" playername=""/>
						<string name="readByte" object="[flash.utils.IDataInput]" text=".readByte(%%):int" tiptext="從檔案串流、位元組串流或位元組陣列讀取具有正負號的位元組。" version="4" helpurl="flash.utils:IDataInput:readByte" playername=""/>
						<string name="readBytes" object="[flash.utils.IDataInput]" text=".readBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從檔案串流、位元組串流或位元組陣列，讀取資料位元組的數目 (由 length 參數指定)。" version="4" helpurl="flash.utils:IDataInput:readBytes" playername=""/>
						<string name="readDouble" object="[flash.utils.IDataInput]" text=".readDouble(%%):Number" tiptext="從檔案串流、位元組串流或位元組陣列讀取 IEEE 754 雙精度浮點數。" version="4" helpurl="flash.utils:IDataInput:readDouble" playername=""/>
						<string name="readFloat" object="[flash.utils.IDataInput]" text=".readFloat(%%):Number" tiptext="從檔案串流、位元組串流或位元組陣列讀取 IEEE 754 單精度浮點數。" version="4" helpurl="flash.utils:IDataInput:readFloat" playername=""/>
						<string name="readInt" object="[flash.utils.IDataInput]" text=".readInt(%%):int" tiptext="從檔案串流、位元組串流或位元組陣列讀取具有正負號的 32 位元整數。" version="4" helpurl="flash.utils:IDataInput:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.utils.IDataInput]" text=".readMultiByte(%長度:uint,字元組:String%):String" tiptext="使用指定的字元集，從檔案串流、位元組串流或位元組陣列讀取指定長度的多位元組字串。" version="4" helpurl="flash.utils:IDataInput:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.utils.IDataInput]" text=".readObject(%%)" tiptext="從檔案串流、位元組串流或位元組陣列讀取物件，並以 AMF 序列化格式編碼。" version="4" helpurl="flash.utils:IDataInput:readObject" playername=""/>
						<string name="readShort" object="[flash.utils.IDataInput]" text=".readShort(%%):int" tiptext="從檔案串流、位元組串流或位元組陣列讀取具有正負號的 16 位元整數。" version="4" helpurl="flash.utils:IDataInput:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.utils.IDataInput]" text=".readUTFBytes(%長度:uint%):String" tiptext="從位元組串流或位元組陣列讀取 UTF-8 位元組的序列，並傳回字串。" version="4" helpurl="flash.utils:IDataInput:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.utils.IDataInput]" text=".readUTF(%%):String" tiptext="從檔案串流、位元組串流或位元組陣列讀取 UTF-8 字串。" version="4" helpurl="flash.utils:IDataInput:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.utils.IDataInput]" text=".readUnsignedByte(%%):uint" tiptext="從檔案串流、位元組串流或位元組陣列讀取無正負號的位元組。" version="4" helpurl="flash.utils:IDataInput:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.utils.IDataInput]" text=".readUnsignedInt(%%):uint" tiptext="從檔案串流、位元組串流或位元組陣列讀取無正負號的 32 位元整數。" version="4" helpurl="flash.utils:IDataInput:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.utils.IDataInput]" text=".readUnsignedShort(%%):uint" tiptext="從檔案串流、位元組串流或位元組陣列讀取無正負號的 16 位元整數。" version="4" helpurl="flash.utils:IDataInput:readUnsignedShort" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IDataInput 類別的屬性" helpurl="flash.utils:IDataInput">
						<string name="bytesAvailable" object="[flash.utils.IDataInput]" text=".bytesAvailable" tiptext="傳回可在輸入緩衝區中讀取之資料的位元組數。" version="" helpurl="flash.utils:IDataInput:bytesAvailable:get" playername=""/>
						<string name="endian" object="[flash.utils.IDataInput]" text=".endian" tiptext="資料的位元組順序，會是 Endian 類別的 BIG_ENDIAN 或 LITTLE_ENDIAN 常數。" version="" helpurl="flash.utils:IDataInput:endian:get" playername=""/>
						<string name="objectEncoding" object="[flash.utils.IDataInput]" text=".objectEncoding" tiptext="用於判定當使用 readObject() 方法來寫入或讀取二進位資料時，是否使用 AMF3 或 AMF0 格式。" version="" helpurl="flash.utils:IDataInput:objectEncoding:get" playername=""/>
					</folder>
				</folder>
				<folder name="IDataOutput" id="[flash.utils.IDataOutput]" sort="true" index="true" tiptext="IDataOutput 介面會提供一組方法，以寫入二進位資料。" helpurl="flash.utils:IDataOutput">
					<folder name="方法" id="Methods" tiptext="IDataOutput 類別的方法" helpurl="flash.utils:IDataOutput">
						<string name="writeBoolean" object="[flash.utils.IDataOutput]" text=".writeBoolean(%值:Boolean%):void" tiptext="寫入 Boolean 值。" version="4" helpurl="flash.utils:IDataOutput:writeBoolean" playername=""/>
						<string name="writeByte" object="[flash.utils.IDataOutput]" text=".writeByte(%值:int%):void" tiptext="寫入位元組。" version="4" helpurl="flash.utils:IDataOutput:writeByte" playername=""/>
						<string name="writeBytes" object="[flash.utils.IDataOutput]" text=".writeBytes(%位元組:flash.utils:ByteArray[,偏移:uint=0,長度:uint=0]%):void" tiptext="從指定的位元組陣列、位元組，根據 offset  (使用從零開始的索引) 指定的開頭，以及 length 指定的長度，將一系列的位元組寫入檔案串流、位元組串流或位元組陣列。" version="4" helpurl="flash.utils:IDataOutput:writeBytes" playername=""/>
						<string name="writeDouble" object="[flash.utils.IDataOutput]" text=".writeDouble(%值:Number%):void" tiptext="寫入 IEEE 754 雙精度 (64 位元) 浮點數。" version="4" helpurl="flash.utils:IDataOutput:writeDouble" playername=""/>
						<string name="writeFloat" object="[flash.utils.IDataOutput]" text=".writeFloat(%值:Number%):void" tiptext="寫入 IEEE 754 單精度 (32 位元) 浮點數。" version="4" helpurl="flash.utils:IDataOutput:writeFloat" playername=""/>
						<string name="writeInt" object="[flash.utils.IDataOutput]" text=".writeInt(%值:int%):void" tiptext="寫入 32 位元的具有正負號整數。" version="4" helpurl="flash.utils:IDataOutput:writeInt" playername=""/>
						<string name="writeMultiByte" object="[flash.utils.IDataOutput]" text=".writeMultiByte(%值:String,字元組:String%):void" tiptext="使用指定的字元集，將多位元組字串寫入檔案串流、位元組串流或位元組陣列。" version="4" helpurl="flash.utils:IDataOutput:writeMultiByte" playername=""/>
						<string name="writeObject" object="[flash.utils.IDataOutput]" text=".writeObject(%物件:*%):void" tiptext="以 AMF 序列化格式，將物件寫入檔案串流、位元組串流或位元組陣列。" version="4" helpurl="flash.utils:IDataOutput:writeObject" playername=""/>
						<string name="writeShort" object="[flash.utils.IDataOutput]" text=".writeShort(%值:int%):void" tiptext="寫入 16 位元整數。" version="4" helpurl="flash.utils:IDataOutput:writeShort" playername=""/>
						<string name="writeUTFBytes" object="[flash.utils.IDataOutput]" text=".writeUTFBytes(%值:String%):void" tiptext="寫入 UTF-8 字串。" version="4" helpurl="flash.utils:IDataOutput:writeUTFBytes" playername=""/>
						<string name="writeUTF" object="[flash.utils.IDataOutput]" text=".writeUTF(%值:String%):void" tiptext="將 UTF-8 字串寫入檔案串流、位元組串流或位元組陣列。" version="4" helpurl="flash.utils:IDataOutput:writeUTF" playername=""/>
						<string name="writeUnsignedInt" object="[flash.utils.IDataOutput]" text=".writeUnsignedInt(%值:uint%):void" tiptext="寫入 32 位元的無正負號整數。" version="4" helpurl="flash.utils:IDataOutput:writeUnsignedInt" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IDataOutput 類別的屬性" helpurl="flash.utils:IDataOutput">
						<string name="endian" object="[flash.utils.IDataOutput]" text=".endian" tiptext="資料的位元組順序，會是 Endian 類別的 BIG_ENDIAN 或 LITTLE_ENDIAN 常數。" version="" helpurl="flash.utils:IDataOutput:endian:get" playername=""/>
						<string name="objectEncoding" object="[flash.utils.IDataOutput]" text=".objectEncoding" tiptext="用於判定當使用 writeObject() 方法來寫入或讀取二進位資料時，是否使用 AMF3 或 AMF0 格式。" version="" helpurl="flash.utils:IDataOutput:objectEncoding:get" playername=""/>
					</folder>
				</folder>
				<folder name="IExternalizable" id="[flash.utils.IExternalizable]" sort="true" index="true" tiptext="IExternalizable 介面可提供對於類別之序列化 (當編碼成為資料串流時) 的控制。" helpurl="flash.utils:IExternalizable">
					<folder name="方法" id="Methods" tiptext="IExternalizable 類別的方法" helpurl="flash.utils:IExternalizable">
						<string name="readExternal" object="[flash.utils.IExternalizable]" text=".readExternal(%輸入:flash.utils:IDataInput%):void" tiptext="類別會藉由呼叫 IDataInput 介面的方法，實作此方法以便從資料串流對本身進行解碼。" version="4" helpurl="flash.utils:IExternalizable:readExternal" playername=""/>
						<string name="writeExternal" object="[flash.utils.IExternalizable]" text=".writeExternal(%輸出:flash.utils:IDataOutput%):void" tiptext="類別會藉由呼叫 IDataOutput 介面的方法，實作此方法以便將本身編碼為資料串流。" version="4" helpurl="flash.utils:IExternalizable:writeExternal" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.utils 套件的方法" helpurl="flash.utils">
					<string name="describeType" text="describeType(%值:*%):XML" tiptext="產生 XML 物件，說明命名為方法之參數的 ActionScript 物件。" version="4" helpurl="flash.utils:describeType" playername=""/>
					<string name="escapeMultiByte" text="escapeMultiByte(%值:String%):String" tiptext="根據 System.useCodePage 的值，傳回編碼為 UTF-8 或系統字碼頁之輸入字串的逸出副本。" version="4" helpurl="flash.utils:escapeMultiByte" playername=""/>
					<string name="getDefinitionByName" text="getDefinitionByName(%名稱:String%):Object" tiptext="傳回 name 參數所指定之類別的類別物件參照。" version="4" helpurl="flash.utils:getDefinitionByName" playername=""/>
					<string name="getQualifiedClassName" text="getQualifiedClassName(%值:*%):String" tiptext="傳回物件的完整類別名稱。" version="4" helpurl="flash.utils:getQualifiedClassName" playername=""/>
					<string name="getQualifiedSuperclassName" text="getQualifiedSuperclassName(%值:*%):String" tiptext="傳回物件 (由值參數指定) 之基底類別的完整類別名稱。" version="4" helpurl="flash.utils:getQualifiedSuperclassName" playername=""/>
					<string name="getTimer" text="getTimer(%%):int" tiptext="用於計算相對時間。" version="4" helpurl="flash.utils:getTimer" playername=""/>
					<string name="unescapeMultiByte" text="unescapeMultiByte(%值:String%):String" tiptext="根據 System.useCodePage 的值，傳回透過系統字碼頁或 UTF-8 解碼之輸入字串的不逸出副本。" version="4" helpurl="flash.utils:unescapeMultiByte" playername=""/>
					<string name="clearInterval" text="clearInterval(%id:uint%):void" tiptext="取消指定的 setInterval() 呼叫。" version="9" helpurl="flash.utils:clearInterval" playername=""/>
					<string name="clearTimeout" text="clearTimeout(%id:uint%):void" tiptext="取消指定的 setTimeout() 呼叫。" version="9" helpurl="flash.utils:clearTimeout" playername=""/>
					<string name="setInterval" text="setInterval(%結束:Function,延遲:Number,引數:長度不定的引數%):uint" tiptext="在指定的間隔 (以毫秒為單位) 執行函數。" version="9" helpurl="flash.utils:setInterval" playername=""/>
					<string name="setTimeout" text="setTimeout(%關閉:Function,延誤:Number,參數:長度不定的引數%):uint" tiptext="在指定的延遲時間 (以毫秒為單位) 後執行指定的函數。" version="9" helpurl="flash.utils:setTimeout" playername=""/>
				</folder>
				<folder name="Proxy" id="[flash.utils.Proxy]" sort="true" index="true" asAncestors="Object" tiptext="Proxy 類別可讓您覆寫 ActionScript 作業 (例如擷取和修改屬性) 對物件的預設行為。" helpurl="flash.utils:Proxy">
					<folder name="方法" id="Methods" tiptext="Proxy 類別的方法" helpurl="flash.utils:Proxy">
						<string name="callProperty" object="[flash.utils.Proxy]" text=".callProperty(%名稱:*,其他:長度不定的引數%)" tiptext="覆寫可呼叫為函數之物件屬性的行為。" version="4" helpurl="flash.utils:Proxy:callProperty" playername=""/>
						<string name="deleteProperty" object="[flash.utils.Proxy]" text=".deleteProperty(%名稱:*%):Boolean" tiptext="覆寫要求以刪除屬性。" version="4" helpurl="flash.utils:Proxy:deleteProperty" playername=""/>
						<string name="getDescendants" object="[flash.utils.Proxy]" text=".getDescendants(%名稱:*%)" tiptext="覆寫 descendant 運算子的使用。" version="4" helpurl="flash.utils:Proxy:getDescendants" playername=""/>
						<string name="getProperty" object="[flash.utils.Proxy]" text=".getProperty(%名稱:*%)" tiptext="覆寫對屬性值的任何要求。" version="4" helpurl="flash.utils:Proxy:getProperty" playername=""/>
						<string name="hasProperty" object="[flash.utils.Proxy]" text=".hasProperty(%名稱:*%):Boolean" tiptext="覆寫要求，以依據名稱檢查物件是否具有特定的屬性。" version="4" helpurl="flash.utils:Proxy:hasProperty" playername=""/>
						<string name="isAttribute" object="[flash.utils.Proxy]" text=".isAttribute(%名稱:*%):Boolean" tiptext="檢查提供的 QName 是否也會標記為屬性。" version="4" helpurl="flash.utils:Proxy:isAttribute" playername=""/>
						<string name="nextNameIndex" object="[flash.utils.Proxy]" text=".nextNameIndex(%索引:int%):int" tiptext="允許根據索引號碼列舉被代理之物件的屬性。" version="4" helpurl="flash.utils:Proxy:nextNameIndex" playername=""/>
						<string name="nextName" object="[flash.utils.Proxy]" text=".nextName(%索引:int%):String" tiptext="允許根據索引號碼列舉被代理之物件的屬性，以擷取屬性名稱。" version="4" helpurl="flash.utils:Proxy:nextName" playername=""/>
						<string name="nextValue" object="[flash.utils.Proxy]" text=".nextValue(%索引:int%)" tiptext="允許根據索引號碼列舉被代理之物件的屬性，以擷取屬性值。" version="4" helpurl="flash.utils:Proxy:nextValue" playername=""/>
						<string name="setProperty" object="[flash.utils.Proxy]" text=".setProperty(%名稱:*,值:*%):void" tiptext="覆寫呼叫以變更屬性的值。" version="4" helpurl="flash.utils:Proxy:setProperty" playername=""/>
					</folder>
				</folder>
				<folder name="Timer" id="[flash.utils.Timer]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Timer 類別是計時器介面，可讓您在指定的時間序列執行程式碼。" helpurl="flash.utils:Timer">
					<folder name="方法" id="Methods" tiptext="Timer 類別的方法" helpurl="flash.utils:Timer">
						<string name="Timer" object="[flash.utils.Timer]" text="new Timer(%延誤:Number[,重複計數:int=0]%)" constructor="true" tiptext="以指定的 delay 和 repeatCount 狀態建構新的 Timer 物件。" version="4" helpurl="flash.utils:Timer:Timer" playername=""/>
						<string name="reset" object="[flash.utils.Timer]" text=".reset(%%):void" tiptext="停止計時器 (如果計時器仍在執行)，並將 currentCount property 屬性設回 0，就像是碼表的重設按鈕一樣。" version="4" helpurl="flash.utils:Timer:reset" playername=""/>
						<string name="start" object="[flash.utils.Timer]" text=".start(%%):void" tiptext="啟動計時器 (如果計時器尚未執行)。" version="4" helpurl="flash.utils:Timer:start" playername=""/>
						<string name="stop" object="[flash.utils.Timer]" text=".stop(%%):void" tiptext="停止計時器。" version="4" helpurl="flash.utils:Timer:stop" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Timer 類別的屬性" helpurl="flash.utils:Timer">
						<string name="currentCount" object="[flash.utils.Timer]" text=".currentCount" tiptext="計時器自從零啟動後觸發的總次數。" version="" helpurl="flash.utils:Timer:currentCount:get" playername=""/>
						<string name="delay" object="[flash.utils.Timer]" text=".delay" tiptext="計時器事件彼此之間的延遲時間，以毫秒為單位。" version="" helpurl="flash.utils:Timer:delay:get" playername=""/>
						<string name="repeatCount" object="[flash.utils.Timer]" text=".repeatCount" tiptext="計時器設定執行的總次數。" version="" helpurl="flash.utils:Timer:repeatCount:get" playername=""/>
						<string name="running" object="[flash.utils.Timer]" text=".running" tiptext="計時器的目前狀態。如果計時器正在執行則為 true，否則為 false。" version="" helpurl="flash.utils:Timer:running:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Timer 類別的事件" helpurl="flash.utils:Timer">
						<string name="timerComplete" object="[flash.utils.Timer]" text=".addEventListener(%類型:String=TimerEvent.TIMER_COMPLETE{TimerEvent.TIMER_COMPLETE,TimerEvent.TIMER},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每當完成由 Timer.repeatCount 設定的要求數目時傳送。" version="" helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_COMPLETE_timerComplete" playername=""/>
						<string name="timer" object="[flash.utils.Timer]" text=".addEventListener(%類型:String=TimerEvent.TIMER{TimerEvent.TIMER_COMPLETE,TimerEvent.TIMER},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每當 Timer 物件達到根據 Timer.delay 屬性所指定的間隔時傳送。" version="" helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_timer" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.xml" id="flash.xml" sort="true" tiptext="flash.xml 套件的類別" helpurl="flash.xml">
				<folder name="XMLDocument" id="[flash.xml.XMLDocument]" sort="true" index="true" asAncestors="flash.xml:XMLNode,Object" tiptext="XMLDocument 類別代表存在於 ActionScript 2.0 中的舊版 XML 物件。" helpurl="flash.xml:XMLDocument">
					<folder name="方法" id="Methods" tiptext="XMLDocument 類別的方法" helpurl="flash.xml:XMLDocument">
						<string name="XMLDocument" object="[flash.xml.XMLDocument]" text="new XMLDocument(%[來源:String=null]%)" constructor="true" tiptext="建立新的 XMLDocument 物件。" version="4" helpurl="flash.xml:XMLDocument:XMLDocument" playername=""/>
						<string name="createElement" object="[flash.xml.XMLDocument]" text=".createElement(%名稱:String%):flash.xml:XMLNode" tiptext="以參數中指定的名稱，建立新的 XMLNode 物件。" version="4" helpurl="flash.xml:XMLDocument:createElement" playername=""/>
						<string name="createTextNode" object="[flash.xml.XMLDocument]" text=".createTextNode(%文字:String%):flash.xml:XMLNode" tiptext="以指定的文字，建立新的 XML 文字節點。" version="4" helpurl="flash.xml:XMLDocument:createTextNode" playername=""/>
						<string name="parseXML" object="[flash.xml.XMLDocument]" text=".parseXML(%來源:String%):void" tiptext="剖析值參數中指定的 XML 文字，並以產生的 XML 樹狀結構填入指定的 XMLDocument 物件。" version="4" helpurl="flash.xml:XMLDocument:parseXML" playername=""/>
						<string name="toString" object="[flash.xml.XMLDocument]" text=".toString(%%):String" tiptext="傳回 XML 物件的字串形式。" version="4" helpurl="flash.xml:XMLDocument:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="XMLDocument 類別的屬性" helpurl="flash.xml:XMLDocument">
						<string name="docTypeDecl" object="[flash.xml.XMLDocument]" text=".docTypeDecl" tiptext="指定有關 XML 文件之 DOCTYPE 宣告的資訊。" version="" helpurl="flash.xml:XMLDocument:docTypeDecl" playername=""/>
						<string name="idMap" object="[flash.xml.XMLDocument]" text=".idMap" tiptext="包含具有一個指定 ID 屬性的 XML 之節點的物件。" version="" helpurl="flash.xml:XMLDocument:idMap" playername=""/>
						<string name="ignoreWhite" object="[flash.xml.XMLDocument]" text=".ignoreWhite" tiptext="如果設定為 true，在解析處理中會捨棄只包含空白字元的文字節點。" version="" helpurl="flash.xml:XMLDocument:ignoreWhite" playername=""/>
						<string name="xmlDecl" object="[flash.xml.XMLDocument]" text=".xmlDecl" tiptext="指定文件之 XML 宣告相關資訊的字串。" version="" helpurl="flash.xml:XMLDocument:xmlDecl" playername=""/>
					</folder>
				</folder>
				<folder name="XMLNode" id="[flash.xml.XMLNode]" sort="true" index="true" asAncestors="Object" tiptext="XMLNode 類別代表存在於 ActionScript 2.0 中的舊版 XML 物件，此物件已在 ActionScript 3.0 中重新命名。" helpurl="flash.xml:XMLNode">
					<folder name="方法" id="Methods" tiptext="XMLNode 類別的方法" helpurl="flash.xml:XMLNode">
						<string name="XMLNode" object="[flash.xml.XMLNode]" text="new XMLNode(%類型:uint,值:String%)" constructor="true" tiptext="建立新的 XMLNode 物件。" version="4" helpurl="flash.xml:XMLNode:XMLNode" playername=""/>
						<string name="appendChild" object="[flash.xml.XMLNode]" text=".appendChild(%節點:flash.xml:XMLNode%):void" tiptext="將指定的節點附加到 XML 物件的子清單中。" version="4" helpurl="flash.xml:XMLNode:appendChild" playername=""/>
						<string name="cloneNode" object="[flash.xml.XMLNode]" text=".cloneNode(%深:Boolean%):flash.xml:XMLNode" tiptext="建構及傳回新的 XML 節點，其類型、名稱、值和屬性都與指定的 XML 物件相同。" version="4" helpurl="flash.xml:XMLNode:cloneNode" playername=""/>
						<string name="getNamespaceForPrefix" object="[flash.xml.XMLNode]" text=".getNamespaceForPrefix(%前置詞:String%):String" tiptext="傳回與節點之指定前置詞相關聯的命名空間 URI。" version="4" helpurl="flash.xml:XMLNode:getNamespaceForPrefix" playername=""/>
						<string name="getPrefixForNamespace" object="[flash.xml.XMLNode]" text=".getPrefixForNamespace(%命名空間:String%):String" tiptext="傳回與節點之指定命名空間 URI 相關聯的前置詞。" version="4" helpurl="flash.xml:XMLNode:getPrefixForNamespace" playername=""/>
						<string name="hasChildNodes" object="[flash.xml.XMLNode]" text=".hasChildNodes(%%):Boolean" tiptext="指出指定的 XMLNode 物件是否具有子節點。" version="4" helpurl="flash.xml:XMLNode:hasChildNodes" playername=""/>
						<string name="insertBefore" object="[flash.xml.XMLNode]" text=".insertBefore(%節點:flash.xml:XMLNode,之前:flash.xml:XMLNode%):void" tiptext="在 XML 物件之子清單中的 beforeNode 節點前，插入新的子節點。" version="4" helpurl="flash.xml:XMLNode:insertBefore" playername=""/>
						<string name="removeNode" object="[flash.xml.XMLNode]" text=".removeNode(%%):void" tiptext="將指定的 XML 物件從父節點移除。" version="4" helpurl="flash.xml:XMLNode:removeNode" playername=""/>
						<string name="toString" object="[flash.xml.XMLNode]" text=".toString(%%):String" tiptext="評估指定的 XML 物件、建構 XML 結構的文字表示 (包含節點、子節點及屬性)，並以字串的形式傳回結果。" version="4" helpurl="flash.xml:XMLNode:toString" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="XMLNode 類別的屬性" helpurl="flash.xml:XMLNode">
						<string name="firstChild" object="[flash.xml.XMLNode]" text=".firstChild" tiptext="評估指定的 XMLDocument 物件，並參照父節點之子清單中的第一個子節點。" version="" helpurl="flash.xml:XMLNode:firstChild" playername=""/>
						<string name="lastChild" object="[flash.xml.XMLNode]" text=".lastChild" tiptext="XMLNode 值，會參照節點之子清單中的最後一個子節點。" version="" helpurl="flash.xml:XMLNode:lastChild" playername=""/>
						<string name="nextSibling" object="[flash.xml.XMLNode]" text=".nextSibling" tiptext="XMLNode 值，會參照父節點之子清單中的下一個同級節點。" version="" helpurl="flash.xml:XMLNode:nextSibling" playername=""/>
						<string name="nodeName" object="[flash.xml.XMLNode]" text=".nodeName" tiptext="代表 XMLNode 物件之節點名稱的字串。" version="" helpurl="flash.xml:XMLNode:nodeName" playername=""/>
						<string name="nodeType" object="[flash.xml.XMLNode]" text=".nodeType" tiptext="nodeType 常數值，如果是 XML 元素，則為 XMLNodeType.ELEMENT_NODE；如果是文字節點，則為 XMLNodeType.TEXT_NODE。" version="" helpurl="flash.xml:XMLNode:nodeType" playername=""/>
						<string name="nodeValue" object="[flash.xml.XMLNode]" text=".nodeValue" tiptext="XMLDocument 物件的節點值。" version="" helpurl="flash.xml:XMLNode:nodeValue" playername=""/>
						<string name="parentNode" object="[flash.xml.XMLNode]" text=".parentNode" tiptext="XMLNode 值，會參照指定之 XML 物件的父節點；或者如果此節點沒有父節點，則傳回 null。" version="" helpurl="flash.xml:XMLNode:parentNode" playername=""/>
						<string name="previousSibling" object="[flash.xml.XMLNode]" text=".previousSibling" tiptext="XMLNode 值，會參照父節點之子清單中的前一個同級節點。" version="" helpurl="flash.xml:XMLNode:previousSibling" playername=""/>
						<string name="attributes" object="[flash.xml.XMLNode]" text=".attributes" tiptext="包含指定之 XMLNode 實體之所有屬性的物件。" version="" helpurl="flash.xml:XMLNode:attributes:get" playername=""/>
						<string name="childNodes" object="[flash.xml.XMLNode]" text=".childNodes" tiptext="指定之 XMLNode 物件的子系陣列。" version="" helpurl="flash.xml:XMLNode:childNodes:get" playername=""/>
						<string name="localName" object="[flash.xml.XMLNode]" text=".localName" tiptext="XML 節點名稱的區域名稱部分。" version="" helpurl="flash.xml:XMLNode:localName:get" playername=""/>
						<string name="namespaceURI" object="[flash.xml.XMLNode]" text=".namespaceURI" tiptext="如果 XML 節點具有前置詞，namespaceURI 會是該前置詞 (URI) 之 xmlns 宣告的值，這一般稱為命名空間 URI。" version="" helpurl="flash.xml:XMLNode:namespaceURI:get" playername=""/>
						<string name="prefix" object="[flash.xml.XMLNode]" text=".prefix" tiptext="XML 節點名稱的前置詞部分。" version="" helpurl="flash.xml:XMLNode:prefix:get" playername=""/>
					</folder>
				</folder>
				<folder name="XMLNodeType" id="[flash.xml.XMLNodeType]" sort="true" index="true" asAncestors="Object" tiptext="XMLNodeType 類別包含與 XMLNode.nodeType 搭配使用的常數。" helpurl="flash.xml:XMLNodeType">
					<folder name="屬性" id="Properties" tiptext="XMLNodeType 類別的屬性" helpurl="flash.xml:XMLNodeType">
						<string name="ELEMENT_NODE" object="[flash.xml.XMLNodeType]" text="XMLNodeType.ELEMENT_NODE" constant="true" tiptext="指定節點為元素。" version="" helpurl="flash.xml:XMLNodeType:ELEMENT_NODE" playername=""/>
						<string name="TEXT_NODE" object="[flash.xml.XMLNodeType]" text="XMLNodeType.TEXT_NODE" constant="true" tiptext="指定節點為文字節點。" version="" helpurl="flash.xml:XMLNodeType:TEXT_NODE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.compose" id="flashx.textLayout.compose" sort="true" tiptext="flashx.textLayout.compose 套件的類別" helpurl="flashx.textLayout.compose">
				<folder name="FlowComposerBase" id="[flashx.textLayout.compose.FlowComposerBase]" sort="true" index="true" asAncestors="Object" tiptext="FlowComposerBase 類別是 Text Layout Framework 流排撰寫器類別的基底類別，可以控制 ContainerController 物件中文字行的撰寫。" helpurl="flashx.textLayout.compose:FlowComposerBase">
					<folder name="方法" id="Methods" tiptext="FlowComposerBase 類別的方法" helpurl="flashx.textLayout.compose:FlowComposerBase">
						<string name="FlowComposerBase" object="[flashx.textLayout.compose.FlowComposerBase]" text="new FlowComposerBase(%%):void" constructor="true" tiptext="建構函式。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:FlowComposerBase" playername=""/>
						<string name="damage" object="[flashx.textLayout.compose.FlowComposerBase]" text=".damage(%開始位置:int,損壞長度:int,損壞類型:String%):void" tiptext="將行標示為損壞，需要重新撰寫。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:damage" playername=""/>
						<string name="findLineAtPosition" object="[flashx.textLayout.compose.FlowComposerBase]" text=".findLineAtPosition(%絕對位置:int[,偏好上一個:Boolean=false]%):flashx.textLayout.compose:TextFlowLine" tiptext="傳回包含指定位置之內容的 TextFlowLine 物件。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:findLineAtPosition" playername=""/>
						<string name="findLineIndexAtPosition" object="[flashx.textLayout.compose.FlowComposerBase]" text=".findLineIndexAtPosition(%絕對位置:int[,偏好上一個:Boolean=false]%):int" tiptext="傳回包含指定位置之內容的 TextFlowLine 物件連續行編號。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:findLineIndexAtPosition" playername=""/>
						<string name="getLineAt" object="[flashx.textLayout.compose.FlowComposerBase]" text=".getLineAt(%索引:int%):flashx.textLayout.compose:TextFlowLine" tiptext="傳回具有指定行編號的那一行。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:getLineAt" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.compose.FlowComposerBase]" text=".isDamaged(%絕對位置:int%):Boolean" tiptext="指示流排開頭與包含位於指定位置之內容的該行之間，是否有任何 TextFlowLine 物件標示為已損毀。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:isDamaged" playername=""/>
						<string name="updateLengths" object="[flashx.textLayout.compose.FlowComposerBase]" text=".updateLengths(%開始位置:int,長度差異:int%):void" tiptext="更新行長度以維持與 TextFlow 的對應。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:updateLengths" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowComposerBase 類別的屬性" helpurl="flashx.textLayout.compose:FlowComposerBase">
						<string name="damageAbsoluteStart" object="[flashx.textLayout.compose.FlowComposerBase]" text=".damageAbsoluteStart" tiptext="在需要撰寫和更新的文字流排中，緊接在第一個元素前面的絕對位置。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:damageAbsoluteStart:get" playername=""/>
						<string name="numLines" object="[flashx.textLayout.compose.FlowComposerBase]" text=".numLines" tiptext="流排中的總行數。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:numLines:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.compose.FlowComposerBase]" text=".swfContext" tiptext="需要用於建立 FTE 呼叫的 ISWFContext 實體。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:swfContext:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.compose.FlowComposerBase]" text=".textFlow" tiptext="附加此流排撰寫器的 TextFlow 物件。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowDamageType" id="[flashx.textLayout.compose.FlowDamageType]" sort="true" index="true" asAncestors="Object" tiptext="FlowDamageType 類別為列舉類別，定義損壞方法與事件的損壞類型。" helpurl="flashx.textLayout.compose:FlowDamageType">
					<folder name="屬性" id="Properties" tiptext="FlowDamageType 類別的屬性" helpurl="flashx.textLayout.compose:FlowDamageType">
						<string name="GEOMETRY" object="[flashx.textLayout.compose.FlowDamageType]" text="FlowDamageType.GEOMETRY" constant="true" tiptext="如果因移動其周圍的文字行而使該文字行失效，則值將用來設定 validity 屬性。" version="" helpurl="flashx.textLayout.compose:FlowDamageType:GEOMETRY" playername=""/>
						<string name="INVALID" object="[flashx.textLayout.compose.FlowDamageType]" text="FlowDamageType.INVALID" constant="true" tiptext="文字行最初建立之後，如果文字內容已經變更，則會使用該值來設定有效性屬性。" version="" helpurl="flashx.textLayout.compose:FlowDamageType:INVALID" playername=""/>
					</folder>
				</folder>
				<folder name="IFlowComposer" id="[flashx.textLayout.compose.IFlowComposer]" sort="true" index="true" tiptext="IFlowComposer 會定義用來管理文字流排版面和顯示的介面。" helpurl="flashx.textLayout.compose:IFlowComposer">
					<folder name="方法" id="Methods" tiptext="IFlowComposer 類別的方法" helpurl="flashx.textLayout.compose:IFlowComposer">
						<string name="addControllerAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".addControllerAt(%控制器:flashx.textLayout.container:ContainerController,索引:int%):void" tiptext="將控制器新增至位於指定索引的這個 IFlowComposer 實體。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:addControllerAt" playername=""/>
						<string name="addController" object="[flashx.textLayout.compose.IFlowComposer]" text=".addController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="將控制器新增至此 IFlowComposer 實體。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:addController" playername=""/>
						<string name="composeToController" object="[flashx.textLayout.compose.IFlowComposer]" text=".composeToController(%[索引:int=unknown]%):Boolean" tiptext="撰寫根元素的內容包含到指定索引中的容器為止 (含此容器)。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:composeToController" playername=""/>
						<string name="composeToPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".composeToPosition(%[絕對位置:int=unknown]%):Boolean" tiptext="撰寫根元素的內容到指定的位置為止。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:composeToPosition" playername=""/>
						<string name="compose" object="[flashx.textLayout.compose.IFlowComposer]" text=".compose(%%):Boolean" tiptext="計算需要多少行才能顯示流排的根元素內容，以及這些行在流排顯示容器中的位置。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:compose" playername=""/>
						<string name="damage" object="[flashx.textLayout.compose.IFlowComposer]" text=".damage(%開始位置:int,損壞長度:int,損壞類型:String%):void" tiptext="將行標示為損壞，需要重新撰寫。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:damage" playername=""/>
						<string name="findControllerIndexAtPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".findControllerIndexAtPosition(%絕對位置:int[,偏好上一個:Boolean=false]%):int" tiptext="傳回包含指定位置之內容的控制器索引。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:findControllerIndexAtPosition" playername=""/>
						<string name="findLineAtPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".findLineAtPosition(%絕對位置:int[,偏好上一個:Boolean=false]%):flashx.textLayout.compose:TextFlowLine" tiptext="傳回包含指定位置之內容的 TextFlowLine 物件。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:findLineAtPosition" playername=""/>
						<string name="findLineIndexAtPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".findLineIndexAtPosition(%絕對位置:int[,偏好上一個:Boolean=false]%):int" tiptext="傳回包含指定位置之內容的 TextFlowLine 物件連續行編號。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:findLineIndexAtPosition" playername=""/>
						<string name="getControllerAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".getControllerAt(%索引:int%):flashx.textLayout.container:ContainerController" tiptext="傳回位於指定索引的 ContainerController 物件。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:getControllerAt" playername=""/>
						<string name="getControllerIndex" object="[flashx.textLayout.compose.IFlowComposer]" text=".getControllerIndex(%控制器:flashx.textLayout.container:ContainerController%):int" tiptext="傳回指定之 ContainerController 物件的索引。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:getControllerIndex" playername=""/>
						<string name="getLineAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".getLineAt(%索引:int%):flashx.textLayout.compose:TextFlowLine" tiptext="傳回具有指定行編號的那一行。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:getLineAt" playername=""/>
						<string name="interactionManagerChanged" object="[flashx.textLayout.compose.IFlowComposer]" text=".interactionManagerChanged(%新互動管理員:flashx.textLayout.edit:ISelectionManager%):void" tiptext="一旦互動管理員有所變更時，就由 TextFlow 呼叫。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:interactionManagerChanged" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.compose.IFlowComposer]" text=".isDamaged(%絕對位置:int%):Boolean" tiptext="指示流排開頭與包含位於指定位置之內容的該行之間，是否有任何 TextFlowLine 物件標示為已損毀。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:isDamaged" playername=""/>
						<string name="removeAllControllers" object="[flashx.textLayout.compose.IFlowComposer]" text=".removeAllControllers(%%):void" tiptext="從這個 IFlowComposer 實體移除所有控制器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:removeAllControllers" playername=""/>
						<string name="removeControllerAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".removeControllerAt(%索引:int%):void" tiptext="從這個 IFlowComposer 實體移除位於指定索引的控制器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:removeControllerAt" playername=""/>
						<string name="removeController" object="[flashx.textLayout.compose.IFlowComposer]" text=".removeController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="從這個 IFlowComposer 實體移除控制器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:removeController" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.compose.IFlowComposer]" text=".setFocus(%絕對位置:int[,偏好上一個:Boolean=false]%):void" tiptext="將焦點設為包含 absolutePosition 參數所指定位置的容器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:setFocus" playername=""/>
						<string name="setRootElement" object="[flashx.textLayout.compose.IFlowComposer]" text=".setRootElement(%新根元素:flashx.textLayout.elements:ContainerFormattedElement%):void" tiptext="" version="" helpurl="flashx.textLayout.compose:IFlowComposer:setRootElement" playername=""/>
						<string name="updateAllControllers" object="[flashx.textLayout.compose.IFlowComposer]" text=".updateAllControllers(%%):Boolean" tiptext="撰寫根元素的內容並更新顯示。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:updateAllControllers" playername=""/>
						<string name="updateLengths" object="[flashx.textLayout.compose.IFlowComposer]" text=".updateLengths(%開始位置:int,長度差異:int%):void" tiptext="更新行長度以維持與 TextFlow 的對應。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:updateLengths" playername=""/>
						<string name="updateToController" object="[flashx.textLayout.compose.IFlowComposer]" text=".updateToController(%[索引:int=unknown]%):Boolean" tiptext="撰寫並更新顯示的範圍包含到指定索引中的容器為止 (含此容器)。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:updateToController" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IFlowComposer 類別的屬性" helpurl="flashx.textLayout.compose:IFlowComposer">
						<string name="composing" object="[flashx.textLayout.compose.IFlowComposer]" text=".composing" tiptext="如果流排撰寫器目前正在執行撰寫作業則為 true。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:composing:get" playername=""/>
						<string name="damageAbsoluteStart" object="[flashx.textLayout.compose.IFlowComposer]" text=".damageAbsoluteStart" tiptext="根元素中第一個無效的位置，即從流排開頭算起的絕對位置。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:damageAbsoluteStart:get" playername=""/>
						<string name="numControllers" object="[flashx.textLayout.compose.IFlowComposer]" text=".numControllers" tiptext="指定至此 IFlowComposer 實體的容器數目。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:numControllers:get" playername=""/>
						<string name="numLines" object="[flashx.textLayout.compose.IFlowComposer]" text=".numLines" tiptext="流排中的總行數。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:numLines:get" playername=""/>
						<string name="rootElement" object="[flashx.textLayout.compose.IFlowComposer]" text=".rootElement" tiptext="與此 IFlowComposer 實體相關的根元素。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:rootElement:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.compose.IFlowComposer]" text=".swfContext" tiptext="必須在 IFlowComposer 特定 SWF 內容實作中建立之呼叫所用的 ISWFContext 實體，應允許設定此屬性，讓介面的使用者可在不同的 SWF 內容中建立文字行，而非在包含實作的 SWF 內容中。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:swfContext:get" playername=""/>
					</folder>
				</folder>
				<folder name="ISWFContext" id="[flashx.textLayout.compose.ISWFContext]" sort="true" index="true" tiptext="ISWFContext 介面允許 SWF 檔案與其他載入介面的 SWF 檔案共用其環境。" helpurl="flashx.textLayout.compose:ISWFContext">
					<folder name="方法" id="Methods" tiptext="ISWFContext 類別的方法" helpurl="flashx.textLayout.compose:ISWFContext">
						<string name="callInContext" object="[flashx.textLayout.compose.ISWFContext]" text=".callInContext(%函數:Function,this引數:Object,引數陣列:Array[,傳回:Boolean=true]%)" tiptext="在用戶端控制的內容中呼叫方法的方式。" version="1.5" helpurl="flashx.textLayout.compose:ISWFContext:callInContext" playername=""/>
					</folder>
				</folder>
				<folder name="ITextLineCreator" id="[flashx.textLayout.compose.ITextLineCreator]" sort="true" index="true" tiptext="ITextLineCreator 會定義用來為 IFlowComposer 實體建立 TextLine 物件的介面。" helpurl="flashx.textLayout.compose:ITextLineCreator">
					<folder name="方法" id="Methods" tiptext="ITextLineCreator 類別的方法" helpurl="flashx.textLayout.compose:ITextLineCreator">
						<string name="createTextLine" object="[flashx.textLayout.compose.ITextLineCreator]" text=".createTextLine(%文字區塊:flash.text.engine:TextBlock[,上一行:flash.text.engine:TextLine=null,寬度:Number=1000000,行位移:Number=0.0,符合某些項目:Boolean=false]%):flash.text.engine:TextLine" tiptext="為流排撰寫器建立 TextLine 物件。" version="1.5" helpurl="flashx.textLayout.compose:ITextLineCreator:createTextLine" playername=""/>
						<string name="recreateTextLine" object="[flashx.textLayout.compose.ITextLineCreator]" text=".recreateTextLine(%文字區塊:flash.text.engine:TextBlock,文字行:flash.text.engine:TextLine[,上一行:flash.text.engine:TextLine=null,寬度:Number=1000000,行位移:Number=0.0,符合某些項目:Boolean=false]%):flash.text.engine:TextLine" tiptext="為流排撰寫器重新建立 TextLine 物件。" version="1.5" helpurl="flashx.textLayout.compose:ITextLineCreator:recreateTextLine" playername=""/>
					</folder>
				</folder>
				<folder name="IVerticalJustificationLine" id="[flashx.textLayout.compose.IVerticalJustificationLine]" sort="true" index="true" tiptext="IVerticalJustificationLine 介面定義允許文字行垂直對齊所需的方法與屬性。" helpurl="flashx.textLayout.compose:IVerticalJustificationLine">
					<folder name="屬性" id="Properties" tiptext="IVerticalJustificationLine 類別的屬性" helpurl="flashx.textLayout.compose:IVerticalJustificationLine">
						<string name="ascent" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".ascent" tiptext="指定此行中從基線開始到最高字元的上方之間距離多少像素。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:ascent:get" playername=""/>
						<string name="descent" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".descent" tiptext="指定此行中從基線開始到最低字元的下方之間距離多少像素。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:descent:get" playername=""/>
						<string name="height" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".height" tiptext="行的高度，以像素為單位。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:height:get" playername=""/>
						<string name="x" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".x" tiptext="文字行相對於所屬容器的水平位置，以像素為單位從容器左側的偏移量來表示。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:x:get" playername=""/>
						<string name="y" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".y" tiptext="文字行相對於所屬容器的垂直位置，以像素為單位從容器上方的偏移量來表示。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:y:get" playername=""/>
					</folder>
				</folder>
				<folder name="StandardFlowComposer" id="[flashx.textLayout.compose.StandardFlowComposer]" sort="true" index="true" asAncestors="flashx.textLayout.compose:FlowComposerBase,Object" tiptext="StandardFlowComposer 類別提供一個標準撰寫器與容器管理員。" helpurl="flashx.textLayout.compose:StandardFlowComposer">
					<folder name="方法" id="Methods" tiptext="StandardFlowComposer 類別的方法" helpurl="flashx.textLayout.compose:StandardFlowComposer">
						<string name="StandardFlowComposer" object="[flashx.textLayout.compose.StandardFlowComposer]" text="new StandardFlowComposer(%%):void" constructor="true" tiptext="建立 StandardFlowComposer 物件。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:StandardFlowComposer" playername=""/>
						<string name="addControllerAt" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".addControllerAt(%控制器:flashx.textLayout.container:ContainerController,索引:int%):void" tiptext="將控制器新增至位於指定索引的這個 IFlowComposer 實體。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:addControllerAt" playername=""/>
						<string name="addController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".addController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="將控制器新增至此 IFlowComposer 實體。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:addController" playername=""/>
						<string name="composeToController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".composeToController(%[索引:int=unknown]%):Boolean" tiptext="撰寫根元素的內容包含到指定索引中的容器為止 (含此容器)。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:composeToController" playername=""/>
						<string name="composeToPosition" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".composeToPosition(%[絕對位置:int=unknown]%):Boolean" tiptext="撰寫根元素的內容到指定的位置為止。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:composeToPosition" playername=""/>
						<string name="compose" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".compose(%%):Boolean" tiptext="計算需要多少行才能顯示流排的根元素內容，以及這些行在流排顯示容器中的位置。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:compose" playername=""/>
						<string name="findControllerIndexAtPosition" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".findControllerIndexAtPosition(%絕對位置:int[,偏好上一個:Boolean=false]%):int" tiptext="傳回包含指定位置之內容的控制器索引。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:findControllerIndexAtPosition" playername=""/>
						<string name="getAbsoluteStart" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".getAbsoluteStart(%控制器:flashx.textLayout.container:ContainerController%):int" tiptext="傳回指定之 ContainerController 物件中，第一個內容元素的絕對位置。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:getAbsoluteStart" playername=""/>
						<string name="getControllerAt" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".getControllerAt(%索引:int%):flashx.textLayout.container:ContainerController" tiptext="傳回位於指定索引的 ContainerController 物件。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:getControllerAt" playername=""/>
						<string name="getControllerIndex" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".getControllerIndex(%控制器:flashx.textLayout.container:ContainerController%):int" tiptext="傳回指定之 ContainerController 物件的索引。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:getControllerIndex" playername=""/>
						<string name="interactionManagerChanged" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".interactionManagerChanged(%新互動管理員:flashx.textLayout.edit:ISelectionManager%):void" tiptext="一旦互動管理員有所變更時，就由 TextFlow 呼叫。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:interactionManagerChanged" playername=""/>
						<string name="preCompose" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".preCompose(%%):Boolean" tiptext="如果需要撰寫則傳回 true，否則傳回 false" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:preCompose" playername=""/>
						<string name="removeAllControllers" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".removeAllControllers(%%):void" tiptext="從這個 IFlowComposer 實體移除所有控制器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:removeAllControllers" playername=""/>
						<string name="removeControllerAt" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".removeControllerAt(%索引:int%):void" tiptext="從這個 IFlowComposer 實體移除位於指定索引的控制器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:removeControllerAt" playername=""/>
						<string name="removeController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".removeController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="從這個 IFlowComposer 實體移除控制器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:removeController" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".setFocus(%絕對位置:int[,靠左:Boolean=false]%):void" tiptext="將焦點設為包含 absolutePosition 參數所指定位置的容器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:setFocus" playername=""/>
						<string name="setRootElement" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".setRootElement(%新根元素:flashx.textLayout.elements:ContainerFormattedElement%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:setRootElement" playername=""/>
						<string name="updateAllControllers" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".updateAllControllers(%%):Boolean" tiptext="撰寫根元素的內容並更新顯示。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:updateAllControllers" playername=""/>
						<string name="updateToController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".updateToController(%[索引:int=unknown]%):Boolean" tiptext="撰寫並更新顯示的範圍包含到指定索引中的容器為止 (含此容器)。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:updateToController" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StandardFlowComposer 類別的屬性" helpurl="flashx.textLayout.compose:StandardFlowComposer">
						<string name="composing" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".composing" tiptext="如果流排撰寫器目前正在執行撰寫作業則為 true。" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:composing:get" playername=""/>
						<string name="numControllers" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".numControllers" tiptext="指定至此 IFlowComposer 實體的容器數目。" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:numControllers:get" playername=""/>
						<string name="rootElement" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".rootElement" tiptext="與此 IFlowComposer 實體相關的根元素。" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:rootElement:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlowLine" id="[flashx.textLayout.compose.TextFlowLine]" sort="true" index="true" asAncestors="Object" tiptext="TextFlowLine 類別代表文字流排中的單一文字行。" helpurl="flashx.textLayout.compose:TextFlowLine">
