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

<toolbox>

   <actionspanel>

      <folder id="Top Level" name="最高階" sort="true" tiptext="最上層包含 ActionScript 核心類別和全域函數。">

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

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

               <string constructor="true" helpurl="ArgumentError:ArgumentError" name="ArgumentError" object="ArgumentError" playername="" text="new ArgumentError(%訊息:String%)" tiptext="建立 ArgumentError 物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:arguments" id="arguments" index="true" name="arguments" sort="true" tiptext="引數物件的用途為儲存和存取函數的引數。">

            <folder helpurl="globalClassifier:arguments" id="Properties" name="屬性" tiptext="argument 類別的屬性">

               <string helpurl="arguments:callee" name="callee" object="arguments" playername="" text=".callee" tiptext="目前正在執行之函數的參照。" version=""/>

               <string helpurl="arguments:length" name="length" object="arguments" playername="" text=".length" tiptext="傳遞給函數的引數數目。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Array" id="Array" index="true" name="Array" sort="true" tiptext="Array 類別可讓您存取及操作陣列。">

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

               <string constructor="true" helpurl="Array:Array" name="Array" object="Array" playername="" text="new Array(%值:長度不定的引數%)" tiptext="可讓您建立包含指定之元素的陣列。" version="4"/>

               <string constructor="true" helpurl="Array:Array" name="Array" object="Array" playername="" text="new Array(%[數字元素:int=0]%)" tiptext="可讓您建立具有指定之元素數目的陣列。" version="4"/>

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

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

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

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

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

               <string helpurl="Array:AS3:join" name="join" object="Array" playername="" text=".join(%[分隔鍵:*=unknown]%):String" tiptext="將陣列中的項目轉換成字串。" version="4"/>

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

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

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

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

               <string helpurl="Array:AS3:reverse" name="reverse" object="Array" playername="" text=".reverse(%%):Array" tiptext="在原地將陣列反轉。" version="4"/>

               <string helpurl="Array:AS3:shift" name="shift" object="Array" playername="" text=".shift(%%)" tiptext="移除陣列中的第一個元素，並傳回該元素。" version="4"/>

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

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

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

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

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

               <string helpurl="Array:toLocaleString" name="toLocaleString" object="Array" playername="" text=".toLocaleString(%%):String" tiptext="傳回字串，代表指定之陣列中的元素。" version="4"/>

               <string helpurl="Array:toString" name="toString" object="Array" playername="" text=".toString(%%):String" tiptext="傳回字串，代表指定之陣列中的元素。" version="4"/>

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

            </folder>

            <folder helpurl="globalClassifier:Array" id="Properties" name="屬性" tiptext="Array 類別的屬性">

               <string constant="true" helpurl="Array:CASEINSENSITIVE" name="CASEINSENSITIVE" object="Array" playername="" text="Array.CASEINSENSITIVE" tiptext="為 Array 類別排序方法指定不區分大小寫排序。" version=""/>

               <string constant="true" helpurl="Array:DESCENDING" name="DESCENDING" object="Array" playername="" text="Array.DESCENDING" tiptext="為 Array 類別排序方法指定遞減排序。" version=""/>

               <string constant="true" helpurl="Array:NUMERIC" name="NUMERIC" object="Array" playername="" text="Array.NUMERIC" tiptext="為 Array 類別排序方法指定數字 (而非字元字串) 排序。" version=""/>

               <string constant="true" helpurl="Array:RETURNINDEXEDARRAY" name="RETURNINDEXEDARRAY" object="Array" playername="" text="Array.RETURNINDEXEDARRAY" tiptext="指定排序傳回由陣列索引組成的陣列。" version=""/>

               <string constant="true" helpurl="Array:UNIQUESORT" name="UNIQUESORT" object="Array" playername="" text="Array.UNIQUESORT" tiptext="為 Array 類別排序方法指定唯一的排序需求。" version=""/>

               <string helpurl="Array:length:get" name="length" object="Array" playername="" text=".length" tiptext="非負值的整數，指定陣列中的元素數目。" version=""/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="Boolean:Boolean" name="Boolean" object="Boolean" playername="" text="new Boolean(%[運算式:Object=false]%)" tiptext="建立具有指定值的 Boolean 物件。" version="4"/>