					<folder name="方法" id="Methods" tiptext="TextFlowLine 類別的方法" helpurl="flashx.textLayout.compose:TextFlowLine">
						<string name="TextFlowLine" object="[flashx.textLayout.compose.TextFlowLine]" text="new TextFlowLine(%文字行:flash.text.engine:TextLine,段落:flashx.textLayout.elements:ParagraphElement[,外層目標寬度:Number=0,行偏移值:Number=0,絕對起點:int=0,字元數:int=0]%)" constructor="true" tiptext="建構函式 - 建立新的 TextFlowLine 實體。" version="1.5" helpurl="flashx.textLayout.compose:TextFlowLine:TextFlowLine" playername=""/>
						<string name="getBounds" object="[flashx.textLayout.compose.TextFlowLine]" text=".getBounds(%%):flash.geom:Rectangle" tiptext="將行的邊界傳回為矩形。" version="1.5" helpurl="flashx.textLayout.compose:TextFlowLine:getBounds" playername=""/>
						<string name="getTextLine" object="[flashx.textLayout.compose.TextFlowLine]" text=".getTextLine(%[強制有效:Boolean=false]%):flash.text.engine:TextLine" tiptext="傳回此行的 flash.text.engine.TextLine 物件，而如果此行因記憶體回收而不存在，則可能會予以重建。" version="1.5" helpurl="flashx.textLayout.compose:TextFlowLine:getTextLine" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextFlowLine 類別的屬性" helpurl="flashx.textLayout.compose:TextFlowLine">
						<string name="absoluteStart" object="[flashx.textLayout.compose.TextFlowLine]" text=".absoluteStart" tiptext="行的位置 (為 TextFlow 物件中的絕對字元位置)。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:absoluteStart:get" playername=""/>
						<string name="ascent" object="[flashx.textLayout.compose.TextFlowLine]" text=".ascent" tiptext="指定此行中從基線開始到最高字元的上方之間距離多少像素。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:ascent:get" playername=""/>
						<string name="columnIndex" object="[flashx.textLayout.compose.TextFlowLine]" text=".columnIndex" tiptext="放置此行的欄號 (第一欄是 0)。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:columnIndex:get" playername=""/>
						<string name="controller" object="[flashx.textLayout.compose.TextFlowLine]" text=".controller" tiptext="在其中放入文字行之容器的控制器 (ContainerController 物件)。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:controller:get" playername=""/>
						<string name="descent" object="[flashx.textLayout.compose.TextFlowLine]" text=".descent" tiptext="指定此行中從基線開始到最低字元的下方之間距離多少像素。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:descent:get" playername=""/>
						<string name="height" object="[flashx.textLayout.compose.TextFlowLine]" text=".height" tiptext="行的高度，以像素為單位。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:height:get" playername=""/>
						<string name="lineOffset" object="[flashx.textLayout.compose.TextFlowLine]" text=".lineOffset" tiptext="對齊段落中的文字行之前，從適當的容器內移距 (由段落方向及容器區塊走向指定) 開始算起的行偏移量 (像素)。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:lineOffset:get" playername=""/>
						<string name="location" object="[flashx.textLayout.compose.TextFlowLine]" text=".location" tiptext="TextFlowLineLocation 的其中一個值，用以指定行在段落內的位置。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:location:get" playername=""/>
						<string name="paragraph" object="[flashx.textLayout.compose.TextFlowLine]" text=".paragraph" tiptext="此行所在的段落 (ParagraphElement)。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:paragraph:get" playername=""/>
						<string name="spaceAfter" object="[flashx.textLayout.compose.TextFlowLine]" text=".spaceAfter" tiptext="文字行後面保留的空格數。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:spaceAfter:get" playername=""/>
						<string name="spaceBefore" object="[flashx.textLayout.compose.TextFlowLine]" text=".spaceBefore" tiptext="文字行前面保留的空格數。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:spaceBefore:get" playername=""/>
						<string name="textHeight" object="[flashx.textLayout.compose.TextFlowLine]" text=".textHeight" tiptext="文字行的高度，等於 ascent 加上 descent。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:textHeight:get" playername=""/>
						<string name="textLength" object="[flashx.textLayout.compose.TextFlowLine]" text=".textLength" tiptext="與下一行之間的字元數 (包含結尾空格)。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:textLength:get" playername=""/>
						<string name="textLineExists" object="[flashx.textLayout.compose.TextFlowLine]" text=".textLineExists" tiptext="指出此 TextFlowLine 的 flash.text.engine.TextLine 物件是否存在。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:textLineExists:get" playername=""/>
						<string name="unjustifiedTextWidth" object="[flashx.textLayout.compose.TextFlowLine]" text=".unjustifiedTextWidth" tiptext="字行未對齊時的寬度。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:unjustifiedTextWidth:get" playername=""/>
						<string name="validity" object="[flashx.textLayout.compose.TextFlowLine]" text=".validity" tiptext="行的有效性。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:validity:get" playername=""/>
						<string name="x" object="[flashx.textLayout.compose.TextFlowLine]" text=".x" tiptext="文字行相對於所屬容器的水平位置，以像素為單位從容器左側的偏移量來表示。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:x:get" playername=""/>
						<string name="y" object="[flashx.textLayout.compose.TextFlowLine]" text=".y" tiptext="文字行相對於所屬容器的垂直位置，以像素為單位從容器上方的偏移量來表示。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:y:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlowLineLocation" id="[flashx.textLayout.compose.TextFlowLineLocation]" sort="true" index="true" asAncestors="Object" tiptext="TextFlowLineLocation 類別是列舉類別，定義用來指定段落內行位置的常數。" helpurl="flashx.textLayout.compose:TextFlowLineLocation">
					<folder name="屬性" id="Properties" tiptext="TextFlowLineLocation 類別的屬性" helpurl="flashx.textLayout.compose:TextFlowLineLocation">
						<string name="FIRST" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.FIRST" constant="true" tiptext="指定段落的第一行。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:FIRST" playername=""/>
						<string name="LAST" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.LAST" constant="true" tiptext="指定段落的最後一行。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:LAST" playername=""/>
						<string name="MIDDLE" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.MIDDLE" constant="true" tiptext="指定段落的中間行 (不是第一行，也不是最後一行)。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:MIDDLE" playername=""/>
						<string name="ONLY" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.ONLY" constant="true" tiptext="同時指定段落的第一行及最後一行。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:ONLY" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineRecycler" id="[flashx.textLayout.compose.TextLineRecycler]" sort="true" index="true" asAncestors="Object" tiptext="TextLineRecycler 類別可支援回收 TextLine。" helpurl="flashx.textLayout.compose:TextLineRecycler">
					<folder name="方法" id="Methods" tiptext="TextLineRecycler 類別的方法" helpurl="flashx.textLayout.compose:TextLineRecycler">
						<string name="addLineForReuse" object="[flashx.textLayout.compose.TextLineRecycler]" text="TextLineRecycler.addLineForReuse(%文字行:flash.text.engine:TextLine%):void" static="true" tiptext="將 TextLine 新增至集區以便重複使用。" version="1.5" helpurl="flashx.textLayout.compose:TextLineRecycler:addLineForReuse" playername=""/>
						<string name="getLineForReuse" object="[flashx.textLayout.compose.TextLineRecycler]" text="TextLineRecycler.getLineForReuse(%%):flash.text.engine:TextLine" static="true" tiptext="從集區傳回 TextLine 以便重複使用。" version="1.5" helpurl="flashx.textLayout.compose:TextLineRecycler:getLineForReuse" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextLineRecycler 類別的屬性" helpurl="flashx.textLayout.compose:TextLineRecycler">
						<string name="textLineRecyclerEnabled" object="[flashx.textLayout.compose.TextLineRecycler]" text=".textLineRecyclerEnabled" tiptext="如果啟用 TLF 資源回收筒，則予以控制。" version="" helpurl="flashx.textLayout.compose:TextLineRecycler:textLineRecyclerEnabled:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.container" id="flashx.textLayout.container" sort="true" tiptext="flashx.textLayout.container 套件的類別" helpurl="flashx.textLayout.container">
				<folder name="ColumnState" id="[flashx.textLayout.container.ColumnState]" sort="true" index="true" asAncestors="Object" tiptext="ColumnState 類別會使用容器的寬度和容器特質來計算欄的大小與位置。" helpurl="flashx.textLayout.container:ColumnState">
					<folder name="方法" id="Methods" tiptext="ColumnState 類別的方法" helpurl="flashx.textLayout.container:ColumnState">
						<string name="ColumnState" object="[flashx.textLayout.container.ColumnState]" text="new ColumnState(%區塊走向:String,欄方向:String,控制器:flashx.textLayout.container:ContainerController,撰寫寬度:Number,撰寫高度:Number%)" constructor="true" tiptext="建構函式函數 - 建立 ColumnState 物件。" version="1.5" helpurl="flashx.textLayout.container:ColumnState:ColumnState" playername=""/>
						<string name="getColumnAt" object="[flashx.textLayout.container.ColumnState]" text=".getColumnAt(%索引:int%):flash.geom:Rectangle" tiptext="傳回容器中一個直欄使用的區域。" version="1.5" helpurl="flashx.textLayout.container:ColumnState:getColumnAt" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ColumnState 類別的屬性" helpurl="flashx.textLayout.container:ColumnState">
						<string name="columnCount" object="[flashx.textLayout.container.ColumnState]" text=".columnCount" tiptext="容器中的欄數目。" version="" helpurl="flashx.textLayout.container:ColumnState:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.container.ColumnState]" text=".columnGap" tiptext="容器的直欄之間剩餘的空間量 (像素)。" version="" helpurl="flashx.textLayout.container:ColumnState:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.container.ColumnState]" text=".columnWidth" tiptext="容器中欄寬 (像素)。" version="" helpurl="flashx.textLayout.container:ColumnState:columnWidth:get" playername=""/>
					</folder>
				</folder>
				<folder name="ContainerController" id="[flashx.textLayout.container.ContainerController]" sort="true" index="true" asAncestors="Object" tiptext="ContainerController 類別會定義 TextFlow 物件與容器之間的關係。" helpurl="flashx.textLayout.container:ContainerController">
					<folder name="方法" id="Methods" tiptext="ContainerController 類別的方法" helpurl="flashx.textLayout.container:ContainerController">
						<string name="ContainerController" object="[flashx.textLayout.container.ContainerController]" text="new ContainerController(%容器:flash.display:Sprite[,撰寫寬度:Number=100,撰寫高度:Number=100]%)" constructor="true" tiptext="建構函式 - 建立一個 ContainerController 實體。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:ContainerController" playername=""/>
						<string name="activateHandler" object="[flashx.textLayout.container.ContainerController]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="當用戶端管理事件時，處理 Event.ACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:activateHandler" playername=""/>
						<string name="addBackgroundShape" object="[flashx.textLayout.container.ContainerController]" text=".addBackgroundShape(%形狀:flash.display:Shape%):void" tiptext="新增 flash.display.Shape 物件，可在其上繪製背景形狀 (例如，背景顏色)。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:addBackgroundShape" playername=""/>
						<string name="addSelectionContainer" object="[flashx.textLayout.container.ContainerController]" text=".addSelectionContainer(%選取範圍容器:flash.display:DisplayObjectContainer%):void" tiptext="新增 flash.display.DisplayObjectContainer 物件，而選取範圍形狀 (例如，區塊選取反白標示、游標等等) 將新增至此物件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:addSelectionContainer" playername=""/>
						<string name="addTextLine" object="[flashx.textLayout.container.ContainerController]" text=".addTextLine(%文字行:flash.text.engine:TextLine,索引:int%):void" tiptext="新增 flash.text.engine.TextLine 物件為容器的後代。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:addTextLine" playername=""/>
						<string name="autoScrollIfNecessary" object="[flashx.textLayout.container.ContainerController]" text=".autoScrollIfNecessary(%滑鼠X:int,滑鼠Y:int%):void" tiptext="在選擇 &quot;drag&quot; 時處理捲動事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:autoScrollIfNecessary" playername=""/>
						<string name="beginMouseCapture" object="[flashx.textLayout.container.ContainerController]" text=".beginMouseCapture(%%):void" tiptext="呼叫時要求用戶端從安全執行程序之外開始轉送 mouseup 與 mousemove 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:beginMouseCapture" playername=""/>
						<string name="clearStyle" object="[flashx.textLayout.container.ContainerController]" text=".clearStyle(%樣式屬性:String%):void" tiptext="從此 FlowElement 清除 styleProp 指定的樣式。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:clearStyle" playername=""/>
						<string name="createContextMenu" object="[flashx.textLayout.container.ContainerController]" text=".createContextMenu(%%):flash.ui:ContextMenu" tiptext="為 ContainerController 建立內容選單。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:createContextMenu" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.container.ContainerController]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="當用戶端管理事件時，處理 Event.DEACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:deactivateHandler" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.container.ContainerController]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="當用戶端管理事件時，處理編輯事件 (CUT、COPY、PASTE、SELECT_ALL)。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:editHandler" playername=""/>
						<string name="endMouseCapture" object="[flashx.textLayout.container.ContainerController]" text=".endMouseCapture(%%):void" tiptext="呼叫時通知用戶端不再需要從安全執行程序之外轉送 mouseup 與 mousemove 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:endMouseCapture" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.container.ContainerController]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="當用戶端管理事件時，處理 FocusEvent.KEY_FOCUS_CHANGE 與 FocusEvent.MOUSE_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.container.ContainerController]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="當用戶端管理事件時，處理 FocusEvent.FOCUS_IN 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.container.ContainerController]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="當用戶端管理事件時，處理 FocusEvent.FOCUS_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:focusOutHandler" playername=""/>
						<string name="getContentBounds" object="[flashx.textLayout.container.ContainerController]" text=".getContentBounds(%%):flash.geom:Rectangle" tiptext="傳回文字佔用的區域，如同最後的撰寫或更新作業所鏡射。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getContentBounds" playername=""/>
						<string name="getFirstTextLineChildIndex" object="[flashx.textLayout.container.ContainerController]" text=".getFirstTextLineChildIndex(%%):int" tiptext="取得第一行文字必須在其父輩顯示的索引。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getFirstTextLineChildIndex" playername=""/>
						<string name="getScrollDelta" object="[flashx.textLayout.container.ContainerController]" text=".getScrollDelta(%行數:int%):Number" tiptext="了解往上或往下捲動指定的行數時所需的捲動距離。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getScrollDelta" playername=""/>
						<string name="getStyle" object="[flashx.textLayout.container.ContainerController]" text=".getStyle(%樣式屬性:String%)" tiptext="傳回 styleProp 參數指定的樣式值。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getStyle" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.container.ContainerController]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="當用戶端管理事件時，處理 IMEEvent.IME_START_COMPOSITION 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:imeStartCompositionHandler" playername=""/>
						<string name="invalidateContents" object="[flashx.textLayout.container.ContainerController]" text=".invalidateContents(%%):void" tiptext="將此容器中的所有文字標示為需要撰寫。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:invalidateContents" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.container.ContainerController]" text=".isDamaged(%%):Boolean" tiptext="判斷容器是否有需要撰寫的文字。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:isDamaged" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.container.ContainerController]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="當用戶端管理事件時，處理 KeyboardEvent.KEY_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.container.ContainerController]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="當用戶端管理事件時，處理 FocusEvent.KEY_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.container.ContainerController]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="當用戶端管理事件時，處理 Keyboard.KEY_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.container.ContainerController]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="當用戶端管理事件時，處理 ContextMenuEvent.MENU_SELECT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.DOUBLE_CLICK 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_MOVE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseMoveHandler" playername=""/>
						<string name="mouseMoveSomewhere" object="[flashx.textLayout.container.ContainerController]" text=".mouseMoveSomewhere(%事件:flash.events:Event%):void" tiptext="從安全執行程序之外轉送 mouseMove 事件的用戶端呼叫。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseMoveSomewhere" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_OVER 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseUpHandler" playername=""/>
						<string name="mouseUpSomewhere" object="[flashx.textLayout.container.ContainerController]" text=".mouseUpSomewhere(%事件:flash.events:Event%):void" tiptext="從安全執行程序之外轉送 mouseUp 事件的用戶端呼叫。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseUpSomewhere" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_WHEEL 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseWheelHandler" playername=""/>
						<string name="removeSelectionContainer" object="[flashx.textLayout.container.ContainerController]" text=".removeSelectionContainer(%選取範圍容器:flash.display:DisplayObjectContainer%):void" tiptext="移除包含選取範圍形狀 (例如，區塊選取反白標示、游標等等) 的 flash.display.DisplayObjectContainer 物件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:removeSelectionContainer" playername=""/>
						<string name="removeTextLine" object="[flashx.textLayout.container.ContainerController]" text=".removeTextLine(%文字行:flash.text.engine:TextLine%):void" tiptext="將 flash.text.engine.TextLine 物件從其父輩中移除。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:removeTextLine" playername=""/>
						<string name="scrollToRange" object="[flashx.textLayout.container.ContainerController]" text=".scrollToRange(%作用位置:int,錨點位置:int%):void" tiptext="捲動以讓文字範圍顯示在容器中。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:scrollToRange" playername=""/>
						<string name="selectRange" object="[flashx.textLayout.container.ContainerController]" text=".selectRange(%錨定索引:int,作用中索引:int%):void" tiptext="在實作 ItextSupport 的組件中設定選取文字的範圍。" version="10.0" helpurl="flashx.textLayout.container:ContainerController:selectRange" playername=""/>
						<string name="setCompositionSize" object="[flashx.textLayout.container.ContainerController]" text=".setCompositionSize(%寬度:Number,高度:Number%):void" tiptext="設定容器中允許的文字寬度和高度。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:setCompositionSize" playername=""/>
						<string name="setStyle" object="[flashx.textLayout.container.ContainerController]" text=".setStyle(%樣式屬性:String,newValue:*%):void" tiptext="將 styleProp 參數指定的樣式值設定為 newValue 參數指定的值。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:setStyle" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.container.ContainerController]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="當用戶端管理事件時，處理 TextEvent.TEXT_INPUT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:textInputHandler" playername=""/>
						<string name="updateVisibleRectangle" object="[flashx.textLayout.container.ContainerController]" text=".updateVisibleRectangle(%%):void" tiptext="如果捲動，請將捲動矩形設定為容器矩形，如此畫面中任何未能全部顯示的行就會剪裁至可捲動區域。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:updateVisibleRectangle" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ContainerController 類別的屬性" helpurl="flashx.textLayout.container:ContainerController">
						<string name="absoluteStart" object="[flashx.textLayout.container.ContainerController]" text=".absoluteStart" tiptext="傳回容器中的第一個字元。" version="" helpurl="flashx.textLayout.container:ContainerController:absoluteStart:get" playername=""/>
						<string name="alignmentBaseline" object="[flashx.textLayout.container.ContainerController]" text=".alignmentBaseline" tiptext="TextLayoutFormat：指定主基線對齊的基線。" version="" helpurl="flashx.textLayout.container:ContainerController:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.container.ContainerController]" text=".backgroundAlpha" tiptext="TextLayoutFormat：背景的 Alpha (透明度) 值 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.container.ContainerController]" text=".backgroundColor" tiptext="TextLayoutFormat：文字的背景顏色 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.container.ContainerController]" text=".baselineShift" tiptext="TextLayoutFormat：從 dominantBaseline 值位移基線的量。" version="" helpurl="flashx.textLayout.container:ContainerController:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.container.ContainerController]" text=".blockProgression" tiptext="TextLayoutFormat：指定行位置為垂直或水平走向。" version="" helpurl="flashx.textLayout.container:ContainerController:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.container.ContainerController]" text=".breakOpportunity" tiptext="TextLayoutFormat：將換行文字斷行時，控制斷行的位置。" version="" helpurl="flashx.textLayout.container:ContainerController:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.container.ContainerController]" text=".cffHinting" tiptext="TextLayoutFormat：用於此文字的 CFF 提示類型。" version="" helpurl="flashx.textLayout.container:ContainerController:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.container.ContainerController]" text=".color" tiptext="TextLayoutFormat：文字的顏色。" version="" helpurl="flashx.textLayout.container:ContainerController:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.container.ContainerController]" text=".columnCount" tiptext="TextLayoutFormat：文字欄的數目 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.container.ContainerController]" text=".columnGap" tiptext="TextLayoutFormat：以像素為單位，指定欄之間所留間距空間的量 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:columnGap:get" playername=""/>
						<string name="columnState" object="[flashx.textLayout.container.ContainerController]" text=".columnState" tiptext="傳回 ColumnState 物件，其描述容器中直欄的數目與特性。" version="" helpurl="flashx.textLayout.container:ContainerController:columnState:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.container.ContainerController]" text=".columnWidth" tiptext="TextLayoutFormat：以像素為單位的欄寬 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:columnWidth:get" playername=""/>
						<string name="compositionHeight" object="[flashx.textLayout.container.ContainerController]" text=".compositionHeight" tiptext="傳回容器內的文字允許的垂直範圍。" version="" helpurl="flashx.textLayout.container:ContainerController:compositionHeight:get" playername=""/>
						<string name="compositionWidth" object="[flashx.textLayout.container.ContainerController]" text=".compositionWidth" tiptext="傳回容器內的文字允許的水平範圍。" version="" helpurl="flashx.textLayout.container:ContainerController:compositionWidth:get" playername=""/>
						<string name="computedFormat" object="[flashx.textLayout.container.ContainerController]" text=".computedFormat" tiptext="傳回特質已套用至此容器的 ITextLayoutFormat 實體，包括從其根元素繼承的特質。" version="" helpurl="flashx.textLayout.container:ContainerController:computedFormat:get" playername=""/>
						<string name="container" object="[flashx.textLayout.container.ContainerController]" text=".container" tiptext="傳回存放此 ContainerController 實體之文字行的容器顯示物件。" version="" helpurl="flashx.textLayout.container:ContainerController:container:get" playername=""/>
						<string name="coreStyles" object="[flashx.textLayout.container.ContainerController]" text=".coreStyles" tiptext="傳回此 ContainerController 的 coreStyles。" version="" helpurl="flashx.textLayout.container:ContainerController:coreStyles:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.container.ContainerController]" text=".digitCase" tiptext="TextLayoutFormat：用於此文字的數字大小寫類型。" version="" helpurl="flashx.textLayout.container:ContainerController:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.container.ContainerController]" text=".digitWidth" tiptext="TextLayoutFormat：用於此文字的數字寬度類型。" version="" helpurl="flashx.textLayout.container:ContainerController:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.container.ContainerController]" text=".direction" tiptext="TextLayoutFormat：指定文字區塊內文字的預設雙向內嵌層級。" version="" helpurl="flashx.textLayout.container:ContainerController:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.container.ContainerController]" text=".dominantBaseline" tiptext="TextLayoutFormat：指定貼齊 alignmentBaseline 的元素基線，以決定行上元素的垂直位置。" version="" helpurl="flashx.textLayout.container:ContainerController:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.container.ContainerController]" text=".firstBaselineOffset" tiptext="TextLayoutFormat：指定容器中第一行的基線位置。" version="" helpurl="flashx.textLayout.container:ContainerController:firstBaselineOffset:get" playername=""/>
						<string name="flowComposer" object="[flashx.textLayout.container.ContainerController]" text=".flowComposer" tiptext="傳回流排撰寫器物件，該物件可撰寫和反白此控制器管理之容器的文字。" version="" helpurl="flashx.textLayout.container:ContainerController:flowComposer:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.container.ContainerController]" text=".fontFamily" tiptext="TextLayoutFormat：要使用的字體名稱，或是以逗號分隔的字體名稱清單。" version="" helpurl="flashx.textLayout.container:ContainerController:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.container.ContainerController]" text=".fontLookup" tiptext="TextLayoutFormat：要使用字體查詢。" version="" helpurl="flashx.textLayout.container:ContainerController:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.container.ContainerController]" text=".fontSize" tiptext="TextLayoutFormat：以像素為單位的文字大小。" version="" helpurl="flashx.textLayout.container:ContainerController:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.container.ContainerController]" text=".fontStyle" tiptext="TextLayoutFormat：文字樣式。" version="" helpurl="flashx.textLayout.container:ContainerController:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.container.ContainerController]" text=".fontWeight" tiptext="TextLayoutFormat：文字粗細。" version="" helpurl="flashx.textLayout.container:ContainerController:fontWeight:get" playername=""/>
						<string name="format" object="[flashx.textLayout.container.ContainerController]" text=".format" tiptext="儲存 ITextLayoutFormat 物件，該物件包含此容器的特質。" version="" helpurl="flashx.textLayout.container:ContainerController:format:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[flashx.textLayout.container.ContainerController]" text=".horizontalScrollPolicy" tiptext="指定水平捲動原則，可指定下列 ScrollPolicy 類別常數之一：ON、OFF 或 AUTO。" version="" helpurl="flashx.textLayout.container:ContainerController:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[flashx.textLayout.container.ContainerController]" text=".horizontalScrollPosition" tiptext="指定舞台上目前的水平捲動位置。" version="" helpurl="flashx.textLayout.container:ContainerController:horizontalScrollPosition:get" playername=""/>
						<string name="interactionManager" object="[flashx.textLayout.container.ContainerController]" text=".interactionManager" tiptext="與此 TextFlow 物件相關的 InteractionManager。" version="" helpurl="flashx.textLayout.container:ContainerController:interactionManager:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.container.ContainerController]" text=".justificationRule" tiptext="TextLayoutFormat：對齊段落中文字所使用的規則。" version="" helpurl="flashx.textLayout.container:ContainerController:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.container.ContainerController]" text=".justificationStyle" tiptext="TextLayoutFormat：段落對齊所用的樣式。" version="" helpurl="flashx.textLayout.container:ContainerController:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.container.ContainerController]" text=".kerning" tiptext="TextLayoutFormat：字距微調會調整某些字元組之間的像素，以改善可讀性。" version="" helpurl="flashx.textLayout.container:ContainerController:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.container.ContainerController]" text=".leadingModel" tiptext="TextLayoutFormat：指定行距模型，它結合了行距基礎及行距方向。" version="" helpurl="flashx.textLayout.container:ContainerController:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.container.ContainerController]" text=".ligatureLevel" tiptext="TextLayoutFormat：控制字體中定義的哪些連字可用於文字。" version="" helpurl="flashx.textLayout.container:ContainerController:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.container.ContainerController]" text=".lineBreak" tiptext="TextLayoutFormat：控制容器內的文字換行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.container.ContainerController]" text=".lineHeight" tiptext="TextLayoutFormat：文字的行距控制。" version="" helpurl="flashx.textLayout.container:ContainerController:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.container.ContainerController]" text=".lineThrough" tiptext="TextLayoutFormat：若為 true，將套用刪除線，亦即通過文字中間的線。" version="" helpurl="flashx.textLayout.container:ContainerController:lineThrough:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.container.ContainerController]" text=".locale" tiptext="TextLayoutFormat：文字的地區設定。" version="" helpurl="flashx.textLayout.container:ContainerController:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.container.ContainerController]" text=".paddingBottom" tiptext="TextLayoutFormat：以像素為單位的下方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.container.ContainerController]" text=".paddingLeft" tiptext="TextLayoutFormat：以像素為單位的左方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.container.ContainerController]" text=".paddingRight" tiptext="TextLayoutFormat：以像素為單位的右方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.container.ContainerController]" text=".paddingTop" tiptext="TextLayoutFormat：以像素為單位的上方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.container.ContainerController]" text=".paragraphEndIndent" tiptext="TextLayoutFormat：指定段落結尾邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.container.ContainerController]" text=".paragraphSpaceAfter" tiptext="TextLayoutFormat：一個數字，指定段落後面要保留的空間量 (像素)。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.container.ContainerController]" text=".paragraphSpaceBefore" tiptext="TextLayoutFormat：一個數字，指定段落前面要保留的空間量 (像素)。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.container.ContainerController]" text=".paragraphStartIndent" tiptext="TextLayoutFormat：指定段落開頭邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphStartIndent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.container.ContainerController]" text=".renderingMode" tiptext="TextLayoutFormat：用於此文字的顯示模式。" version="" helpurl="flashx.textLayout.container:ContainerController:renderingMode:get" playername=""/>
						<string name="rootElement" object="[flashx.textLayout.container.ContainerController]" text=".rootElement" tiptext="傳回在容器中顯示的根元素。" version="" helpurl="flashx.textLayout.container:ContainerController:rootElement:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.container.ContainerController]" text=".tabStops" tiptext="TextLayoutFormat：指定段落關聯的定位停駐點。" version="" helpurl="flashx.textLayout.container:ContainerController:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.container.ContainerController]" text=".textAlignLast" tiptext="TextLayoutFormat：段落中最後 (或唯一的) 一行相對於齊行文字中之容器的對齊方式。" version="" helpurl="flashx.textLayout.container:ContainerController:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.container.ContainerController]" text=".textAlign" tiptext="TextLayoutFormat：段落中各行相對於容器的對齊方式。" version="" helpurl="flashx.textLayout.container:ContainerController:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.container.ContainerController]" text=".textAlpha" tiptext="TextLayoutFormat：文字的 Alpha (透明) 值。" version="" helpurl="flashx.textLayout.container:ContainerController:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.container.ContainerController]" text=".textDecoration" tiptext="TextLayoutFormat：文字上的裝飾。" version="" helpurl="flashx.textLayout.container:ContainerController:textDecoration:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.container.ContainerController]" text=".textFlow" tiptext="傳回其內容顯示於容器中的 TextFlow 物件。" version="" helpurl="flashx.textLayout.container:ContainerController:textFlow:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.container.ContainerController]" text=".textIndent" tiptext="TextLayoutFormat：以像素為單位，指定段落中第一行縮排量的數字。" version="" helpurl="flashx.textLayout.container:ContainerController:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.container.ContainerController]" text=".textJustify" tiptext="TextLayoutFormat：指定對齊文字的選項。" version="" helpurl="flashx.textLayout.container:ContainerController:textJustify:get" playername=""/>
						<string name="textLength" object="[flashx.textLayout.container.ContainerController]" text=".textLength" tiptext="傳回容器中的字元總數。" version="" helpurl="flashx.textLayout.container:ContainerController:textLength:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.container.ContainerController]" text=".textRotation" tiptext="TextLayoutFormat：決定此文字要旋轉的度數。" version="" helpurl="flashx.textLayout.container:ContainerController:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.container.ContainerController]" text=".trackingLeft" tiptext="TextLayoutFormat: 以像素為單位代表要套用至每個字元左側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.container:ContainerController:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.container.ContainerController]" text=".trackingRight" tiptext="TextLayoutFormat: 以像素為單位代表要套用至每個字元右側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.container:ContainerController:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.container.ContainerController]" text=".typographicCase" tiptext="TextLayoutFormat：用於此文字的印刷大小寫類型。" version="" helpurl="flashx.textLayout.container:ContainerController:typographicCase:get" playername=""/>
						<string name="userStyles" object="[flashx.textLayout.container.ContainerController]" text=".userStyles" tiptext="ContainerController 實體的 userStyles 物件。" version="" helpurl="flashx.textLayout.container:ContainerController:userStyles:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.container.ContainerController]" text=".verticalAlign" tiptext="TextLayoutFormat：垂直對齊或齊行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.container:ContainerController:verticalAlign:get" playername=""/>
						<string name="verticalScrollPolicy" object="[flashx.textLayout.container.ContainerController]" text=".verticalScrollPolicy" tiptext="指定垂直捲動原則，可指定下列 ScrollPolicy 類別常數之一：ON、OFF 或 AUTO。" version="" helpurl="flashx.textLayout.container:ContainerController:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[flashx.textLayout.container.ContainerController]" text=".verticalScrollPosition" tiptext="指定舞台上目前的垂直捲動位置。" version="" helpurl="flashx.textLayout.container:ContainerController:verticalScrollPosition:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.container.ContainerController]" text=".whiteSpaceCollapse" tiptext="TextLayoutFormat：將文字匯入 TextFlow 時捨去或保留空格。" version="" helpurl="flashx.textLayout.container:ContainerController:whiteSpaceCollapse:get" playername=""/>
						<string name="containerControllerInitialFormat" object="[flashx.textLayout.container.ContainerController]" text=".containerControllerInitialFormat" tiptext="" version="" helpurl="flashx.textLayout.container:ContainerController:containerControllerInitialFormat:set" playername=""/>
					</folder>
				</folder>
				<folder name="ISandboxSupport" id="[flashx.textLayout.container.ISandboxSupport]" sort="true" index="true" tiptext="在子應用程式中支援 TLF 內容的介面。" helpurl="flashx.textLayout.container:ISandboxSupport">
					<folder name="方法" id="Methods" tiptext="ISandboxSupport 類別的方法" helpurl="flashx.textLayout.container:ISandboxSupport">
						<string name="beginMouseCapture" object="[flashx.textLayout.container.ISandboxSupport]" text=".beginMouseCapture(%%):void" tiptext="呼叫時要求用戶端從安全執行程序之外開始轉送 mouseup 與 mousemove 事件。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:beginMouseCapture" playername=""/>
						<string name="endMouseCapture" object="[flashx.textLayout.container.ISandboxSupport]" text=".endMouseCapture(%%):void" tiptext="呼叫時通知用戶端不再需要從安全執行程序之外轉送 mouseup 與 mousemove 事件。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:endMouseCapture" playername=""/>
						<string name="mouseMoveSomewhere" object="[flashx.textLayout.container.ISandboxSupport]" text=".mouseMoveSomewhere(%事件:flash.events:Event%):void" tiptext="從安全執行程序之外轉送 mouseMove 事件的用戶端呼叫。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:mouseMoveSomewhere" playername=""/>
						<string name="mouseUpSomewhere" object="[flashx.textLayout.container.ISandboxSupport]" text=".mouseUpSomewhere(%事件:flash.events:Event%):void" tiptext="從安全執行程序之外轉送 mouseUp 事件的用戶端呼叫。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:mouseUpSomewhere" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollPolicy" id="[flashx.textLayout.container.ScrollPolicy]" sort="true" index="true" asAncestors="Object" tiptext="ScrollPolicy 類別是一個列舉類別，其定義各種值以設定 ContainerController 類別的 horizontalScrollPolicy 和 verticalScrollPolicy 屬性，以便用於定義文字流排容器。" helpurl="flashx.textLayout.container:ScrollPolicy">
					<folder name="屬性" id="Properties" tiptext="ScrollPolicy 類別的屬性" helpurl="flashx.textLayout.container:ScrollPolicy">
						<string name="AUTO" object="[flashx.textLayout.container.ScrollPolicy]" text="ScrollPolicy.AUTO" constant="true" tiptext="指定若內容超過容器尺寸則進行捲動。" version="" helpurl="flashx.textLayout.container:ScrollPolicy:AUTO" playername=""/>
						<string name="OFF" object="[flashx.textLayout.container.ScrollPolicy]" text="ScrollPolicy.OFF" constant="true" tiptext="導致執行階段不顯示溢位的行，這表示使用者無法瀏覽它們。" version="" helpurl="flashx.textLayout.container:ScrollPolicy:OFF" playername=""/>
						<string name="ON" object="[flashx.textLayout.container.ScrollPolicy]" text="ScrollPolicy.ON" constant="true" tiptext="指定可進行捲動，以存取超過容器尺寸的內容。" version="" helpurl="flashx.textLayout.container:ScrollPolicy:ON" playername=""/>
					</folder>
				</folder>
				<folder name="TextContainerManager" id="[flashx.textLayout.container.TextContainerManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="管理容器中的文字。" helpurl="flashx.textLayout.container:TextContainerManager">
					<folder name="方法" id="Methods" tiptext="TextContainerManager 類別的方法" helpurl="flashx.textLayout.container:TextContainerManager">
						<string name="TextContainerManager" object="[flashx.textLayout.container.TextContainerManager]" text="new TextContainerManager(%容器:flash.display:Sprite[,組態:flashx.textLayout.elements:IConfiguration=null]%)" constructor="true" tiptext="建構函式 - 建立 TextContainerManager 實體。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:TextContainerManager" playername=""/>
						<string name="activateHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="當用戶端管理事件時，處理 Event.ACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:activateHandler" playername=""/>
						<string name="beginInteraction" object="[flashx.textLayout.container.TextContainerManager]" text=".beginInteraction(%%):flashx.textLayout.edit:ISelectionManager" tiptext="傳回目前的 ISelectionManager 實體。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:beginInteraction" playername=""/>
						<string name="beginMouseCapture" object="[flashx.textLayout.container.TextContainerManager]" text=".beginMouseCapture(%%):void" tiptext="呼叫時要求用戶端從安全執行程序之外開始轉送 mouseup 與 mousemove 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:beginMouseCapture" playername=""/>
						<string name="compose" object="[flashx.textLayout.container.TextContainerManager]" text=".compose(%%):void" tiptext="撰寫容器文字；呼叫 factory 或 updateAllControllers()。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:compose" playername=""/>
						<string name="createContextMenu" object="[flashx.textLayout.container.TextContainerManager]" text=".createContextMenu(%%):flash.ui:ContextMenu" tiptext="為 TextContainerManager 建立 ContextMenu。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:createContextMenu" playername=""/>
						<string name="createEditManager" object="[flashx.textLayout.container.TextContainerManager]" text=".createEditManager(%還原管理員:flashx.undo:IUndoManager%):flashx.textLayout.edit:IEditManager" tiptext="建立編輯管理員以用於編輯。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:createEditManager" playername=""/>
						<string name="createSelectionManager" object="[flashx.textLayout.container.TextContainerManager]" text=".createSelectionManager(%%):flashx.textLayout.edit:ISelectionManager" tiptext="建立選取範圍管理員以用於選取範圍。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:createSelectionManager" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="當用戶端管理事件時，處理 Event.DEACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:deactivateHandler" playername=""/>
						<string name="drawBackgroundAndSetScrollRect" object="[flashx.textLayout.container.TextContainerManager]" text=".drawBackgroundAndSetScrollRect(%捲動X:Number,捲動Y:Number%):Boolean" tiptext="如果它已填入容器的 scrollRect 屬性，則傳回 true。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:drawBackgroundAndSetScrollRect" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="當用戶端管理事件時，處理編輯事件 (CUT、COPY、PASTE、SELECT_ALL)。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:editHandler" playername=""/>
						<string name="endInteraction" object="[flashx.textLayout.container.TextContainerManager]" text=".endInteraction(%%):void" tiptext="終止互動。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:endInteraction" playername=""/>
						<string name="endMouseCapture" object="[flashx.textLayout.container.TextContainerManager]" text=".endMouseCapture(%%):void" tiptext="呼叫時通知用戶端不再需要從安全執行程序之外轉送 mouseup 與 mousemove 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:endMouseCapture" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="當用戶端管理事件時，處理 FocusEvent.KEY_FOCUS_CHANGE 與 FocusEvent.MOUSE_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 focusIn 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="當用戶端管理事件時，處理 FocusEvent.FOCUS_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:focusOutHandler" playername=""/>
						<string name="getContentBounds" object="[flashx.textLayout.container.TextContainerManager]" text=".getContentBounds(%%):flash.geom:Rectangle" tiptext="建立一個矩形，顯示最後一個 compose() 方法或 updateContainer() 方法的呼叫置放文字的位置。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getContentBounds" playername=""/>
						<string name="getFocusedSelectionFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".getFocusedSelectionFormat(%%):flashx.textLayout.edit:SelectionFormat" tiptext="傳回 focusedSelectionFormat - 預設會從組態中取得。" version="" helpurl="flashx.textLayout.container:TextContainerManager:getFocusedSelectionFormat" playername=""/>
						<string name="getInactiveSelectionFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".getInactiveSelectionFormat(%%):flashx.textLayout.edit:SelectionFormat" tiptext="傳回 inactiveSelectionFormat - 預設會從組態中取得。可以在子類別中將其覆寫，以提供不同的 SelectionFormat。" version="" helpurl="flashx.textLayout.container:TextContainerManager:getInactiveSelectionFormat" playername=""/>
						<string name="getLineAt" object="[flashx.textLayout.container.TextContainerManager]" text=".getLineAt(%索引:int%):flash.text.engine:TextLine" tiptext="從撰寫的文字行陣列傳回索引的 TextLine。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getLineAt" playername=""/>
						<string name="getScrollDelta" object="[flashx.textLayout.container.TextContainerManager]" text=".getScrollDelta(%行數:int%):Number" tiptext="了解往上或往下捲動指定的行數時所需的捲動距離。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getScrollDelta" playername=""/>
						<string name="getTextFlow" object="[flashx.textLayout.container.TextContainerManager]" text=".getTextFlow(%%):flashx.textLayout.elements:TextFlow" tiptext="目前的 TextFlow。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getTextFlow" playername=""/>
						<string name="getText" object="[flashx.textLayout.container.TextContainerManager]" text=".getText(%[分隔符號:String=]%):String" tiptext="傳回段落間使用分隔符號的目前文字。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getText" playername=""/>
						<string name="getUndoManager" object="[flashx.textLayout.container.TextContainerManager]" text=".getUndoManager(%%):flashx.undo:IUndoManager" tiptext="傳回要使用的還原管理員。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getUndoManager" playername=""/>
						<string name="getUnfocusedSelectionFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".getUnfocusedSelectionFormat(%%):flashx.textLayout.edit:SelectionFormat" tiptext="傳回 unfocusedSelectionFormat - 預設會從組態中取得。您可以在子類別中覆寫此方法，以提供不同的 SelectionFormat。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getUnfocusedSelectionFormat" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="當用戶端管理事件時，處理 IME_START_COMPOSITION 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:imeStartCompositionHandler" playername=""/>
						<string name="invalidateSelectionFormats" object="[flashx.textLayout.container.TextContainerManager]" text=".invalidateSelectionFormats(%%):void" tiptext="如果您變更選取範圍格式 (SelectionFormat)，並想更新 interactionManager，請呼叫此方法。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:invalidateSelectionFormats" playername=""/>
						<string name="invalidateUndoManager" object="[flashx.textLayout.container.TextContainerManager]" text=".invalidateUndoManager(%%):void" tiptext="如果您正在編輯，並想重設還原管理員以用於編輯，請呼叫此方法。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:invalidateUndoManager" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.container.TextContainerManager]" text=".isDamaged(%%):Boolean" tiptext="如果內容需要撰寫，則傳回 true。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:isDamaged" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="當用戶端管理事件時，處理 KeyboardEvent.KEY_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="當用戶端管理事件時，處理 FocusEvent.KEY_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="當用戶端管理事件時，處理 Keyboard.KEY_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="當用戶端管理事件時，處理 ContextMenuEvent.MENU_SELECT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.DOUBLE_CLICK 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_MOVE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseMoveHandler" playername=""/>
						<string name="mouseMoveSomewhere" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseMoveSomewhere(%事件:flash.events:Event%):void" tiptext="從安全執行程序之外轉送 mouseMove 事件的用戶端呼叫。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseMoveSomewhere" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseOver 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseUpHandler" playername=""/>
						<string name="mouseUpSomewhere" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseUpSomewhere(%e:flash.events:Event%):void" tiptext="從安全執行程序之外轉送 mouseUp 事件的用戶端呼叫。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseUpSomewhere" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="當用戶端管理事件時，處理 MouseEvent.MOUSE_WHEEL 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseWheelHandler" playername=""/>
						<string name="scrollToRange" object="[flashx.textLayout.container.TextContainerManager]" text=".scrollToRange(%作用位置:int,錨點位置:int%):void" tiptext="捲動以讓文字範圍顯示在容器中。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:scrollToRange" playername=""/>
						<string name="setTextFlow" object="[flashx.textLayout.container.TextContainerManager]" text=".setTextFlow(%文字流排:flashx.textLayout.elements:TextFlow%):void" tiptext="將 TextFlow 設定至此 TextContainerManager 會取代任何現有的 TextFlow 並放棄目前的文字。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:setTextFlow" playername=""/>
						<string name="setText" object="[flashx.textLayout.container.TextContainerManager]" text=".setText(%文字:String%):void" tiptext="將 text 屬性設定為指定的 String。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:setText" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="當用戶端管理事件時，處理 TextEvent.TEXT_INPUT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:textInputHandler" playername=""/>
						<string name="updateContainer" object="[flashx.textLayout.container.TextContainerManager]" text=".updateContainer(%%):void" tiptext="更新顯示；呼叫 factory 或 updateAllControllers()。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:updateContainer" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextContainerManager 類別的屬性" helpurl="flashx.textLayout.container:TextContainerManager">
						<string name="compositionHeight" object="[flashx.textLayout.container.TextContainerManager]" text=".compositionHeight" tiptext="傳回容器內的文字允許的垂直範圍。" version="" helpurl="flashx.textLayout.container:TextContainerManager:compositionHeight:get" playername=""/>
						<string name="compositionWidth" object="[flashx.textLayout.container.TextContainerManager]" text=".compositionWidth" tiptext="傳回容器內的文字允許的水平範圍。" version="" helpurl="flashx.textLayout.container:TextContainerManager:compositionWidth:get" playername=""/>
						<string name="configuration" object="[flashx.textLayout.container.TextContainerManager]" text=".configuration" tiptext="此 TextContainerManager 的 Configuration 物件。" version="" helpurl="flashx.textLayout.container:TextContainerManager:configuration:get" playername=""/>
						<string name="container" object="[flashx.textLayout.container.TextContainerManager]" text=".container" tiptext="傳回容器 (DisplayObjectContainer)，其保存此 TextContainerManager 管理的文字。" version="" helpurl="flashx.textLayout.container:TextContainerManager:container:get" playername=""/>
						<string name="defaultConfiguration" object="[flashx.textLayout.container.TextContainerManager]" text=".defaultConfiguration" tiptext="此 TextContainerManager 的預設組態。" version="" helpurl="flashx.textLayout.container:TextContainerManager:defaultConfiguration:get" playername=""/>
						<string name="editingMode" object="[flashx.textLayout.container.TextContainerManager]" text=".editingMode" tiptext="此 TextContainerManager 的編輯模式。" version="" helpurl="flashx.textLayout.container:TextContainerManager:editingMode:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[flashx.textLayout.container.TextContainerManager]" text=".horizontalScrollPolicy" tiptext="當容器邊界填滿後，控制 factory 是否產生所有文字行或停駐點。" version="" helpurl="flashx.textLayout.container:TextContainerManager:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[flashx.textLayout.container.TextContainerManager]" text=".horizontalScrollPosition" tiptext="指定舞台上目前的水平捲動位置。" version="" helpurl="flashx.textLayout.container:TextContainerManager:horizontalScrollPosition:get" playername=""/>
						<string name="hostFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".hostFormat" tiptext="設定只顯示一個字串時的格式。" version="" helpurl="flashx.textLayout.container:TextContainerManager:hostFormat:get" playername=""/>
						<string name="numLines" object="[flashx.textLayout.container.TextContainerManager]" text=".numLines" tiptext="流排中的總行數。" version="" helpurl="flashx.textLayout.container:TextContainerManager:numLines:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.container.TextContainerManager]" text=".swfContext" tiptext="在適當的 SWF 內容中，需要用於建立 FTE 呼叫的選用 ISWFContext 實體。" version="" helpurl="flashx.textLayout.container:TextContainerManager:swfContext:get" playername=""/>
						<string name="verticalScrollPolicy" object="[flashx.textLayout.container.TextContainerManager]" text=".verticalScrollPolicy" tiptext="當容器邊界填滿後，控制 factory 是否產生所有文字行或停駐點。" version="" helpurl="flashx.textLayout.container:TextContainerManager:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[flashx.textLayout.container.TextContainerManager]" text=".verticalScrollPosition" tiptext="指定舞台上目前的垂直捲動位置。" version="" helpurl="flashx.textLayout.container:TextContainerManager:verticalScrollPosition:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextContainerManager 類別的事件" helpurl="flashx.textLayout.container:TextContainerManager">
						<string name="updateComplete" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=UpdateCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每次容器因撰寫而新增或更新 DisplayObject 時，由 TextFlow 物件傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__updateComplete" playername=""/>
						<string name="damage" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=DamageEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每次損毀之後，由 TextFlow 物件傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__damage" playername=""/>
						<string name="scroll" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=TextLayoutEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在控制器容器內捲動文字之後，由 TextFlow 物件傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__scroll" playername=""/>
						<string name="inlineGraphicStatusChanged" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=StatusChangeEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="因寬度或高度的 auto 或百分比設定而調整 InlineGraphicElement 的大小時，在圖形完成載入後傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__inlineGraphicStatusChanged" playername=""/>
						<string name="click" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="按一下任一連結後傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__click" playername=""/>
						<string name="rollOut" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當滑鼠移出任何連結時傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__rollOut" playername=""/>
						<string name="rollOver" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當滑鼠第一次進入任何連結時傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__rollOver" playername=""/>
						<string name="mouseMove" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在滑鼠滑過任何連結時傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__mouseMove" playername=""/>
						<string name="mouseUp" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何連結上放開滑鼠時傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__mouseUp" playername=""/>
						<string name="mouseDown" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何連結按下滑鼠時傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__mouseDown" playername=""/>
						<string name="compositionComplete" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=CompositionCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每次重新撰寫之後傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__compositionComplete" playername=""/>
						<string name="selectionChange" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=SelectionEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="只要選取範圍變更就傳送。" version="" helpurl="flashx.textLayout.container:TextContainerManager__selectionChange" playername=""/>
						<string name="flowOperationComplete" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowOperationEvent.FLOW_OPERATION_COMPLETE{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.container:TextContainerManager__flowOperationComplete" playername=""/>
						<string name="flowOperationEnd" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowOperationEvent.FLOW_OPERATION_END{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.container:TextContainerManager__flowOperationEnd" playername=""/>
						<string name="flowOperationBegin" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%類型:String=FlowOperationEvent.FLOW_OPERATION_BEGIN{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.container:TextContainerManager__flowOperationBegin" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.conversion" id="flashx.textLayout.conversion" sort="true" tiptext="flashx.textLayout.conversion 套件的類別" helpurl="flashx.textLayout.conversion">
				<folder name="ConversionType" id="[flashx.textLayout.conversion.ConversionType]" sort="true" index="true" asAncestors="Object" tiptext="匯出文字的格式值。" helpurl="flashx.textLayout.conversion:ConversionType">
					<folder name="屬性" id="Properties" tiptext="ConversionType 類別的屬性" helpurl="flashx.textLayout.conversion:ConversionType">
						<string name="STRING_TYPE" object="[flashx.textLayout.conversion.ConversionType]" text="ConversionType.STRING_TYPE" constant="true" tiptext="匯出為 String 類型。" version="" helpurl="flashx.textLayout.conversion:ConversionType:STRING_TYPE" playername=""/>
						<string name="XML_TYPE" object="[flashx.textLayout.conversion.ConversionType]" text="ConversionType.XML_TYPE" constant="true" tiptext="匯出為 XML 類型。" version="" helpurl="flashx.textLayout.conversion:ConversionType:XML_TYPE" playername=""/>
					</folder>
				</folder>
				<folder name="ITextExporter" id="[flashx.textLayout.conversion.ITextExporter]" sort="true" index="true" tiptext="用於從 TextFlow 實體將文字內容匯出成字串或 XML 格式的介面。" helpurl="flashx.textLayout.conversion:ITextExporter">
					<folder name="方法" id="Methods" tiptext="ITextExporter 類別的方法" helpurl="flashx.textLayout.conversion:ITextExporter">
						<string name="export" object="[flashx.textLayout.conversion.ITextExporter]" text=".export(%來源:flashx.textLayout.elements:TextFlow,轉換類型:String%):Object" tiptext="使用字串或 XML 格式，從 TextFlow 實體匯出文字內容。" version="1.5" helpurl="flashx.textLayout.conversion:ITextExporter:export" playername=""/>
					</folder>
				</folder>
				<folder name="ITextImporter" id="[flashx.textLayout.conversion.ITextImporter]" sort="true" index="true" tiptext="將文字內容從外部來源匯入 TextFlow 的介面。" helpurl="flashx.textLayout.conversion:ITextImporter">
					<folder name="方法" id="Methods" tiptext="ITextImporter 類別的方法" helpurl="flashx.textLayout.conversion:ITextImporter">
						<string name="importToFlow" object="[flashx.textLayout.conversion.ITextImporter]" text=".importToFlow(%來源:Object%):flashx.textLayout.elements:TextFlow" tiptext="從外部來源匯入文字內容，並轉換成 TextFlow。" version="1.5" helpurl="flashx.textLayout.conversion:ITextImporter:importToFlow" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ITextImporter 類別的屬性" helpurl="flashx.textLayout.conversion:ITextImporter">
						<string name="errors" object="[flashx.textLayout.conversion.ITextImporter]" text=".errors" tiptext="剖析時發生錯誤。" version="" helpurl="flashx.textLayout.conversion:ITextImporter:errors:get" playername=""/>
						<string name="throwOnError" object="[flashx.textLayout.conversion.ITextImporter]" text=".throwOnError" tiptext="如果 throwOnError 為 true，則匯入時剖析錯誤會導致例外。" version="" helpurl="flashx.textLayout.conversion:ITextImporter:throwOnError:get" playername=""/>
					</folder>
				</folder>
				<folder name="PlainTextExporter" id="[flashx.textLayout.conversion.PlainTextExporter]" sort="true" index="true" asAncestors="Object" tiptext="純文字格式的匯出篩選器。" helpurl="flashx.textLayout.conversion:PlainTextExporter">
					<folder name="方法" id="Methods" tiptext="PlainTextExporter 類別的方法" helpurl="flashx.textLayout.conversion:PlainTextExporter">
						<string name="PlainTextExporter" object="[flashx.textLayout.conversion.PlainTextExporter]" text="new PlainTextExporter(%%)" constructor="true" tiptext="建構函式" version="1.5" helpurl="flashx.textLayout.conversion:PlainTextExporter:PlainTextExporter" playername=""/>
						<string name="export" object="[flashx.textLayout.conversion.PlainTextExporter]" text=".export(%來源:flashx.textLayout.elements:TextFlow,轉換類型:String%):Object" tiptext="將 TextFlow 物件的內容匯出成純文字。" version="1.5" helpurl="flashx.textLayout.conversion:PlainTextExporter:export" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PlainTextExporter 類別的屬性" helpurl="flashx.textLayout.conversion:PlainTextExporter">
						<string name="paragraphSeparator" object="[flashx.textLayout.conversion.PlainTextExporter]" text=".paragraphSeparator" tiptext="指定用於區隔段落的字元順序 (在文字流排的純文字中)。" version="" helpurl="flashx.textLayout.conversion:PlainTextExporter:paragraphSeparator:get" playername=""/>
						<string name="stripDiscretionaryHyphens" object="[flashx.textLayout.conversion.PlainTextExporter]" text=".stripDiscretionaryHyphens" tiptext="此旗標指出匯出過程中是否移除文字中的選擇性連字號。" version="" helpurl="flashx.textLayout.conversion:PlainTextExporter:stripDiscretionaryHyphens:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextConverter" id="[flashx.textLayout.conversion.TextConverter]" sort="true" index="true" asAncestors="Object" tiptext="這是閘道類別，用於處理匯入與匯出。" helpurl="flashx.textLayout.conversion:TextConverter">
					<folder name="方法" id="Methods" tiptext="TextConverter 類別的方法" helpurl="flashx.textLayout.conversion:TextConverter">
						<string name="export" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.export(%來源:flashx.textLayout.elements:TextFlow,格式:String,轉換類型:String%):Object" static="true" tiptext="將 TextFlow 匯出成指定的格式。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:export" playername=""/>
						<string name="getExporter" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.getExporter(%格式:String%):flashx.textLayout.conversion:ITextExporter" static="true" tiptext="建立匯出篩選器。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:getExporter" playername=""/>
						<string name="getImporter" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.getImporter(%格式:String[,組態:flashx.textLayout.elements:IConfiguration=null]%):flashx.textLayout.conversion:ITextImporter" static="true" tiptext="建立匯入篩選器。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:getImporter" playername=""/>
						<string name="importToFlow" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.importToFlow(%來源:Object,格式:String[,組態:flashx.textLayout.elements:IConfiguration=null]%):flashx.textLayout.elements:TextFlow" static="true" tiptext="使用指定格式從來源內容建立 TextFlow。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:importToFlow" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextConverter 類別的屬性" helpurl="flashx.textLayout.conversion:TextConverter">
						<string name="PLAIN_TEXT_FORMAT" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.PLAIN_TEXT_FORMAT" constant="true" tiptext="純文字格式。" version="" helpurl="flashx.textLayout.conversion:TextConverter:PLAIN_TEXT_FORMAT" playername=""/>
						<string name="TEXT_FIELD_HTML_FORMAT" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.TEXT_FIELD_HTML_FORMAT" constant="true" tiptext="HTML 格式。" version="" helpurl="flashx.textLayout.conversion:TextConverter:TEXT_FIELD_HTML_FORMAT" playername=""/>
						<string name="TEXT_LAYOUT_FORMAT" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.TEXT_LAYOUT_FORMAT" constant="true" tiptext="TextLayout 格式。" version="" helpurl="flashx.textLayout.conversion:TextConverter:TEXT_LAYOUT_FORMAT" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.edit" id="flashx.textLayout.edit" sort="true" tiptext="flashx.textLayout.edit 套件的類別" helpurl="flashx.textLayout.edit">
				<folder name="EditingMode" id="[flashx.textLayout.edit.EditingMode]" sort="true" index="true" asAncestors="Object" tiptext="EditingMode 類別定義與 EditManager 類別搭配使用的常數，藉此表示文件的讀取、選取及編輯權限。" helpurl="flashx.textLayout.edit:EditingMode">
					<folder name="屬性" id="Properties" tiptext="EditingMode 類別的屬性" helpurl="flashx.textLayout.edit:EditingMode">
						<string name="READ_ONLY" object="[flashx.textLayout.edit.EditingMode]" text="EditingMode.READ_ONLY" constant="true" tiptext="這是唯讀文件。" version="" helpurl="flashx.textLayout.edit:EditingMode:READ_ONLY" playername=""/>
						<string name="READ_SELECT" object="[flashx.textLayout.edit.EditingMode]" text="EditingMode.READ_SELECT" constant="true" tiptext="您可以選取及複製文件中的文字，但不能進行編輯。" version="" helpurl="flashx.textLayout.edit:EditingMode:READ_SELECT" playername=""/>
						<string name="READ_WRITE" object="[flashx.textLayout.edit.EditingMode]" text="EditingMode.READ_WRITE" constant="true" tiptext="文件可供編輯。" version="" helpurl="flashx.textLayout.edit:EditingMode:READ_WRITE" playername=""/>
					</folder>
				</folder>
				<folder name="EditManager" id="[flashx.textLayout.edit.EditManager]" sort="true" index="true" asAncestors="flashx.textLayout.edit:SelectionManager,Object" tiptext="EditManager 類別會管理 TextFlow 的編輯變更。" helpurl="flashx.textLayout.edit:EditManager">
					<folder name="方法" id="Methods" tiptext="EditManager 類別的方法" helpurl="flashx.textLayout.edit:EditManager">
						<string name="EditManager" object="[flashx.textLayout.edit.EditManager]" text="new EditManager(%[還原管理員:flashx.undo:IUndoManager=null]%)" constructor="true" tiptext="建立 EditManager 物件。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:EditManager" playername=""/>
						<string name="applyContainerFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyContainerFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將容器樣式套用至選取範圍中的任何容器。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyContainerFormat" playername=""/>
						<string name="applyFormatToElement" object="[flashx.textLayout.edit.EditManager]" text=".applyFormatToElement(%目標元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將樣式套用至指定的元素。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyFormatToElement" playername=""/>
						<string name="applyFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyFormat(%分葉格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更指定 (或目前) 選取範圍的格式。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyFormat" playername=""/>
						<string name="applyLeafFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyLeafFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更在指定 (或目前) 選取範圍中套用至分葉元素的格式。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyLeafFormat" playername=""/>
						<string name="applyLink" object="[flashx.textLayout.edit.EditManager]" text=".applyLink(%href:String[,目標:String=null,延伸至連結界限:Boolean=false,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將選取範圍轉換為連結，或將連結轉換為一般文字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyLink" playername=""/>
						<string name="applyParagraphFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyParagraphFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將段落樣式套用至選取範圍中的任何段落。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyParagraphFormat" playername=""/>
						<string name="applyTCY" object="[flashx.textLayout.edit.EditManager]" text=".applyTCY(%TCY開啟:Boolean[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將文字轉換為 TCY 執行，或將 TCY 執行轉換為非 TCY 文字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyTCY" playername=""/>
						<string name="beginCompositeOperation" object="[flashx.textLayout.edit.EditManager]" text=".beginCompositeOperation(%%):void" tiptext="開始新的作業群組。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:beginCompositeOperation" playername=""/>
						<string name="changeElementID" object="[flashx.textLayout.edit.EditManager]" text=".changeElementID(%新ID:String,目標元素:flashx.textLayout.elements:FlowElement[,相對起點:int=0,相對結尾:int=-1,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更元素的 ID。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:changeElementID" playername=""/>
						<string name="changeStyleName" object="[flashx.textLayout.edit.EditManager]" text=".changeStyleName(%新名稱:String,目標元素:flashx.textLayout.elements:FlowElement[,相對起點:int=0,相對結尾:int=-1,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更元素或一部分元素的 styleName。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:changeStyleName" playername=""/>
						<string name="clearFormatOnElement" object="[flashx.textLayout.edit.EditManager]" text=".clearFormatOnElement(%目標元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將指定元素的樣式解除定義。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:clearFormatOnElement" playername=""/>
						<string name="clearFormat" object="[flashx.textLayout.edit.EditManager]" text=".clearFormat(%分葉格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將指定 (或目前) 選取範圍的格式解除定義。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:clearFormat" playername=""/>
						<string name="cutTextScrap" object="[flashx.textLayout.edit.EditManager]" text=".cutTextScrap(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):flashx.textLayout.edit:TextScrap" tiptext="刪除選取的區域，並在 TextScrap 物件中傳回刪除的區域。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:cutTextScrap" playername=""/>
						<string name="deleteNextCharacter" object="[flashx.textLayout.edit.EditManager]" text=".deleteNextCharacter(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除某範圍的文字，或如果指定點選取，則刪除下一個字元。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deleteNextCharacter" playername=""/>
						<string name="deleteNextWord" object="[flashx.textLayout.edit.EditManager]" text=".deleteNextWord(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除下一個單字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deleteNextWord" playername=""/>
						<string name="deletePreviousCharacter" object="[flashx.textLayout.edit.EditManager]" text=".deletePreviousCharacter(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除某範圍的文字，或如果指定點選取，則刪除上一個字元。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deletePreviousCharacter" playername=""/>
						<string name="deletePreviousWord" object="[flashx.textLayout.edit.EditManager]" text=".deletePreviousWord(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除上一個單字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deletePreviousWord" playername=""/>
						<string name="deleteText" object="[flashx.textLayout.edit.EditManager]" text=".deleteText(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除某範圍的文字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deleteText" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.edit.EditManager]" text=".doOperation(%作業:flashx.textLayout.operations:FlowOperation%):void" tiptext="執行 FlowOperation。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:doOperation" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.edit.EditManager]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="" version="" helpurl="flashx.textLayout.edit:EditManager:editHandler" playername=""/>
						<string name="endCompositeOperation" object="[flashx.textLayout.edit.EditManager]" text=".endCompositeOperation(%%):void" tiptext="結束作業群組。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:endCompositeOperation" playername=""/>
						<string name="insertInlineGraphic" object="[flashx.textLayout.edit.EditManager]" text=".insertInlineGraphic(%來源:Object,寬度:Object,高度:Object[,選項:Object=null,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入影像。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:insertInlineGraphic" playername=""/>
						<string name="insertText" object="[flashx.textLayout.edit.EditManager]" text=".insertText(%文字:String[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入文字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:insertText" playername=""/>
						<string name="modifyInlineGraphic" object="[flashx.textLayout.edit.EditManager]" text=".modifyInlineGraphic(%來源:Object,寬度:Object,高度:Object[,選項:Object=null,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="修改現有內嵌圖形。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:modifyInlineGraphic" playername=""/>
						<string name="overwriteText" object="[flashx.textLayout.edit.EditManager]" text=".overwriteText(%文字:String[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="覆寫選取的文字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:overwriteText" playername=""/>
						<string name="pasteTextScrap" object="[flashx.textLayout.edit.EditManager]" text=".pasteTextScrap(%要貼上的剪輯資料:flashx.textLayout.edit:TextScrap[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將 TextScrap 貼入選取的區域。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:pasteTextScrap" playername=""/>
						<string name="redo" object="[flashx.textLayout.edit.EditManager]" text=".redo(%%):void" tiptext="重新執行上一個還原作業。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:redo" playername=""/>
						<string name="splitParagraph" object="[flashx.textLayout.edit.EditManager]" text=".splitParagraph(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="在目前位置分割段落。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:splitParagraph" playername=""/>
						<string name="undo" object="[flashx.textLayout.edit.EditManager]" text=".undo(%%):void" tiptext="回復上一個作業。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:undo" playername=""/>
						<string name="updateAllControllers" object="[flashx.textLayout.edit.EditManager]" text=".updateAllControllers(%%):void" tiptext="在作業修改顯示之後更新顯示" version="" helpurl="flashx.textLayout.edit:EditManager:updateAllControllers" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="EditManager 類別的屬性" helpurl="flashx.textLayout.edit:EditManager">
						<string name="overwriteMode" object="[flashx.textLayout.edit.EditManager]" text=".overwriteMode" tiptext="指出要開啟或關閉覆寫模式。" version="" helpurl="flashx.textLayout.edit:EditManager:overwriteMode" playername=""/>
						<string name="undoManager" object="[flashx.textLayout.edit.EditManager]" text=".undoManager" tiptext="指定給此編輯管理員的 IUndoManager。" version="" helpurl="flashx.textLayout.edit:EditManager:undoManager:get" playername=""/>
					</folder>
				</folder>
				<folder name="ElementRange" id="[flashx.textLayout.edit.ElementRange]" sort="true" index="true" asAncestors="Object" tiptext="ElementRange 類別代表在文字流排內選取的物件範圍。" helpurl="flashx.textLayout.edit:ElementRange">
					<folder name="方法" id="Methods" tiptext="ElementRange 類別的方法" helpurl="flashx.textLayout.edit:ElementRange">
						<string name="createElementRange" object="[flashx.textLayout.edit.ElementRange]" text="ElementRange.createElementRange(%文字流排:flashx.textLayout.elements:TextFlow,絕對起點:int,絕對結尾:int%):flashx.textLayout.edit:ElementRange" static="true" tiptext="建立 ElementRange 物件。" version="1.5" helpurl="flashx.textLayout.edit:ElementRange:createElementRange" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ElementRange 類別的屬性" helpurl="flashx.textLayout.edit:ElementRange">
						<string name="absoluteEnd" object="[flashx.textLayout.edit.ElementRange]" text=".absoluteEnd" tiptext="內含範圍結尾之 FlowLeafElement 物件的絕對文字位置。" version="" helpurl="flashx.textLayout.edit:ElementRange:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.edit.ElementRange]" text=".absoluteStart" tiptext="內含範圍開頭之 FlowLeafElement 物件的絕對文字位置。" version="" helpurl="flashx.textLayout.edit:ElementRange:absoluteStart:get" playername=""/>
						<string name="characterFormat" object="[flashx.textLayout.edit.ElementRange]" text=".characterFormat" tiptext="範圍中字元的格式特質。" version="" helpurl="flashx.textLayout.edit:ElementRange:characterFormat:get" playername=""/>
						<string name="containerFormat" object="[flashx.textLayout.edit.ElementRange]" text=".containerFormat" tiptext="顯示範圍之容器的格式特質。" version="" helpurl="flashx.textLayout.edit:ElementRange:containerFormat:get" playername=""/>
						<string name="firstLeaf" object="[flashx.textLayout.edit.ElementRange]" text=".firstLeaf" tiptext="內含範圍開頭的 FlowLeafElement 物件。" version="" helpurl="flashx.textLayout.edit:ElementRange:firstLeaf:get" playername=""/>
						<string name="firstParagraph" object="[flashx.textLayout.edit.ElementRange]" text=".firstParagraph" tiptext="內含範圍開頭的 ParagraphElement 物件。" version="" helpurl="flashx.textLayout.edit:ElementRange:firstParagraph:get" playername=""/>
						<string name="lastLeaf" object="[flashx.textLayout.edit.ElementRange]" text=".lastLeaf" tiptext="內含範圍結尾的 FlowLeafElement 物件。" version="" helpurl="flashx.textLayout.edit:ElementRange:lastLeaf:get" playername=""/>
						<string name="lastParagraph" object="[flashx.textLayout.edit.ElementRange]" text=".lastParagraph" tiptext="內含範圍結尾的 ParagraphElement 物件。" version="" helpurl="flashx.textLayout.edit:ElementRange:lastParagraph:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.edit.ElementRange]" text=".paragraphFormat" tiptext="內含範圍之段落的格式特質。" version="" helpurl="flashx.textLayout.edit:ElementRange:paragraphFormat:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.edit.ElementRange]" text=".textFlow" tiptext="內含範圍的 TextFlow 物件。" version="" helpurl="flashx.textLayout.edit:ElementRange:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="IEditManager" id="[flashx.textLayout.edit.IEditManager]" sort="true" index="true" asAncestors="flashx.textLayout.edit:ISelectionManager,flashx.textLayout.edit:IInteractionEventHandler" tiptext="IEditManager 定義處理文字流排之編輯作業的介面。" helpurl="flashx.textLayout.edit:IEditManager">
					<folder name="方法" id="Methods" tiptext="IEditManager 類別的方法" helpurl="flashx.textLayout.edit:IEditManager">
						<string name="applyContainerFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyContainerFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將容器樣式套用至選取範圍中的任何容器。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyContainerFormat" playername=""/>
						<string name="applyFormatToElement" object="[flashx.textLayout.edit.IEditManager]" text=".applyFormatToElement(%目標元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將樣式套用至指定的元素。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyFormatToElement" playername=""/>
						<string name="applyFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyFormat(%分葉格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更指定 (或目前) 選取範圍的格式。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyFormat" playername=""/>
						<string name="applyLeafFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyLeafFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更在指定 (或目前) 選取範圍中套用至分葉元素的格式。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyLeafFormat" playername=""/>
						<string name="applyLink" object="[flashx.textLayout.edit.IEditManager]" text=".applyLink(%href:String[,目標:String=null,延伸至連結界限:Boolean=false,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將選取範圍轉換為連結，或將連結轉換為一般文字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyLink" playername=""/>
						<string name="applyParagraphFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyParagraphFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將段落樣式套用至選取範圍中的任何段落。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyParagraphFormat" playername=""/>
						<string name="applyTCY" object="[flashx.textLayout.edit.IEditManager]" text=".applyTCY(%TCY開啟:Boolean[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將文字轉換為 TCY 執行，或將 TCY 執行轉換為非 TCY 文字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyTCY" playername=""/>
						<string name="beginCompositeOperation" object="[flashx.textLayout.edit.IEditManager]" text=".beginCompositeOperation(%%):void" tiptext="開始新的作業群組。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:beginCompositeOperation" playername=""/>
						<string name="changeElementID" object="[flashx.textLayout.edit.IEditManager]" text=".changeElementID(%新ID:String,目標元素:flashx.textLayout.elements:FlowElement[,相對起點:int=0,相對結尾:int=-1,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更元素的 ID。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:changeElementID" playername=""/>
						<string name="changeStyleName" object="[flashx.textLayout.edit.IEditManager]" text=".changeStyleName(%新名稱:String,目標元素:flashx.textLayout.elements:FlowElement[,相對起點:int=0,相對結尾:int=-1,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="變更元素或一部分元素的 styleName。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:changeStyleName" playername=""/>
						<string name="clearFormatOnElement" object="[flashx.textLayout.edit.IEditManager]" text=".clearFormatOnElement(%目標元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將指定元素的樣式解除定義。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:clearFormatOnElement" playername=""/>
						<string name="clearFormat" object="[flashx.textLayout.edit.IEditManager]" text=".clearFormat(%分葉格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將指定 (或目前) 選取範圍的格式解除定義。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:clearFormat" playername=""/>
						<string name="cutTextScrap" object="[flashx.textLayout.edit.IEditManager]" text=".cutTextScrap(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):flashx.textLayout.edit:TextScrap" tiptext="刪除選取的區域，並在 TextScrap 物件中傳回刪除的區域。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:cutTextScrap" playername=""/>
						<string name="deleteNextCharacter" object="[flashx.textLayout.edit.IEditManager]" text=".deleteNextCharacter(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除某範圍的文字，或如果指定點選取，則刪除下一個字元。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deleteNextCharacter" playername=""/>
						<string name="deleteNextWord" object="[flashx.textLayout.edit.IEditManager]" text=".deleteNextWord(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除下一個單字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deleteNextWord" playername=""/>
						<string name="deletePreviousCharacter" object="[flashx.textLayout.edit.IEditManager]" text=".deletePreviousCharacter(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除某範圍的文字，或如果指定點選取，則刪除上一個字元。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deletePreviousCharacter" playername=""/>
						<string name="deletePreviousWord" object="[flashx.textLayout.edit.IEditManager]" text=".deletePreviousWord(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除上一個單字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deletePreviousWord" playername=""/>
						<string name="deleteText" object="[flashx.textLayout.edit.IEditManager]" text=".deleteText(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="刪除某範圍的文字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deleteText" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.edit.IEditManager]" text=".doOperation(%作業:flashx.textLayout.operations:FlowOperation%):void" tiptext="執行 FlowOperation。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:doOperation" playername=""/>
						<string name="endCompositeOperation" object="[flashx.textLayout.edit.IEditManager]" text=".endCompositeOperation(%%):void" tiptext="結束作業群組。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:endCompositeOperation" playername=""/>
						<string name="insertInlineGraphic" object="[flashx.textLayout.edit.IEditManager]" text=".insertInlineGraphic(%來源:Object,寬度:Object,高度:Object[,選項:Object=null,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入影像。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:insertInlineGraphic" playername=""/>
						<string name="insertText" object="[flashx.textLayout.edit.IEditManager]" text=".insertText(%文字:String[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入文字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:insertText" playername=""/>
						<string name="modifyInlineGraphic" object="[flashx.textLayout.edit.IEditManager]" text=".modifyInlineGraphic(%來源:Object,寬度:Object,高度:Object[,選項:Object=null,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="修改現有內嵌圖形。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:modifyInlineGraphic" playername=""/>
						<string name="overwriteText" object="[flashx.textLayout.edit.IEditManager]" text=".overwriteText(%文字:String[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="覆寫選取的文字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:overwriteText" playername=""/>
						<string name="pasteTextScrap" object="[flashx.textLayout.edit.IEditManager]" text=".pasteTextScrap(%要貼上的剪輯資料:flashx.textLayout.edit:TextScrap[,作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="將 TextScrap 貼入選取的區域。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:pasteTextScrap" playername=""/>
						<string name="redo" object="[flashx.textLayout.edit.IEditManager]" text=".redo(%%):void" tiptext="重新執行上一個還原作業。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:redo" playername=""/>
						<string name="splitParagraph" object="[flashx.textLayout.edit.IEditManager]" text=".splitParagraph(%[作業狀態:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="在目前位置分割段落。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:splitParagraph" playername=""/>
						<string name="undo" object="[flashx.textLayout.edit.IEditManager]" text=".undo(%%):void" tiptext="回復上一個作業。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:undo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IEditManager 類別的屬性" helpurl="flashx.textLayout.edit:IEditManager">
						<string name="undoManager" object="[flashx.textLayout.edit.IEditManager]" text=".undoManager" tiptext="指定給此 EditManager 實體的 UndoManager 物件 (如果有的話)。" version="" helpurl="flashx.textLayout.edit:IEditManager:undoManager:get" playername=""/>
					</folder>
				</folder>
				<folder name="IInteractionEventHandler" id="[flashx.textLayout.edit.IInteractionEventHandler]" sort="true" index="true" tiptext="IInteractionEventHandler 介面會定義 Text Layout Framework 選取範圍或編輯管理員所處理的事件處理常式函數。" helpurl="flashx.textLayout.edit:IInteractionEventHandler">
					<folder name="方法" id="Methods" tiptext="IInteractionEventHandler 類別的方法" helpurl="flashx.textLayout.edit:IInteractionEventHandler">
						<string name="activateHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="處理 activate 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:activateHandler" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="處理 deactivate 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:deactivateHandler" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="處理 edit 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:editHandler" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 focusChange 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 focusIn 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 focusOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:focusOutHandler" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="處理 imeStartComposition 事件" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:imeStartCompositionHandler" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="處理 keyDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 keyFocusChange 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="處理 keyUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="處理 menuSelect 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseDoubleClick 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseMove 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseMoveHandler" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseOver 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseUpHandler" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseWheel 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseWheelHandler" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="處理 TextEvent。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:textInputHandler" playername=""/>
					</folder>
				</folder>
				<folder name="ISelectionManager" id="[flashx.textLayout.edit.ISelectionManager]" sort="true" index="true" asAncestors="flashx.textLayout.edit:IInteractionEventHandler" tiptext="ISelectionManager 介面會定義處理文字選取範圍的介面。" helpurl="flashx.textLayout.edit:ISelectionManager">
					<folder name="方法" id="Methods" tiptext="ISelectionManager 類別的方法" helpurl="flashx.textLayout.edit:ISelectionManager">
						<string name="flushPendingOperations" object="[flashx.textLayout.edit.ISelectionManager]" text=".flushPendingOperations(%%):void" tiptext="執行任何擱置 FlowOperation。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:flushPendingOperations" playername=""/>
						<string name="getCommonCharacterFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".getCommonCharacterFormat(%[範圍:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="取得指定文字範圍或目前選取範圍中所有字元都適用的字元格式特質。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getCommonCharacterFormat" playername=""/>
						<string name="getCommonContainerFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".getCommonContainerFormat(%[範圍:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="取得指定文字範圍或目前選取範圍中所有容器都適用的容器格式特質。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getCommonContainerFormat" playername=""/>
						<string name="getCommonParagraphFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".getCommonParagraphFormat(%[範圍:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="取得指定文字範圍或目前選取範圍中所有段落都適用的段落格式特質。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getCommonParagraphFormat" playername=""/>
						<string name="getSelectionState" object="[flashx.textLayout.edit.ISelectionManager]" text=".getSelectionState(%%):flashx.textLayout.edit:SelectionState" tiptext="取得目前選取範圍的 SelectionState 物件。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getSelectionState" playername=""/>
						<string name="hasSelection" object="[flashx.textLayout.edit.ISelectionManager]" text=".hasSelection(%%):Boolean" tiptext="指出是否有選取範圍。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:hasSelection" playername=""/>
						<string name="isRangeSelection" object="[flashx.textLayout.edit.ISelectionManager]" text=".isRangeSelection(%%):Boolean" tiptext="指出選取範圍是否涵蓋某範圍的文字。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:isRangeSelection" playername=""/>
						<string name="notifyInsertOrDelete" object="[flashx.textLayout.edit.ISelectionManager]" text=".notifyInsertOrDelete(%絕對位置:int,長度:int%):void" tiptext="插入或刪除文字時，更新選取管理員。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:notifyInsertOrDelete" playername=""/>
						<string name="refreshSelection" object="[flashx.textLayout.edit.ISelectionManager]" text=".refreshSelection(%%):void" tiptext="重新顯示選取範圍形狀。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:refreshSelection" playername=""/>
						<string name="selectAll" object="[flashx.textLayout.edit.ISelectionManager]" text=".selectAll(%%):void" tiptext="選取整個流排" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:selectAll" playername=""/>