               <string helpurl="Boolean:AS3:toString" name="toString" object="Boolean" playername="" text=".toString(%%):String" tiptext="傳回 Boolean 物件的字串形式 (&quot;true&quot; 或 &quot;false&quot;)。" version="4"/>

               <string helpurl="Boolean:AS3:valueOf" name="valueOf" object="Boolean" playername="" text=".valueOf(%%):Boolean" tiptext="若指定之 Boolean 物件的值為 true;，則傳回 true；若為 false，則傳回 false。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Date" id="Date" index="true" name="Date" sort="true" tiptext="Date 類別代表日期與時間資訊。">

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

               <string constructor="true" helpurl="Date:Date" name="Date" object="Date" playername="" 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]%)" tiptext="建構新的 Date 物件，用來存放指定的日期與時間。" version="4"/>

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

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

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

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

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

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

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

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

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

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

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

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

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

               <string helpurl="Date:AS3:getUTCFullYear" name="getUTCFullYear" object="Date" playername="" text=".getUTCFullYear(%%):Number" tiptext="根據全球時間 (UTC)，傳回 Date 物件的四位數年份。" version="4"/>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

               <string helpurl="Date:AS3:toLocaleString" name="toLocaleString" object="Date" playername="" text=".toLocaleString(%%):String" tiptext="傳回本地時間之日、日期、時間的字串形式。" version="4"/>

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

               <string helpurl="Date:AS3:toString" name="toString" object="Date" playername="" text=".toString(%%):String" tiptext="傳回日、日期、時間及時區的字串形式。" version="4"/>

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

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

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

            </folder>

            <folder helpurl="globalClassifier:Date" id="Properties" name="屬性" tiptext="Date 類別的屬性">

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

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

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

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

               <string helpurl="Date:AS3:fullYearUTC:get" name="fullYearUTC" object="Date" playername="" text=".fullYearUTC" tiptext="根據全球時間 (UTC)，Date 物件的四位數年份。" version=""/>

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

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

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

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

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

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

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

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

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

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

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

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

               <string helpurl="Date:AS3:timezoneOffset:get" name="timezoneOffset" object="Date" playername="" text=".timezoneOffset" tiptext="全球時間 (UTC) 與電腦本地時間之間相差的分鐘數。" version=""/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="DefinitionError:DefinitionError" name="DefinitionError" object="DefinitionError" playername="" text="new DefinitionError(%訊息:String%)" tiptext="建立新的 DefinitionError 物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Error" id="Error" index="true" name="Error" sort="true" tiptext="Error 類別含有在 Script 中發生之錯誤的相關資訊。">

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

               <string constructor="true" helpurl="Error:Error" name="Error" object="Error" playername="" text="new Error(%訊息:String[,id:int=0]%)" tiptext="以指定的錯誤訊息建立新的 Error 實體。" version="4"/>

               <string helpurl="Error:getStackTrace" name="getStackTrace" object="Error" playername="" text=".getStackTrace(%%):String" tiptext="傳回可讀取形式的錯誤呼叫堆疊。" version="4"/>

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

            </folder>

            <folder helpurl="globalClassifier:Error" id="Properties" name="屬性" tiptext="Error 類別的屬性">

               <string helpurl="Error:message" name="message" object="Error" playername="" text=".message" tiptext="包含與 Error 物件有關聯的訊息。" version=""/>

               <string helpurl="Error:name" name="name" object="Error" playername="" text=".name" tiptext="包含 Error 物件的名稱。" version=""/>

               <string helpurl="Error:errorID:get" name="errorID" object="Error" playername="" text=".errorID" tiptext="包含與特定錯誤訊息相關聯的參照號碼。" version=""/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="EvalError:EvalError" name="EvalError" object="EvalError" playername="" text="new EvalError(%訊息:String%)" tiptext="建立新的 EvalError 物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Function" id="Function" index="true" name="Function" sort="true" tiptext="函數是可在 ActionScript 中叫用的程式碼基本單位。">

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

               <string helpurl="Function:AS3:apply" name="apply" object="Function" playername="" text=".apply(%[this引數:*=unknown,引數陣列:*=unknown]%)" tiptext="指定呼叫 Function 的物件實體。" version="4"/>