						<string name="selectRange" object="[flashx.textLayout.edit.ISelectionManager]" text=".selectRange(%錨點位置:int,作用位置:int%):void" tiptext="選取一個文字範圍。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:selectRange" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.edit.ISelectionManager]" text=".setFocus(%%):void" tiptext="將焦點放在選取範圍的第一個容器。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:setFocus" playername=""/>
						<string name="setSelectionState" object="[flashx.textLayout.edit.ISelectionManager]" text=".setSelectionState(%狀態:flashx.textLayout.edit:SelectionState%):void" tiptext="設定目前選取範圍的 SelectionState 物件。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:setSelectionState" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ISelectionManager 類別的屬性" helpurl="flashx.textLayout.edit:ISelectionManager">
						<string name="absoluteEnd" object="[flashx.textLayout.edit.ISelectionManager]" text=".absoluteEnd" tiptext="選取範圍結尾的文字位置 (從文字流排開頭算起的偏移量)。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.edit.ISelectionManager]" text=".absoluteStart" tiptext="選取範圍開頭的文字位置 (從文字流排開頭算起的偏移量)。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:absoluteStart:get" playername=""/>
						<string name="activePosition" object="[flashx.textLayout.edit.ISelectionManager]" text=".activePosition" tiptext="選取範圍的作用點。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:activePosition:get" playername=""/>
						<string name="anchorPosition" object="[flashx.textLayout.edit.ISelectionManager]" text=".anchorPosition" tiptext="選取範圍的錨點。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:anchorPosition:get" playername=""/>
						<string name="currentSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".currentSelectionFormat" tiptext="目前 SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:currentSelectionFormat:get" playername=""/>
						<string name="editingMode" object="[flashx.textLayout.edit.ISelectionManager]" text=".editingMode" tiptext="編輯模式。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:editingMode:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".focusedSelectionFormat" tiptext="用來在具有焦點的容器中繪製選取範圍的 SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:focusedSelectionFormat:get" playername=""/>
						<string name="focused" object="[flashx.textLayout.edit.ISelectionManager]" text=".focused" tiptext="指出文字流排中的容器是否具有焦點。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:focused:get" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".inactiveSelectionFormat" tiptext="當選取範圍不在作用中視窗時，用來繪製選取範圍的 SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:inactiveSelectionFormat:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.edit.ISelectionManager]" text=".textFlow" tiptext="此選取管理員所管理的 TextFlow 物件。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:textFlow:get" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".unfocusedSelectionFormat" tiptext="當選取範圍不在具有焦點的容器但在作用中視窗時，用來繪製選取範圍的SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:unfocusedSelectionFormat:get" playername=""/>
						<string name="windowActive" object="[flashx.textLayout.edit.ISelectionManager]" text=".windowActive" tiptext="指出與文字流排相關的視窗是否為作用中視窗。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:windowActive:get" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionFormat" id="[flashx.textLayout.edit.SelectionFormat]" sort="true" index="true" asAncestors="Object" tiptext="SelectionFormat 類別會定義選取範圍反白的屬性。" helpurl="flashx.textLayout.edit:SelectionFormat">
					<folder name="方法" id="Methods" tiptext="SelectionFormat 類別的方法" helpurl="flashx.textLayout.edit:SelectionFormat">
						<string name="SelectionFormat" object="[flashx.textLayout.edit.SelectionFormat]" text="new SelectionFormat(%[範圍顏色:uint=0xffffff,範圍Alpha:Number=1.0,範圍混合模式:String=difference,點顏色:uint=0xffffff,點Alpha:Number=1.0,點混合模式:String=difference,點閃爍速率:Number=500]%)" constructor="true" tiptext="建立含有指定屬性的 SelectionFormat 物件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionFormat:SelectionFormat" playername=""/>
						<string name="equals" object="[flashx.textLayout.edit.SelectionFormat]" text=".equals(%選取範圍格式:flashx.textLayout.edit:SelectionFormat%):Boolean" tiptext="判斷此 SelectionFormat 物件的屬性值是否與另一個 SelectionFormat 物件相同。" version="1.5" helpurl="flashx.textLayout.edit:SelectionFormat:equals" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SelectionFormat 類別的屬性" helpurl="flashx.textLayout.edit:SelectionFormat">
						<string name="pointAlpha" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointAlpha" tiptext="繪製游標的 Alpha。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointAlpha:get" playername=""/>
						<string name="pointBlendMode" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointBlendMode" tiptext="繪製游標的混合模式。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointBlendMode:get" playername=""/>
						<string name="pointBlinkRate" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointBlinkRate" tiptext="游標的閃爍速率 (毫秒)。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointBlinkRate:get" playername=""/>
						<string name="pointColor" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointColor" tiptext="繪製游標的顏色。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointColor:get" playername=""/>
						<string name="rangeAlpha" object="[flashx.textLayout.edit.SelectionFormat]" text=".rangeAlpha" tiptext="繪製範圍選取反白的 Alpha。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:rangeAlpha:get" playername=""/>
						<string name="rangeBlendMode" object="[flashx.textLayout.edit.SelectionFormat]" text=".rangeBlendMode" tiptext="繪製範圍選取反白的混合模式。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:rangeBlendMode:get" playername=""/>
						<string name="rangeColor" object="[flashx.textLayout.edit.SelectionFormat]" text=".rangeColor" tiptext="繪製範圍選取反白的顏色。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:rangeColor:get" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionManager" id="[flashx.textLayout.edit.SelectionManager]" sort="true" index="true" asAncestors="Object" tiptext="SelectionManager 類別可管理文字流排中的文字選取範圍。" helpurl="flashx.textLayout.edit:SelectionManager">
					<folder name="方法" id="Methods" tiptext="SelectionManager 類別的方法" helpurl="flashx.textLayout.edit:SelectionManager">
						<string name="SelectionManager" object="[flashx.textLayout.edit.SelectionManager]" text="new SelectionManager(%%)" constructor="true" tiptext="建立 SelectionManager 物件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:SelectionManager" playername=""/>
						<string name="activateHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="處理 activate 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:activateHandler" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="處理 deactivate 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:deactivateHandler" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.edit.SelectionManager]" text=".doOperation(%作業:flashx.textLayout.operations:FlowOperation%):void" tiptext="執行 SelectionManager 作業 - 雖然可能無法修改流程，但是用戶端仍然可將之取消。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:doOperation" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="處理 edit 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:editHandler" playername=""/>
						<string name="flushPendingOperations" object="[flashx.textLayout.edit.SelectionManager]" text=".flushPendingOperations(%%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:flushPendingOperations" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 focusChange 事件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 focusIn 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 focusOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:focusOutHandler" playername=""/>
						<string name="getCommonCharacterFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".getCommonCharacterFormat(%[範圍:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="取得指定文字範圍或目前選取範圍中所有字元都適用的字元格式特質。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getCommonCharacterFormat" playername=""/>
						<string name="getCommonContainerFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".getCommonContainerFormat(%[範圍:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="取得指定文字範圍或目前選取範圍中所有容器都適用的容器格式特質。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getCommonContainerFormat" playername=""/>
						<string name="getCommonParagraphFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".getCommonParagraphFormat(%[範圍:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="取得指定文字範圍或目前選取範圍中所有段落都適用的段落格式特質。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getCommonParagraphFormat" playername=""/>
						<string name="getSelectionState" object="[flashx.textLayout.edit.SelectionManager]" text=".getSelectionState(%%):flashx.textLayout.edit:SelectionState" tiptext="取得目前選取範圍的 SelectionState 物件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getSelectionState" playername=""/>
						<string name="hasSelection" object="[flashx.textLayout.edit.SelectionManager]" text=".hasSelection(%%):Boolean" tiptext="指出是否有選取範圍。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:hasSelection" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="處理 imeStartComposition 事件" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:imeStartCompositionHandler" playername=""/>
						<string name="isRangeSelection" object="[flashx.textLayout.edit.SelectionManager]" text=".isRangeSelection(%%):Boolean" tiptext="指出選取範圍是否涵蓋某範圍的文字。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:isRangeSelection" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="處理 keyDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="處理 keyFocusChange 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="處理 keyUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="處理 menuSelect 事件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseDoubleClick 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseMove 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseMoveHandler" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseOver 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseUpHandler" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="處理 mouseWheel 事件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:mouseWheelHandler" playername=""/>
						<string name="notifyInsertOrDelete" object="[flashx.textLayout.edit.SelectionManager]" text=".notifyInsertOrDelete(%絕對位置:int,長度:int%):void" tiptext="插入或刪除文字時，更新選取管理員。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:notifyInsertOrDelete" playername=""/>
						<string name="refreshSelection" object="[flashx.textLayout.edit.SelectionManager]" text=".refreshSelection(%%):void" tiptext="重新顯示選取範圍形狀。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:refreshSelection" playername=""/>
						<string name="selectAll" object="[flashx.textLayout.edit.SelectionManager]" text=".selectAll(%%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:selectAll" playername=""/>
						<string name="selectRange" object="[flashx.textLayout.edit.SelectionManager]" text=".selectRange(%錨點位置:int,作用位置:int%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:selectRange" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.edit.SelectionManager]" text=".setFocus(%%):void" tiptext="將焦點放在選取範圍的第一個容器。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:setFocus" playername=""/>
						<string name="setSelectionState" object="[flashx.textLayout.edit.SelectionManager]" text=".setSelectionState(%狀態:flashx.textLayout.edit:SelectionState%):void" tiptext="設定目前選取範圍的 SelectionState 物件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:setSelectionState" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="處理 TextEvent。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:textInputHandler" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SelectionManager 類別的屬性" helpurl="flashx.textLayout.edit:SelectionManager">
						<string name="absoluteEnd" object="[flashx.textLayout.edit.SelectionManager]" text=".absoluteEnd" tiptext="選取範圍結尾的文字位置 (從文字流排開頭算起的偏移量)。" version="" helpurl="flashx.textLayout.edit:SelectionManager:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.edit.SelectionManager]" text=".absoluteStart" tiptext="選取範圍開頭的文字位置 (從文字流排開頭算起的偏移量)。" version="" helpurl="flashx.textLayout.edit:SelectionManager:absoluteStart:get" playername=""/>
						<string name="activePosition" object="[flashx.textLayout.edit.SelectionManager]" text=".activePosition" tiptext="選取範圍的作用點。" version="" helpurl="flashx.textLayout.edit:SelectionManager:activePosition:get" playername=""/>
						<string name="anchorPosition" object="[flashx.textLayout.edit.SelectionManager]" text=".anchorPosition" tiptext="選取範圍的錨點。" version="" helpurl="flashx.textLayout.edit:SelectionManager:anchorPosition:get" playername=""/>
						<string name="currentSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".currentSelectionFormat" tiptext="目前 SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:currentSelectionFormat:get" playername=""/>
						<string name="editingMode" object="[flashx.textLayout.edit.SelectionManager]" text=".editingMode" tiptext="編輯模式。" version="" helpurl="flashx.textLayout.edit:SelectionManager:editingMode:get" playername=""/>
						<string name="focused" object="[flashx.textLayout.edit.SelectionManager]" text=".focused" tiptext="指出文字流排中的容器是否具有焦點。" version="" helpurl="flashx.textLayout.edit:SelectionManager:focused:get" playername=""/>
						<string name="pointFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".pointFormat" tiptext="將套用至插入文字的格式。" version="" helpurl="flashx.textLayout.edit:SelectionManager:pointFormat:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.edit.SelectionManager]" text=".textFlow" tiptext="此選取管理員所管理的 TextFlow 物件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:textFlow:get" playername=""/>
						<string name="windowActive" object="[flashx.textLayout.edit.SelectionManager]" text=".windowActive" tiptext="指出與文字流排相關的視窗是否為作用中視窗。" version="" helpurl="flashx.textLayout.edit:SelectionManager:windowActive:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".focusedSelectionFormat" tiptext="用來在具有焦點的容器中繪製選取範圍的 SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:focusedSelectionFormat:set" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".inactiveSelectionFormat" tiptext="當選取範圍不在作用中視窗時，用來繪製選取範圍的 SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:inactiveSelectionFormat:set" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".unfocusedSelectionFormat" tiptext="當選取範圍不在具有焦點的容器但在作用中視窗時，用來繪製選取範圍的SelectionFormat 物件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:unfocusedSelectionFormat:set" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionState" id="[flashx.textLayout.edit.SelectionState]" sort="true" index="true" asAncestors="flashx.textLayout.elements:TextRange,Object" tiptext="SelectionState 類別代表文字流排中的選取範圍。" helpurl="flashx.textLayout.edit:SelectionState">
					<folder name="方法" id="Methods" tiptext="SelectionState 類別的方法" helpurl="flashx.textLayout.edit:SelectionState">
						<string name="SelectionState" object="[flashx.textLayout.edit.SelectionState]" text="new SelectionState(%根:flashx.textLayout.elements:TextFlow,錨點位置:int,作用位置:int[,格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="建立 SelectionState 物件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionState:SelectionState" playername=""/>
						<string name="updateRange" object="[flashx.textLayout.edit.SelectionState]" text=".updateRange(%新錨點位置:int,新作用位置:int%):Boolean" tiptext="使用新的錨點或作用位置值來更新選取範圍。" version="" helpurl="flashx.textLayout.edit:SelectionState:updateRange" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SelectionState 類別的屬性" helpurl="flashx.textLayout.edit:SelectionState">
						<string name="pointFormat" object="[flashx.textLayout.edit.SelectionState]" text=".pointFormat" tiptext="將套用至插入文字的格式特質。" version="" helpurl="flashx.textLayout.edit:SelectionState:pointFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextClipboard" id="[flashx.textLayout.edit.TextClipboard]" sort="true" index="true" asAncestors="Object" tiptext="TextClipboard 類別可在系統剪貼簿中複製及貼上 TextScrap 物件。" helpurl="flashx.textLayout.edit:TextClipboard">
					<folder name="方法" id="Methods" tiptext="TextClipboard 類別的方法" helpurl="flashx.textLayout.edit:TextClipboard">
						<string name="getContents" object="[flashx.textLayout.edit.TextClipboard]" text="TextClipboard.getContents(%%):flashx.textLayout.edit:TextScrap" static="true" tiptext="取得系統剪貼簿上的任意文字做為 TextScrap 物件。" version="1.5" helpurl="flashx.textLayout.edit:TextClipboard:getContents" playername=""/>
						<string name="setContents" object="[flashx.textLayout.edit.TextClipboard]" text="TextClipboard.setContents(%剪輯資料:flashx.textLayout.edit:TextScrap%):void" static="true" tiptext="將 TextScrap 放入系統剪貼簿。" version="1.5" helpurl="flashx.textLayout.edit:TextClipboard:setContents" playername=""/>
					</folder>
				</folder>
				<folder name="TextScrap" id="[flashx.textLayout.edit.TextScrap]" sort="true" index="true" asAncestors="Object" tiptext="TextScrap 類別代表文字流排的片段。" helpurl="flashx.textLayout.edit:TextScrap">
					<folder name="方法" id="Methods" tiptext="TextScrap 類別的方法" helpurl="flashx.textLayout.edit:TextScrap">
						<string name="TextScrap" object="[flashx.textLayout.edit.TextScrap]" text="new TextScrap(%[文字流排:flashx.textLayout.elements:TextFlow=null]%)" constructor="true" tiptext="建立 TextScrap 物件。" version="1.5" helpurl="flashx.textLayout.edit:TextScrap:TextScrap" playername=""/>
						<string name="clone" object="[flashx.textLayout.edit.TextScrap]" text=".clone(%%):flashx.textLayout.edit:TextScrap" tiptext="建立此 TextScrap 物件的複本。" version="1.5" helpurl="flashx.textLayout.edit:TextScrap:clone" playername=""/>
						<string name="createTextScrap" object="[flashx.textLayout.edit.TextScrap]" text="TextScrap.createTextScrap(%範圍:flashx.textLayout.elements:TextRange%):flashx.textLayout.edit:TextScrap" static="true" tiptext="從 TextRange 物件所代表的文字範圍建立 TextScrap 物件。" version="1.5" helpurl="flashx.textLayout.edit:TextScrap:createTextScrap" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.elements" id="flashx.textLayout.elements" sort="true" tiptext="flashx.textLayout.elements 套件的類別" helpurl="flashx.textLayout.elements">
				<folder name="BreakElement" id="[flashx.textLayout.elements.BreakElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SpecialCharacterElement,flashx.textLayout.elements:SpanElement,flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="BreakElement 類別定義分行符號，其目的是在文字中建立分行符號，不需建立新的段落。" helpurl="flashx.textLayout.elements:BreakElement">
					<folder name="方法" id="Methods" tiptext="BreakElement 類別的方法" helpurl="flashx.textLayout.elements:BreakElement">
						<string name="BreakElement" object="[flashx.textLayout.elements.BreakElement]" text="new BreakElement(%%)" constructor="true" tiptext="建構函式。" version="1.5" helpurl="flashx.textLayout.elements:BreakElement:BreakElement" playername=""/>
					</folder>
				</folder>
				<folder name="Configuration" id="[flashx.textLayout.elements.Configuration]" sort="true" index="true" asAncestors="Object" tiptext="Configuration 類別是 Text Layout Framework 與應用程式之間的主要整合點。" helpurl="flashx.textLayout.elements:Configuration">
					<folder name="方法" id="Methods" tiptext="Configuration 類別的方法" helpurl="flashx.textLayout.elements:Configuration">
						<string name="Configuration" object="[flashx.textLayout.elements.Configuration]" text="new Configuration(%[以預設值初始化:Boolean=true]%)" constructor="true" tiptext="建構函式 - 建立預設組態。" version="1.5" helpurl="flashx.textLayout.elements:Configuration:Configuration" playername=""/>
						<string name="clone" object="[flashx.textLayout.elements.Configuration]" text=".clone(%%):flashx.textLayout.elements:Configuration" tiptext="建立 Configuration 物件的副本。" version="1.5" helpurl="flashx.textLayout.elements:Configuration:clone" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="Configuration 類別的屬性" helpurl="flashx.textLayout.elements:Configuration">
						<string name="defaultLinkActiveFormat" object="[flashx.textLayout.elements.Configuration]" text=".defaultLinkActiveFormat" tiptext="指定文字流排中所有連結 (LinkElement 物件) 一開始所套用的作用中字元格式特質。" version="" helpurl="flashx.textLayout.elements:Configuration:defaultLinkActiveFormat:get" playername=""/>
						<string name="defaultLinkHoverFormat" object="[flashx.textLayout.elements.Configuration]" text=".defaultLinkHoverFormat" tiptext="指定當游標停留在連結上方時，套用至文字流排之連結 (LinkElement) 的初始字元格式特質。" version="" helpurl="flashx.textLayout.elements:Configuration:defaultLinkHoverFormat:get" playername=""/>
						<string name="defaultLinkNormalFormat" object="[flashx.textLayout.elements.Configuration]" text=".defaultLinkNormalFormat" tiptext="指定文字流排中所有 LinkElement 物件的初始連結特質。" version="" helpurl="flashx.textLayout.elements:Configuration:defaultLinkNormalFormat:get" playername=""/>
						<string name="enableAccessibility" object="[flashx.textLayout.elements.Configuration]" text=".enableAccessibility" tiptext="指定開啟或關閉輔助功能支援。" version="" helpurl="flashx.textLayout.elements:Configuration:enableAccessibility:get" playername=""/>
						<string name="flowComposerClass" object="[flashx.textLayout.elements.Configuration]" text=".flowComposerClass" tiptext="指定預設附加至新 TextFlow 物件的文字流排撰寫器類型。" version="" helpurl="flashx.textLayout.elements:Configuration:flowComposerClass:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.elements.Configuration]" text=".focusedSelectionFormat" tiptext="在視窗具有焦點時，文字流排 (TextFlow) 的初始選取範圍格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:Configuration:focusedSelectionFormat:get" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.elements.Configuration]" text=".inactiveSelectionFormat" tiptext="視窗未作用時，文字流排 (TextFlow) 的初始選取範圍格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:Configuration:inactiveSelectionFormat:get" playername=""/>
						<string name="inlineGraphicResolverFunction" object="[flashx.textLayout.elements.Configuration]" text=".inlineGraphicResolverFunction" tiptext="指定用於解析內嵌圖形元素的回呼。" version="" helpurl="flashx.textLayout.elements:Configuration:inlineGraphicResolverFunction:get" playername=""/>
						<string name="manageEnterKey" object="[flashx.textLayout.elements.Configuration]" text=".manageEnterKey" tiptext="指定 Enter/Return 鍵要由 Text Layout Framework 輸入為文字 (例如用來分割段落)，還是由用戶端程式碼來處理。" version="" helpurl="flashx.textLayout.elements:Configuration:manageEnterKey:get" playername=""/>
						<string name="manageTabKey" object="[flashx.textLayout.elements.Configuration]" text=".manageTabKey" tiptext="指定 TAB 鍵要由 Text Layout Framework 輸入為文字，還是由 Flash Player 或 AIR 來處理，並將它轉換為定位點面板事件。" version="" helpurl="flashx.textLayout.elements:Configuration:manageTabKey:get" playername=""/>
						<string name="overflowPolicy" object="[flashx.textLayout.elements.Configuration]" text=".overflowPolicy" tiptext="用來決定容器的最後一行是否可以放入容器中，或是否會溢位的原則。" version="" helpurl="flashx.textLayout.elements:Configuration:overflowPolicy:get" playername=""/>
						<string name="releaseLineCreationData" object="[flashx.textLayout.elements.Configuration]" text=".releaseLineCreationData" tiptext="處理撰寫文字的要求，會在撰寫每個段落之後釋出行建立資料。" version="" helpurl="flashx.textLayout.elements:Configuration:releaseLineCreationData:get" playername=""/>
						<string name="scrollDragDelay" object="[flashx.textLayout.elements.Configuration]" text=".scrollDragDelay" tiptext="指定捲動與下一個捲動之間的延遲時間，防止捲動的速度過快。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollDragDelay:get" playername=""/>
						<string name="scrollDragPixels" object="[flashx.textLayout.elements.Configuration]" text=".scrollDragPixels" tiptext="指定使用者拖曳選取範圍以啟動自動捲動時，預設的捲動像素數。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollDragPixels:get" playername=""/>
						<string name="scrollMouseWheelMultiplier" object="[flashx.textLayout.elements.Configuration]" text=".scrollMouseWheelMultiplier" tiptext="指定 Mouse wheel 事件的預設捲動像素數。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollMouseWheelMultiplier:get" playername=""/>
						<string name="scrollPagePercentage" object="[flashx.textLayout.elements.Configuration]" text=".scrollPagePercentage" tiptext="針對頁面捲動，指定文字流排預設的捲動百分比。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollPagePercentage:get" playername=""/>
						<string name="textFlowInitialFormat" object="[flashx.textLayout.elements.Configuration]" text=".textFlowInitialFormat" tiptext="指定文字流排 (TextFlow 物件) 的初始格式 TextLayoutFormat 組態。" version="" helpurl="flashx.textLayout.elements:Configuration:textFlowInitialFormat:get" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.elements.Configuration]" text=".unfocusedSelectionFormat" tiptext="當視窗作用中，但 TextFlow 中的容器沒有焦點時，Text Layout Framework 用來繪製選取範圍的初始選取格式。" version="" helpurl="flashx.textLayout.elements:Configuration:unfocusedSelectionFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="DivElement" id="[flashx.textLayout.elements.DivElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:ContainerFormattedElement,flashx.textLayout.elements:ParagraphFormattedElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="DivElement 類別定義用來群組段落 (ParagraphElement 物件) 的元素。" helpurl="flashx.textLayout.elements:DivElement">
					<folder name="方法" id="Methods" tiptext="DivElement 類別的方法" helpurl="flashx.textLayout.elements:DivElement">
						<string name="DivElement" object="[flashx.textLayout.elements.DivElement]" text="new DivElement(%%)" constructor="true" tiptext="建構函式 - 建立新的 DivElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:DivElement:DivElement" playername=""/>
					</folder>
				</folder>
				<folder name="FlowElement" id="[flashx.textLayout.elements.FlowElement]" sort="true" index="true" asAncestors="Object" tiptext="流排中的文字儲存於樹狀結構表單中，而此表單具有代表文字內邏輯區域樹狀結構的元素。" helpurl="flashx.textLayout.elements:FlowElement">
					<folder name="方法" id="Methods" tiptext="FlowElement 類別的方法" helpurl="flashx.textLayout.elements:FlowElement">
						<string name="FlowElement" object="[flashx.textLayout.elements.FlowElement]" text="new FlowElement(%%)" constructor="true" tiptext="基底類別 - 叫用新的 FlowElement() 時擲出錯誤例外。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:FlowElement" playername=""/>
						<string name="clearStyle" object="[flashx.textLayout.elements.FlowElement]" text=".clearStyle(%樣式屬性:String%):void" tiptext="清除此 FlowElement 物件中由 styleProp 參數所指定的樣式。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:clearStyle" playername=""/>
						<string name="deepCopy" object="[flashx.textLayout.elements.FlowElement]" text=".deepCopy(%[相對起點:int=0,相對結尾:int=-1]%):flashx.textLayout.elements:FlowElement" tiptext="製作此 FlowElement 物件 (包含任何子系) 的深層複本，這會複製兩個指定字元位置之間的內容，並傳回複本做為 FlowElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:deepCopy" playername=""/>
						<string name="equalUserStyles" object="[flashx.textLayout.elements.FlowElement]" text=".equalUserStyles(%其他元素:flashx.textLayout.elements:FlowElement%):Boolean" tiptext="將這個元素的 userStyles 與 otherElement 的 userStyles 進行比較。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:equalUserStyles" playername=""/>
						<string name="getAbsoluteStart" object="[flashx.textLayout.elements.FlowElement]" text=".getAbsoluteStart(%%):int" tiptext="傳回文字流排中的元素開始位置做為絕對索引。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getAbsoluteStart" playername=""/>
						<string name="getCharAtPosition" object="[flashx.textLayout.elements.FlowElement]" text=".getCharAtPosition(%相對位置:int%):String" tiptext="傳回指定位置的字元 (與此 FlowElement 物件相對的位置)。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getCharAtPosition" playername=""/>
						<string name="getCharCodeAtPosition" object="[flashx.textLayout.elements.FlowElement]" text=".getCharCodeAtPosition(%相對位置:int%):int" tiptext="傳回指定位置的字元碼 (與此 FlowElement 相對的位置)。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getCharCodeAtPosition" playername=""/>
						<string name="getElementRelativeStart" object="[flashx.textLayout.elements.FlowElement]" text=".getElementRelativeStart(%祖系元素:flashx.textLayout.elements:FlowElement%):int" tiptext="傳回此元素的開頭 (與祖系元素相對的位置)。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getElementRelativeStart" playername=""/>
						<string name="getNextSibling" object="[flashx.textLayout.elements.FlowElement]" text=".getNextSibling(%%):flashx.textLayout.elements:FlowElement" tiptext="傳回文字流排階層中的下一個 FlowElement 同級項目。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getNextSibling" playername=""/>
						<string name="getParagraph" object="[flashx.textLayout.elements.FlowElement]" text=".getParagraph(%%):flashx.textLayout.elements:ParagraphElement" tiptext="傳回與此元素相關的 ParagraphElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getParagraph" playername=""/>
						<string name="getPreviousSibling" object="[flashx.textLayout.elements.FlowElement]" text=".getPreviousSibling(%%):flashx.textLayout.elements:FlowElement" tiptext="傳回文字流排階層中的上一個 FlowElement 同級項目。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getPreviousSibling" playername=""/>
						<string name="getStyle" object="[flashx.textLayout.elements.FlowElement]" text=".getStyle(%樣式屬性:String%)" tiptext="傳回 styleProp 參數所指定的樣式值，此參數會指定樣式名稱，而且可以包含任何使用者樣式名稱。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getStyle" playername=""/>
						<string name="getTextFlow" object="[flashx.textLayout.elements.FlowElement]" text=".getTextFlow(%%):flashx.textLayout.elements:TextFlow" tiptext="往上瀏覽文字流排階層，以傳回元素的根 TextFlow 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getTextFlow" playername=""/>
						<string name="getText" object="[flashx.textLayout.elements.FlowElement]" text=".getText(%[相對起點:int=0,相對結尾:int=-1,段落分隔符號:String=]%):String" tiptext="從流排元素取得指定的文字範圍。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getText" playername=""/>
						<string name="initialized" object="[flashx.textLayout.elements.FlowElement]" text=".initialized(%文件:Object,id:String%):void" tiptext="在建立實作物件並初始化 MXML 標記指定的所有組件屬性之後，呼叫 MXML 物件。" version="" helpurl="flashx.textLayout.elements:FlowElement:initialized" playername=""/>
						<string name="setStyle" object="[flashx.textLayout.elements.FlowElement]" text=".setStyle(%樣式屬性:String,newValue:*%):void" tiptext="將 styleProp 參數所指定的樣式設為 newValue 參數所指定的值。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:setStyle" playername=""/>
						<string name="shallowCopy" object="[flashx.textLayout.elements.FlowElement]" text=".shallowCopy(%[相對起點:int=0,相對結尾:int=-1]%):flashx.textLayout.elements:FlowElement" tiptext="製作此 FlowElement 物件的複本，這會複製兩個指定字元位置之間的內容。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:shallowCopy" playername=""/>
						<string name="splitAtPosition" object="[flashx.textLayout.elements.FlowElement]" text=".splitAtPosition(%相對位置:int%):flashx.textLayout.elements:FlowElement" tiptext="在 relativePosition 參數指定的位置分割此 FlowElement 物件，而此參數是此元素在文字中的相對位置。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:splitAtPosition" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowElement 類別的屬性" helpurl="flashx.textLayout.elements:FlowElement">
						<string name="alignmentBaseline" object="[flashx.textLayout.elements.FlowElement]" text=".alignmentBaseline" tiptext="TextLayoutFormat：指定主基線對齊的基線。" version="" helpurl="flashx.textLayout.elements:FlowElement:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.elements.FlowElement]" text=".backgroundAlpha" tiptext="TextLayoutFormat：背景的 Alpha (透明度) 值 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.elements.FlowElement]" text=".backgroundColor" tiptext="TextLayoutFormat：文字的背景顏色 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.elements.FlowElement]" text=".baselineShift" tiptext="TextLayoutFormat：從 dominantBaseline 值位移基線的量。" version="" helpurl="flashx.textLayout.elements:FlowElement:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.elements.FlowElement]" text=".blockProgression" tiptext="TextLayoutFormat：指定行位置為垂直或水平走向。" version="" helpurl="flashx.textLayout.elements:FlowElement:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.elements.FlowElement]" text=".breakOpportunity" tiptext="TextLayoutFormat：將換行文字斷行時，控制斷行的位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.elements.FlowElement]" text=".cffHinting" tiptext="TextLayoutFormat：用於此文字的 CFF 提示類型。" version="" helpurl="flashx.textLayout.elements:FlowElement:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.elements.FlowElement]" text=".color" tiptext="TextLayoutFormat：文字的顏色。" version="" helpurl="flashx.textLayout.elements:FlowElement:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.elements.FlowElement]" text=".columnCount" tiptext="TextLayoutFormat：文字欄的數目 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.elements.FlowElement]" text=".columnGap" tiptext="TextLayoutFormat：以像素為單位，指定欄之間所留間距空間的量 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.elements.FlowElement]" text=".columnWidth" tiptext="TextLayoutFormat：以像素為單位的欄寬 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:columnWidth:get" playername=""/>
						<string name="computedFormat" object="[flashx.textLayout.elements.FlowElement]" text=".computedFormat" tiptext="傳回對此元素使用的計算格式特質。" version="" helpurl="flashx.textLayout.elements:FlowElement:computedFormat:get" playername=""/>
						<string name="coreStyles" object="[flashx.textLayout.elements.FlowElement]" text=".coreStyles" tiptext="傳回 FlowElement 實體的核心樣式。" version="" helpurl="flashx.textLayout.elements:FlowElement:coreStyles:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.elements.FlowElement]" text=".digitCase" tiptext="TextLayoutFormat：用於此文字的數字大小寫類型。" version="" helpurl="flashx.textLayout.elements:FlowElement:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.elements.FlowElement]" text=".digitWidth" tiptext="TextLayoutFormat：用於此文字的數字寬度類型。" version="" helpurl="flashx.textLayout.elements:FlowElement:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.elements.FlowElement]" text=".direction" tiptext="TextLayoutFormat：指定文字區塊內文字的預設雙向內嵌層級。" version="" helpurl="flashx.textLayout.elements:FlowElement:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.elements.FlowElement]" text=".dominantBaseline" tiptext="TextLayoutFormat：指定貼齊 alignmentBaseline 的元素基線，以決定行上元素的垂直位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.elements.FlowElement]" text=".firstBaselineOffset" tiptext="TextLayoutFormat：指定容器中第一行的基線位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:firstBaselineOffset:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.elements.FlowElement]" text=".fontFamily" tiptext="TextLayoutFormat：要使用的字體名稱，或是以逗號分隔的字體名稱清單。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.elements.FlowElement]" text=".fontLookup" tiptext="TextLayoutFormat：要使用字體查詢。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.elements.FlowElement]" text=".fontSize" tiptext="TextLayoutFormat：以像素為單位的文字大小。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.elements.FlowElement]" text=".fontStyle" tiptext="TextLayoutFormat：文字樣式。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.elements.FlowElement]" text=".fontWeight" tiptext="TextLayoutFormat：文字粗細。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontWeight:get" playername=""/>
						<string name="format" object="[flashx.textLayout.elements.FlowElement]" text=".format" tiptext="直接套用至此元素的 TextLayoutFormat 屬性。" version="" helpurl="flashx.textLayout.elements:FlowElement:format:get" playername=""/>
						<string name="id" object="[flashx.textLayout.elements.FlowElement]" text=".id" tiptext="指定元素的識別名稱，如此只要參照此 id 就可以設定元素的樣式。" version="" helpurl="flashx.textLayout.elements:FlowElement:id:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.elements.FlowElement]" text=".justificationRule" tiptext="TextLayoutFormat：對齊段落中文字所使用的規則。" version="" helpurl="flashx.textLayout.elements:FlowElement:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.elements.FlowElement]" text=".justificationStyle" tiptext="TextLayoutFormat：段落對齊所用的樣式。" version="" helpurl="flashx.textLayout.elements:FlowElement:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.elements.FlowElement]" text=".kerning" tiptext="TextLayoutFormat：字距微調會調整某些字元組之間的像素，以改善可讀性。" version="" helpurl="flashx.textLayout.elements:FlowElement:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.elements.FlowElement]" text=".leadingModel" tiptext="TextLayoutFormat：指定行距模型，它結合了行距基礎及行距方向。" version="" helpurl="flashx.textLayout.elements:FlowElement:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.elements.FlowElement]" text=".ligatureLevel" tiptext="TextLayoutFormat：控制字體中定義的哪些連字可用於文字。" version="" helpurl="flashx.textLayout.elements:FlowElement:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.elements.FlowElement]" text=".lineBreak" tiptext="TextLayoutFormat：控制容器內的文字換行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.elements.FlowElement]" text=".lineHeight" tiptext="TextLayoutFormat：文字的行距控制。" version="" helpurl="flashx.textLayout.elements:FlowElement:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.elements.FlowElement]" text=".lineThrough" tiptext="TextLayoutFormat：若為 true，將套用刪除線，亦即通過文字中間的線。" version="" helpurl="flashx.textLayout.elements:FlowElement:lineThrough:get" playername=""/>
						<string name="linkActiveFormat" object="[flashx.textLayout.elements.FlowElement]" text=".linkActiveFormat" tiptext="定義滑鼠按下連結後，作用中狀態連結的格式化特質。" version="" helpurl="flashx.textLayout.elements:FlowElement:linkActiveFormat:get" playername=""/>
						<string name="linkHoverFormat" object="[flashx.textLayout.elements.FlowElement]" text=".linkHoverFormat" tiptext="定義滑鼠位於連結範圍 (滑入) 時，停留狀態連結的格式化特質。" version="" helpurl="flashx.textLayout.elements:FlowElement:linkHoverFormat:get" playername=""/>
						<string name="linkNormalFormat" object="[flashx.textLayout.elements.FlowElement]" text=".linkNormalFormat" tiptext="定義正常狀態連結的格式化屬性。" version="" helpurl="flashx.textLayout.elements:FlowElement:linkNormalFormat:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.elements.FlowElement]" text=".locale" tiptext="TextLayoutFormat：文字的地區設定。" version="" helpurl="flashx.textLayout.elements:FlowElement:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.elements.FlowElement]" text=".paddingBottom" tiptext="TextLayoutFormat：以像素為單位的下方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.elements.FlowElement]" text=".paddingLeft" tiptext="TextLayoutFormat：以像素為單位的左方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.elements.FlowElement]" text=".paddingRight" tiptext="TextLayoutFormat：以像素為單位的右方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.elements.FlowElement]" text=".paddingTop" tiptext="TextLayoutFormat：以像素為單位的上方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphEndIndent" tiptext="TextLayoutFormat：指定段落結尾邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphSpaceAfter" tiptext="TextLayoutFormat：一個數字，指定段落後面要保留的空間量 (像素)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphSpaceBefore" tiptext="TextLayoutFormat：一個數字，指定段落前面要保留的空間量 (像素)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphStartIndent" tiptext="TextLayoutFormat：指定段落開頭邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphStartIndent:get" playername=""/>
						<string name="parentRelativeEnd" object="[flashx.textLayout.elements.FlowElement]" text=".parentRelativeEnd" tiptext="傳回父輩中此 FlowElement 物件的相對結尾。" version="" helpurl="flashx.textLayout.elements:FlowElement:parentRelativeEnd:get" playername=""/>
						<string name="parentRelativeStart" object="[flashx.textLayout.elements.FlowElement]" text=".parentRelativeStart" tiptext="傳回父輩中此 FlowElement 物件的相對開頭。" version="" helpurl="flashx.textLayout.elements:FlowElement:parentRelativeStart:get" playername=""/>
						<string name="parent" object="[flashx.textLayout.elements.FlowElement]" text=".parent" tiptext="傳回此 FlowElement 物件的父輩。" version="" helpurl="flashx.textLayout.elements:FlowElement:parent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.elements.FlowElement]" text=".renderingMode" tiptext="TextLayoutFormat：用於此文字的顯示模式。" version="" helpurl="flashx.textLayout.elements:FlowElement:renderingMode:get" playername=""/>
						<string name="styleName" object="[flashx.textLayout.elements.FlowElement]" text=".styleName" tiptext="指定元素的識別類別，如此只要參照此 styleName 就可以設定元素的樣式。" version="" helpurl="flashx.textLayout.elements:FlowElement:styleName:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.elements.FlowElement]" text=".tabStops" tiptext="TextLayoutFormat：指定段落關聯的定位停駐點。" version="" helpurl="flashx.textLayout.elements:FlowElement:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.elements.FlowElement]" text=".textAlignLast" tiptext="TextLayoutFormat：段落中最後 (或唯一的) 一行相對於齊行文字中之容器的對齊方式。" version="" helpurl="flashx.textLayout.elements:FlowElement:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.elements.FlowElement]" text=".textAlign" tiptext="TextLayoutFormat：段落中各行相對於容器的對齊方式。" version="" helpurl="flashx.textLayout.elements:FlowElement:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.elements.FlowElement]" text=".textAlpha" tiptext="TextLayoutFormat：文字的 Alpha (透明) 值。" version="" helpurl="flashx.textLayout.elements:FlowElement:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.elements.FlowElement]" text=".textDecoration" tiptext="TextLayoutFormat：文字上的裝飾。" version="" helpurl="flashx.textLayout.elements:FlowElement:textDecoration:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.elements.FlowElement]" text=".textIndent" tiptext="TextLayoutFormat：以像素為單位，指定段落中第一行縮排量的數字。" version="" helpurl="flashx.textLayout.elements:FlowElement:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.elements.FlowElement]" text=".textJustify" tiptext="TextLayoutFormat：指定對齊文字的選項。" version="" helpurl="flashx.textLayout.elements:FlowElement:textJustify:get" playername=""/>
						<string name="textLength" object="[flashx.textLayout.elements.FlowElement]" text=".textLength" tiptext="傳回此 FlowElement 物件及其子系所擁有的文字總長度。" version="" helpurl="flashx.textLayout.elements:FlowElement:textLength:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.elements.FlowElement]" text=".textRotation" tiptext="TextLayoutFormat：決定此文字要旋轉的度數。" version="" helpurl="flashx.textLayout.elements:FlowElement:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.elements.FlowElement]" text=".trackingLeft" tiptext="TextLayoutFormat: 以像素為單位代表要套用至每個字元左側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.elements:FlowElement:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.elements.FlowElement]" text=".trackingRight" tiptext="TextLayoutFormat: 以像素為單位代表要套用至每個字元右側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.elements:FlowElement:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.elements.FlowElement]" text=".typographicCase" tiptext="TextLayoutFormat：用於此文字的印刷大小寫類型。" version="" helpurl="flashx.textLayout.elements:FlowElement:typographicCase:get" playername=""/>
						<string name="userStyles" object="[flashx.textLayout.elements.FlowElement]" text=".userStyles" tiptext="可讓您讀寫 FlowElement 物件上的使用者樣式。" version="" helpurl="flashx.textLayout.elements:FlowElement:userStyles:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.elements.FlowElement]" text=".verticalAlign" tiptext="TextLayoutFormat：垂直對齊或齊行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.elements:FlowElement:verticalAlign:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.elements.FlowElement]" text=".whiteSpaceCollapse" tiptext="TextLayoutFormat：將文字匯入 TextFlow 時捨去或保留空格。" version="" helpurl="flashx.textLayout.elements:FlowElement:whiteSpaceCollapse:get" playername=""/>
						<string name="tracking" object="[flashx.textLayout.elements.FlowElement]" text=".tracking" tiptext="設定字距調整，且與 trackingRight 屬性的意義相同。" version="" helpurl="flashx.textLayout.elements:FlowElement:tracking:set" playername=""/>
					</folder>
				</folder>
				<folder name="FlowGroupElement" id="[flashx.textLayout.elements.FlowGroupElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowElement,Object" tiptext="FlowGroupElement 類別是具有子系陣列之 FlowElement 物件的基底類別。" helpurl="flashx.textLayout.elements:FlowGroupElement">
					<folder name="方法" id="Methods" tiptext="FlowGroupElement 類別的方法" helpurl="flashx.textLayout.elements:FlowGroupElement">
						<string name="FlowGroupElement" object="[flashx.textLayout.elements.FlowGroupElement]" text="new FlowGroupElement(%%)" constructor="true" tiptext="基底類別 - 叫用新的 FlowGroupElement() 時擲出錯誤例外。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:FlowGroupElement" playername=""/>
						<string name="addChildAt" object="[flashx.textLayout.elements.FlowGroupElement]" text=".addChildAt(%索引:uint,子系:flashx.textLayout.elements:FlowElement%):flashx.textLayout.elements:FlowElement" tiptext="在指定的索引位置新增子系 FlowElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:addChildAt" playername=""/>
						<string name="addChild" object="[flashx.textLayout.elements.FlowGroupElement]" text=".addChild(%子系:flashx.textLayout.elements:FlowElement%):flashx.textLayout.elements:FlowElement" tiptext="附加子系 FlowElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:addChild" playername=""/>
						<string name="findChildIndexAtPosition" object="[flashx.textLayout.elements.FlowGroupElement]" text=".findChildIndexAtPosition(%相對位置:int%):int" tiptext="指定相對文字位置，尋找第一個內含相對位置的子系 FlowElement 的索引。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:findChildIndexAtPosition" playername=""/>
						<string name="findLeaf" object="[flashx.textLayout.elements.FlowGroupElement]" text=".findLeaf(%相對位置:int%):flashx.textLayout.elements:FlowLeafElement" tiptext="指定相對文字位置，尋找內含位置的分葉元素。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:findLeaf" playername=""/>
						<string name="getChildAt" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getChildAt(%索引:int%):flashx.textLayout.elements:FlowElement" tiptext="傳回指定索引位置的 FlowElement 子系。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getChildAt" playername=""/>
						<string name="getChildIndex" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getChildIndex(%子系:flashx.textLayout.elements:FlowElement%):int" tiptext="搜尋子系以找出指定的 FlowElement 物件，並傳回其索引位置。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getChildIndex" playername=""/>
						<string name="getFirstLeaf" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getFirstLeaf(%%):flashx.textLayout.elements:FlowLeafElement" tiptext="傳回此群組的第一個 FlowLeafElement 子系。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getFirstLeaf" playername=""/>
						<string name="getLastLeaf" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getLastLeaf(%%):flashx.textLayout.elements:FlowLeafElement" tiptext="傳回此群組的最後一個 FlowLeafElement 子系。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getLastLeaf" playername=""/>
						<string name="getText" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getText(%[相對起點:int=0,相對結尾:int=-1,段落分隔符號:String=]%):String" tiptext="" version="" helpurl="flashx.textLayout.elements:FlowGroupElement:getText" playername=""/>
						<string name="removeChildAt" object="[flashx.textLayout.elements.FlowGroupElement]" text=".removeChildAt(%索引:uint%):flashx.textLayout.elements:FlowElement" tiptext="移除指定索引位置的子系 FlowElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:removeChildAt" playername=""/>
						<string name="removeChild" object="[flashx.textLayout.elements.FlowGroupElement]" text=".removeChild(%子系:flashx.textLayout.elements:FlowElement%):flashx.textLayout.elements:FlowElement" tiptext="從群組中移除指定的子系 FlowElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:removeChild" playername=""/>
						<string name="replaceChildren" object="[flashx.textLayout.elements.FlowGroupElement]" text=".replaceChildren(%開始子系索引:int,結束子系索引:int,其餘引數:restParam%):void" tiptext="將群組中的子元素取代為指定的新元素。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:replaceChildren" playername=""/>
						<string name="splitAtIndex" object="[flashx.textLayout.elements.FlowGroupElement]" text=".splitAtIndex(%子系索引:int%):flashx.textLayout.elements:FlowGroupElement" tiptext="在 childIndex 參數指定的位置分割此物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:splitAtIndex" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowGroupElement 類別的屬性" helpurl="flashx.textLayout.elements:FlowGroupElement">
						<string name="mxmlChildren" object="[flashx.textLayout.elements.FlowGroupElement]" text=".mxmlChildren" tiptext="將子系的陣列附加至此物件。" version="" helpurl="flashx.textLayout.elements:FlowGroupElement:mxmlChildren:get" playername=""/>
						<string name="numChildren" object="[flashx.textLayout.elements.FlowGroupElement]" text=".numChildren" tiptext="傳回此 FlowGroupElement 物件所具有的 FlowElement 子系數目。" version="" helpurl="flashx.textLayout.elements:FlowGroupElement:numChildren:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowLeafElement" id="[flashx.textLayout.elements.FlowLeafElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowElement,Object" tiptext="出現在文字流排階層最底層的 FlowElement 基底類別。" helpurl="flashx.textLayout.elements:FlowLeafElement">
					<folder name="方法" id="Methods" tiptext="FlowLeafElement 類別的方法" helpurl="flashx.textLayout.elements:FlowLeafElement">
						<string name="FlowLeafElement" object="[flashx.textLayout.elements.FlowLeafElement]" text="new FlowLeafElement(%%)" constructor="true" tiptext="基底類別 - 叫用新的 FlowLeafElement() 時擲出錯誤例外。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:FlowLeafElement" playername=""/>
						<string name="getComputedFontMetrics" object="[flashx.textLayout.elements.FlowLeafElement]" text=".getComputedFontMetrics(%%):flash.text.engine:FontMetrics" tiptext="傳回範圍的 FontMetrics 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:getComputedFontMetrics" playername=""/>
						<string name="getNextLeaf" object="[flashx.textLayout.elements.FlowLeafElement]" text=".getNextLeaf(%[限制元素:flashx.textLayout.elements:FlowGroupElement=null]%):flashx.textLayout.elements:FlowLeafElement" tiptext="傳回下一個 FlowLeafElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:getNextLeaf" playername=""/>
						<string name="getPreviousLeaf" object="[flashx.textLayout.elements.FlowLeafElement]" text=".getPreviousLeaf(%[限制元素:flashx.textLayout.elements:FlowGroupElement=null]%):flashx.textLayout.elements:FlowLeafElement" tiptext="傳回上一個 FlowLeafElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:getPreviousLeaf" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowLeafElement 類別的屬性" helpurl="flashx.textLayout.elements:FlowLeafElement">
						<string name="computedFormat" object="[flashx.textLayout.elements.FlowLeafElement]" text=".computedFormat" tiptext="對此元素使用的計算文字格式特質。" version="" helpurl="flashx.textLayout.elements:FlowLeafElement:computedFormat:get" playername=""/>
						<string name="text" object="[flashx.textLayout.elements.FlowLeafElement]" text=".text" tiptext="與 FlowLeafElement 相關的文字：&lt;ul&gt;如果這是 ParagraphELement 中的最後一個範圍，則 SpanElement 子類別的值會比 textLength 少一個字元。BreakElement 子類別的值是 U+2028。TabElement 子類別的值是 Tab 鍵。InlineGraphicElement 子類別的值是 U+FDEF &lt;/p&gt;" version="" helpurl="flashx.textLayout.elements:FlowLeafElement:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="GlobalSettings" id="[flashx.textLayout.elements.GlobalSettings]" sort="true" index="true" asAncestors="Object" tiptext="套用至所有 TextFlow 物件的組態。" helpurl="flashx.textLayout.elements:GlobalSettings">
					<folder name="屬性" id="Properties" tiptext="GlobalSettings 類別的屬性" helpurl="flashx.textLayout.elements:GlobalSettings">
						<string name="enableSearch" object="[flashx.textLayout.elements.GlobalSettings]" text=".enableSearch" tiptext="控制文字是否可供搜尋引擎索引器使用。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:enableSearch:get" playername=""/>
						<string name="fontMapperFunction" object="[flashx.textLayout.elements.GlobalSettings]" text=".fontMapperFunction" tiptext="指定字體對應使用的回呼。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:fontMapperFunction:get" playername=""/>
						<string name="resolveFontLookupFunction" object="[flashx.textLayout.elements.GlobalSettings]" text=".resolveFontLookupFunction" tiptext="根據 swfcontext 指定 FontLookup 變更使用的回呼。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:resolveFontLookupFunction:get" playername=""/>
						<string name="resourceStringFunction" object="[flashx.textLayout.elements.GlobalSettings]" text=".resourceStringFunction" tiptext="可接收兩個參數的函數，其中一個參數是資源 ID，另一個參數是選擇性的參數陣列，可替代為字串。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:resourceStringFunction:get" playername=""/>
					</folder>
				</folder>
				<folder name="IConfiguration" id="[flashx.textLayout.elements.IConfiguration]" sort="true" index="true" tiptext="組態物件的唯讀介面。" helpurl="flashx.textLayout.elements:IConfiguration">
					<folder name="屬性" id="Properties" tiptext="IConfiguration 類別的屬性" helpurl="flashx.textLayout.elements:IConfiguration">
						<string name="defaultLinkActiveFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".defaultLinkActiveFormat" tiptext="指定文字流排中所有連結 (LinkElement 物件) 一開始所套用的作用中字元格式特質。" version="" helpurl="flashx.textLayout.elements:IConfiguration:defaultLinkActiveFormat:get" playername=""/>
						<string name="defaultLinkHoverFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".defaultLinkHoverFormat" tiptext="指定當游標停留在連結上方時，套用至文字流排之連結 (LinkElement) 的初始字元格式特質。" version="" helpurl="flashx.textLayout.elements:IConfiguration:defaultLinkHoverFormat:get" playername=""/>
						<string name="defaultLinkNormalFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".defaultLinkNormalFormat" tiptext="指定文字流排中所有 LinkElement 物件的初始連結特質。" version="" helpurl="flashx.textLayout.elements:IConfiguration:defaultLinkNormalFormat:get" playername=""/>
						<string name="enableAccessibility" object="[flashx.textLayout.elements.IConfiguration]" text=".enableAccessibility" tiptext="指定開啟或關閉輔助功能支援。" version="" helpurl="flashx.textLayout.elements:IConfiguration:enableAccessibility:get" playername=""/>
						<string name="flowComposerClass" object="[flashx.textLayout.elements.IConfiguration]" text=".flowComposerClass" tiptext="指定預設附加至新 TextFlow 物件的文字流排撰寫器類型。" version="" helpurl="flashx.textLayout.elements:IConfiguration:flowComposerClass:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".focusedSelectionFormat" tiptext="在視窗具有焦點時，文字流排 (TextFlow) 的初始選取範圍格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:IConfiguration:focusedSelectionFormat:get" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".inactiveSelectionFormat" tiptext="視窗未作用時，文字流排 (TextFlow) 的初始選取範圍格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:IConfiguration:inactiveSelectionFormat:get" playername=""/>
						<string name="inlineGraphicResolverFunction" object="[flashx.textLayout.elements.IConfiguration]" text=".inlineGraphicResolverFunction" tiptext="指定用於解析內嵌圖形元素的回呼。" version="" helpurl="flashx.textLayout.elements:IConfiguration:inlineGraphicResolverFunction:get" playername=""/>
						<string name="manageEnterKey" object="[flashx.textLayout.elements.IConfiguration]" text=".manageEnterKey" tiptext="指定 Enter/Return 鍵要由 Text Layout Framework 輸入為文字 (例如用來分割段落)，還是由用戶端程式碼來處理。" version="" helpurl="flashx.textLayout.elements:IConfiguration:manageEnterKey:get" playername=""/>
						<string name="manageTabKey" object="[flashx.textLayout.elements.IConfiguration]" text=".manageTabKey" tiptext="指定 TAB 鍵要由 Text Layout Framework 輸入為文字，還是由 Flash Player 或 AIR 來處理，並將它轉換為定位點面板事件。" version="" helpurl="flashx.textLayout.elements:IConfiguration:manageTabKey:get" playername=""/>
						<string name="overflowPolicy" object="[flashx.textLayout.elements.IConfiguration]" text=".overflowPolicy" tiptext="用來決定容器的最後一行是否可以放入容器中，或是否會溢位的原則。" version="" helpurl="flashx.textLayout.elements:IConfiguration:overflowPolicy:get" playername=""/>
						<string name="releaseLineCreationData" object="[flashx.textLayout.elements.IConfiguration]" text=".releaseLineCreationData" tiptext="處理撰寫文字的要求，會在撰寫每個段落之後釋出行建立資料。" version="" helpurl="flashx.textLayout.elements:IConfiguration:releaseLineCreationData:get" playername=""/>
						<string name="scrollDragDelay" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollDragDelay" tiptext="指定捲動與下一個捲動之間的延遲時間，防止捲動的速度過快。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollDragDelay:get" playername=""/>
						<string name="scrollDragPixels" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollDragPixels" tiptext="指定使用者拖曳選取範圍以啟動自動捲動時，預設的捲動像素數。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollDragPixels:get" playername=""/>
						<string name="scrollMouseWheelMultiplier" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollMouseWheelMultiplier" tiptext="指定 Mouse wheel 事件的預設捲動像素數。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollMouseWheelMultiplier:get" playername=""/>
						<string name="scrollPagePercentage" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollPagePercentage" tiptext="針對頁面捲動，指定文字流排預設的捲動百分比。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollPagePercentage:get" playername=""/>
						<string name="textFlowInitialFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".textFlowInitialFormat" tiptext="指定文字流排 (TextFlow 物件) 的初始格式 TextLayoutFormat 組態。" version="" helpurl="flashx.textLayout.elements:IConfiguration:textFlowInitialFormat:get" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".unfocusedSelectionFormat" tiptext="當視窗作用中，但 TextFlow 中的容器沒有焦點時，Text Layout Framework 用來繪製選取範圍的初始選取格式。" version="" helpurl="flashx.textLayout.elements:IConfiguration:unfocusedSelectionFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFormatResolver" id="[flashx.textLayout.elements.IFormatResolver]" sort="true" index="true" tiptext="與格式解析程式的介面。" helpurl="flashx.textLayout.elements:IFormatResolver">
					<folder name="方法" id="Methods" tiptext="IFormatResolver 類別的方法" helpurl="flashx.textLayout.elements:IFormatResolver">
						<string name="getResolverForNewFlow" object="[flashx.textLayout.elements.IFormatResolver]" text=".getResolverForNewFlow(%舊流排:flashx.textLayout.elements:TextFlow,新流排:flashx.textLayout.elements:TextFlow%):flashx.textLayout.elements:IFormatResolver" tiptext="在 TextFlow 複製時傳回格式解析程式。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:getResolverForNewFlow" playername=""/>
						<string name="invalidateAll" object="[flashx.textLayout.elements.IFormatResolver]" text=".invalidateAll(%文字流排:flashx.textLayout.elements:TextFlow%):void" tiptext="讓 TextFlow 的任何已快取格式資訊失效，進而使您必須重新計算格式設定。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:invalidateAll" playername=""/>
						<string name="invalidate" object="[flashx.textLayout.elements.IFormatResolver]" text=".invalidate(%目標:Object%):void" tiptext="讓此元素上已快取的格式資訊失效，因為 (舉例來說) 變更了 parent，或是變更了 id 或 styleName。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:invalidate" playername=""/>
						<string name="resolveFormat" object="[flashx.textLayout.elements.IFormatResolver]" text=".resolveFormat(%目標:Object%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="指定 FlowElement 或 ContainerController 物件，以傳回它的任何格式設定。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:resolveFormat" playername=""/>
						<string name="resolveUserFormat" object="[flashx.textLayout.elements.IFormatResolver]" text=".resolveUserFormat(%目標:Object,使用者格式:String%)" tiptext="指定 FlowElement 或 ContainerController 物件以及格式屬性的名稱，以傳回格式值，如果找不到值，則為 undefined。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:resolveUserFormat" playername=""/>
					</folder>
				</folder>
				<folder name="InlineGraphicElement" id="[flashx.textLayout.elements.InlineGraphicElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="InlineGraphicElement 類別會處理顯示在文字的內嵌圖形物件。" helpurl="flashx.textLayout.elements:InlineGraphicElement">
					<folder name="方法" id="Methods" tiptext="InlineGraphicElement 類別的方法" helpurl="flashx.textLayout.elements:InlineGraphicElement">
						<string name="InlineGraphicElement" object="[flashx.textLayout.elements.InlineGraphicElement]" text="new InlineGraphicElement(%%):void" constructor="true" tiptext="建構函式 - 建立新的 InlineGraphicElement 物件" version="1.5" helpurl="flashx.textLayout.elements:InlineGraphicElement:InlineGraphicElement" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="InlineGraphicElement 類別的屬性" helpurl="flashx.textLayout.elements:InlineGraphicElement">
						<string name="actualHeight" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".actualHeight" tiptext="使用的實際高度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:actualHeight:get" playername=""/>
						<string name="actualWidth" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".actualWidth" tiptext="使用的實際寬度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:actualWidth:get" playername=""/>
						<string name="graphic" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".graphic" tiptext="內嵌圖形。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:graphic:get" playername=""/>
						<string name="height" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".height" tiptext="影像的高度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:height:get" playername=""/>
						<string name="measuredHeight" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".measuredHeight" tiptext="圖形的自然高度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:measuredHeight:get" playername=""/>
						<string name="measuredWidth" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".measuredWidth" tiptext="圖形的自然寬度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:measuredWidth:get" playername=""/>
						<string name="source" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".source" tiptext="設定圖形的來源。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:source:get" playername=""/>
						<string name="status" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".status" tiptext="影像的目前狀態。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:status:get" playername=""/>
						<string name="width" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".width" tiptext="圖形的寬度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="InlineGraphicElementStatus" id="[flashx.textLayout.elements.InlineGraphicElementStatus]" sort="true" index="true" asAncestors="Object" tiptext="InlineGraphicElementStatus 類別定義一組常數，以檢查 InlineGraphicElement.status 的值。" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus">
					<folder name="屬性" id="Properties" tiptext="InlineGraphicElementStatus 類別的屬性" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus">
						<string name="ERROR" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.ERROR" constant="true" tiptext="載入參照的圖形期間發生錯誤。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:ERROR" playername=""/>
						<string name="LOADING" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.LOADING" constant="true" tiptext="已在 URL 圖形元素上啟動載入 (但未完成)。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:LOADING" playername=""/>
						<string name="LOAD_PENDING" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.LOAD_PENDING" constant="true" tiptext="圖形元素是尚未載入的 URL。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:LOAD_PENDING" playername=""/>
						<string name="READY" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.READY" constant="true" tiptext="圖形已完全載入且大小適當。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:READY" playername=""/>
						<string name="SIZE_PENDING" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.SIZE_PENDING" constant="true" tiptext="寬度/高度為「auto」或百分比的圖形元素已完成載入，但尚未重新撰寫。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:SIZE_PENDING" playername=""/>
					</folder>
				</folder>
				<folder name="LinkElement" id="[flashx.textLayout.elements.LinkElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SubParagraphGroupElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="LinkElement 類別定義 URI (通用資源識別項) 的連結，而此連結會在使用者按一下連結時執行。" helpurl="flashx.textLayout.elements:LinkElement">
					<folder name="方法" id="Methods" tiptext="LinkElement 類別的方法" helpurl="flashx.textLayout.elements:LinkElement">
						<string name="LinkElement" object="[flashx.textLayout.elements.LinkElement]" text="new LinkElement(%%)" constructor="true" tiptext="建構函式 - 建立新的 LinkElement 實體。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:LinkElement" playername=""/>
						<string name="addEventListener" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flashx.textLayout.elements.LinkElement]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:dispatchEvent" playername=""/>
						<string name="hasEventListener" object="[flashx.textLayout.elements.LinkElement]" text=".hasEventListener(%類型:String%):Boolean" tiptext="檢查 EventDispatcher 物件是否已經為特定類型的事件註冊任何偵聽程式。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:hasEventListener" playername=""/>
						<string name="removeEventListener" object="[flashx.textLayout.elements.LinkElement]" text=".removeEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false]%):void" tiptext="從 EventDispatcher 物件中移除偵聽程式。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flashx.textLayout.elements.LinkElement]" text=".willTrigger(%類型:String%):Boolean" tiptext="檢查此 EventDispatcher 物件是否已註冊為事件偵聽程式，或者此物件的任何祖先已註冊為特定的事件類型。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:willTrigger" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="LinkElement 類別的屬性" helpurl="flashx.textLayout.elements:LinkElement">
						<string name="href" object="[flashx.textLayout.elements.LinkElement]" text=".href" tiptext="與 LinkElement 物件相關的統一資源識別項 (URI)。" version="" helpurl="flashx.textLayout.elements:LinkElement:href:get" playername=""/>
						<string name="linkState" object="[flashx.textLayout.elements.LinkElement]" text=".linkState" tiptext="連結的目前狀態。" version="" helpurl="flashx.textLayout.elements:LinkElement:linkState:get" playername=""/>
						<string name="target" object="[flashx.textLayout.elements.LinkElement]" text=".target" tiptext="與 LinkElement 相關的 Target 值。" version="" helpurl="flashx.textLayout.elements:LinkElement:target:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LinkElement 類別的事件" helpurl="flashx.textLayout.elements:LinkElement">
						<string name="click" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%類型:String=FlowElementMouseEvent.CLICK{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在按一下連結時傳送。" version="" helpurl="flashx.textLayout.elements:LinkElement__click" playername=""/>
						<string name="rollOut" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%類型:String=FlowElementMouseEvent.ROLL_OUT{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在滑鼠離開連結時傳送。" version="" helpurl="flashx.textLayout.elements:LinkElement__rollOut" playername=""/>
						<string name="rollOver" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%類型:String=FlowElementMouseEvent.ROLL_OVER{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在滑鼠第一次進入連結時傳送。" version="" helpurl="flashx.textLayout.elements:LinkElement__rollOver" playername=""/>
						<string name="mouseMove" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%類型:String=FlowElementMouseEvent.MOUSE_MOVE{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在滑鼠滑過連結時傳送。" version="" helpurl="flashx.textLayout.elements:LinkElement__mouseMove" playername=""/>
						<string name="mouseUp" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%類型:String=FlowElementMouseEvent.MOUSE_UP{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在連結上放開滑鼠時傳送。" version="" helpurl="flashx.textLayout.elements:LinkElement__mouseUp" playername=""/>
						<string name="mouseDown" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%類型:String=FlowElementMouseEvent.MOUSE_DOWN{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在連結按下滑鼠時傳送。" version="" helpurl="flashx.textLayout.elements:LinkElement__mouseDown" playername=""/>
					</folder>
				</folder>
				<folder name="LinkState" id="[flashx.textLayout.elements.LinkState]" sort="true" index="true" asAncestors="Object" tiptext="LinkState 類別會為 LinkElement 類別的 linkState 屬性定義一組常數。" helpurl="flashx.textLayout.elements:LinkState">
					<folder name="屬性" id="Properties" tiptext="LinkState 類別的屬性" helpurl="flashx.textLayout.elements:LinkState">
						<string name="ACTIVE" object="[flashx.textLayout.elements.LinkState]" text="LinkState.ACTIVE" constant="true" tiptext="作用中狀態的值，當您在連結上方按住滑鼠時，即會產生此狀態。" version="" helpurl="flashx.textLayout.elements:LinkState:ACTIVE" playername=""/>
						<string name="HOVER" object="[flashx.textLayout.elements.LinkState]" text="LinkState.HOVER" constant="true" tiptext="停留狀態的值，而當您在連結上方拖曳滑鼠時，即會產生此狀態。" version="" helpurl="flashx.textLayout.elements:LinkState:HOVER" playername=""/>
						<string name="LINK" object="[flashx.textLayout.elements.LinkState]" text="LinkState.LINK" constant="true" tiptext="正常 (預設連結狀態) 的值。" version="" helpurl="flashx.textLayout.elements:LinkState:LINK" playername=""/>
					</folder>
				</folder>
				<folder name="OverflowPolicy" id="[flashx.textLayout.elements.OverflowPolicy]" sort="true" index="true" asAncestors="Object" tiptext="OverflowPolicy 類別會為 IConfiguration 類別的 overflowPolicy 屬性定義一組常數。" helpurl="flashx.textLayout.elements:OverflowPolicy">
					<folder name="屬性" id="Properties" tiptext="OverflowPolicy 類別的屬性" helpurl="flashx.textLayout.elements:OverflowPolicy">
						<string name="FIT_ANY" object="[flashx.textLayout.elements.OverflowPolicy]" text="OverflowPolicy.FIT_ANY" constant="true" tiptext="如果可以放入行的任何部分，就可以將該行放入撰寫區域中。" version="" helpurl="flashx.textLayout.elements:OverflowPolicy:FIT_ANY" playername=""/>
						<string name="FIT_DESCENDERS" object="[flashx.textLayout.elements.OverflowPolicy]" text="OverflowPolicy.FIT_DESCENDERS" constant="true" tiptext="如果頂端到基線的撰寫區域足以放入該行，就可以將該行放入撰寫區域中。" version="" helpurl="flashx.textLayout.elements:OverflowPolicy:FIT_DESCENDERS" playername=""/>
					</folder>
				</folder>
				<folder name="ParagraphElement" id="[flashx.textLayout.elements.ParagraphElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:ParagraphFormattedElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="ParagraphElement 類別代表文字流排階層中的段落。" helpurl="flashx.textLayout.elements:ParagraphElement">
					<folder name="方法" id="Methods" tiptext="ParagraphElement 類別的方法" helpurl="flashx.textLayout.elements:ParagraphElement">
						<string name="ParagraphElement" object="[flashx.textLayout.elements.ParagraphElement]" text="new ParagraphElement(%%)" constructor="true" tiptext="建構函式 - 代表文字流排中的段落。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:ParagraphElement" playername=""/>
						<string name="findNextAtomBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findNextAtomBoundary(%相對位置:int%):int" tiptext="從提供的位置往前掃描，以尋找文字中下一個 Atom 的位置，並傳回索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findNextAtomBoundary" playername=""/>
						<string name="findNextWordBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findNextWordBoundary(%相對位置:int%):int" tiptext="傳回文字中下一個單字邊界的索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findNextWordBoundary" playername=""/>
						<string name="findPreviousAtomBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findPreviousAtomBoundary(%相對位置:int%):int" tiptext="從提供的位置往回掃描，以尋找文字中上一個 Atom 的位置，並傳回索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findPreviousAtomBoundary" playername=""/>
						<string name="findPreviousWordBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findPreviousWordBoundary(%相對位置:int%):int" tiptext="傳回文字中上一個單字邊界的索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findPreviousWordBoundary" playername=""/>
						<string name="getNextParagraph" object="[flashx.textLayout.elements.ParagraphElement]" text=".getNextParagraph(%%):flashx.textLayout.elements:ParagraphElement" tiptext="傳回在此段落後面的段落；如果沒有其他段落，則會傳回 null。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:getNextParagraph" playername=""/>
						<string name="getPreviousParagraph" object="[flashx.textLayout.elements.ParagraphElement]" text=".getPreviousParagraph(%%):flashx.textLayout.elements:ParagraphElement" tiptext="傳回此段落前面的段落；如果此段落是 TextFlow 中的第一段，則為 null。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:getPreviousParagraph" playername=""/>
					</folder>
				</folder>
				<folder name="SpanElement" id="[flashx.textLayout.elements.SpanElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="SpanElement 類別代表已套用一組格式特質的連續文字。" helpurl="flashx.textLayout.elements:SpanElement">
					<folder name="方法" id="Methods" tiptext="SpanElement 類別的方法" helpurl="flashx.textLayout.elements:SpanElement">
						<string name="SpanElement" object="[flashx.textLayout.elements.SpanElement]" text="new SpanElement(%%):void" constructor="true" tiptext="建構函式 - 建立要在段落中放置連續文字的 SpanElement 物件。" version="1.5" helpurl="flashx.textLayout.elements:SpanElement:SpanElement" playername=""/>
						<string name="replaceText" object="[flashx.textLayout.elements.SpanElement]" text=".replaceText(%相對開始位置:int,相對結束位置:int,文字值:String%):void" tiptext="根據指定的開始及結束位置，來更新文字範圍中的文字。" version="1.5" helpurl="flashx.textLayout.elements:SpanElement:replaceText" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SpanElement 類別的屬性" helpurl="flashx.textLayout.elements:SpanElement">
						<string name="mxmlChildren" object="[flashx.textLayout.elements.SpanElement]" text=".mxmlChildren" tiptext="根據範圍標籤內的內容來設定文字；一律會刪除現有的子系。" version="" helpurl="flashx.textLayout.elements:SpanElement:mxmlChildren:get" playername=""/>
						<string name="text" object="[flashx.textLayout.elements.SpanElement]" text=".text" tiptext="接收此 SpanElement 物件所保留的文字 String。" version="" helpurl="flashx.textLayout.elements:SpanElement:text:set" playername=""/>
					</folder>
				</folder>
				<folder name="SpecialCharacterElement" id="[flashx.textLayout.elements.SpecialCharacterElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SpanElement,flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="SpecialCharacterElement 類別是代表特殊字元之元素的抽象基底類別。" helpurl="flashx.textLayout.elements:SpecialCharacterElement">
					<folder name="方法" id="Methods" tiptext="SpecialCharacterElement 類別的方法" helpurl="flashx.textLayout.elements:SpecialCharacterElement">
						<string name="SpecialCharacterElement" object="[flashx.textLayout.elements.SpecialCharacterElement]" text="new SpecialCharacterElement(%%)" constructor="true" tiptext="基底類別 - 叫用新的 SpecialCharacterElement() 時擲出錯誤例外。" version="1.5" helpurl="flashx.textLayout.elements:SpecialCharacterElement:SpecialCharacterElement" playername=""/>
					</folder>
				</folder>
				<folder name="SubParagraphGroupElement" id="[flashx.textLayout.elements.SubParagraphGroupElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="SubParagraphGroupElement 類別會將 FlowLeafElements 群組在一起。" helpurl="flashx.textLayout.elements:SubParagraphGroupElement">
					<folder name="方法" id="Methods" tiptext="SubParagraphGroupElement 類別的方法" helpurl="flashx.textLayout.elements:SubParagraphGroupElement">
						<string name="SubParagraphGroupElement" object="[flashx.textLayout.elements.SubParagraphGroupElement]" text="new SubParagraphGroupElement(%%)" constructor="true" tiptext="建構函式 - 建立新的 SubParagraphGroupElement 實體。" version="1.5" helpurl="flashx.textLayout.elements:SubParagraphGroupElement:SubParagraphGroupElement" playername=""/>
					</folder>
				</folder>
				<folder name="TabElement" id="[flashx.textLayout.elements.TabElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SpecialCharacterElement,flashx.textLayout.elements:SpanElement,flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="TabElement 類別代表文字流排中的 &amp;lt;tab/&amp;gt;。" helpurl="flashx.textLayout.elements:TabElement">
					<folder name="方法" id="Methods" tiptext="TabElement 類別的方法" helpurl="flashx.textLayout.elements:TabElement">
						<string name="TabElement" object="[flashx.textLayout.elements.TabElement]" text="new TabElement(%%)" constructor="true" tiptext="建構函式 - 建立新的 TabElement 實體。" version="1.5" helpurl="flashx.textLayout.elements:TabElement:TabElement" playername=""/>
					</folder>
				</folder>
				<folder name="TCYElement" id="[flashx.textLayout.elements.TCYElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SubParagraphGroupElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="TCYElement (Tatechuuyoko - 直排內橫排) 類別是 SubParagraphGroupElement 的子類別，可在垂直行內水平繪製文字。" helpurl="flashx.textLayout.elements:TCYElement">
					<folder name="方法" id="Methods" tiptext="TCYElement 類別的方法" helpurl="flashx.textLayout.elements:TCYElement">
						<string name="TCYElement" object="[flashx.textLayout.elements.TCYElement]" text="new TCYElement(%%)" constructor="true" tiptext="建構函式 - 建立新的 TCYElement 實體。" version="1.5" helpurl="flashx.textLayout.elements:TCYElement:TCYElement" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlow" id="[flashx.textLayout.elements.TextFlow]" sort="true" index="true" asAncestors="flashx.textLayout.elements:ContainerFormattedElement,flashx.textLayout.elements:ParagraphFormattedElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="TextFlow 類別負責管理內文的所有文字內容。" helpurl="flashx.textLayout.elements:TextFlow">
					<folder name="方法" id="Methods" tiptext="TextFlow 類別的方法" helpurl="flashx.textLayout.elements:TextFlow">
						<string name="TextFlow" object="[flashx.textLayout.elements.TextFlow]" text="new TextFlow(%[組態:flashx.textLayout.elements:IConfiguration=null]%)" constructor="true" tiptext="建構函式 - 建立新的 TextFlow 實體。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:TextFlow" playername=""/>
						<string name="addEventListener" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="將事件偵聽程式物件註冊為 EventDispatcher 物件，以便讓偵聽程式接收事件通知。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flashx.textLayout.elements.TextFlow]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:dispatchEvent" playername=""/>
						<string name="getElementByID" object="[flashx.textLayout.elements.TextFlow]" text=".getElementByID(%id名稱:String%):flashx.textLayout.elements:FlowElement" tiptext="傳回 id 屬性符合 idName 參數的元素。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:getElementByID" playername=""/>
						<string name="getElementsByStyleName" object="[flashx.textLayout.elements.TextFlow]" text=".getElementsByStyleName(%樣式名稱值:String%):Array" tiptext="傳回 styleName 設為 styleNameValue 的所有元素。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:getElementsByStyleName" playername=""/>
						<string name="hasEventListener" object="[flashx.textLayout.elements.TextFlow]" text=".hasEventListener(%類型:String%):Boolean" tiptext="檢查 EventDispatcher 物件是否已經為特定類型的事件註冊任何偵聽程式。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:hasEventListener" playername=""/>
						<string name="invalidateAllFormats" object="[flashx.textLayout.elements.TextFlow]" text=".invalidateAllFormats(%%):void" tiptext="讓 TextFlow 的所有格式資訊失效，藉此強制重新計算。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:invalidateAllFormats" playername=""/>
						<string name="removeEventListener" object="[flashx.textLayout.elements.TextFlow]" text=".removeEventListener(%類型:String,偵聽程式:Function[,使用捕捉:Boolean=false]%):void" tiptext="從 EventDispatcher 物件中移除偵聽程式。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flashx.textLayout.elements.TextFlow]" text=".willTrigger(%類型:String%):Boolean" tiptext="檢查此 EventDispatcher 物件是否已註冊為事件偵聽程式，或者此物件的任何祖先已註冊為特定的事件類型。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:willTrigger" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextFlow 類別的屬性" helpurl="flashx.textLayout.elements:TextFlow">
						<string name="defaultConfiguration" object="[flashx.textLayout.elements.TextFlow]" text=".defaultConfiguration" tiptext="如果未指定組態，則所有新 TextFlow 物件都會使用預設組態。" version="" helpurl="flashx.textLayout.elements:TextFlow:defaultConfiguration" playername=""/>
						<string name="configuration" object="[flashx.textLayout.elements.TextFlow]" text=".configuration" tiptext="此 TextFlow 物件的 Configuration 物件。" version="" helpurl="flashx.textLayout.elements:TextFlow:configuration:get" playername=""/>
						<string name="flowComposer" object="[flashx.textLayout.elements.TextFlow]" text=".flowComposer" tiptext="管理此元素的容器。" version="" helpurl="flashx.textLayout.elements:TextFlow:flowComposer:get" playername=""/>
						<string name="formatResolver" object="[flashx.textLayout.elements.TextFlow]" text=".formatResolver" tiptext="解析元素樣式的回呼函數。" version="" helpurl="flashx.textLayout.elements:TextFlow:formatResolver:get" playername=""/>
						<string name="generation" object="[flashx.textLayout.elements.TextFlow]" text=".generation" tiptext="此 TextFlow 物件的產生碼。" version="" helpurl="flashx.textLayout.elements:TextFlow:generation:get" playername=""/>
						<string name="hostFormat" object="[flashx.textLayout.elements.TextFlow]" text=".hostFormat" tiptext="此 TextFlow 物件的 TextLayoutFormat 物件。" version="" helpurl="flashx.textLayout.elements:TextFlow:hostFormat:get" playername=""/>
						<string name="interactionManager" object="[flashx.textLayout.elements.TextFlow]" text=".interactionManager" tiptext="與此 TextFlow 物件相關的 InteractionManager。" version="" helpurl="flashx.textLayout.elements:TextFlow:interactionManager:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextFlow 類別的事件" helpurl="flashx.textLayout.elements:TextFlow">
						<string name="updateComplete" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=UpdateCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每次容器因撰寫而新增或更新 DisplayObject 時，由 TextFlow 物件傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__updateComplete" playername=""/>
						<string name="damage" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=DamageEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每次損壞時會由 TextFlow 物件傳送。您可以使用此事件發現 TextFlow 已變更，但是在送出此事件時請勿存取 TextFlow 本身。" version="" helpurl="flashx.textLayout.elements:TextFlow__damage" playername=""/>
						<string name="scroll" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=TextLayoutEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在控制器容器內捲動文字之後，由 TextFlow 物件傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__scroll" playername=""/>
						<string name="inlineGraphicStatusChanged" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=StatusChangeEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="因寬度或高度的 auto 或百分比設定而調整 InlineGraphicElement 的大小時，在圖形完成載入後傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__inlineGraphicStatusChanged" playername=""/>
						<string name="click" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="按一下任一連結後傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__click" playername=""/>
						<string name="rollOut" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當滑鼠移出任何連結時傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__rollOut" playername=""/>
						<string name="rollOver" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="當滑鼠第一次進入任何連結時傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__rollOver" playername=""/>
						<string name="mouseMove" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在滑鼠滑過任何連結時傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__mouseMove" playername=""/>
						<string name="mouseUp" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何連結上放開滑鼠時傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__mouseUp" playername=""/>
						<string name="mouseDown" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="在任何連結按下滑鼠時傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__mouseDown" playername=""/>
						<string name="compositionComplete" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=CompositionCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="每次重新撰寫之後傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__compositionComplete" playername=""/>
						<string name="selectionChange" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=SelectionEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="只要選取範圍變更就傳送。" version="" helpurl="flashx.textLayout.elements:TextFlow__selectionChange" playername=""/>
						<string name="flowOperationComplete" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowOperationEvent.FLOW_OPERATION_COMPLETE{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.elements:TextFlow__flowOperationComplete" playername=""/>
						<string name="flowOperationEnd" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowOperationEvent.FLOW_OPERATION_END{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.elements:TextFlow__flowOperationEnd" playername=""/>
						<string name="flowOperationBegin" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%類型:String=FlowOperationEvent.FLOW_OPERATION_BEGIN{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},偵聽程式:Function[,使用捕捉:Boolean=false,優先順序:int=0,使用弱參照:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.elements:TextFlow__flowOperationBegin" playername=""/>
					</folder>
				</folder>
				<folder name="TextRange" id="[flashx.textLayout.elements.TextRange]" sort="true" index="true" asAncestors="Object" tiptext="說明連續文字範圍的唯讀類別。" helpurl="flashx.textLayout.elements:TextRange">
					<folder name="方法" id="Methods" tiptext="TextRange 類別的方法" helpurl="flashx.textLayout.elements:TextRange">
						<string name="TextRange" object="[flashx.textLayout.elements.TextRange]" text="new TextRange(%根:flashx.textLayout.elements:TextFlow,錨定索引:int,作用中索引:int%)" constructor="true" tiptext="建構函式 - 建立新的 TextRange 實體。" version="1.5" helpurl="flashx.textLayout.elements:TextRange:TextRange" playername=""/>
						<string name="updateRange" object="[flashx.textLayout.elements.TextRange]" text=".updateRange(%新錨點位置:int,新作用位置:int%):Boolean" tiptext="使用新的錨點或作用位置值來更新範圍。" version="1.5" helpurl="flashx.textLayout.elements:TextRange:updateRange" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextRange 類別的屬性" helpurl="flashx.textLayout.elements:TextRange">
						<string name="absoluteEnd" object="[flashx.textLayout.elements.TextRange]" text=".absoluteEnd" tiptext="選取範圍的結尾 (為 TextFlow 中的絕對位置)。" version="" helpurl="flashx.textLayout.elements:TextRange:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.elements.TextRange]" text=".absoluteStart" tiptext="選取範圍的開頭 (為 TextFlow 中的絕對位置)。" version="" helpurl="flashx.textLayout.elements:TextRange:absoluteStart:get" playername=""/>
						<string name="activePosition" object="[flashx.textLayout.elements.TextRange]" text=".activePosition" tiptext="選取範圍的作用位置 (為 TextFlow 中的絕對位置)。" version="" helpurl="flashx.textLayout.elements:TextRange:activePosition:get" playername=""/>
						<string name="anchorPosition" object="[flashx.textLayout.elements.TextRange]" text=".anchorPosition" tiptext="選取範圍的錨點位置 (為 TextFlow 中的絕對位置)。" version="" helpurl="flashx.textLayout.elements:TextRange:anchorPosition:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.elements.TextRange]" text=".textFlow" tiptext="傳回與選取範圍相關的 TextFlow。" version="" helpurl="flashx.textLayout.elements:TextRange:textFlow:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.events" id="flashx.textLayout.events" sort="true" tiptext="flashx.textLayout.events 套件的類別" helpurl="flashx.textLayout.events">
				<folder name="CompositionCompleteEvent" id="[flashx.textLayout.events.CompositionCompleteEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在撰寫作業完成後，TextFlow 實體會傳送此事件。" helpurl="flashx.textLayout.events:CompositionCompleteEvent">
					<folder name="方法" id="Methods" tiptext="CompositionCompleteEvent 類別的方法" helpurl="flashx.textLayout.events:CompositionCompleteEvent">
						<string name="CompositionCompleteEvent" object="[flashx.textLayout.events.CompositionCompleteEvent]" text="new CompositionCompleteEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字流排:flashx.textLayout.elements:TextFlow=null,撰寫開始:int=0,撰寫長度:int=0]%)" constructor="true" tiptext="建構函式" version="1.5" helpurl="flashx.textLayout.events:CompositionCompleteEvent:CompositionCompleteEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CompositionCompleteEvent 類別的屬性" helpurl="flashx.textLayout.events:CompositionCompleteEvent">
						<string name="COMPOSITION_COMPLETE" object="[flashx.textLayout.events.CompositionCompleteEvent]" text="CompositionCompleteEvent.COMPOSITION_COMPLETE" constant="true" tiptext="定義 compositionComplete 事件物件的 type 屬性值" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:COMPOSITION_COMPLETE" playername=""/>
						<string name="compositionLength" object="[flashx.textLayout.events.CompositionCompleteEvent]" text=".compositionLength" tiptext="撰寫的字元數目。" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:compositionLength:get" playername=""/>
						<string name="compositionStart" object="[flashx.textLayout.events.CompositionCompleteEvent]" text=".compositionStart" tiptext="受撰寫影響的文字範圍開始位置，以文字流排中的索引表示。" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:compositionStart:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.events.CompositionCompleteEvent]" text=".textFlow" tiptext="已完成撰寫的 TextFlow。" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="DamageEvent" id="[flashx.textLayout.events.DamageEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextFlow 實體會在每次將此事件標記為損壞時傳送此事件。" helpurl="flashx.textLayout.events:DamageEvent">
					<folder name="方法" id="Methods" tiptext="DamageEvent 類別的方法" helpurl="flashx.textLayout.events:DamageEvent">
						<string name="DamageEvent" object="[flashx.textLayout.events.DamageEvent]" text="new DamageEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字流排:flashx.textLayout.elements:TextFlow=null,損壞絕對起點:int=0,損壞長度:int=0]%)" constructor="true" tiptext="建構函式" version="1.5" helpurl="flashx.textLayout.events:DamageEvent:DamageEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DamageEvent 類別的屬性" helpurl="flashx.textLayout.events:DamageEvent">