               <string helpurl="Function:AS3:call" name="call" object="Function" playername="" text=".call(%[this引數:*=unknown,引數:restParam]%)" tiptext="叫用這個 Function。" version="4"/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="int:int" name="int" object="int" playername="" text="new int(%數值:Object%)" tiptext="建構函數；會建立新的 int 物件。" version="4"/>

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

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

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

               <string helpurl="int:AS3:toString" name="toString" object="int" playername="" text=".toString(%進位基數:uint%):String" tiptext="傳回 int 物件的字串形式。" version="4"/>

               <string helpurl="int:AS3:valueOf" name="valueOf" object="int" playername="" text=".valueOf(%%):int" tiptext="傳回所指定 int 物件的基本值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:int" id="Properties" name="屬性" tiptext="int 類別的屬性">

               <string constant="true" helpurl="int:MAX_VALUE" name="MAX_VALUE" object="int" playername="" text="int.MAX_VALUE" 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=""/>

               <string constant="true" helpurl="int:MIN_VALUE" name="MIN_VALUE" object="int" playername="" text="int.MIN_VALUE" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Math" id="Math" index="true" name="Math" sort="true" tiptext="Math 類別包含了代表常用數學函數與值的方法和常數。">

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

               <string helpurl="Math:abs" name="abs" object="Math" playername="" static="true" text="Math.abs(%值:Number%):Number" tiptext="傳回指定之 Number 的絕對值。" version="4"/>

               <string helpurl="Math:acos" name="acos" object="Math" playername="" static="true" text="Math.acos(%值:Number%):Number" tiptext="傳回指定之 Number 的反餘弦值，以弧度為單位。" version="4"/>

               <string helpurl="Math:asin" name="asin" object="Math" playername="" static="true" text="Math.asin(%值:Number%):Number" tiptext="傳回指定之 Number 參數的反正弦值，以弧度為單位。" version="4"/>

               <string helpurl="Math:atan2" name="atan2" object="Math" playername="" static="true" text="Math.atan2(%y:Number,x:Number%):Number" tiptext="以弧度為單位，傳回從圓的 x 軸逆時針測量時，該點之 y/x 的角度。" version="4"/>

               <string helpurl="Math:atan" name="atan" object="Math" playername="" static="true" text="Math.atan(%值:Number%):Number" tiptext="傳回以弧度為單位的夾角，其正切值由參數值指定。" version="4"/>

               <string helpurl="Math:ceil" name="ceil" object="Math" playername="" static="true" text="Math.ceil(%值:Number%):Number" tiptext="傳回指定之數字或運算式的最小整數。" version="4"/>

               <string helpurl="Math:cos" name="cos" object="Math" playername="" static="true" text="Math.cos(%角度弧度:Number%):Number" tiptext="傳回指定之夾角的餘弦值。" version="4"/>

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

               <string helpurl="Math:floor" name="floor" object="Math" playername="" static="true" text="Math.floor(%值:Number%):Number" tiptext="傳回參數值中指定之數字或運算式的最大整數。" version="4"/>

               <string helpurl="Math:log" name="log" object="Math" playername="" static="true" text="Math.log(%值:Number%):Number" tiptext="傳回參數值的自然對數。" version="4"/>

               <string helpurl="Math:max" name="max" object="Math" playername="" static="true" text="Math.max(%值1:Number,值2:Number,無限的參數數目:長度不定的引數%):Number" tiptext="評估參數 值1 與 值2 並傳回較大的值。" version="4"/>

               <string helpurl="Math:min" name="min" object="Math" playername="" static="true" text="Math.min(%值1:Number,值2:Number,其他:長度不定的引數%):Number" tiptext="評估參數 值1 與 值2 並傳回較小的值。" version="4"/>

               <string helpurl="Math:pow" name="pow" object="Math" playername="" static="true" text="Math.pow(%底數:Number,指數:Number%):Number" tiptext="傳回 值1 的 值2 次方。" version="4"/>

               <string helpurl="Math:random" name="random" object="Math" playername="" static="true" text="Math.random(%%):Number" tiptext="傳回虛擬亂數 n，其中 0 &amp;lt;= n &amp;lt; 1。" version="4"/>

               <string helpurl="Math:round" name="round" object="Math" playername="" static="true" text="Math.round(%值:Number%):Number" tiptext="傳回參數值四捨五入為最接近整數的值。" version="4"/>