						<string name="DAMAGE" object="[flashx.textLayout.events.DamageEvent]" text="DamageEvent.DAMAGE" constant="true" tiptext="DamageEvent 的事件類型" version="" helpurl="flashx.textLayout.events:DamageEvent:DAMAGE" playername=""/>
						<string name="damageAbsoluteStart" object="[flashx.textLayout.events.DamageEvent]" text=".damageAbsoluteStart" tiptext="損壞的絕對起點" version="" helpurl="flashx.textLayout.events:DamageEvent:damageAbsoluteStart:get" playername=""/>
						<string name="damageLength" object="[flashx.textLayout.events.DamageEvent]" text=".damageLength" tiptext="損壞的長度" version="" helpurl="flashx.textLayout.events:DamageEvent:damageLength:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.events.DamageEvent]" text=".textFlow" tiptext="具有損壞的 TextFlow" version="" helpurl="flashx.textLayout.events:DamageEvent:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowElementMouseEvent" id="[flashx.textLayout.events.FlowElementMouseEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="偵測到滑鼠活動時，LinkElement 會傳送此事件。" helpurl="flashx.textLayout.events:FlowElementMouseEvent">
					<folder name="方法" id="Methods" tiptext="FlowElementMouseEvent 類別的方法" helpurl="flashx.textLayout.events:FlowElementMouseEvent">
						<string name="FlowElementMouseEvent" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="new FlowElementMouseEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=true,流排元素:flashx.textLayout.elements:FlowElement=null,原始事件:flash.events:MouseEvent=null]%)" constructor="true" tiptext="建立包含滑鼠活動相關資訊的事件物件。" version="1.5" helpurl="flashx.textLayout.events:FlowElementMouseEvent:FlowElementMouseEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowElementMouseEvent 類別的屬性" helpurl="flashx.textLayout.events:FlowElementMouseEvent">
						<string name="CLICK" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.CLICK" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:CLICK" playername=""/>
						<string name="MOUSE_DOWN" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.MOUSE_DOWN" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:MOUSE_DOWN" playername=""/>
						<string name="MOUSE_MOVE" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.MOUSE_MOVE" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:MOUSE_MOVE" playername=""/>
						<string name="MOUSE_UP" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.MOUSE_UP" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:MOUSE_UP" playername=""/>
						<string name="ROLL_OUT" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.ROLL_OUT" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:ROLL_OUT" playername=""/>
						<string name="ROLL_OVER" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.ROLL_OVER" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:ROLL_OVER" playername=""/>
						<string name="flowElement" object="[flashx.textLayout.events.FlowElementMouseEvent]" text=".flowElement" tiptext="傳送事件的 LinkElement。" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:flowElement:get" playername=""/>
						<string name="originalEvent" object="[flashx.textLayout.events.FlowElementMouseEvent]" text=".originalEvent" tiptext="滑鼠活動產生的原始滑鼠事件。" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:originalEvent:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowOperationEvent" id="[flashx.textLayout.events.FlowOperationEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在作業開始之前及作業完成之後，TextFlow 實體會立即傳送此事件。" helpurl="flashx.textLayout.events:FlowOperationEvent">
					<folder name="方法" id="Methods" tiptext="FlowOperationEvent 類別的方法" helpurl="flashx.textLayout.events:FlowOperationEvent">
						<string name="FlowOperationEvent" object="[flashx.textLayout.events.FlowOperationEvent]" text="new FlowOperationEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,作業:flashx.textLayout.operations:FlowOperation=null,層級:int=0,錯誤:Error=null]%)" constructor="true" tiptext="建立包含流程作業資訊的事件物件。" version="1.5" helpurl="flashx.textLayout.events:FlowOperationEvent:FlowOperationEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowOperationEvent 類別的屬性" helpurl="flashx.textLayout.events:FlowOperationEvent">
						<string name="FLOW_OPERATION_BEGIN" object="[flashx.textLayout.events.FlowOperationEvent]" text="FlowOperationEvent.FLOW_OPERATION_BEGIN" constant="true" tiptext="定義 flowOperationBegin 事件物件的 type 屬性值。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:FLOW_OPERATION_BEGIN" playername=""/>
						<string name="FLOW_OPERATION_COMPLETE" object="[flashx.textLayout.events.FlowOperationEvent]" text="FlowOperationEvent.FLOW_OPERATION_COMPLETE" constant="true" tiptext="定義 flowOperationComplete 事件物件的 type 屬性值。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:FLOW_OPERATION_COMPLETE" playername=""/>
						<string name="FLOW_OPERATION_END" object="[flashx.textLayout.events.FlowOperationEvent]" text="FlowOperationEvent.FLOW_OPERATION_END" constant="true" tiptext="定義 flowOperationEnd 事件物件的 type 屬性值。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:FLOW_OPERATION_END" playername=""/>
						<string name="error" object="[flashx.textLayout.events.FlowOperationEvent]" text=".error" tiptext="在作業期間擲出的錯誤 (若錯誤存在)。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:error:get" playername=""/>
						<string name="level" object="[flashx.textLayout.events.FlowOperationEvent]" text=".level" tiptext="多個作業經由巢狀結構可合併為複合作業。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:level:get" playername=""/>
						<string name="operation" object="[flashx.textLayout.events.FlowOperationEvent]" text=".operation" tiptext="即將開始或剛結束的作業。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:operation:get" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionEvent" id="[flashx.textLayout.events.SelectionEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當 EditManager 或 SelectionManager 變更或選取文字範圍時，TextFlow 實體會傳送 SelectionEvent 物件。" helpurl="flashx.textLayout.events:SelectionEvent">
					<folder name="方法" id="Methods" tiptext="SelectionEvent 類別的方法" helpurl="flashx.textLayout.events:SelectionEvent">
						<string name="SelectionEvent" object="[flashx.textLayout.events.SelectionEvent]" text="new SelectionEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,選取範圍狀態:flashx.textLayout.edit:SelectionState=null]%)" constructor="true" tiptext="建立包含流程作業資訊的事件物件。" version="1.5" helpurl="flashx.textLayout.events:SelectionEvent:SelectionEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="SelectionEvent 類別的屬性" helpurl="flashx.textLayout.events:SelectionEvent">
						<string name="SELECTION_CHANGE" object="[flashx.textLayout.events.SelectionEvent]" text="SelectionEvent.SELECTION_CHANGE" constant="true" tiptext="SelectionEvent.SELECTION_CHANGE 常數定義了選取事件之事件物件的 type 屬性值。" version="" helpurl="flashx.textLayout.events:SelectionEvent:SELECTION_CHANGE" playername=""/>
						<string name="selectionState" object="[flashx.textLayout.events.SelectionEvent]" text=".selectionState" tiptext="代表與此 SelectionEvent 相關聯之選取範圍的 SelectionState 類型物件。" version="" helpurl="flashx.textLayout.events:SelectionEvent:selectionState:get" playername=""/>
					</folder>
				</folder>
				<folder name="StatusChangeEvent" id="[flashx.textLayout.events.StatusChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="當 FlowElement 狀態變更時，TextFlow 實體會傳送此事件。" helpurl="flashx.textLayout.events:StatusChangeEvent">
					<folder name="方法" id="Methods" tiptext="StatusChangeEvent 類別的方法" helpurl="flashx.textLayout.events:StatusChangeEvent">
						<string name="StatusChangeEvent" object="[flashx.textLayout.events.StatusChangeEvent]" text="new StatusChangeEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,元素:flashx.textLayout.elements:FlowElement=null,狀態:String=null,錯誤事件:flash.events:ErrorEvent=null]%)" constructor="true" tiptext="建立包含狀態變更資訊的事件物件。" version="1.5" helpurl="flashx.textLayout.events:StatusChangeEvent:StatusChangeEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StatusChangeEvent 類別的屬性" helpurl="flashx.textLayout.events:StatusChangeEvent">
						<string name="INLINE_GRAPHIC_STATUS_CHANGE" object="[flashx.textLayout.events.StatusChangeEvent]" text="StatusChangeEvent.INLINE_GRAPHIC_STATUS_CHANGE" constant="true" tiptext="定義 inlineGraphicStatusChanged 事件物件的 type 屬性值。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:INLINE_GRAPHIC_STATUS_CHANGE" playername=""/>
						<string name="element" object="[flashx.textLayout.events.StatusChangeEvent]" text=".element" tiptext="狀態已變更的 FlowElement 實體。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:element:get" playername=""/>
						<string name="errorEvent" object="[flashx.textLayout.events.StatusChangeEvent]" text=".errorEvent" tiptext="傳送的 ErrorEvent 物件是狀態變更的結果。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:errorEvent:get" playername=""/>
						<string name="status" object="[flashx.textLayout.events.StatusChangeEvent]" text=".status" tiptext="FlowElement 的新狀態。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:status:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLayoutEvent" id="[flashx.textLayout.events.TextLayoutEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextLayoutEvent 實體代表一個事件 (例如 TextLayoutEvent.SCROLL 事件)，該事件不需要自訂屬性。" helpurl="flashx.textLayout.events:TextLayoutEvent">
					<folder name="方法" id="Methods" tiptext="TextLayoutEvent 類別的方法" helpurl="flashx.textLayout.events:TextLayoutEvent">
						<string name="TextLayoutEvent" object="[flashx.textLayout.events.TextLayoutEvent]" text="new TextLayoutEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="TextLayoutEvent 類別代表傳遞給許多 Text Layout 事件之事件偵聽程式的事件物件。" version="1.5" helpurl="flashx.textLayout.events:TextLayoutEvent:TextLayoutEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextLayoutEvent 類別的屬性" helpurl="flashx.textLayout.events:TextLayoutEvent">
						<string name="SCROLL" object="[flashx.textLayout.events.TextLayoutEvent]" text="TextLayoutEvent.SCROLL" constant="true" tiptext="TextLayoutEvent.SCROLL 常數定義了捲動事件之事件物件的 type 屬性值。" version="" helpurl="flashx.textLayout.events:TextLayoutEvent:SCROLL" playername=""/>
					</folder>
				</folder>
				<folder name="UpdateCompleteEvent" id="[flashx.textLayout.events.UpdateCompleteEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在 TextFlow 實體的任一容器完成更新後，TextFlow 實體會傳送此事件。" helpurl="flashx.textLayout.events:UpdateCompleteEvent">
					<folder name="方法" id="Methods" tiptext="UpdateCompleteEvent 類別的方法" helpurl="flashx.textLayout.events:UpdateCompleteEvent">
						<string name="UpdateCompleteEvent" object="[flashx.textLayout.events.UpdateCompleteEvent]" text="new UpdateCompleteEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字流排:flashx.textLayout.elements:TextFlow=null,控制器:flashx.textLayout.container:ContainerController=null]%)" constructor="true" tiptext="建構函式" version="1.5" helpurl="flashx.textLayout.events:UpdateCompleteEvent:UpdateCompleteEvent" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UpdateCompleteEvent 類別的屬性" helpurl="flashx.textLayout.events:UpdateCompleteEvent">
						<string name="UPDATE_COMPLETE" object="[flashx.textLayout.events.UpdateCompleteEvent]" text="UpdateCompleteEvent.UPDATE_COMPLETE" constant="true" tiptext="定義 UpdateCompleteEvent 物件的 type 屬性值。" version="" helpurl="flashx.textLayout.events:UpdateCompleteEvent:UPDATE_COMPLETE" playername=""/>
						<string name="controller" object="[flashx.textLayout.events.UpdateCompleteEvent]" text=".controller" tiptext="容器的控制器正在更新" version="" helpurl="flashx.textLayout.events:UpdateCompleteEvent:controller:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.events.UpdateCompleteEvent]" text=".textFlow" tiptext="已更新的 TextFlow。" version="" helpurl="flashx.textLayout.events:UpdateCompleteEvent:textFlow:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.factory" id="flashx.textLayout.factory" sort="true" tiptext="flashx.textLayout.factory 套件的類別" helpurl="flashx.textLayout.factory">
				<folder name="StringTextLineFactory" id="[flashx.textLayout.factory.StringTextLineFactory]" sort="true" index="true" asAncestors="flashx.textLayout.factory:TextLineFactoryBase,Object" tiptext="StringTextLineFactory 類別提供可從字串建立 TextLines 的簡單方法。" helpurl="flashx.textLayout.factory:StringTextLineFactory">
					<folder name="方法" id="Methods" tiptext="StringTextLineFactory 類別的方法" helpurl="flashx.textLayout.factory:StringTextLineFactory">
						<string name="StringTextLineFactory" object="[flashx.textLayout.factory.StringTextLineFactory]" text="new StringTextLineFactory(%[組態:flashx.textLayout.elements:IConfiguration=null]%):void" constructor="true" tiptext="建立 StringTextLineFactory 物件。" version="1.5" helpurl="flashx.textLayout.factory:StringTextLineFactory:StringTextLineFactory" playername=""/>
						<string name="createTextLines" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".createTextLines(%回呼:Function%):void" tiptext="使用目前指定給此 factory 物件的文字建立 TextLine 物件。" version="1.5" helpurl="flashx.textLayout.factory:StringTextLineFactory:createTextLines" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="StringTextLineFactory 類別的屬性" helpurl="flashx.textLayout.factory:StringTextLineFactory">
						<string name="configuration" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".configuration" tiptext="內部 TextFlow 物件使用的組態。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:configuration:get" playername=""/>
						<string name="defaultConfiguration" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".defaultConfiguration" tiptext="如果沒有指定，則此 factory 會使用預設組態。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:defaultConfiguration:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".paragraphFormat" tiptext="段落格式。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:paragraphFormat:get" playername=""/>
						<string name="spanFormat" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".spanFormat" tiptext="字元格式。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:spanFormat:get" playername=""/>
						<string name="textFlowFormat" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".textFlowFormat" tiptext="文字流排格式。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:textFlowFormat:get" playername=""/>
						<string name="text" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".text" tiptext="轉換為 TextLine 物件的文字。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlowTextLineFactory" id="[flashx.textLayout.factory.TextFlowTextLineFactory]" sort="true" index="true" asAncestors="flashx.textLayout.factory:TextLineFactoryBase,Object" tiptext="TextFlowTextLineFactory 類別提供一個建立 TextLines 以顯示文字流排中之文字的簡單方式。" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory">
					<folder name="方法" id="Methods" tiptext="TextFlowTextLineFactory 類別的方法" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory">
						<string name="TextFlowTextLineFactory" object="[flashx.textLayout.factory.TextFlowTextLineFactory]" text="new TextFlowTextLineFactory(%%):void" constructor="true" tiptext="建立 TextFlowTextLineFactory 物件。" version="1.5" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory:TextFlowTextLineFactory" playername=""/>
						<string name="createTextLines" object="[flashx.textLayout.factory.TextFlowTextLineFactory]" text=".createTextLines(%回呼:Function,文字流排:flashx.textLayout.elements:TextFlow%):void" tiptext="從指定的文字流排建立 TextLine 物件。" version="1.5" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory:createTextLines" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineFactoryBase" id="[flashx.textLayout.factory.TextLineFactoryBase]" sort="true" index="true" asAncestors="Object" tiptext="TextLineFactoryBase 類別做為 Text Layout Framework 文字行 factory 的基底類別。" helpurl="flashx.textLayout.factory:TextLineFactoryBase">
					<folder name="方法" id="Methods" tiptext="TextLineFactoryBase 類別的方法" helpurl="flashx.textLayout.factory:TextLineFactoryBase">
						<string name="TextLineFactoryBase" object="[flashx.textLayout.factory.TextLineFactoryBase]" text="new TextLineFactoryBase(%%):void" constructor="true" tiptext="文字行 factory 的基底類別建構函式。" version="1.5" helpurl="flashx.textLayout.factory:TextLineFactoryBase:TextLineFactoryBase" playername=""/>
						<string name="getContentBounds" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".getContentBounds(%%):flash.geom:Rectangle" tiptext="可容納編排內容的最小矩形。" version="1.5" helpurl="flashx.textLayout.factory:TextLineFactoryBase:getContentBounds" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextLineFactoryBase 類別的屬性" helpurl="flashx.textLayout.factory:TextLineFactoryBase">
						<string name="compositionBounds" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".compositionBounds" tiptext="在其中建立文字行的矩形。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:compositionBounds:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".horizontalScrollPolicy" tiptext="指定當組合邊界不夠大時如何建立字行。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:horizontalScrollPolicy:get" playername=""/>
						<string name="isTruncated" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".isTruncated" tiptext="指示當字行是最後一個建立時，是否截斷文字。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:isTruncated:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".swfContext" tiptext="需要用於建立 FTE 呼叫的 ISWFContext 實體。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:swfContext:get" playername=""/>
						<string name="truncationOptions" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".truncationOptions" tiptext="指定如果文字不符合組合邊界則截斷文字的選項。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:truncationOptions:get" playername=""/>
						<string name="verticalScrollPolicy" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".verticalScrollPolicy" tiptext="指定當組合邊界不夠大時如何建立字行。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:verticalScrollPolicy:get" playername=""/>
					</folder>
				</folder>
				<folder name="TruncationOptions" id="[flashx.textLayout.factory.TruncationOptions]" sort="true" index="true" asAncestors="Object" tiptext="TruncationOptions 類別指定用於限制由文字行 factory 建立的文字行數的選項，以及用於指出行遺漏時間的選項。" helpurl="flashx.textLayout.factory:TruncationOptions">
					<folder name="方法" id="Methods" tiptext="TruncationOptions 類別的方法" helpurl="flashx.textLayout.factory:TruncationOptions">
						<string name="TruncationOptions" object="[flashx.textLayout.factory.TruncationOptions]" text="new TruncationOptions(%[截斷指示器:String=unknown,行數限制:int=unknown,截斷指示器格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="建立 TruncationOptions 物件。" version="1.5" helpurl="flashx.textLayout.factory:TruncationOptions:TruncationOptions" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TruncationOptions 類別的屬性" helpurl="flashx.textLayout.factory:TruncationOptions">
						<string name="HORIZONTAL_ELLIPSIS" object="[flashx.textLayout.factory.TruncationOptions]" text="TruncationOptions.HORIZONTAL_ELLIPSIS" constant="true" tiptext="定義 truncationIndicator 屬性值 \u2026，這代表水平省略符號。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:HORIZONTAL_ELLIPSIS" playername=""/>
						<string name="NO_LINE_COUNT_LIMIT" object="[flashx.textLayout.factory.TruncationOptions]" text="TruncationOptions.NO_LINE_COUNT_LIMIT" constant="true" tiptext="定義 lineCountLimit 屬性值 -1，代表無限制。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:NO_LINE_COUNT_LIMIT" playername=""/>
						<string name="lineCountLimit" object="[flashx.textLayout.factory.TruncationOptions]" text=".lineCountLimit" tiptext="建立的行數上限。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:lineCountLimit:get" playername=""/>
						<string name="truncationIndicatorFormat" object="[flashx.textLayout.factory.TruncationOptions]" text=".truncationIndicatorFormat" tiptext="套用到截斷指示器字串的樣式。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:truncationIndicatorFormat:get" playername=""/>
						<string name="truncationIndicator" object="[flashx.textLayout.factory.TruncationOptions]" text=".truncationIndicator" tiptext="用於指示因為行數限制而不能完全顯示內容的字串。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:truncationIndicator:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.formats" id="flashx.textLayout.formats" sort="true" tiptext="flashx.textLayout.formats 套件的類別" helpurl="flashx.textLayout.formats">
				<folder name="BackgroundColor" id="[flashx.textLayout.formats.BackgroundColor]" sort="true" index="true" asAncestors="Object" tiptext="定義將 TextLayoutFormat 類別之 backgroundColor 屬性值指定為 &quot;transparent&quot; 的常數。" helpurl="flashx.textLayout.formats:BackgroundColor">
					<folder name="屬性" id="Properties" tiptext="BackgroundColor 類別的屬性" helpurl="flashx.textLayout.formats:BackgroundColor">
						<string name="TRANSPARENT" object="[flashx.textLayout.formats.BackgroundColor]" text="BackgroundColor.TRANSPARENT" constant="true" tiptext="透明 - 未套用背景顏色。" version="" helpurl="flashx.textLayout.formats:BackgroundColor:TRANSPARENT" playername=""/>
					</folder>
				</folder>
				<folder name="BaselineOffset" id="[flashx.textLayout.formats.BaselineOffset]" sort="true" index="true" asAncestors="Object" tiptext="定義 TextLayoutFormat 及 ContainerFormattedElement 類別的 firstBaselineOffset 屬性值。" helpurl="flashx.textLayout.formats:BaselineOffset">
					<folder name="屬性" id="Properties" tiptext="BaselineOffset 類別的屬性" helpurl="flashx.textLayout.formats:BaselineOffset">
						<string name="ASCENT" object="[flashx.textLayout.formats.BaselineOffset]" text="BaselineOffset.ASCENT" constant="true" tiptext="指定偏移量等於字行的上緣，也就是字行中最高字體的上緣，讓內嵌圖形的圖形底部位在基線上。" version="" helpurl="flashx.textLayout.formats:BaselineOffset:ASCENT" playername=""/>
						<string name="AUTO" object="[flashx.textLayout.formats.BaselineOffset]" text="BaselineOffset.AUTO" constant="true" tiptext="字行上緣與容器上方內移距對齊。" version="" helpurl="flashx.textLayout.formats:BaselineOffset:AUTO" playername=""/>
						<string name="LINE_HEIGHT" object="[flashx.textLayout.formats.BaselineOffset]" text="BaselineOffset.LINE_HEIGHT" constant="true" tiptext="指定偏移量等於行高。" version="" helpurl="flashx.textLayout.formats:BaselineOffset:LINE_HEIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="BaselineShift" id="[flashx.textLayout.formats.BaselineShift]" sort="true" index="true" asAncestors="Object" tiptext="定義指定 TextLayoutFormat 類別之 baselineShift 屬性中的下標或上標的常數。" helpurl="flashx.textLayout.formats:BaselineShift">
					<folder name="屬性" id="Properties" tiptext="BaselineShift 類別的屬性" helpurl="flashx.textLayout.formats:BaselineShift">
						<string name="SUBSCRIPT" object="[flashx.textLayout.formats.BaselineShift]" text="BaselineShift.SUBSCRIPT" constant="true" tiptext="將基線位移至目前下標位置。" version="" helpurl="flashx.textLayout.formats:BaselineShift:SUBSCRIPT" playername=""/>
						<string name="SUPERSCRIPT" object="[flashx.textLayout.formats.BaselineShift]" text="BaselineShift.SUPERSCRIPT" constant="true" tiptext="將基線位移至目前上標位置。" version="" helpurl="flashx.textLayout.formats:BaselineShift:SUPERSCRIPT" playername=""/>
					</folder>
				</folder>
				<folder name="BlockProgression" id="[flashx.textLayout.formats.BlockProgression]" sort="true" index="true" asAncestors="Object" tiptext="定義 TextLayouFormat 類別的 blockProgression 屬性值。" helpurl="flashx.textLayout.formats:BlockProgression">
					<folder name="屬性" id="Properties" tiptext="BlockProgression 類別的屬性" helpurl="flashx.textLayout.formats:BlockProgression">
						<string name="RL" object="[flashx.textLayout.formats.BlockProgression]" text="BlockProgression.RL" constant="true" tiptext="指定由右到左的區塊走向。" version="" helpurl="flashx.textLayout.formats:BlockProgression:RL" playername=""/>
						<string name="TB" object="[flashx.textLayout.formats.BlockProgression]" text="BlockProgression.TB" constant="true" tiptext="指定由上到下的區塊走向。" version="" helpurl="flashx.textLayout.formats:BlockProgression:TB" playername=""/>
					</folder>
				</folder>
				<folder name="Direction" id="[flashx.textLayout.formats.Direction]" sort="true" index="true" asAncestors="Object" tiptext="定義設定 TextLayoutFormat 類別之方向屬性的值。" helpurl="flashx.textLayout.formats:Direction">
					<folder name="屬性" id="Properties" tiptext="Direction 類別的屬性" helpurl="flashx.textLayout.formats:Direction">
						<string name="LTR" object="[flashx.textLayout.formats.Direction]" text="Direction.LTR" constant="true" tiptext="指定文字方向由左到右。" version="" helpurl="flashx.textLayout.formats:Direction:LTR" playername=""/>
						<string name="RTL" object="[flashx.textLayout.formats.Direction]" text="Direction.RTL" constant="true" tiptext="指定文字方向由右到左。" version="" helpurl="flashx.textLayout.formats:Direction:RTL" playername=""/>
					</folder>
				</folder>
				<folder name="FormatValue" id="[flashx.textLayout.formats.FormatValue]" sort="true" index="true" asAncestors="Object" tiptext="定義值以指定格式屬性繼承其父輩值，或自動產生值。" helpurl="flashx.textLayout.formats:FormatValue">
					<folder name="屬性" id="Properties" tiptext="FormatValue 類別的屬性" helpurl="flashx.textLayout.formats:FormatValue">
						<string name="AUTO" object="[flashx.textLayout.formats.FormatValue]" text="FormatValue.AUTO" constant="true" tiptext="指定自動產生屬性的值。" version="" helpurl="flashx.textLayout.formats:FormatValue:AUTO" playername=""/>
						<string name="INHERIT" object="[flashx.textLayout.formats.FormatValue]" text="FormatValue.INHERIT" constant="true" tiptext="指定屬性要繼承其父值。" version="" helpurl="flashx.textLayout.formats:FormatValue:INHERIT" playername=""/>
					</folder>
				</folder>
				<folder name="ITabStopFormat" id="[flashx.textLayout.formats.ITabStopFormat]" sort="true" index="true" tiptext="此介面提供定位停駐點相關屬性的讀取權限。" helpurl="flashx.textLayout.formats:ITabStopFormat">
					<folder name="屬性" id="Properties" tiptext="ITabStopFormat 類別的屬性" helpurl="flashx.textLayout.formats:ITabStopFormat">
						<string name="alignment" object="[flashx.textLayout.formats.ITabStopFormat]" text=".alignment" tiptext="此定位停駐點的定位對齊。" version="" helpurl="flashx.textLayout.formats:ITabStopFormat:alignment:get" playername=""/>
						<string name="decimalAlignmentToken" object="[flashx.textLayout.formats.ITabStopFormat]" text=".decimalAlignmentToken" tiptext="對齊方式為 DECIMAL 時所要使用的對齊字符。" version="" helpurl="flashx.textLayout.formats:ITabStopFormat:decimalAlignmentToken:get" playername=""/>
						<string name="position" object="[flashx.textLayout.formats.ITabStopFormat]" text=".position" tiptext="定位停駐點相對於字行開頭的位置 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:ITabStopFormat:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="ITextLayoutFormat" id="[flashx.textLayout.formats.ITextLayoutFormat]" sort="true" index="true" tiptext="此介面提供 FlowElements 相關屬性的讀取權限。" helpurl="flashx.textLayout.formats:ITextLayoutFormat">
					<folder name="屬性" id="Properties" tiptext="ITextLayoutFormat 類別的屬性" helpurl="flashx.textLayout.formats:ITextLayoutFormat">
						<string name="alignmentBaseline" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".alignmentBaseline" tiptext="指定主基線對齊的基線。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".backgroundAlpha" tiptext="背景的 Alpha (透明度) 值 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".backgroundColor" tiptext="文字的背景顏色 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".baselineShift" tiptext="從 dominantBaseline 值位移基線的量。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".blockProgression" tiptext="指定行位置為垂直或水平走向。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".breakOpportunity" tiptext="將文字分為多行時，控制換行的位置。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".cffHinting" tiptext="用於此文字的 CFF 提示類型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".color" tiptext="文字的顏色。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".columnCount" tiptext="文字欄的數目 (如果在重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".columnGap" tiptext="指定欄與欄之間的間距大小 (以像素為單位)，如果重疊顯示時未定義，則採用預設值。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".columnWidth" tiptext="以像素為單位的欄寬 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:columnWidth:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".digitCase" tiptext="用於此文字的數字大小寫類型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".digitWidth" tiptext="用於此文字的數字寬度類型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".direction" tiptext="指定文字區塊內之文字的預設雙向內嵌層級。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".dominantBaseline" tiptext="指定貼齊 alignmentBaseline 的元素基線，以決定行上元素的垂直位置。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".firstBaselineOffset" tiptext="指定容器中第一行的基線位置。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:firstBaselineOffset:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontFamily" tiptext="要使用的字體名稱，或是以逗號分隔的字體名稱清單。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontLookup" tiptext="要使用的字體查詢。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontSize" tiptext="以像素為單位的文字大小。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontStyle" tiptext="文字的樣式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontWeight" tiptext="文字的粗細。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontWeight:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".justificationRule" tiptext="對齊段落中文字所使用的規則。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".justificationStyle" tiptext="段落對齊所用的樣式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".kerning" tiptext="字距微調會調整字元組間的距離像素，以改善可讀性。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".leadingModel" tiptext="指定行距模型，它結合了行距基礎及行距方向。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".ligatureLevel" tiptext="控制字體中定義的哪些連字可用於文字。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".lineBreak" tiptext="控制容器內的文字換行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".lineHeight" tiptext="文字的行距控制。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".lineThrough" tiptext="若為 true，將套用刪除線，亦即通過文字中間的線。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:lineThrough:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".locale" tiptext="文字的地區。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingBottom" tiptext="以像素為單位的下方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingLeft" tiptext="以像素為單位的左方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingRight" tiptext="以像素為單位的右方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingTop" tiptext="以像素為單位的上方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphEndIndent" tiptext="指定段落結尾邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphSpaceAfter" tiptext="指定段落之後保留的間距大小的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphSpaceBefore" tiptext="指定段落之前保留的間距大小的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphStartIndent" tiptext="指定段落開始邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphStartIndent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".renderingMode" tiptext="用於此文字的顯示模式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:renderingMode:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".tabStops" tiptext="指定段落關聯的定位停駐點。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textAlignLast" tiptext="段落中最後 (或唯一的) 一行相對於齊行文字中之容器的對齊方式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textAlign" tiptext="段落中各行相對於容器的對齊方式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textAlpha" tiptext="文字的 Alpha (透明) 值。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textDecoration" tiptext="文字上的裝飾。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textDecoration:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textIndent" tiptext="以像素為單位，指定段落中第一行縮排量的數字。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textJustify" tiptext="指定對齊文字的選項。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textJustify:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textRotation" tiptext="決定此文字要旋轉的度數。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".trackingLeft" tiptext="以像素為單位代表要套用至每個字元左側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".trackingRight" tiptext="以像素為單位代表要套用至每個字元右側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".typographicCase" tiptext="用於此文字的印刷大小寫類型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:typographicCase:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".verticalAlign" tiptext="垂直對齊或齊行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:verticalAlign:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".whiteSpaceCollapse" tiptext="將文字匯入 TextFlow 時捨去或保留空格。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:whiteSpaceCollapse:get" playername=""/>
					</folder>
				</folder>
				<folder name="JustificationRule" id="[flashx.textLayout.formats.JustificationRule]" sort="true" index="true" asAncestors="Object" tiptext="定義設定 TextLayoutFormat 類別之 justificationRule 屬性的值。" helpurl="flashx.textLayout.formats:JustificationRule">
					<folder name="屬性" id="Properties" tiptext="JustificationRule 類別的屬性" helpurl="flashx.textLayout.formats:JustificationRule">
						<string name="EAST_ASIAN" object="[flashx.textLayout.formats.JustificationRule]" text="JustificationRule.EAST_ASIAN" constant="true" tiptext="指定東亞對齊規則。" version="" helpurl="flashx.textLayout.formats:JustificationRule:EAST_ASIAN" playername=""/>
						<string name="SPACE" object="[flashx.textLayout.formats.JustificationRule]" text="JustificationRule.SPACE" constant="true" tiptext="指定拉丁文及其他使用空白分隔單字之水平手寫體的對齊。" version="" helpurl="flashx.textLayout.formats:JustificationRule:SPACE" playername=""/>
					</folder>
				</folder>
				<folder name="LeadingModel" id="[flashx.textLayout.formats.LeadingModel]" sort="true" index="true" asAncestors="Object" tiptext="定義設定 TextLayoutFormat 類別之 leadingModel 屬性的值，由行距基礎及行距方向的有效組合所組成。" helpurl="flashx.textLayout.formats:LeadingModel">
					<folder name="屬性" id="Properties" tiptext="LeadingModel 類別的屬性" helpurl="flashx.textLayout.formats:LeadingModel">
						<string name="APPROXIMATE_TEXT_FIELD" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.APPROXIMATE_TEXT_FIELD" constant="true" tiptext="指定近似 TextField 行距行為的行距模型。" version="" helpurl="flashx.textLayout.formats:LeadingModel:APPROXIMATE_TEXT_FIELD" playername=""/>
						<string name="ASCENT_DESCENT_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.ASCENT_DESCENT_UP" constant="true" tiptext="指定行距基礎為 ASCENT/DESCENT 且行距方向為 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:ASCENT_DESCENT_UP" playername=""/>
						<string name="AUTO" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.AUTO" constant="true" tiptext="指定根據段落的地區屬性自動選擇行距模型。" version="" helpurl="flashx.textLayout.formats:LeadingModel:AUTO" playername=""/>
						<string name="IDEOGRAPHIC_CENTER_DOWN" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_CENTER_DOWN" constant="true" tiptext="指定行距基礎為 IDEOGRAPHIC_CENTER 且行距方向為向下。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_CENTER_DOWN" playername=""/>
						<string name="IDEOGRAPHIC_CENTER_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_CENTER_UP" constant="true" tiptext="指定行距基礎為 IDEOGRAPHIC_CENTER 且行距方向為 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_CENTER_UP" playername=""/>
						<string name="IDEOGRAPHIC_TOP_DOWN" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_TOP_DOWN" constant="true" tiptext="指定行距基礎為 IDEOGRAPHIC_TOP 且行距方向為 DOWN。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_TOP_DOWN" playername=""/>
						<string name="IDEOGRAPHIC_TOP_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_TOP_UP" constant="true" tiptext="指定行距基礎為 IDEOGRAPHIC_TOP 且行距方向為 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_TOP_UP" playername=""/>
						<string name="ROMAN_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.ROMAN_UP" constant="true" tiptext="指定行距基礎為 ROMAN 且行距方向為 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:ROMAN_UP" playername=""/>
					</folder>
				</folder>
				<folder name="LineBreak" id="[flashx.textLayout.formats.LineBreak]" sort="true" index="true" asAncestors="Object" tiptext="定義設定 TextLayoutFormat 的 lineBreak 屬性之值，以指定換行文字的斷行方式。" helpurl="flashx.textLayout.formats:LineBreak">
					<folder name="屬性" id="Properties" tiptext="LineBreak 類別的屬性" helpurl="flashx.textLayout.formats:LineBreak">
						<string name="EXPLICIT" object="[flashx.textLayout.formats.LineBreak]" text="LineBreak.EXPLICIT" constant="true" tiptext="指定只在遇到明確的歸位字元或換行字元時斷行。" version="" helpurl="flashx.textLayout.formats:LineBreak:EXPLICIT" playername=""/>
						<string name="TO_FIT" object="[flashx.textLayout.formats.LineBreak]" text="LineBreak.TO_FIT" constant="true" tiptext="指定換行以符合容器寬度。" version="" helpurl="flashx.textLayout.formats:LineBreak:TO_FIT" playername=""/>
					</folder>
				</folder>
				<folder name="TabStopFormat" id="[flashx.textLayout.formats.TabStopFormat]" sort="true" index="true" asAncestors="Object" tiptext="TabStopFormat 類別代表段落中定位停駐點的屬性。" helpurl="flashx.textLayout.formats:TabStopFormat">
					<folder name="方法" id="Methods" tiptext="TabStopFormat 類別的方法" helpurl="flashx.textLayout.formats:TabStopFormat">
						<string name="TabStopFormat" object="[flashx.textLayout.formats.TabStopFormat]" text="new TabStopFormat(%[初始值:flashx.textLayout.formats:ITabStopFormat=null]%)" constructor="true" tiptext="建立新的 TabStopFormat 物件。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:TabStopFormat" playername=""/>
						<string name="apply" object="[flashx.textLayout.formats.TabStopFormat]" text=".apply(%傳入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="以傳入的 ITabStopFormat 實體中設定的屬性值取代此 TabStopFormat 物件中的屬性值。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:apply" playername=""/>
						<string name="concatInheritOnly" object="[flashx.textLayout.formats.TabStopFormat]" text=".concatInheritOnly(%傳入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="以此 TabStopFormat 物件的值連接傳入的 ITabStopFormat 實體中的屬性值。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:concatInheritOnly" playername=""/>
						<string name="concat" object="[flashx.textLayout.formats.TabStopFormat]" text=".concat(%傳入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="以此 TabStopFormat 物件的值連接傳入的 ITabStopFormat 實體中的屬性值。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:concat" playername=""/>
						<string name="copy" object="[flashx.textLayout.formats.TabStopFormat]" text=".copy(%值:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="從 ITabStopFormat 實體值複製 TabStopFormat 設定到此 TabStopFormat 物件。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:copy" playername=""/>
						<string name="isEqual" object="[flashx.textLayout.formats.TabStopFormat]" text="TabStopFormat.isEqual(%p1:flashx.textLayout.formats:ITabStopFormat,p2:flashx.textLayout.formats:ITabStopFormat%):Boolean" static="true" tiptext="比較 ITabStopFormat 實體 p1 中的屬性以及 ITabStopFormat 實體 p2 中的屬性，如果所有屬性相符，則傳回 true。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:isEqual" playername=""/>
						<string name="removeClashing" object="[flashx.textLayout.formats.TabStopFormat]" text=".removeClashing(%傳入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="如果此 TabStopFormat 物件中的屬性與傳入的 ITabStopFormat 實體中的屬性不相符，則將此 TabStopFormat 物件中的屬性設定為未定義。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:removeClashing" playername=""/>
						<string name="removeMatching" object="[flashx.textLayout.formats.TabStopFormat]" text=".removeMatching(%傳入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="如果此 TabStopFormat 物件中的屬性與傳入的 ITabStopFormat 實體中的屬性相符，則將此 TabStopFormat 物件中的屬性設定為未定義。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:removeMatching" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TabStopFormat 類別的屬性" helpurl="flashx.textLayout.formats:TabStopFormat">
						<string name="alignment" object="[flashx.textLayout.formats.TabStopFormat]" text=".alignment" tiptext="此定位停駐點的定位對齊。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:alignment:get" playername=""/>
						<string name="decimalAlignmentToken" object="[flashx.textLayout.formats.TabStopFormat]" text=".decimalAlignmentToken" tiptext="對齊方式為 DECIMAL 時所要使用的對齊字符。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:decimalAlignmentToken:get" playername=""/>
						<string name="defaultFormat" object="[flashx.textLayout.formats.TabStopFormat]" text=".defaultFormat" tiptext="傳回具有預設設定的 TabStopFormat 物件。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:defaultFormat:get" playername=""/>
						<string name="position" object="[flashx.textLayout.formats.TabStopFormat]" text=".position" tiptext="定位停駐點相對於字行開頭的位置 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextAlign" id="[flashx.textLayout.formats.TextAlign]" sort="true" index="true" asAncestors="Object" tiptext="定義設定 TextLayoutFormat 類別之 textAlign 及 textAlignLast 屬性的值。" helpurl="flashx.textLayout.formats:TextAlign">
					<folder name="屬性" id="Properties" tiptext="TextAlign 類別的屬性" helpurl="flashx.textLayout.formats:TextAlign">
						<string name="CENTER" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.CENTER" constant="true" tiptext="指定容器內的置中對齊。" version="" helpurl="flashx.textLayout.formats:TextAlign:CENTER" playername=""/>
						<string name="END" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.END" constant="true" tiptext="指定結尾邊緣對齊 - 文字的對齊方向與寫入方向相反。" version="" helpurl="flashx.textLayout.formats:TextAlign:END" playername=""/>
						<string name="JUSTIFY" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.JUSTIFY" constant="true" tiptext="指定文字在字行中為左右對齊，以填滿容器空間。" version="" helpurl="flashx.textLayout.formats:TextAlign:JUSTIFY" playername=""/>
						<string name="LEFT" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.LEFT" constant="true" tiptext="指定對齊左邊緣。" version="" helpurl="flashx.textLayout.formats:TextAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.RIGHT" constant="true" tiptext="指定對齊右邊緣。" version="" helpurl="flashx.textLayout.formats:TextAlign:RIGHT" playername=""/>
						<string name="START" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.START" constant="true" tiptext="指定開頭邊緣對齊 - 文字對齊方向與寫入方向一致。" version="" helpurl="flashx.textLayout.formats:TextAlign:START" playername=""/>
					</folder>
				</folder>
				<folder name="TextDecoration" id="[flashx.textLayout.formats.TextDecoration]" sort="true" index="true" asAncestors="Object" tiptext="定義 TextLayoutFormat 類別的 textDecoration 屬性值。" helpurl="flashx.textLayout.formats:TextDecoration">
					<folder name="屬性" id="Properties" tiptext="TextDecoration 類別的屬性" helpurl="flashx.textLayout.formats:TextDecoration">
						<string name="NONE" object="[flashx.textLayout.formats.TextDecoration]" text="TextDecoration.NONE" constant="true" tiptext="指定一般文字 - 未套用裝飾" version="" helpurl="flashx.textLayout.formats:TextDecoration:NONE" playername=""/>
						<string name="UNDERLINE" object="[flashx.textLayout.formats.TextDecoration]" text="TextDecoration.UNDERLINE" constant="true" tiptext="指定文字加上底線。" version="" helpurl="flashx.textLayout.formats:TextDecoration:UNDERLINE" playername=""/>
					</folder>
				</folder>
				<folder name="TextJustify" id="[flashx.textLayout.formats.TextJustify]" sort="true" index="true" asAncestors="Object" tiptext="定義設定 TextLayoutFormat 類別之 textJustify 屬性的值。" helpurl="flashx.textLayout.formats:TextJustify">
					<folder name="屬性" id="Properties" tiptext="TextJustify 類別的屬性" helpurl="flashx.textLayout.formats:TextJustify">
						<string name="DISTRIBUTE" object="[flashx.textLayout.formats.TextJustify]" text="TextJustify.DISTRIBUTE" constant="true" tiptext="指定對齊為同時增加空白到空白字元以及個別字母之間。" version="" helpurl="flashx.textLayout.formats:TextJustify:DISTRIBUTE" playername=""/>
						<string name="INTER_WORD" object="[flashx.textLayout.formats.TextJustify]" text="TextJustify.INTER_WORD" constant="true" tiptext="指定對齊為增加空白到空白字元。" version="" helpurl="flashx.textLayout.formats:TextJustify:INTER_WORD" playername=""/>
					</folder>
				</folder>
				<folder name="TextLayoutFormat" id="[flashx.textLayout.formats.TextLayoutFormat]" sort="true" index="true" asAncestors="Object" tiptext="TextLayoutFormat 類別保留所有文字版面屬性。" helpurl="flashx.textLayout.formats:TextLayoutFormat">
					<folder name="方法" id="Methods" tiptext="TextLayoutFormat 類別的方法" helpurl="flashx.textLayout.formats:TextLayoutFormat">
						<string name="TextLayoutFormat" object="[flashx.textLayout.formats.TextLayoutFormat]" text="new TextLayoutFormat(%[初始值:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="建立新的 TextLayoutFormat 物件。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:TextLayoutFormat" playername=""/>
						<string name="apply" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".apply(%傳入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="以傳入的 ITextLayoutFormat 實體中設定的屬性值取代此 TextLayoutFormat 物件中的屬性值。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:apply" playername=""/>
						<string name="concatInheritOnly" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".concatInheritOnly(%傳入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="以此 TextLayoutFormat 物件的值連接傳入的 ITextLayoutFormat 實體中的屬性值。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:concatInheritOnly" playername=""/>
						<string name="concat" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".concat(%傳入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="以此 TextLayoutFormat 物件的值連接傳入的 ITextLayoutFormat 實體中的屬性值。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:concat" playername=""/>
						<string name="copy" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".copy(%值:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="從 ITextLayoutFormat 實體值複製 TextLayoutFormat 設定到此 TextLayoutFormat 物件。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:copy" playername=""/>
						<string name="isEqual" object="[flashx.textLayout.formats.TextLayoutFormat]" text="TextLayoutFormat.isEqual(%p1:flashx.textLayout.formats:ITextLayoutFormat,p2:flashx.textLayout.formats:ITextLayoutFormat%):Boolean" static="true" tiptext="比較 ITextLayoutFormat 實體 p1 中的屬性以及 ITextLayoutFormat 實體 p2 中的屬性，如果所有屬性相符，則傳回 true。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:isEqual" playername=""/>
						<string name="removeClashing" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".removeClashing(%傳入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="如果此 TextLayoutFormat 物件中的屬性與傳入的 ITextLayoutFormat 實體中的屬性不相符，則將此 TextLayoutFormat 物件中的屬性設定為未定義。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:removeClashing" playername=""/>
						<string name="removeMatching" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".removeMatching(%傳入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="如果此 TextLayoutFormat 物件中的屬性與傳入的 ITextLayoutFormat 實體中的屬性相符，則將此 TextLayoutFormat 物件中的屬性設定為未定義。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:removeMatching" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="TextLayoutFormat 類別的屬性" helpurl="flashx.textLayout.formats:TextLayoutFormat">
						<string name="alignmentBaseline" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".alignmentBaseline" tiptext="指定主基線對齊的基線。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".backgroundAlpha" tiptext="背景的 Alpha (透明度) 值 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".backgroundColor" tiptext="文字的背景顏色 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".baselineShift" tiptext="從 dominantBaseline 值位移基線的量。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".blockProgression" tiptext="指定行位置為垂直或水平走向。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".breakOpportunity" tiptext="將文字分為多行時，控制換行的位置。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".cffHinting" tiptext="用於此文字的 CFF 提示類型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".color" tiptext="文字的顏色。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".columnCount" tiptext="文字欄的數目 (如果在重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".columnGap" tiptext="指定欄與欄之間的間距大小 (以像素為單位)，如果重疊顯示時未定義，則採用預設值。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".columnWidth" tiptext="以像素為單位的欄寬 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:columnWidth:get" playername=""/>
						<string name="defaultFormat" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".defaultFormat" tiptext="傳回具有預設設定的 TextLayoutFormat 物件。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:defaultFormat:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".digitCase" tiptext="用於此文字的數字大小寫類型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".digitWidth" tiptext="用於此文字的數字寬度類型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".direction" tiptext="指定文字區塊內之文字的預設雙向內嵌層級。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".dominantBaseline" tiptext="指定貼齊 alignmentBaseline 的元素基線，以決定行上元素的垂直位置。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".firstBaselineOffset" tiptext="指定容器中第一行的基線位置。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:firstBaselineOffset:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontFamily" tiptext="要使用的字體名稱，或是以逗號分隔的字體名稱清單。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontLookup" tiptext="要使用的字體查詢。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontSize" tiptext="以像素為單位的文字大小。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontStyle" tiptext="文字的樣式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontWeight" tiptext="文字的粗細。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontWeight:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".justificationRule" tiptext="對齊段落中文字所使用的規則。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".justificationStyle" tiptext="段落對齊所用的樣式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".kerning" tiptext="字距微調會調整字元組間的距離像素，以改善可讀性。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".leadingModel" tiptext="指定行距模型，它結合了行距基礎及行距方向。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".ligatureLevel" tiptext="控制字體中定義的哪些連字可用於文字。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".lineBreak" tiptext="控制容器內的文字換行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".lineHeight" tiptext="文字的行距控制。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".lineThrough" tiptext="若為 true，將套用刪除線，亦即通過文字中間的線。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:lineThrough:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".locale" tiptext="文字的地區。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingBottom" tiptext="以像素為單位的下方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingLeft" tiptext="以像素為單位的左方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingRight" tiptext="以像素為單位的右方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingTop" tiptext="以像素為單位的上方內移距 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphEndIndent" tiptext="指定段落結尾邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphSpaceAfter" tiptext="指定段落之後保留的間距大小的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphSpaceBefore" tiptext="指定段落之前保留的間距大小的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphStartIndent" tiptext="指定段落開始邊緣縮排量的數字 (以像素為單位)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphStartIndent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".renderingMode" tiptext="用於此文字的顯示模式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:renderingMode:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".tabStops" tiptext="指定段落關聯的定位停駐點。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textAlignLast" tiptext="段落中最後 (或唯一的) 一行相對於齊行文字中之容器的對齊方式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textAlign" tiptext="段落中各行相對於容器的對齊方式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textAlpha" tiptext="文字的 Alpha (透明) 值。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textDecoration" tiptext="文字上的裝飾。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textDecoration:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textIndent" tiptext="以像素為單位，指定段落中第一行縮排量的數字。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textJustify" tiptext="指定對齊文字的選項。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textJustify:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textRotation" tiptext="決定此文字要旋轉的度數。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".trackingLeft" tiptext="以像素為單位代表要套用至每個字元左側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".trackingRight" tiptext="以像素為單位代表要套用至每個字元右側字距調整 (手動字距微調) 量的數字 (或 fontSize 的百分比，例如，120%)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".typographicCase" tiptext="用於此文字的印刷大小寫類型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:typographicCase:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".verticalAlign" tiptext="垂直對齊或齊行 (如果重疊顯示時未定義，則採用預設值)。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:verticalAlign:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".whiteSpaceCollapse" tiptext="將文字匯入 TextFlow 時捨去或保留空格。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:whiteSpaceCollapse:get" playername=""/>
					</folder>
				</folder>
				<folder name="TLFTypographicCase" id="[flashx.textLayout.formats.TLFTypographicCase]" sort="true" index="true" asAncestors="Object" tiptext="定義 TextLayoutFormat 類別的 typographicCase 屬性值。" helpurl="flashx.textLayout.formats:TLFTypographicCase">
					<folder name="屬性" id="Properties" tiptext="TLFTypographicCase 類別的屬性" helpurl="flashx.textLayout.formats:TLFTypographicCase">
						<string name="CAPS_TO_SMALL_CAPS" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.CAPS_TO_SMALL_CAPS" constant="true" tiptext="指定大寫字元在輸出時使用小型大寫字字符。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:CAPS_TO_SMALL_CAPS" playername=""/>
						<string name="DEFAULT" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.DEFAULT" constant="true" tiptext="指定預設印刷大小寫 -- 未套用特殊功能。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:DEFAULT" playername=""/>
						<string name="LOWERCASE_TO_SMALL_CAPS" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.LOWERCASE_TO_SMALL_CAPS" constant="true" tiptext="將所有小寫字元轉換為大寫，然後只將小型大寫字套用到轉換變更的字元。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:LOWERCASE_TO_SMALL_CAPS" playername=""/>
						<string name="LOWERCASE" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.LOWERCASE" constant="true" tiptext="指定所有字元在輸出時使用小寫字符。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:LOWERCASE" playername=""/>
						<string name="UPPERCASE" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.UPPERCASE" constant="true" tiptext="指定所有字元在輸出時使用大寫字符。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:UPPERCASE" playername=""/>
					</folder>
				</folder>
				<folder name="VerticalAlign" id="[flashx.textLayout.formats.VerticalAlign]" sort="true" index="true" asAncestors="Object" tiptext="定義 TextLayoutFormat 類別的 verticalAlign 屬性值。" helpurl="flashx.textLayout.formats:VerticalAlign">
					<folder name="屬性" id="Properties" tiptext="VerticalAlign 類別的屬性" helpurl="flashx.textLayout.formats:VerticalAlign">
						<string name="BOTTOM" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.BOTTOM" constant="true" tiptext="指定對齊邊框下邊緣。" version="" helpurl="flashx.textLayout.formats:VerticalAlign:BOTTOM" playername=""/>
						<string name="JUSTIFY" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.JUSTIFY" constant="true" tiptext="指定邊框內垂直行對齊" version="" helpurl="flashx.textLayout.formats:VerticalAlign:JUSTIFY" playername=""/>
						<string name="MIDDLE" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.MIDDLE" constant="true" tiptext="指定邊框內置中對齊。" version="" helpurl="flashx.textLayout.formats:VerticalAlign:MIDDLE" playername=""/>
						<string name="TOP" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.TOP" constant="true" tiptext="指定對齊邊框上邊緣。" version="" helpurl="flashx.textLayout.formats:VerticalAlign:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="WhiteSpaceCollapse" id="[flashx.textLayout.formats.WhiteSpaceCollapse]" sort="true" index="true" asAncestors="Object" tiptext="定義設定 TextLayoutFormat 類別之 whiteSpaceCollapse 屬性的值。" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse">
					<folder name="屬性" id="Properties" tiptext="WhiteSpaceCollapse 類別的屬性" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse">
						<string name="COLLAPSE" object="[flashx.textLayout.formats.WhiteSpaceCollapse]" text="WhiteSpaceCollapse.COLLAPSE" constant="true" tiptext="匯入文字時收合空白 (預設)。" version="" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse:COLLAPSE" playername=""/>
						<string name="PRESERVE" object="[flashx.textLayout.formats.WhiteSpaceCollapse]" text="WhiteSpaceCollapse.PRESERVE" constant="true" tiptext="匯入文字時保留空白。" version="" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse:PRESERVE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.operations" id="flashx.textLayout.operations" sort="true" tiptext="flashx.textLayout.operations 套件的類別" helpurl="flashx.textLayout.operations">
				<folder name="ApplyElementIDOperation" id="[flashx.textLayout.operations.ApplyElementIDOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ChangeElementIDOperation 類別封裝元素 ID 變更。" helpurl="flashx.textLayout.operations:ApplyElementIDOperation">
					<folder name="方法" id="Methods" tiptext="ApplyElementIDOperation 類別的方法" helpurl="flashx.textLayout.operations:ApplyElementIDOperation">
						<string name="ApplyElementIDOperation" object="[flashx.textLayout.operations.ApplyElementIDOperation]" text="new ApplyElementIDOperation(%作業狀態:flashx.textLayout.edit:SelectionState,目標元素:flashx.textLayout.elements:FlowElement,新ID:String[,相對起點:int=0,相對結尾:int=-1]%)" constructor="true" tiptext="建立 ChangeElementIDOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ApplyElementIDOperation:ApplyElementIDOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplyElementIDOperation 類別的屬性" helpurl="flashx.textLayout.operations:ApplyElementIDOperation">
						<string name="newID" object="[flashx.textLayout.operations.ApplyElementIDOperation]" text=".newID" tiptext="此作業指定的 ID。" version="" helpurl="flashx.textLayout.operations:ApplyElementIDOperation:newID:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyElementStyleNameOperation" id="[flashx.textLayout.operations.ApplyElementStyleNameOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyElementStyleNameOperation 類別封裝樣式名稱變更。" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation">
					<folder name="方法" id="Methods" tiptext="ApplyElementStyleNameOperation 類別的方法" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation">
						<string name="ApplyElementStyleNameOperation" object="[flashx.textLayout.operations.ApplyElementStyleNameOperation]" text="new ApplyElementStyleNameOperation(%作業狀態:flashx.textLayout.edit:SelectionState,目標元素:flashx.textLayout.elements:FlowElement,新樣式名稱:String[,相對起點:int=0,相對結尾:int=-1]%)" constructor="true" tiptext="建立 ApplyElementStyleNameOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation:ApplyElementStyleNameOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplyElementStyleNameOperation 類別的屬性" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation">
						<string name="newStyleName" object="[flashx.textLayout.operations.ApplyElementStyleNameOperation]" text=".newStyleName" tiptext="此作業指定的樣式名稱。" version="" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation:newStyleName:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyElementUserStyleOperation" id="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyElementUserStyleOperation 類別將變更封裝在元素的樣式值中。" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation">
					<folder name="方法" id="Methods" tiptext="ApplyElementUserStyleOperation 類別的方法" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation">
						<string name="ApplyElementUserStyleOperation" object="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" text="new ApplyElementUserStyleOperation(%作業狀態:flashx.textLayout.edit:SelectionState,目標元素:flashx.textLayout.elements:FlowElement,樣式名稱:String,值:*[,相對起點:int=0,相對結尾:int=-1]%)" constructor="true" tiptext="建立 ApplyElementUserStyleOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation:ApplyElementUserStyleOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplyElementUserStyleOperation 類別的屬性" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation">
						<string name="newValue" object="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" text=".newValue" tiptext="新的樣式值。" version="" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation:newValue:get" playername=""/>
						<string name="styleName" object="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" text=".styleName" tiptext="變更的樣式名稱。" version="" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation:styleName:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyFormatOperation" id="[flashx.textLayout.operations.ApplyFormatOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyFormatOperation 類別封裝樣式變更。" helpurl="flashx.textLayout.operations:ApplyFormatOperation">
					<folder name="方法" id="Methods" tiptext="ApplyFormatOperation 類別的方法" helpurl="flashx.textLayout.operations:ApplyFormatOperation">
						<string name="ApplyFormatOperation" object="[flashx.textLayout.operations.ApplyFormatOperation]" text="new ApplyFormatOperation(%作業狀態:flashx.textLayout.edit:SelectionState,分葉格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat[,容器格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="建立 ApplyFormatOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ApplyFormatOperation:ApplyFormatOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplyFormatOperation 類別的屬性" helpurl="flashx.textLayout.operations:ApplyFormatOperation">
						<string name="containerFormat" object="[flashx.textLayout.operations.ApplyFormatOperation]" text=".containerFormat" tiptext="要套用到範圍中容器的格式屬性。" version="" helpurl="flashx.textLayout.operations:ApplyFormatOperation:containerFormat:get" playername=""/>
						<string name="leafFormat" object="[flashx.textLayout.operations.ApplyFormatOperation]" text=".leafFormat" tiptext="要套用到範圍中分葉元素的格式屬性。" version="" helpurl="flashx.textLayout.operations:ApplyFormatOperation:leafFormat:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.operations.ApplyFormatOperation]" text=".paragraphFormat" tiptext="要套用到範圍中段落的格式屬性。" version="" helpurl="flashx.textLayout.operations:ApplyFormatOperation:paragraphFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyFormatToElementOperation" id="[flashx.textLayout.operations.ApplyFormatToElementOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyFormatToElementOperation 類別將樣式變更封裝為元素。" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation">
					<folder name="方法" id="Methods" tiptext="ApplyFormatToElementOperation 類別的方法" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation">
						<string name="ApplyFormatToElementOperation" object="[flashx.textLayout.operations.ApplyFormatToElementOperation]" text="new ApplyFormatToElementOperation(%作業狀態:flashx.textLayout.edit:SelectionState,目標元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,相對起點:int=0,相對結尾:int=-1]%)" constructor="true" tiptext="建立 ApplyFormatToElementOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation:ApplyFormatToElementOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplyFormatToElementOperation 類別的屬性" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation">
						<string name="format" object="[flashx.textLayout.operations.ApplyFormatToElementOperation]" text=".format" tiptext="此作業中套用的字元格式。" version="" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation:format:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyLinkOperation" id="[flashx.textLayout.operations.ApplyLinkOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyLinkOperation 類別封裝建立或修改連結的作業。" helpurl="flashx.textLayout.operations:ApplyLinkOperation">
					<folder name="方法" id="Methods" tiptext="ApplyLinkOperation 類別的方法" helpurl="flashx.textLayout.operations:ApplyLinkOperation">
						<string name="ApplyLinkOperation" object="[flashx.textLayout.operations.ApplyLinkOperation]" text="new ApplyLinkOperation(%作業狀態:flashx.textLayout.edit:SelectionState,href:String,目標:String,延伸至連結界限:Boolean%)" constructor="true" tiptext="建立 ApplyLinkOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ApplyLinkOperation:ApplyLinkOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplyLinkOperation 類別的屬性" helpurl="flashx.textLayout.operations:ApplyLinkOperation">
						<string name="extendToLinkBoundary" object="[flashx.textLayout.operations.ApplyLinkOperation]" text=".extendToLinkBoundary" tiptext="是否要擴充選取範圍以包含選取範圍所重疊之任何現有連結的完整文字，然後套用變更。" version="" helpurl="flashx.textLayout.operations:ApplyLinkOperation:extendToLinkBoundary:get" playername=""/>
						<string name="href" object="[flashx.textLayout.operations.ApplyLinkOperation]" text=".href" tiptext="要與連結相關聯的 URI。" version="" helpurl="flashx.textLayout.operations:ApplyLinkOperation:href:get" playername=""/>
						<string name="target" object="[flashx.textLayout.operations.ApplyLinkOperation]" text=".target" tiptext="連結的目標。" version="" helpurl="flashx.textLayout.operations:ApplyLinkOperation:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyTCYOperation" id="[flashx.textLayout.operations.ApplyTCYOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyTCYOperation 類別封裝 TCY 變形。" helpurl="flashx.textLayout.operations:ApplyTCYOperation">
					<folder name="方法" id="Methods" tiptext="ApplyTCYOperation 類別的方法" helpurl="flashx.textLayout.operations:ApplyTCYOperation">
						<string name="ApplyTCYOperation" object="[flashx.textLayout.operations.ApplyTCYOperation]" text="new ApplyTCYOperation(%作業狀態:flashx.textLayout.edit:SelectionState,TCY開啟:Boolean%)" constructor="true" tiptext="建立 ApplyTCYOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ApplyTCYOperation:ApplyTCYOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ApplyTCYOperation 類別的屬性" helpurl="flashx.textLayout.operations:ApplyTCYOperation">
						<string name="tcyOn" object="[flashx.textLayout.operations.ApplyTCYOperation]" text=".tcyOn" tiptext="指示作業要套用或者移除 TCY 格式。" version="" helpurl="flashx.textLayout.operations:ApplyTCYOperation:tcyOn:get" playername=""/>
					</folder>
				</folder>
				<folder name="ClearFormatOnElementOperation" id="[flashx.textLayout.operations.ClearFormatOnElementOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ClearFormatOnElementOperation 類別將樣式變更封裝為元素。" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation">
					<folder name="方法" id="Methods" tiptext="ClearFormatOnElementOperation 類別的方法" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation">
						<string name="ClearFormatOnElementOperation" object="[flashx.textLayout.operations.ClearFormatOnElementOperation]" text="new ClearFormatOnElementOperation(%作業狀態:flashx.textLayout.edit:SelectionState,目標元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,相對起點:int=0,相對結尾:int=-1]%)" constructor="true" tiptext="建立 ClearFormatOnElementOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation:ClearFormatOnElementOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ClearFormatOnElementOperation 類別的屬性" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation">
						<string name="format" object="[flashx.textLayout.operations.ClearFormatOnElementOperation]" text=".format" tiptext="此作業中套用的字元格式。" version="" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation:format:get" playername=""/>
					</folder>
				</folder>
				<folder name="ClearFormatOperation" id="[flashx.textLayout.operations.ClearFormatOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ClearFormatOperation 類別封裝將格式解除定義的方式。" helpurl="flashx.textLayout.operations:ClearFormatOperation">
					<folder name="方法" id="Methods" tiptext="ClearFormatOperation 類別的方法" helpurl="flashx.textLayout.operations:ClearFormatOperation">
						<string name="ClearFormatOperation" object="[flashx.textLayout.operations.ClearFormatOperation]" text="new ClearFormatOperation(%作業狀態:flashx.textLayout.edit:SelectionState,分葉格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat[,容器格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="建立 ClearFormatOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ClearFormatOperation:ClearFormatOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:redo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ClearFormatOperation 類別的屬性" helpurl="flashx.textLayout.operations:ClearFormatOperation">
						<string name="containerFormat" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".containerFormat" tiptext="範圍中容器要解除定義的格式屬性。" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:containerFormat:get" playername=""/>
						<string name="leafFormat" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".leafFormat" tiptext="範圍中分葉元素要解除定義的格式屬性。" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:leafFormat:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".paragraphFormat" tiptext="範圍中段落要解除定義的格式屬性。" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:paragraphFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="CompositeOperation" id="[flashx.textLayout.operations.CompositeOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="CompositeOperation 類別封裝一組以個體方式管理的變形。" helpurl="flashx.textLayout.operations:CompositeOperation">
					<folder name="方法" id="Methods" tiptext="CompositeOperation 類別的方法" helpurl="flashx.textLayout.operations:CompositeOperation">
						<string name="CompositeOperation" object="[flashx.textLayout.operations.CompositeOperation]" text="new CompositeOperation(%[作業:Array=null]%)" constructor="true" tiptext="建立 CompositeOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:CompositeOperation:CompositeOperation" playername=""/>
						<string name="addOperation" object="[flashx.textLayout.operations.CompositeOperation]" text=".addOperation(%作業:flashx.textLayout.operations:FlowOperation%):void" tiptext="將額外的作業增加到清單結尾。" version="1.5" helpurl="flashx.textLayout.operations:CompositeOperation:addOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CompositeOperation 類別的屬性" helpurl="flashx.textLayout.operations:CompositeOperation">
						<string name="operations" object="[flashx.textLayout.operations.CompositeOperation]" text=".operations" tiptext="包含由此複合作業所群組之作業的陣列。" version="" helpurl="flashx.textLayout.operations:CompositeOperation:operations:get" playername=""/>
					</folder>
				</folder>
				<folder name="CopyOperation" id="[flashx.textLayout.operations.CopyOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="CopyOperation 類別封裝複製作業。" helpurl="flashx.textLayout.operations:CopyOperation">
					<folder name="方法" id="Methods" tiptext="CopyOperation 類別的方法" helpurl="flashx.textLayout.operations:CopyOperation">
						<string name="CopyOperation" object="[flashx.textLayout.operations.CopyOperation]" text="new CopyOperation(%作業狀態:flashx.textLayout.edit:SelectionState%)" constructor="true" tiptext="建立 CopyOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:CopyOperation:CopyOperation" playername=""/>
					</folder>
				</folder>
				<folder name="CutOperation" id="[flashx.textLayout.operations.CutOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="CutOperation 類別封裝剪下作業。" helpurl="flashx.textLayout.operations:CutOperation">
					<folder name="方法" id="Methods" tiptext="CutOperation 類別的方法" helpurl="flashx.textLayout.operations:CutOperation">
						<string name="CutOperation" object="[flashx.textLayout.operations.CutOperation]" text="new CutOperation(%作業狀態:flashx.textLayout.edit:SelectionState,要剪下的剪輯資料:flashx.textLayout.edit:TextScrap%)" constructor="true" tiptext="建立 CutOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:CutOperation:CutOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="CutOperation 類別的屬性" helpurl="flashx.textLayout.operations:CutOperation">
						<string name="scrapToCut" object="[flashx.textLayout.operations.CutOperation]" text=".scrapToCut" tiptext="scrapToCut 原始已移除的文字" version="" helpurl="flashx.textLayout.operations:CutOperation:scrapToCut:get" playername=""/>
					</folder>
				</folder>
				<folder name="DeleteTextOperation" id="[flashx.textLayout.operations.DeleteTextOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="DeleteTextOperation 類別會封裝對文字範圍所進行的刪除作業。" helpurl="flashx.textLayout.operations:DeleteTextOperation">
					<folder name="方法" id="Methods" tiptext="DeleteTextOperation 類別的方法" helpurl="flashx.textLayout.operations:DeleteTextOperation">
						<string name="DeleteTextOperation" object="[flashx.textLayout.operations.DeleteTextOperation]" text="new DeleteTextOperation(%作業狀態:flashx.textLayout.edit:SelectionState[,刪除選取範圍狀態:flashx.textLayout.edit:SelectionState=null,允許合併:Boolean=false]%)" constructor="true" tiptext="建立 DeleteTextOperation 作業。" version="1.5" helpurl="flashx.textLayout.operations:DeleteTextOperation:DeleteTextOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="DeleteTextOperation 類別的屬性" helpurl="flashx.textLayout.operations:DeleteTextOperation">
						<string name="allowMerge" object="[flashx.textLayout.operations.DeleteTextOperation]" text=".allowMerge" tiptext="指示此作業是否可以與之前或之後執行的作業合併。" version="" helpurl="flashx.textLayout.operations:DeleteTextOperation:allowMerge:get" playername=""/>
						<string name="deleteSelectionState" object="[flashx.textLayout.operations.DeleteTextOperation]" text=".deleteSelectionState" tiptext="deleteSelectionState 要刪除文字的範圍" version="" helpurl="flashx.textLayout.operations:DeleteTextOperation:deleteSelectionState:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowElementOperation" id="[flashx.textLayout.operations.FlowElementOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="FlowElementOperation 類別是將 FlowElement 變形之作業的基底類別。" helpurl="flashx.textLayout.operations:FlowElementOperation">
					<folder name="方法" id="Methods" tiptext="FlowElementOperation 類別的方法" helpurl="flashx.textLayout.operations:FlowElementOperation">
						<string name="FlowElementOperation" object="[flashx.textLayout.operations.FlowElementOperation]" text="new FlowElementOperation(%作業狀態:flashx.textLayout.edit:SelectionState,目標元素:flashx.textLayout.elements:FlowElement[,相對起點:int=0,相對結尾:int=-1]%)" constructor="true" tiptext="建立 FlowElementOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:FlowElementOperation:FlowElementOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowElementOperation 類別的屬性" helpurl="flashx.textLayout.operations:FlowElementOperation">
						<string name="relativeEnd" object="[flashx.textLayout.operations.FlowElementOperation]" text=".relativeEnd" tiptext="從 targetElement 開始算起的偏移量。" version="" helpurl="flashx.textLayout.operations:FlowElementOperation:relativeEnd:get" playername=""/>
						<string name="relativeStart" object="[flashx.textLayout.operations.FlowElementOperation]" text=".relativeStart" tiptext="從 targetElement 開頭算起的偏移量" version="" helpurl="flashx.textLayout.operations:FlowElementOperation:relativeStart:get" playername=""/>
						<string name="targetElement" object="[flashx.textLayout.operations.FlowElementOperation]" text=".targetElement" tiptext="指定此操作修改的元素。" version="" helpurl="flashx.textLayout.operations:FlowElementOperation:targetElement:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowOperation" id="[flashx.textLayout.operations.FlowOperation]" sort="true" index="true" asAncestors="Object" tiptext="FlowOperation 類別是所有 Text Layout Framework 作業的基底類別。" helpurl="flashx.textLayout.operations:FlowOperation">
					<folder name="方法" id="Methods" tiptext="FlowOperation 類別的方法" helpurl="flashx.textLayout.operations:FlowOperation">
						<string name="FlowOperation" object="[flashx.textLayout.operations.FlowOperation]" text="new FlowOperation(%文字流排:flashx.textLayout.elements:TextFlow%)" constructor="true" tiptext="建立 FlowOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:FlowOperation" playername=""/>
						<string name="canUndo" object="[flashx.textLayout.operations.FlowOperation]" text=".canUndo(%%):Boolean" tiptext="測試此作業是否可置於還原堆疊上。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:canUndo" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.operations.FlowOperation]" text=".doOperation(%%):Boolean" tiptext="執行作業。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:doOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.FlowOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="重新執行作業。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:redo" playername=""/>
						<string name="undo" object="[flashx.textLayout.operations.FlowOperation]" text=".undo(%%):flashx.textLayout.edit:SelectionState" tiptext="反轉作業。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:undo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowOperation 類別的屬性" helpurl="flashx.textLayout.operations:FlowOperation">
						<string name="userData" object="[flashx.textLayout.operations.FlowOperation]" text=".userData" tiptext="與元素相關聯的任意資料。" version="" helpurl="flashx.textLayout.operations:FlowOperation:userData" playername=""/>
						<string name="beginGeneration" object="[flashx.textLayout.operations.FlowOperation]" text=".beginGeneration" tiptext="在作業之前產生的文字流排。" version="" helpurl="flashx.textLayout.operations:FlowOperation:beginGeneration:get" playername=""/>
						<string name="endGeneration" object="[flashx.textLayout.operations.FlowOperation]" text=".endGeneration" tiptext="在作業之後產生的文字流排。" version="" helpurl="flashx.textLayout.operations:FlowOperation:endGeneration:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.operations.FlowOperation]" text=".textFlow" tiptext="套用此作業的 TextFlow 物件。" version="" helpurl="flashx.textLayout.operations:FlowOperation:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowTextOperation" id="[flashx.textLayout.operations.FlowTextOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="FlowTextOperation 是將文字範圍變形之作業的基底類別。" helpurl="flashx.textLayout.operations:FlowTextOperation">
					<folder name="方法" id="Methods" tiptext="FlowTextOperation 類別的方法" helpurl="flashx.textLayout.operations:FlowTextOperation">
						<string name="FlowTextOperation" object="[flashx.textLayout.operations.FlowTextOperation]" text="new FlowTextOperation(%作業狀態:flashx.textLayout.edit:SelectionState%)" constructor="true" tiptext="建立 FlowTextOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:FlowTextOperation:FlowTextOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.FlowTextOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="重新執行作業。" version="1.5" helpurl="flashx.textLayout.operations:FlowTextOperation:redo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="FlowTextOperation 類別的屬性" helpurl="flashx.textLayout.operations:FlowTextOperation">
						<string name="absoluteEnd" object="[flashx.textLayout.operations.FlowTextOperation]" text=".absoluteEnd" tiptext="套用此作業的文字範圍的絕對結尾。" version="" helpurl="flashx.textLayout.operations:FlowTextOperation:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.operations.FlowTextOperation]" text=".absoluteStart" tiptext="套用此作業的文字範圍的絕對起點。" version="" helpurl="flashx.textLayout.operations:FlowTextOperation:absoluteStart:get" playername=""/>
						<string name="originalSelectionState" object="[flashx.textLayout.operations.FlowTextOperation]" text=".originalSelectionState" tiptext="作業開始的選取狀態。" version="" helpurl="flashx.textLayout.operations:FlowTextOperation:originalSelectionState:get" playername=""/>
					</folder>
				</folder>
				<folder name="InsertInlineGraphicOperation" id="[flashx.textLayout.operations.InsertInlineGraphicOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="InsertInlineGraphicOperation 類別將插入內嵌圖形封裝到文字流排。" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation">
					<folder name="方法" id="Methods" tiptext="InsertInlineGraphicOperation 類別的方法" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation">
						<string name="InsertInlineGraphicOperation" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text="new InsertInlineGraphicOperation(%作業狀態:flashx.textLayout.edit:SelectionState,來源:Object,寬度:Object,高度:Object[,選項:Object=null]%)" constructor="true" tiptext="建立 InsertInlineGraphicsOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:InsertInlineGraphicOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="還原作業後，重新執行該作業。" version="1.5" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:redo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="InsertInlineGraphicOperation 類別的屬性" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation">
						<string name="height" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".height" tiptext="影像的高度。" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:height:get" playername=""/>
						<string name="options" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".options" tiptext="不支援的選項" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:options:get" playername=""/>
						<string name="source" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".source" tiptext="設定圖形的來源。" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:source:get" playername=""/>
						<string name="width" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".width" tiptext="圖形的寬度。" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="InsertTextOperation" id="[flashx.textLayout.operations.InsertTextOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="InsertTextOperation 類別封裝文字插入作業。" helpurl="flashx.textLayout.operations:InsertTextOperation">
					<folder name="方法" id="Methods" tiptext="InsertTextOperation 類別的方法" helpurl="flashx.textLayout.operations:InsertTextOperation">
						<string name="InsertTextOperation" object="[flashx.textLayout.operations.InsertTextOperation]" text="new InsertTextOperation(%作業狀態:flashx.textLayout.edit:SelectionState,文字:String[,刪除選取範圍狀態:flashx.textLayout.edit:SelectionState=null]%)" constructor="true" tiptext="建立 InsertTextOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:InsertTextOperation:InsertTextOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.InsertTextOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="還原作業後，重新執行該作業。" version="1.5" helpurl="flashx.textLayout.operations:InsertTextOperation:redo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="InsertTextOperation 類別的屬性" helpurl="flashx.textLayout.operations:InsertTextOperation">
						<string name="characterFormat" object="[flashx.textLayout.operations.InsertTextOperation]" text=".characterFormat" tiptext="套用到插入文字的字元格式。" version="" helpurl="flashx.textLayout.operations:InsertTextOperation:characterFormat:get" playername=""/>
						<string name="deleteSelectionState" object="[flashx.textLayout.operations.InsertTextOperation]" text=".deleteSelectionState" tiptext="此作業刪除的文字 (如果存在)。" version="" helpurl="flashx.textLayout.operations:InsertTextOperation:deleteSelectionState:get" playername=""/>
						<string name="text" object="[flashx.textLayout.operations.InsertTextOperation]" text=".text" tiptext="此作業插入的文字。" version="" helpurl="flashx.textLayout.operations:InsertTextOperation:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="ModifyInlineGraphicOperation" id="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="InsertInlineGraphicOperation 類別封裝現有內嵌圖形的修改。" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation">
					<folder name="方法" id="Methods" tiptext="ModifyInlineGraphicOperation 類別的方法" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation">
						<string name="ModifyInlineGraphicOperation" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text="new ModifyInlineGraphicOperation(%作業狀態:flashx.textLayout.edit:SelectionState,來源:Object,寬度:Object,高度:Object[,選項:Object=null]%)" constructor="true" tiptext="建立 ModifyInlineGraphicsOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:ModifyInlineGraphicOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="ModifyInlineGraphicOperation 類別的屬性" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation">
						<string name="height" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".height" tiptext="影像的高度。" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:height:get" playername=""/>
						<string name="options" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".options" tiptext="不支援的選項" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:options:get" playername=""/>
						<string name="source" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".source" tiptext="設定圖形的來源。" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:source:get" playername=""/>
						<string name="width" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".width" tiptext="圖形的寬度。" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="PasteOperation" id="[flashx.textLayout.operations.PasteOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="PasteOperation 類別封裝貼上作業。" helpurl="flashx.textLayout.operations:PasteOperation">
					<folder name="方法" id="Methods" tiptext="PasteOperation 類別的方法" helpurl="flashx.textLayout.operations:PasteOperation">
						<string name="PasteOperation" object="[flashx.textLayout.operations.PasteOperation]" text="new PasteOperation(%作業狀態:flashx.textLayout.edit:SelectionState,文字剪輯資料:flashx.textLayout.edit:TextScrap%)" constructor="true" tiptext="建立 PasteOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:PasteOperation:PasteOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="PasteOperation 類別的屬性" helpurl="flashx.textLayout.operations:PasteOperation">
						<string name="textScrap" object="[flashx.textLayout.operations.PasteOperation]" text=".textScrap" tiptext="textScrap 貼上的文字" version="" helpurl="flashx.textLayout.operations:PasteOperation:textScrap:get" playername=""/>
					</folder>
				</folder>
				<folder name="RedoOperation" id="[flashx.textLayout.operations.RedoOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="RedoOperation 類別封裝重做作業。" helpurl="flashx.textLayout.operations:RedoOperation">
					<folder name="方法" id="Methods" tiptext="RedoOperation 類別的方法" helpurl="flashx.textLayout.operations:RedoOperation">
						<string name="RedoOperation" object="[flashx.textLayout.operations.RedoOperation]" text="new RedoOperation(%作業:flashx.textLayout.operations:FlowOperation%)" constructor="true" tiptext="建立 RedoOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:RedoOperation:RedoOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="RedoOperation 類別的屬性" helpurl="flashx.textLayout.operations:RedoOperation">
						<string name="operation" object="[flashx.textLayout.operations.RedoOperation]" text=".operation" tiptext="要重做的作業。" version="" helpurl="flashx.textLayout.operations:RedoOperation:operation:get" playername=""/>
					</folder>
				</folder>
				<folder name="SplitParagraphOperation" id="[flashx.textLayout.operations.SplitParagraphOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="SplitParagraphOperation 類別封裝將段落分割為兩個元素的變更。" helpurl="flashx.textLayout.operations:SplitParagraphOperation">
					<folder name="方法" id="Methods" tiptext="SplitParagraphOperation 類別的方法" helpurl="flashx.textLayout.operations:SplitParagraphOperation">
						<string name="SplitParagraphOperation" object="[flashx.textLayout.operations.SplitParagraphOperation]" text="new SplitParagraphOperation(%作業狀態:flashx.textLayout.edit:SelectionState%)" constructor="true" tiptext="建立 SplitParagraphOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:SplitParagraphOperation:SplitParagraphOperation" playername=""/>
					</folder>
				</folder>
				<folder name="UndoOperation" id="[flashx.textLayout.operations.UndoOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="UndoOperation 類別封裝還原作業。" helpurl="flashx.textLayout.operations:UndoOperation">
					<folder name="方法" id="Methods" tiptext="UndoOperation 類別的方法" helpurl="flashx.textLayout.operations:UndoOperation">
						<string name="UndoOperation" object="[flashx.textLayout.operations.UndoOperation]" text="new UndoOperation(%作業:flashx.textLayout.operations:FlowOperation%)" constructor="true" tiptext="建立 UndoOperation 物件。" version="1.5" helpurl="flashx.textLayout.operations:UndoOperation:UndoOperation" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UndoOperation 類別的屬性" helpurl="flashx.textLayout.operations:UndoOperation">
						<string name="operation" object="[flashx.textLayout.operations.UndoOperation]" text=".operation" tiptext="要還原的作業。" version="" helpurl="flashx.textLayout.operations:UndoOperation:operation:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.utils" id="flashx.textLayout.utils" sort="true" tiptext="flashx.textLayout.utils 套件的類別" helpurl="flashx.textLayout.utils">
				<folder name="CharacterUtil" id="[flashx.textLayout.utils.CharacterUtil]" sort="true" index="true" asAncestors="Object" tiptext="管理字元及取得字元資訊的公用程式。" helpurl="flashx.textLayout.utils:CharacterUtil">
					<folder name="方法" id="Methods" tiptext="CharacterUtil 類別的方法" helpurl="flashx.textLayout.utils:CharacterUtil">
						<string name="isHighSurrogate" object="[flashx.textLayout.utils.CharacterUtil]" text="CharacterUtil.isHighSurrogate(%字元碼:int%):Boolean" static="true" tiptext="如果 charCode 引數是代理字元組中的高字元，則傳回 true。" version="1.5" helpurl="flashx.textLayout.utils:CharacterUtil:isHighSurrogate" playername=""/>
						<string name="isLowSurrogate" object="[flashx.textLayout.utils.CharacterUtil]" text="CharacterUtil.isLowSurrogate(%字元碼:int%):Boolean" static="true" tiptext="如果 charCode 引數是代理字元組中的低字元，則傳回 true。" version="1.5" helpurl="flashx.textLayout.utils:CharacterUtil:isLowSurrogate" playername=""/>
						<string name="isWhitespace" object="[flashx.textLayout.utils.CharacterUtil]" text="CharacterUtil.isWhitespace(%字元碼:int%):Boolean" static="true" tiptext="如果 charCode 是空白字元，則傳回 true。" version="1.5" helpurl="flashx.textLayout.utils:CharacterUtil:isWhitespace" playername=""/>
					</folder>
				</folder>
				<folder name="NavigationUtil" id="[flashx.textLayout.utils.NavigationUtil]" sort="true" index="true" asAncestors="Object" tiptext="處理 TextRange 的公用程式。此類別的方法是靜態的，而且必須使用 NavigationUtil.method(parameter) 語法呼叫。" helpurl="flashx.textLayout.utils:NavigationUtil">
					<folder name="方法" id="Methods" tiptext="NavigationUtil 類別的方法" helpurl="flashx.textLayout.utils:NavigationUtil">