               <string helpurl="Math:sin" name="sin" object="Math" playername="" static="true" text="Math.sin(%角度弧度:Number%):Number" tiptext="傳回指定之夾角的正弦值。" version="4"/>

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

               <string helpurl="Math:tan" name="tan" object="Math" playername="" static="true" text="Math.tan(%角度弧度:Number%):Number" tiptext="傳回指定之夾角的正切值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:Math" id="Properties" name="屬性" tiptext="Math 類別的屬性">

               <string constant="true" helpurl="Math:E" name="E" object="Math" playername="" text="Math.E" tiptext="數學常數，代表自然對數的底數，以 e 表示。" version=""/>

               <string constant="true" helpurl="Math:LN10" name="LN10" object="Math" playername="" text="Math.LN10" tiptext="數學常數，代表 10 的自然對數，以 loge10 表示，近似值為 2.302585092994046。" version=""/>

               <string constant="true" helpurl="Math:LN2" name="LN2" object="Math" playername="" text="Math.LN2" tiptext="數學常數，代表 2 的自然對數，以 loge2 表示，近似值為 0.6931471805599453。" version=""/>

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

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

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

               <string constant="true" helpurl="Math:SQRT1_2" name="SQRT1_2" object="Math" playername="" text="Math.SQRT1_2" tiptext="數學常數，代表 1/2 的平方根，近似值為 0.7071067811865476。" version=""/>

               <string constant="true" helpurl="Math:SQRT2" name="SQRT2" object="Math" playername="" text="Math.SQRT2" tiptext="數學常數，代表 2 的平方根，近似值為 1.4142135623730951。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Namespace" id="Namespace" index="true" name="Namespace" sort="true" tiptext="Namespace 類別包含用來定義及使用命名空間的方法和屬性。">

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

               <string constructor="true" helpurl="Namespace:Namespace" name="Namespace" object="Namespace" playername="" text="new Namespace(%prefix值:*,uri值:*%)" tiptext="建立 Namespace 物件，指定 prefix值 與 uri值。" version="9"/>

               <string constructor="true" helpurl="Namespace:Namespace" name="Namespace" object="Namespace" playername="" text="new Namespace(%uri值:*%)" tiptext="建立 Namespace 物件，指定 uri 值。" version="9"/>

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

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

            </folder>

            <folder helpurl="globalClassifier:Namespace" id="Properties" name="屬性" tiptext="Namespace 類別的屬性">

               <string helpurl="Namespace:prefix:get" name="prefix" object="Namespace" playername="" text=".prefix" tiptext="命名空間的前置詞。" version=""/>

               <string helpurl="Namespace:uri:get" name="uri" object="Namespace" playername="" text=".uri" tiptext="命名空間的統一資源識別名稱 (URI)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:Number" id="Number" index="true" name="Number" sort="true" tiptext="代表 IEEE-754 雙精度浮點數的資料類型。">

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

               <string constructor="true" helpurl="Number:Number" name="Number" object="Number" playername="" text="new Number(%數字:Object%)" tiptext="建立具有指定值的 Number。" version="4"/>

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

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

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

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

               <string helpurl="Number:AS3:valueOf" name="valueOf" object="Number" playername="" text=".valueOf(%%):Number" tiptext="傳回指定之 Number 物件的基本值類型。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:Number" id="Properties" name="屬性" tiptext="Number 類別的屬性">

               <string constant="true" helpurl="Number:MAX_VALUE" name="MAX_VALUE" object="Number" playername="" text="Number.MAX_VALUE" tiptext="最大的可表示數字 (雙精度 IEEE-754)。" version=""/>

               <string constant="true" helpurl="Number:MIN_VALUE" name="MIN_VALUE" object="Number" playername="" text="Number.MIN_VALUE" tiptext="最小的可表示非負數、非零數字 (雙精度 IEEE-754)。" version=""/>

               <string constant="true" helpurl="Number:NEGATIVE_INFINITY" name="NEGATIVE_INFINITY" object="Number" playername="" text="Number.NEGATIVE_INFINITY" tiptext="指定代表負無限大的 IEEE-754 值。" version=""/>

               <string constant="true" helpurl="Number:NaN" name="NaN" object="Number" playername="" text="Number.NaN" tiptext="代表「非數字」(NaN) 的 IEEE-754 值。" version=""/>