						<string name="endOfDocument" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.endOfDocument(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 在文件的結尾。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:endOfDocument" playername=""/>
						<string name="endOfLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.endOfLine(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 在行的結尾。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:endOfLine" playername=""/>
						<string name="endOfParagraph" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.endOfParagraph(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 在段落的結尾。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:endOfParagraph" playername=""/>
						<string name="nextAtomPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextAtomPosition(%流排根:flashx.textLayout.elements:TextFlow,絕對位置:int%):int" static="true" tiptext="傳回下一個 Atom 的絕對位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextAtomPosition" playername=""/>
						<string name="nextCharacter" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextCharacter(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往前一個字元。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextCharacter" playername=""/>
						<string name="nextLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextLine(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往下一行" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextLine" playername=""/>
						<string name="nextPage" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextPage(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往下一頁。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextPage" playername=""/>
						<string name="nextWordPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextWordPosition(%流排根:flashx.textLayout.elements:TextFlow,絕對位置:int%):int" static="true" tiptext="傳回下一個字開頭的絕對位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextWordPosition" playername=""/>
						<string name="nextWord" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextWord(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往前一個字。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextWord" playername=""/>
						<string name="previousAtomPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousAtomPosition(%流排根:flashx.textLayout.elements:TextFlow,絕對位置:int%):int" static="true" tiptext="傳回上一個 Atom 的絕對位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousAtomPosition" playername=""/>
						<string name="previousCharacter" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousCharacter(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往後一個字元。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousCharacter" playername=""/>
						<string name="previousLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousLine(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往上一行。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousLine" playername=""/>
						<string name="previousPage" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousPage(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往上一頁。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousPage" playername=""/>
						<string name="previousWordPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousWordPosition(%流排根:flashx.textLayout.elements:TextFlow,絕對位置:int%):int" static="true" tiptext="傳回上一個字開頭的絕對位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousWordPosition" playername=""/>
						<string name="previousWord" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousWord(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 往後一個字。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousWord" playername=""/>
						<string name="startOfDocument" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.startOfDocument(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 在文件的開頭。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:startOfDocument" playername=""/>
						<string name="startOfLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.startOfLine(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 在行的開頭。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:startOfLine" playername=""/>
						<string name="startOfParagraph" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.startOfParagraph(%範圍:flashx.textLayout.elements:TextRange[,擴充選取範圍:Boolean=false]%):Boolean" static="true" tiptext="設定 TextRange 在段落的開頭。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:startOfParagraph" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.undo" id="flashx.undo" sort="true" tiptext="flashx.undo 套件的類別" helpurl="flashx.undo">
				<folder name="IOperation" id="[flashx.undo.IOperation]" sort="true" index="true" tiptext="IOperation 定義可還原或重做的作業介面。" helpurl="flashx.undo:IOperation">
					<folder name="方法" id="Methods" tiptext="IOperation 類別的方法" helpurl="flashx.undo:IOperation">
						<string name="performRedo" object="[flashx.undo.IOperation]" text=".performRedo(%%):void" tiptext="重新執行作業。" version="1.5" helpurl="flashx.undo:IOperation:performRedo" playername=""/>
						<string name="performUndo" object="[flashx.undo.IOperation]" text=".performUndo(%%):void" tiptext="反轉作業。" version="1.5" helpurl="flashx.undo:IOperation:performUndo" playername=""/>
					</folder>
				</folder>
				<folder name="IUndoManager" id="[flashx.undo.IUndoManager]" sort="true" index="true" tiptext="IUndoManager 定義用於管理還原及重做堆疊的介面。" helpurl="flashx.undo:IUndoManager">
					<folder name="方法" id="Methods" tiptext="IUndoManager 類別的方法" helpurl="flashx.undo:IUndoManager">
						<string name="canRedo" object="[flashx.undo.IUndoManager]" text=".canRedo(%%):Boolean" tiptext="指示目前是否具有可重做的作業。" version="1.5" helpurl="flashx.undo:IUndoManager:canRedo" playername=""/>
						<string name="canUndo" object="[flashx.undo.IUndoManager]" text=".canUndo(%%):Boolean" tiptext="指示目前是否具有可還原的作業。" version="1.5" helpurl="flashx.undo:IUndoManager:canUndo" playername=""/>
						<string name="clearAll" object="[flashx.undo.IUndoManager]" text=".clearAll(%%):void" tiptext="同時清除還原及重做步驟記錄。" version="1.5" helpurl="flashx.undo:IUndoManager:clearAll" playername=""/>
						<string name="clearRedo" object="[flashx.undo.IUndoManager]" text=".clearRedo(%%):void" tiptext="清除重做堆疊。" version="1.5" helpurl="flashx.undo:IUndoManager:clearRedo" playername=""/>
						<string name="peekRedo" object="[flashx.undo.IUndoManager]" text=".peekRedo(%%):flashx.undo:IOperation" tiptext="傳回下一個要重做的作業。" version="1.5" helpurl="flashx.undo:IUndoManager:peekRedo" playername=""/>
						<string name="peekUndo" object="[flashx.undo.IUndoManager]" text=".peekUndo(%%):flashx.undo:IOperation" tiptext="傳回下一個要還原的作業。" version="1.5" helpurl="flashx.undo:IUndoManager:peekUndo" playername=""/>
						<string name="popRedo" object="[flashx.undo.IUndoManager]" text=".popRedo(%%):flashx.undo:IOperation" tiptext="從重做堆疊中移除下一個要重做的作業，然後傳回該作業。" version="1.5" helpurl="flashx.undo:IUndoManager:popRedo" playername=""/>
						<string name="popUndo" object="[flashx.undo.IUndoManager]" text=".popUndo(%%):flashx.undo:IOperation" tiptext="從還原堆疊中移除下一個要還原的作業，然後傳回該作業。" version="1.5" helpurl="flashx.undo:IUndoManager:popUndo" playername=""/>
						<string name="pushRedo" object="[flashx.undo.IUndoManager]" text=".pushRedo(%作業:flashx.undo:IOperation%):void" tiptext="增加可重做的作業到重做堆疊。" version="1.5" helpurl="flashx.undo:IUndoManager:pushRedo" playername=""/>
						<string name="pushUndo" object="[flashx.undo.IUndoManager]" text=".pushUndo(%作業:flashx.undo:IOperation%):void" tiptext="增加可還原的作業到還原堆疊。" version="1.5" helpurl="flashx.undo:IUndoManager:pushUndo" playername=""/>
						<string name="redo" object="[flashx.undo.IUndoManager]" text=".redo(%%):void" tiptext="從重做堆疊中移除下一個 IOperation 物件，並呼叫該物件的 performRedo() 函數。" version="" helpurl="flashx.undo:IUndoManager:redo" playername=""/>
						<string name="undo" object="[flashx.undo.IUndoManager]" text=".undo(%%):void" tiptext="從還原堆疊中移除下一個 IOperation 物件，並呼叫該物件的 performUndo() 函數。" version="" helpurl="flashx.undo:IUndoManager:undo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="IUndoManager 類別的屬性" helpurl="flashx.undo:IUndoManager">
						<string name="undoAndRedoItemLimit" object="[flashx.undo.IUndoManager]" text=".undoAndRedoItemLimit" tiptext="追蹤可還原或可重做作業的數量上限。" version="" helpurl="flashx.undo:IUndoManager:undoAndRedoItemLimit:get" playername=""/>
					</folder>
				</folder>
				<folder name="UndoManager" id="[flashx.undo.UndoManager]" sort="true" index="true" asAncestors="Object" tiptext="UndoManager 類別管理文字流排中的編輯作業記錄，讓這些作業可以還原及重做。" helpurl="flashx.undo:UndoManager">
					<folder name="方法" id="Methods" tiptext="UndoManager 類別的方法" helpurl="flashx.undo:UndoManager">
						<string name="UndoManager" object="[flashx.undo.UndoManager]" text="new UndoManager(%%)" constructor="true" tiptext="建立 UndoManager 物件。" version="1.5" helpurl="flashx.undo:UndoManager:UndoManager" playername=""/>
						<string name="canRedo" object="[flashx.undo.UndoManager]" text=".canRedo(%%):Boolean" tiptext="指示目前是否具有可重做的作業。" version="1.5" helpurl="flashx.undo:UndoManager:canRedo" playername=""/>
						<string name="canUndo" object="[flashx.undo.UndoManager]" text=".canUndo(%%):Boolean" tiptext="指示目前是否具有可還原的作業。" version="1.5" helpurl="flashx.undo:UndoManager:canUndo" playername=""/>
						<string name="clearAll" object="[flashx.undo.UndoManager]" text=".clearAll(%%):void" tiptext="同時清除還原及重做步驟記錄。" version="1.5" helpurl="flashx.undo:UndoManager:clearAll" playername=""/>
						<string name="clearRedo" object="[flashx.undo.UndoManager]" text=".clearRedo(%%):void" tiptext="清除重做堆疊。" version="1.5" helpurl="flashx.undo:UndoManager:clearRedo" playername=""/>
						<string name="peekRedo" object="[flashx.undo.UndoManager]" text=".peekRedo(%%):flashx.undo:IOperation" tiptext="傳回下一個要重做的作業。" version="1.5" helpurl="flashx.undo:UndoManager:peekRedo" playername=""/>
						<string name="peekUndo" object="[flashx.undo.UndoManager]" text=".peekUndo(%%):flashx.undo:IOperation" tiptext="傳回下一個要還原的作業。" version="1.5" helpurl="flashx.undo:UndoManager:peekUndo" playername=""/>
						<string name="popRedo" object="[flashx.undo.UndoManager]" text=".popRedo(%%):flashx.undo:IOperation" tiptext="從重做堆疊中移除下一個要重做的作業，然後傳回該作業。" version="1.5" helpurl="flashx.undo:UndoManager:popRedo" playername=""/>
						<string name="popUndo" object="[flashx.undo.UndoManager]" text=".popUndo(%%):flashx.undo:IOperation" tiptext="從還原堆疊中移除下一個要還原的作業，然後傳回該作業。" version="1.5" helpurl="flashx.undo:UndoManager:popUndo" playername=""/>
						<string name="pushRedo" object="[flashx.undo.UndoManager]" text=".pushRedo(%作業:flashx.undo:IOperation%):void" tiptext="增加可重做的作業到重做堆疊。" version="1.5" helpurl="flashx.undo:UndoManager:pushRedo" playername=""/>
						<string name="pushUndo" object="[flashx.undo.UndoManager]" text=".pushUndo(%作業:flashx.undo:IOperation%):void" tiptext="增加可還原的作業到還原堆疊。" version="1.5" helpurl="flashx.undo:UndoManager:pushUndo" playername=""/>
						<string name="redo" object="[flashx.undo.UndoManager]" text=".redo(%%):void" tiptext="從重做堆疊中移除下一個 IOperation 物件，並呼叫該物件的 performRedo() 函數。" version="1.5" helpurl="flashx.undo:UndoManager:redo" playername=""/>
						<string name="undo" object="[flashx.undo.UndoManager]" text=".undo(%%):void" tiptext="從還原堆疊中移除下一個 IOperation 物件，並呼叫該物件的 performUndo() 函數。" version="1.5" helpurl="flashx.undo:UndoManager:undo" playername=""/>
					</folder>
					<folder name="屬性" id="Properties" tiptext="UndoManager 類別的屬性" helpurl="flashx.undo:UndoManager">
						<string name="undoAndRedoItemLimit" object="[flashx.undo.UndoManager]" text=".undoAndRedoItemLimit" tiptext="追蹤可還原或可重做作業的數量上限。" version="" helpurl="flashx.undo:UndoManager:undoAndRedoItemLimit:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="語言元素" id="Language Elements" sort="true" tiptext="在執行階段執行或指定動作的語言元素">
				<folder name="陳述式、關鍵字和指令" id="Statements, Keywords &amp; Directives" sort="true" tiptext="要在運算式中使用的陳述式" helpurl="statements:">
					<folder name="陳述式" id="statement" sort="true" tiptext="在執行階段執行或指定動作的語言元素。">
						<action name="break" id="break" quickey="br" text="break;\n" tiptext="出現在迴圈 (for、for..in、for each..in、do..while 或 while) 中，或是出現在與 switch 陳述式中特定 case 有關聯的陳述式區塊中。" version="9" helpurl="statements:break"/>
						<action name="case" id="case" quickey="ce" text="case condition :\n" tiptext="定義 switch 陳述式的條件。" version="9" helpurl="statements:case"/>
						<action name="continue" id="continue" quickey="co" text="continue;\n" tiptext="跳過最內層迴圈中所有其餘的陳述式，然後如同控制項已經正常抵達迴圈的結尾一般，直接開始下一個迴圈循環。" version="9" helpurl="statements:continue"/>
						<action name="default" id="default" quickey="dt" text="default :\n" tiptext="定義 switch 陳述式的預設 case。" version="9" helpurl="statements:default"/>
						<action name="do..while" id="do while" quickey="do" text="do {\n} while (% 判斷條件 %);\n" tiptext="類似於 while 迴圈，只不過陳述式會在初始評估條件之前執行一次。" version="9" helpurl="statements:do..while"/>
						<action name="else" id="else" quickey="el" text="} else {\n" tiptext="指定如果 if 陳述式中的條件傳回 false 時所要執行的陳述式。" version="9" helpurl="statements:else"/>
						<action name="for" id="for" quickey="fr" text="for (% 初始化; 判斷條件; 下一個 %) {\n}\n" tiptext="評估 init (初始化) 運算式一次，然後開始迴圈序列。" version="9" helpurl="statements:for"/>
						<action name="for..in" id="for in" quickey="fi" text="for (% $迭代子$ in $物件$ %) {\n}\n" tiptext="重複執行物件之屬性或陣列中的元素，並針對每一個屬性或元素執行 statement。" version="9" helpurl="statements:for..in"/>
						<action name="for each..in" id="for each in" text="for each (% $迭代子$ in $物件$ %) {\n}\n" tiptext="重複執行集合中的項目。" version="9" helpurl="statements:for each..in"/>
						<action name="if" id="if" quickey="if" text="if (% 判斷條件 %) {\n}\n" tiptext="評估條件，以決定 SWF 檔中的下一個動作。" version="9" helpurl="statements:if"/>
						<action name="label" id="label" text="" tiptext="將陳述式與可透過 break 或 continue 參照的識別名稱進行關聯。" version="9" helpurl="statements:label"/>
						<action name="return" id="return" quickey="rt" text="return (%%);\n" tiptext="會從函數傳回，並選擇性地指定傳回值。" version="9" helpurl="statements:return"/>
						<string name="super" text="super" tiptext="叫用方法或建構函式的父類別版本。" version="9" helpurl="statements:super"/>
						<action name="switch" id="switch" quickey="sw" text="switch (% 判斷條件 %) {\n}\n" tiptext="根據運算式的數值而定，會導致控制權轉移至其中一個陳述式。" version="9" helpurl="statements:switch"/>
						<action name="throw" id="throw" quickey="th" text="throw %運算式%;\n" tiptext="產生或擲出可以處理的錯誤，或者是可利用 catch{} 程式碼區塊來捕捉的錯誤。" version="9" helpurl="statements:throw"/>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="try" id="try" quickey="ty" text="try {\n}\n" tiptext="用例外處理嘗試執行程式區塊" version="7.0" helpurl="statements:try"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="catch" id="catch" quickey="ch" text="catch (% 變數 %) {\n}\n" tiptext="捕捉例外" version="7.0" helpurl="statements:catch"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="finally" id="finally" quickey="fy" text="finally {\n}\n" tiptext="例外處理後執行程式碼" version="7.0" helpurl="statements:finally"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_OFF">
							<string name="try..catch..finally" text="try {\n}\ncatch (% 變數 %) {\n}\nfinally {\n}\n" tiptext="包含發生錯誤的程式碼區塊，然後再回應這個錯誤。" version="9" helpurl="statements:try..catch..finally"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="evaluate" id="evaluate" quickey="ev" text="" tiptext="評估自訂運算式" version="7.0" helpurl="statements:evaluate"/>
						</ifmode>
						<action name="while" id="while" quickey="wh" text="while (% 判斷條件 %) {\n}\n" tiptext="會評估條件，如果條件評估為 true，則在迴圈返回以再次評估條件之前，執行某個陳述式或一系列的陳述式。" version="9" helpurl="statements:while"/>
						<action name="with" id="with" quickey="wt" text="with (% 物件 %) {\n}\n" tiptext="建立用來執行一或多個陳述式的預設物件。" version="9" helpurl="statements:with"/>
					</folder>
					<folder name="定義關鍵字" id="definition keyword" sort="true" tiptext="用來定義實體，例如變數、函數、類別與介面。">
						<action name="class" id="class" quickey="cl" text="class %名稱% {\n}\n" tiptext="定義類別，以便將物件實體化，這些物件會共用您定義的方法和屬性。" version="9" helpurl="statements:class"/>
						<string name="extends" text="extends" tiptext="定義本身為另一個類別之子類別的類別。" version="9" helpurl="statements:extends"/>
						<action name="function" id="function" quickey="fn" text="function %名稱% () {\n}\n" tiptext="由為執行特定工作而定義的一組陳述式組成。" version="9" helpurl="statements:function"/>
						<string name="get" text="get" tiptext="定義讀取存取子，一種功能類似屬性的方法。" version="9" helpurl="statements:get"/>
						<string name="implements" text="implements" tiptext="指定類別必須定義介面中所宣告的所有方法，這裡所說的介面是指已經實作的 (一或多個) 介面。" version="9" helpurl="statements:implements"/>
						<action name="interface" id="interface" text="interface" tiptext="定義介面。" version="9" helpurl="statements:interface"/>
						<string name="package" text="package" tiptext="可讓您將程式碼組織為不連續的群組，這些群組可以匯入其它指令碼。" version="9" helpurl="statements:package"/>
						<string name="namespace" text="namespace" tiptext="可讓您控制定義的可見性。" version="9" helpurl="statements:namespace"/>
						<string name="... 長度不定的引數" text="..." tiptext="指定函數將接受任何數量的逗號分隔引數。" version="9" helpurl="statements:... (rest) parameter"/>
						<string name="set" text="set" tiptext="定義 setter，這是會在 public 介面中以屬性型態出現的方法。" version="9" helpurl="statements:set"/>
						<string name="const" text="const" tiptext="指定常數，也就是只能指定一次數值的變數。" version="9" helpurl="statements:const"/>
						<action name="var" id="var" quickey="vr" text="var %%;\n" tiptext="指定變數。" version="9" helpurl="statements:var"/>
					</folder>
					<folder name="指令" id="directive" sort="true" tiptext="可在編譯階段與執行階段發揮效用的陳述式和定義。">
						<string name="default xml namespace" text="default xml namespace" tiptext="預設的 xml 命名空間陳述式會設定 XML 物件要使用的預設命名空間。" version="9" helpurl="statements:default xml namespace"/>
						<action name="import" id="import" text="import" tiptext="可讓程式碼使用類別與套件。" version="9" helpurl="statements:import"/>
						<action name="include" id="include" text="include" tiptext="包含指定的檔案內容，就好像檔案中的命令屬於所呼叫之指令碼的一部分。" version="" helpurl="statements:include"/>
						<string name="use namespace" text="use namespace" tiptext="會導致指定的命名空間加入至開放的命名空間集。" version="9" helpurl="statements:use namespace"/>
					</folder>
					<folder name="屬性關鍵字" id="attribute keyword" sort="true" tiptext="用來改變定義的意義，並且可以套用至類別、變數、函數與命名空間定義。">
						<string name="dynamic" text="dynamic" tiptext="指定類別的實體可取得在執行階段加入的動態屬性。" version="9" helpurl="statements:dynamic"/>
						<string name="private" text="private" tiptext="指定只有當類別宣告或定義變數、常數、方法或命名空間時，才可使用這個變數、常數、方法或命名空間。" version="9" helpurl="statements:private"/>
						<string name="protected" text="protected" tiptext="指定只有當類別定義變數、常數或方法時，此類別或其子類別才可使用這些變數、常數、方法或命名空間。" version="9" helpurl="statements:protected"/>
						<string name="native" text="native" tiptext="指定在原生程式碼中使用 Flash Player 實作函數或方法。" version="9" helpurl="statements:native"/>
						<string name="internal" text="internal" tiptext="指定相同套件中的任何呼叫者都可使用類別、變數、常數或函數。" version="9" helpurl="statements:internal"/>
						<string name="override" text="override" tiptext="指定某個方法會取代 (遮蔽) 繼承的方法。" version="9" helpurl="statements:override"/>
						<string name="final" text="final" tiptext="指定方法無法加以覆寫。" version="9" helpurl="statements:final"/>
						<string name="public" text="public" tiptext="指定任何呼叫者都可使用類別、變數、常數或方法。" version="9" helpurl="statements:public"/>
						<string name="static" text="static" tiptext="指定變數、常數或方法屬於類別，而不屬於該類別的實體。" version="9" helpurl="statements:static"/>
					</folder>
					<folder name="主要運算式關鍵字" id="primary expression keyword" sort="true" tiptext="用來代表常值。">
						<string name="this" text="this" tiptext="對方法所包含之物件的參照。" version="9" helpurl="statements:this"/>
						<string name="false" text="false" tiptext="表示為 false 的 Boolean 值。" version="9" helpurl="statements:false"/>
						<string name="null" text="null" tiptext="可以指定給變數、或者是在沒有提供資料時由函數傳回的特殊值。" version="9" helpurl="statements:null"/>
						<string name="true" text="true" tiptext="表示為 true 的 Boolean 值。" version="9" helpurl="statements:true"/>
					</folder>
					<folder name="命名空間" id="namespace" sort="true" tiptext="識別名稱的內容。">
						<string name="AS3" text="" tiptext="定義具有固定屬性 (而不是 prototype 屬性) 之核心 ActionScript 類別的方法與屬性。" version="" helpurl="statements:AS3"/>
						<string name="flash_proxy" text="" tiptext="定義 Proxy 類別的方法。" version="" helpurl="statements:flash_proxy"/>
						<string name="object_proxy" text="" tiptext="定義 ObjectProxy 類別的方法。" version="" helpurl="statements:object_proxy"/>
					</folder>
				</folder>
				<folder name="運算子" sort="true" tiptext="用來組合、比較或修改值的符號式運算子" helpurl="operators:">
					<folder name="其它" sort="false" tiptext="其他運算子">
						<string name="[] (陣列存取)" text="[]" tiptext="以指定的元素 (a0 等) 初始化新的陣列或多維度陣列，或是存取陣列中的元素。" version="9" helpurl="operators:array access"/>
						<string name="as" text="as" tiptext="檢查運算式是否與資料類型 datatype 相容。" version="9" helpurl="operators:as"/>
						<string name=", (逗號)" text="," tiptext="先求得運算式1 的值，再求得運算式2 的值，依此類推。" version="9" helpurl="operators:comma"/>
						<string name="?: (條件)" text="?:" tiptext="指示 Flash 求得運算式1 的值；如果運算式1 的值為 true，它會傳回運算式2 的值，否則傳回運算式3 的值。" version="9" helpurl="operators:conditional"/>
						<string name="delete" text="delete" tiptext="刪除 reference 參數所指定的物件參照，如果成功刪除參照，即傳回 true；否則會傳回 false。" version="9" helpurl="operators:delete"/>
						<string name=". (點)" text="." tiptext="用來瀏覽影片片段的階層架構，以便存取巢狀 (子系) 影片片段、變數或屬性。" version="9" helpurl="operators:dot"/>
						<string name="in" text="in" tiptext="檢查運算式1 是否為運算式2 的屬性。" version="9" helpurl="operators:in"/>
						<string name="instanceof" text="instanceof" tiptext="評估物件是否屬於特定的類別。" version="9" helpurl="operators:instanceof"/>
						<string name="is" text="is" tiptext="檢查運算式1 是否與資料類型運算式2 相容。" version="9" helpurl="operators:is"/>
						<string name=":: (使用名稱修飾語)" text="::" tiptext="用來識別屬性 (Property)、方法、XML 屬性 (Property) 或 XML 屬性 (Attribute) 的命名空間。" version="9" helpurl="operators:name qualifier"/>
						<string name="new" text="new" tiptext="建立新的、初始匿名的物件，並呼叫 constructor 參數所辨識的函數。" version="5" helpurl="operators:new"/>
						<string name="{} (物件初始設定式)" text="{}" tiptext="建立新的物件，並且使用指定的名稱和值屬性配對將它初始化。" version="9" helpurl="operators:object initializer"/>
						<string name="() (括號)" text="()" tiptext="對一或多個參數執行群組運算、執行後續的運算式評估，或是括住一或多個參數，然後將它們當成參數傳遞給括號外面的函數。" version="9" helpurl="operators:parentheses"/>
						<string name="/ (規則運算式分隔符號)" text="/" tiptext="用在字元的前方或後方時，正斜線字元 (/) 可用來定義規則運算式常值。" version="9" helpurl="operators:RegExp delimiter"/>
						<string name=": (類型)" text=":" tiptext="用於嚴謹資料輸入；這個運算子會指定變數類型、函數的傳回值類型或函數的參數類型。" version="9" helpurl="operators:type"/>
						<string name="typeof" text="typeof" tiptext="評估運算式並傳回指定其類型的字串。" version="9" helpurl="operators:typeof"/>
						<string name="void" text="void" tiptext="void 運算子會評估運算式並捨棄其值，然後傳回 undefined 值。" version="9" helpurl="operators:void"/>
					</folder>
					<folder name="邏輯" sort="false" tiptext="邏輯運算子">
						<string name="&amp;&amp; (邏輯 AND)" text="&amp;&amp;" tiptext="對一或兩個運算式的值執行 Boolean 運算。" version="9" helpurl="operators:logical AND"/>
						<string name="&amp;&amp;= (邏輯 AND 指定)" text="&amp;&amp;=" tiptext="將運算式1 &amp;amp;&amp;amp; 運算式2 的值指定給運算式1。" version="9" helpurl="operators:logical AND assignment"/>
						<string name="! (邏輯 NOT)" text="!" tiptext="將變數或運算式的 Boolean 值變成相反值。" version="9" helpurl="operators:logical NOT"/>
						<string name="|| (邏輯 OR)" text="||" tiptext="先評估運算式1 (運算子左邊的運算式)，如果此運算式的結果為 true，便會傳回 true。" version="9" helpurl="operators:logical OR"/>
						<string name="||= (邏輯 OR 指定)" text="||=" tiptext="將運算式1 || 運算式2 的值指定給運算式1。" version="9" helpurl="operators:logical OR assignment"/>
					</folder>
					<folder name="比較" sort="false" tiptext="比較運算子">
						<string name="== (相等)" text="==" tiptext="測試兩個運算式是否相等。" version="9" helpurl="operators:equality"/>
						<string name="&gt; (大於)" text="&gt;" tiptext="比較兩個運算式並判斷運算式1 是否大於運算式2；如果是的話，該運算子會傳回 true。" version="9" helpurl="operators:greater than"/>
						<string name="&gt;= (大於或等於)" text="&gt;=" tiptext="比較兩個運算式並判斷運算式1 是否大於或等於運算式2；如果是的話，該運算子會傳回 true。" version="9" helpurl="operators:greater than or equal to"/>
						<string name="!= (不相等)" text="!=" tiptext="測試是否有相等 (==) 運算子的相反值。" version="9" helpurl="operators:inequality"/>
						<string name="&lt; (小於)" text="&lt;" tiptext="比較兩個運算式並判斷運算式1 是否小於運算式2；如果是的話，這個運算子會傳回 true。" version="9" helpurl="operators:less than"/>
						<string name="&lt;= (小於或等於)" text="&lt;=" tiptext="比較兩個運算式並判斷運算式1 是否小於或等於運算式2；如果是的話，這個運算子會傳回 true。" version="9" helpurl="operators:less than or equal to"/>
						<string name="=== (嚴謹相等)" text="===" tiptext="測試兩個運算式是否相等。嚴謹相等 (===) 運算子的執行方式與相等 (==) 運算子一樣，只是不會轉換資料類型。" version="9" helpurl="operators:strict equality"/>
						<string name="!== (嚴謹不相等)" text="!==" tiptext="測試是否有嚴謹相等 (===) 運算子的相反值。" version="9" helpurl="operators:strict inequality"/>
					</folder>
					<folder name="註解" sort="false" tiptext="註解運算子">
						<action name="/*..*/ (區塊註解分隔符號)" id="comment" text="/* %% */\n" tiptext="表示一行或多行指令碼註解。" version="9" helpurl="operators:block comment delimiter"/>
						<action name="// (行註解分隔符號)" id="comment" quickey="//" text="// %%\n" tiptext="指出指令碼註解的開頭。" version="9" helpurl="operators:line comment delimiter"/>
					</folder>
					<folder name="數學" sort="false" tiptext="數學運算子">
						<string name="+ (加法)" text="+" tiptext="將數值運算式相加。" version="9" helpurl="operators:addition"/>
						<string name="-- (遞減)" text="--" tiptext="前置遞減和後置遞減一的運算子，它會從運算式中減去 1。" version="9" helpurl="operators:decrement"/>
						<string name="/ (除法)" text="/" tiptext="將運算式1 除以運算式2。" version="9" helpurl="operators:division"/>
						<string name="++ (遞增)" text="++" tiptext="前置遞增和後置遞增一的運算子，它會將運算式加上 1。" version="9" helpurl="operators:increment"/>
						<string name="% (模除)" text="%" tiptext="計算運算式1 除以運算式2 所得的餘數。" version="9" helpurl="operators:modulo"/>
						<string name="* (乘法)" text="*" tiptext="將兩個數值運算式相乘。" version="9" helpurl="operators:multiplication"/>
						<string name="- (減法)" text="-" tiptext="當做負號或用於減法。" version="9" helpurl="operators:subtraction"/>
					</folder>
					<folder name="數學複合指定" sort="false" tiptext="複合數學運算子">
						<string name="+= (加法指定)" text="+=" tiptext="將運算式1 + 運算式2 的值指定給運算式1。" version="9" helpurl="operators:addition assignment"/>
						<string name="/= (除法指定)" text="/=" tiptext="將運算式1 / 運算式2 的值指定給運算式1。" version="9" helpurl="operators:division assignment"/>
						<string name="%= (模除指定)" text="%=" tiptext="將運算式1 % 運算式2 的值指定給運算式1。" version="9" helpurl="operators:modulo assignment"/>
						<string name="*= (乘法指定)" text="*=" tiptext="運算子 (數學複合指定)；將 運算式1 * 運算式2 的值指定給運算式1。" version="9" helpurl="operators:multiplication assignment"/>
						<string name="-= (減法指定)" text="-=" tiptext="將運算式1 - 運算式2 的值指定給運算式1。" version="9" helpurl="operators:subtraction assignment"/>
					</folder>
					<folder name="位元" sort="false" tiptext="位元運算子">
						<string name="&amp; (位元 AND)" text="&amp;" tiptext="將運算式1 與運算式2 轉換成 32 位元無正負號的整數，然後對整數參數的每一個位元執行 Boolean AND 運算。" version="9" helpurl="operators:bitwise AND"/>
						<string name="&lt;&lt; (位元左移)" text="&lt;&lt;" tiptext="將運算式1 和運算式2 轉換成 32 位元的整數，然後將運算式1 中的所有位元向左移動，移動的位置數目是由運算式2 轉換所產生的整數來指定。" version="9" helpurl="operators:bitwise left shift"/>
						<string name="~ (位元 NOT)" text="~" tiptext="也稱為 1 的補數運算子，或位元補數運算子。" version="9" helpurl="operators:bitwise NOT"/>
						<string name="| (位元 OR)" text="|" tiptext="將運算式1 與運算式2 轉換成 32 位元無正負號的整數，如果運算式1 或運算式2 的對應位元中有一個是 1，便會在每一個位元位置上放置 1。" version="9" helpurl="operators:bitwise OR"/>
						<string name="&gt;&gt; (位元右移)" text="&gt;&gt;" tiptext="將運算式1 和運算式2 轉換成 32 位元的整數，然後將運算式1 中的所有位元向右移動，移動的位置數目是由運算式2 轉換所產生的整數來指定。" version="9" helpurl="operators:bitwise right shift"/>
						<string name="&gt;&gt;&gt; (無正負號的位元右移)" text="&gt;&gt;&gt;" tiptext="與位元右移 (&amp;gt;&amp;gt;) 運算子相同，只不過它並不會保留原來運算式的正負號，這是因為左邊的位元永遠都會填入 0 的緣故。" version="9" helpurl="operators:bitwise unsigned right shift"/>
						<string name="^ (位元 XOR)" text="^" tiptext="將運算式1 與運算式2 轉換成 32 位元無正負號的整數，如果運算式1 或運算式2 的對應位元中有一個是 1 (但不能兩個同時是 1)，便會在每一個位元位置中傳回 1。" version="9" helpurl="operators:bitwise XOR"/>
					</folder>
					<folder name="位元複合指定" sort="false" tiptext="複合位元運算子">
						<string name="&amp;= (位元 AND 指定)" text="&amp;=" tiptext="將運算式1 &amp;amp; 運算式2 的值指定給運算式1。" version="9" helpurl="operators:bitwise AND assignment"/>
						<string name="&lt;&lt;= (位元左移和指定)" text="&lt;&lt;=" tiptext="這個運算子會執行位元左移 (&amp;lt;&amp;lt;=) 運算，並將內容當成結果儲存在運算式1 中。" version="9" helpurl="operators:bitwise left shift and assignment"/>
						<string name="|= (位元 OR 指定)" text="|=" tiptext="將運算式1 | 運算式2 的值指定給運算式1。" version="9" helpurl="operators:bitwise OR assignment"/>
						<string name="&gt;&gt;= (位元右移和指定)" text="&gt;&gt;=" tiptext="這個運算子會執行位元右移運算，並將內容當成結果儲存在運算式1 中。" version="9" helpurl="operators:bitwise right shift and assignment"/>
						<string name="&gt;&gt;&gt;= (無正負號的位元右移和指定)" text="&gt;&gt;&gt;=" tiptext="執行無正負號的位元右移運算，並將內容當成結果儲存在運算式1 中。" version="9" helpurl="operators:bitwise unsigned right shift and assignment"/>
						<string name="^= (位元 XOR 指定)" text="^=" tiptext="將運算式1 ^ 運算式2 的值指定給運算式1。" version="9" helpurl="operators:bitwise XOR assignment"/>
					</folder>
					<folder name="字串" sort="false" tiptext="字串運算子">
						<string name="+ (連接)" text="+" tiptext="連接 (組合) 字串。" version="9" helpurl="operators:concatenation"/>
						<string name="+= (連接指定)" text="+=" tiptext="將運算式1 + 運算式2 的值指定給運算式1。" version="9" helpurl="operators:concatenation assignment"/>
						<string name="&quot; (字串分隔符號)" text="&quot;" tiptext="將引號 (&quot;) 用在字元的前方和後方時，表示這些字元具有常值。" version="9" helpurl="operators:string delimiter"/>
					</folder>
					<folder name="指定" sort="false" tiptext="指定運算子">
						<string name="= (指定)" text="=" tiptext="將運算式2 (右邊的參數) 的值指定給運算式1 中的變數、陣列元素或屬性。" version="9" helpurl="operators:assignment"/>
					</folder>
					<folder name="XML" sort="false" tiptext="XML 運算子">
						<string name="@ (屬性識別名稱)" text="@" tiptext="使用 XML @ (at 符號) 運算子來識別 XML 或 XMLList 物件的屬性。" version="9" helpurl="operators:attribute identifier"/>
						<string name="{ } (大括號 (XML))" text="{ }" tiptext="以傳址方式，使用 XML 的 { 和 } 運算子 (從其它變數) 將資料傳遞至 XML 或 XMLList 常值。" version="9" helpurl="operators:braces (XML)"/>
						<string name="[ ] (中括號 (XML))" text="[ ]" tiptext="存取 XML 或 XMLList 物件的屬性 (Property) 或屬性 (Attribute)。" version="9" helpurl="operators:brackets (XML)"/>
						<string name="+ (連接 (XMLList))" text="+" tiptext="使用 XML + (連接) 運算子來連接 XMLList 物件。" version="9" helpurl="operators:concatenation (XMLList)"/>
						<string name="+= (連接指定 (XMLList))" text="+=" tiptext="將運算式1 + 運算式2 的值指定給運算式1 (為 XMLList 物件)。" version="9" helpurl="operators:concatenation assignment (XMLList)"/>
						<string name="delete (XML)" text="delete (XML)" tiptext="刪除指定的 XML 元素或屬性。" version="9" helpurl="operators:delete (XML)"/>
						<string name=".. (後代存取子)" text=".." tiptext="使用 XML 後代存取子 (..) 運算子瀏覽到 XML 或 XMLList 物件的後代元素，或者若結合了 @ 運算子，則會傳回屬性的後代。" version="9" helpurl="operators:descendant accessor"/>
						<string name=". (點 (XML))" text="." tiptext="瀏覽到 XML 或 XMLList 物件的子元素，或者若結合了 @ 運算子，則會傳回 XML 或 XMLList 物件的屬性。" version="9" helpurl="operators:dot (XML)"/>
						<string name="( ) (括號 (XML))" text="( )" tiptext="使用 ( 和 ) 運算子評估 E4X XML 建構中的運算式。" version="9" helpurl="operators:parentheses (XML)"/>
						<string name="&lt; &gt; (XML 常值標記分隔符號)" text="&lt; &gt;" tiptext="使用 &amp;lt; 和 &amp;gt; 運算子，在 XML 常值中定義 XML 標記。" version="9" helpurl="operators:XML literal tag delimiter"/>
					</folder>
				</folder>
				<folder name="特殊類型" sort="true" tiptext="強制類型轉換的特殊類型" helpurl="specialTypes:">
					<string name="*" text="*" tiptext="用來指定不具類型的屬性。" version="9" helpurl="specialTypes:*"/>
					<string name="void" object="void" text="void" tiptext="指定函數無法傳回任何值。" version="9" helpurl="specialTypes:void"/>
					<string name="Null" object="Null" text="Null" tiptext="代表缺少值的特殊資料類型。" version="9" helpurl="specialTypes:Null"/>
				</folder>
			</folder>
	</actionspanel>
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			<package name="air.desktop" children="URLFilePromise"/>
			<package name="air.net" children="SecureSocketMonitor,ServiceMonitor,SocketMonitor,URLMonitor"/>
			<package name="air.update" children="ApplicationUpdater,ApplicationUpdaterUI"/>
			<package name="air.update.events" children="DownloadErrorEvent,StatusFileUpdateErrorEvent,StatusFileUpdateEvent,StatusUpdateErrorEvent,StatusUpdateEvent,UpdateEvent"/>
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			<package name="fl.core" children="InvalidationType,UIComponent"/>
			<package name="fl.data" children="DataProvider,SimpleCollectionItem,TileListCollectionItem"/>
			<package name="fl.display" children="ProLoader,ProLoaderInfo"/>
			<package name="fl.events" children="ColorPickerEvent,ComponentEvent,DataChangeEvent,DataChangeType,DataGridEvent,DataGridEventReason,InteractionInputType,ListEvent,RSLErrorEvent,RSLEvent,ScrollEvent,SliderEvent,SliderEventClickTarget"/>
			<package name="fl.ik" children="IKArmature,IKBone,IKEvent,IKJoint,IKManager,IKMover"/>
			<package name="fl.lang" children="Locale"/>
			<package name="fl.livepreview" children="LivePreviewParent"/>
			<package name="fl.managers" children="FocusManager,IFocusManager,IFocusManagerComponent,IFocusManagerGroup,StyleManager"/>
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			<package name="fl.text" children="TLFTextField"/>
			<package name="fl.transitions" children="Blinds,Fade,Fly,Iris,Photo,PixelDissolve,Rotate,Squeeze,Transition,TransitionManager,Tween,TweenEvent,Wipe,Zoom"/>
			<package name="fl.transitions.easing" children="Back,Bounce,Elastic,None,Regular,Strong"/>
			<package name="fl.video" children="AutoLayoutEvent,CaptionChangeEvent,CaptionTargetEvent,CuePointType,FLVPlayback,FLVPlaybackCaptioning,INCManager,IVPEvent,LayoutEvent,MetadataEvent,NCManager,NCManagerNative,SkinErrorEvent,SoundEvent,VideoAlign,VideoError,VideoEvent,VideoPlayer,VideoProgressEvent,VideoScaleMode,VideoState"/>
			<package name="flash.accessibility" children="Accessibility,AccessibilityImplementation,AccessibilityProperties,ISearchableText,ISimpleTextSelection"/>
			<package name="flash.data" children="EncryptedLocalStore,SQLCollationType,SQLColumnNameStyle,SQLColumnSchema,SQLConnection,SQLIndexSchema,SQLMode,SQLResult,SQLSchema,SQLSchemaResult,SQLStatement,SQLTableSchema,SQLTransactionLockType,SQLTriggerSchema,SQLViewSchema"/>
			<package name="flash.desktop" children="Clipboard,ClipboardFormats,ClipboardTransferMode,DockIcon,Icon,IFilePromise,InteractiveIcon,InvokeEventReason,NativeApplication,NativeDragActions,NativeDragManager,NativeDragOptions,NativeProcess,NativeProcessStartupInfo,NotificationType,SystemIdleMode,SystemTrayIcon,Updater"/>
			<package name="flash.display" children="ActionScriptVersion,AVM1Movie,Bitmap,BitmapData,BitmapDataChannel,BlendMode,CapsStyle,ColorCorrection,ColorCorrectionSupport,DisplayObject,DisplayObjectContainer,FocusDirection,FrameLabel,GradientType,Graphics,GraphicsBitmapFill,GraphicsEndFill,GraphicsGradientFill,GraphicsPath,GraphicsPathCommand,GraphicsPathWinding,GraphicsShaderFill,GraphicsSolidFill,GraphicsStroke,GraphicsTrianglePath,IBitmapDrawable,IGraphicsData,IGraphicsFill,IGraphicsPath,IGraphicsStroke,InteractiveObject,InterpolationMethod,JointStyle,LineScaleMode,Loader,LoaderInfo,MorphShape,MovieClip,NativeMenu,NativeMenuItem,NativeWindow,NativeWindowDisplayState,NativeWindowInitOptions,NativeWindowResize,NativeWindowSystemChrome,NativeWindowType,PixelSnapping,Scene,Screen,Shader,ShaderData,ShaderInput,ShaderJob,ShaderParameter,ShaderParameterType,ShaderPrecision,Shape,SimpleButton,SpreadMethod,Sprite,Stage,StageAlign,StageAspectRatio,StageDisplayState,StageOrientation,StageQuality,StageScaleMode,SWFVersion,TriangleCulling"/>
			<package name="flash.errors" children="DRMManagerError,EOFError,IllegalOperationError,InvalidSWFError,IOError,MemoryError,ScriptTimeoutError,SQLError,SQLErrorOperation,StackOverflowError"/>
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			<package name="flash.external" children="ExtensionContext,ExternalInterface"/>
			<package name="flash.filesystem" children="File,FileMode,FileStream,StorageVolume,StorageVolumeInfo"/>
			<package name="flash.filters" children="BevelFilter,BitmapFilter,BitmapFilterQuality,BitmapFilterType,BlurFilter,ColorMatrixFilter,ConvolutionFilter,DisplacementMapFilter,DisplacementMapFilterMode,DropShadowFilter,GlowFilter,GradientBevelFilter,GradientGlowFilter,ShaderFilter"/>
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			<package name="flash.globalization" children="Collator,CollatorMode,CurrencyFormatter,CurrencyParseResult,DateTimeFormatter,DateTimeNameContext,DateTimeNameStyle,DateTimeStyle,LastOperationStatus,LocaleID,NationalDigitsType,NumberFormatter,NumberParseResult,StringTools"/>
			<package name="flash.html" children="HTMLHistoryItem,HTMLHost,HTMLLoader,HTMLPDFCapability,HTMLSWFCapability,HTMLWindowCreateOptions"/>
			<package name="flash.media" children="Camera,CameraRoll,CameraUI,ID3Info,MediaPromise,MediaType,Microphone,Sound,SoundChannel,SoundCodec,SoundLoaderContext,SoundMixer,SoundTransform,StageVideo,StageVideoAvailability,StageWebView,Video,VideoStatus,scanHardware"/>
			<package name="flash.net" children="DatagramSocket,FileFilter,FileReference,FileReferenceList,GroupSpecifier,IDynamicPropertyOutput,IDynamicPropertyWriter,InterfaceAddress,IPVersion,LocalConnection,NetConnection,NetGroup,NetGroupInfo,NetGroupReceiveMode,NetGroupReplicationStrategy,NetGroupSendMode,NetGroupSendResult,NetStream,NetStreamAppendBytesAction,NetStreamInfo,NetStreamMulticastInfo,NetStreamPlayOptions,NetStreamPlayTransitions,NetworkInfo,NetworkInterface,ObjectEncoding,Responder,SecureSocket,ServerSocket,SharedObject,SharedObjectFlushStatus,Socket,URLLoader,URLLoaderDataFormat,URLRequest,URLRequestDefaults,URLRequestHeader,URLRequestMethod,URLStream,URLVariables,XMLSocket,getClassByAlias,navigateToURL,registerClassAlias,sendToURL"/>
			<package name="flash.net.dns" children="AAAARecord,ARecord,DNSResolver,MXRecord,PTRRecord,ResourceRecord,SRVRecord"/>
			<package name="flash.net.drm" children="AuthenticationMethod,DRMContentData,DRMManager,DRMPlaybackTimeWindow,DRMVoucher,LoadVoucherSetting,VoucherAccessInfo"/>
			<package name="flash.printing" children="PaperSize,PrintJob,PrintJobOptions,PrintJobOrientation,PrintMethod,PrintUIOptions"/>
			<package name="flash.profiler" children="showRedrawRegions"/>
			<package name="flash.sampler" children="DeleteObjectSample,NewObjectSample,Sample,StackFrame,clearSamples,getGetterInvocationCount,getInvocationCount,getLexicalScopes,getMasterString,getMemberNames,getSampleCount,getSamples,getSavedThis,getSetterInvocationCount,getSize,isGetterSetter,pauseSampling,sampleInternalAllocs,setSamplerCallback,startSampling,stopSampling"/>
			<package name="flash.security" children="CertificateStatus,IURIDereferencer,ReferencesValidationSetting,RevocationCheckSettings,SignatureStatus,SignerTrustSettings,XMLSignatureValidator"/>
			<package name="flash.sensors" children="Accelerometer,Geolocation"/>
			<package name="flash.system" children="ApplicationDomain,Capabilities,ImageDecodingPolicy,IME,IMEConversionMode,JPEGLoaderContext,LoaderContext,Security,SecurityDomain,SecurityPanel,System,SystemUpdater,SystemUpdaterType,TouchscreenType,fscommand"/>
			<package name="flash.text" children="AntiAliasType,CSMSettings,Font,FontStyle,FontType,GridFitType,StaticText,StyleSheet,TextColorType,TextDisplayMode,TextExtent,TextField,TextFieldAutoSize,TextFieldType,TextFormat,TextFormatAlign,TextInteractionMode,TextLineMetrics,TextRenderer,TextSnapshot"/>
			<package name="flash.text.engine" children="BreakOpportunity,CFFHinting,ContentElement,DigitCase,DigitWidth,EastAsianJustifier,ElementFormat,FontDescription,FontLookup,FontMetrics,FontPosture,FontWeight,GraphicElement,GroupElement,JustificationStyle,Kerning,LigatureLevel,LineJustification,RenderingMode,SpaceJustifier,TabAlignment,TabStop,TextBaseline,TextBlock,TextElement,TextJustifier,TextLine,TextLineCreationResult,TextLineMirrorRegion,TextLineValidity,TextRotation,TypographicCase"/>
			<package name="flash.text.ime" children="CompositionAttributeRange,IIMEClient"/>
			<package name="flash.ui" children="ContextMenu,ContextMenuBuiltInItems,ContextMenuClipboardItems,ContextMenuItem,Keyboard,KeyboardType,KeyLocation,Mouse,MouseCursor,MouseCursorData,Multitouch,MultitouchInputMode"/>
			<package name="flash.utils" children="ByteArray,CompressionAlgorithm,Dictionary,Endian,IDataInput,IDataOutput,IExternalizable,Proxy,Timer,describeType,escapeMultiByte,getDefinitionByName,getQualifiedClassName,getQualifiedSuperclassName,getTimer,unescapeMultiByte,clearInterval,clearTimeout,setInterval,setTimeout"/>
			<package name="flash.xml" children="XMLDocument,XMLNode,XMLNodeType"/>
			<package name="flashx.textLayout.compose" children="FlowComposerBase,FlowDamageType,IFlowComposer,ISWFContext,ITextLineCreator,IVerticalJustificationLine,StandardFlowComposer,TextFlowLine,TextFlowLineLocation,TextLineRecycler"/>
			<package name="flashx.textLayout.container" children="ColumnState,ContainerController,ISandboxSupport,ScrollPolicy,TextContainerManager"/>
			<package name="flashx.textLayout.conversion" children="ConversionType,ITextExporter,ITextImporter,PlainTextExporter,TextConverter"/>
			<package name="flashx.textLayout.edit" children="EditingMode,EditManager,ElementRange,IEditManager,IInteractionEventHandler,ISelectionManager,SelectionFormat,SelectionManager,SelectionState,TextClipboard,TextScrap"/>
			<package name="flashx.textLayout.elements" children="BreakElement,Configuration,ContainerFormattedElement,DivElement,FlowElement,FlowGroupElement,FlowLeafElement,GlobalSettings,IConfiguration,IFormatResolver,InlineGraphicElement,InlineGraphicElementStatus,LinkElement,LinkState,OverflowPolicy,ParagraphElement,ParagraphFormattedElement,SpanElement,SpecialCharacterElement,SubParagraphGroupElement,TabElement,TCYElement,TextFlow,TextRange"/>
			<package name="flashx.textLayout.events" children="CompositionCompleteEvent,DamageEvent,FlowElementMouseEvent,FlowOperationEvent,SelectionEvent,StatusChangeEvent,TextLayoutEvent,UpdateCompleteEvent"/>
			<package name="flashx.textLayout.factory" children="StringTextLineFactory,TextFlowTextLineFactory,TextLineFactoryBase,TruncationOptions"/>
			<package name="flashx.textLayout.formats" children="BackgroundColor,BaselineOffset,BaselineShift,BlockProgression,Direction,FormatValue,ITabStopFormat,ITextLayoutFormat,JustificationRule,LeadingModel,LineBreak,TabStopFormat,TextAlign,TextDecoration,TextJustify,TextLayoutFormat,TLFTypographicCase,VerticalAlign,WhiteSpaceCollapse"/>
			<package name="flashx.textLayout.operations" children="ApplyElementIDOperation,ApplyElementStyleNameOperation,ApplyElementUserStyleOperation,ApplyFormatOperation,ApplyFormatToElementOperation,ApplyLinkOperation,ApplyTCYOperation,ClearFormatOnElementOperation,ClearFormatOperation,CompositeOperation,CopyOperation,CutOperation,DeleteTextOperation,FlowElementOperation,FlowOperation,FlowTextOperation,InsertInlineGraphicOperation,InsertTextOperation,ModifyInlineGraphicOperation,PasteOperation,RedoOperation,SplitParagraphOperation,UndoOperation"/>
			<package name="flashx.textLayout.utils" children="CharacterUtil,NavigationUtil"/>
			<package name="flashx.undo" children="IOperation,IUndoManager,UndoManager"/>
			<typeinfo pattern="*_mc" object="flash.display.MovieClip"/>
			<typeinfo pattern="*_array" object="Array"/>
			<typeinfo pattern="*_str" object="String"/>
			<typeinfo pattern="*_btn" object="flash.display.SimpleButton"/>
			<typeinfo pattern="*_txt" object="flash.text.TextField"/>
			<typeinfo pattern="*_fmt" object="flash.text.TextFormat"/>
			<typeinfo pattern="*_date" object="Date"/>
			<typeinfo pattern="*_sound" object="flash.media.Sound"/>
			<typeinfo pattern="*_xml" object="XML"/>
			<typeinfo pattern="*_xmlnode" object="flash.xml.XMLNode"/>
			<typeinfo pattern="*_xmlsocket" object="flash.net.XMLSocket"/>
			<typeinfo pattern="*_color" object="fl.motion.Color"/>
			<typeinfo pattern="*_cm" object="flash.ui.ContextMenu"/>
			<typeinfo pattern="*_cmi" object="flash.ui.ContextMenuItem"/>
			<typeinfo pattern="*_pj" object="flash.printing.PrintJob"/>
			<typeinfo pattern="*_err" object="Error"/>
			<typeinfo pattern="*_cam" object="flash.media.Camera"/>
			<typeinfo pattern="*_lc" object="flash.net.LocalConnection"/>
			<typeinfo pattern="*_mic" object="flash.media.Microphone"/>
			<typeinfo pattern="*_nc" object="flash.net.NetConnection"/>
			<typeinfo pattern="*_ns" object="flash.net.NetStream"/>
			<typeinfo pattern="*_so" object="flash.net.SharedObject"/>
			<typeinfo pattern="*_video" object="flash.media.Video"/>
	</codehints>
</toolbox>