               <string constant="true" helpurl="Number:POSITIVE_INFINITY" name="POSITIVE_INFINITY" object="Number" playername="" text="Number.POSITIVE_INFINITY" tiptext="指定代表正無限大的 IEEE-754 值。" version=""/>

            </folder>

         </folder>

         <folder helpurl="globalClassifier:Object" id="Object" index="true" name="Object" sort="true" tiptext="Object 類別位於 ActionScript 執行階段類別階層架構的根部。">

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

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

               <string helpurl="Object:AS3:hasOwnProperty" name="hasOwnProperty" object="Object" playername="" text=".hasOwnProperty(%名稱:String%):Boolean" tiptext="指出物件是否有已定義的指定屬性。" version="4"/>

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

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

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

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

               <string helpurl="Object:toString" name="toString" object="Object" playername="" text=".toString(%%):String" tiptext="傳回指定之物件的字串形式。" version="4"/>

               <string helpurl="Object:valueOf" name="valueOf" object="Object" playername="" text=".valueOf(%%):Object" tiptext="傳回指定之物件的基本值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:Object" id="Properties" name="屬性" tiptext="Object 類別的屬性">

               <string helpurl="Object:constructor" name="constructor" object="Object" playername="" text=".constructor" tiptext="類別物件的參照或是特定物件實體的建構函數。" version=""/>

               <string helpurl="Object:prototype" name="prototype" object="Object" playername="" text=".prototype" tiptext="類別或函數物件之原型物件的參照。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:QName" id="QName" index="true" name="QName" sort="true" tiptext="QName 物件代表 XML 元素與屬性的限定名稱。">

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

               <string constructor="true" helpurl="QName:QName" name="QName" object="QName" playername="" text="new QName(%Q名稱:QName%)" tiptext="建立 QName 物件，該物件是另一個 QName 物件的副本。" version="9"/>

               <string constructor="true" helpurl="QName:QName" name="QName" object="QName" playername="" text="new QName(%uri:Namespace,區域名稱:QName%)" 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"/>

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

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

            </folder>

            <folder helpurl="globalClassifier:QName" id="Properties" name="屬性" tiptext="QName 類別的屬性">

               <string helpurl="QName:localName:get" name="localName" object="QName" playername="" text=".localName" tiptext="QName 物件的區域名稱。" version=""/>

               <string helpurl="QName:uri:get" name="uri" object="QName" playername="" text=".uri" tiptext="QName 物件的統一資源識別名稱 (URI)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:RangeError" id="RangeError" index="true" name="RangeError" sort="true" tiptext="當數值位於可接受範圍之外時，便會擲回 RangeError 例外。">

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

               <string constructor="true" helpurl="RangeError:RangeError" name="RangeError" object="RangeError" playername="" text="new RangeError(%訊息:String%)" tiptext="建立新的 RangeError 物件。" version="4"/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="ReferenceError:ReferenceError" name="ReferenceError" object="ReferenceError" playername="" text="new ReferenceError(%訊息:Stringg%)" tiptext="建立新的 ReferenceError 物件。" version="4"/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="RegExp:RegExp" name="RegExp" object="RegExp" playername="" text="new RegExp(%re:String,旗標:String%)" tiptext="可讓您透過兩個字串建構規則運算式。" version="9"/>

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

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

            </folder>

            <folder helpurl="globalClassifier:RegExp" id="Properties" name="屬性" tiptext="RegExp 類別的屬性">

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

               <string helpurl="RegExp:extended:get" name="extended" object="RegExp" playername="" text=".extended" tiptext="指定是否針對規則運算式使用延伸模式。" version=""/>

               <string helpurl="RegExp:global:get" name="global" object="RegExp" playername="" text=".global" tiptext="指定是否針對規則運算式使用全域模式。" version=""/>

               <string helpurl="RegExp:ignoreCase:get" name="ignoreCase" object="RegExp" playername="" text=".ignoreCase" tiptext="指定規則運算式是否忽略大小寫。" version=""/>

               <string helpurl="RegExp:lastIndex:get" name="lastIndex" object="RegExp" playername="" text=".lastIndex" tiptext="指定字串中開始下一次搜尋的索引位置。" version=""/>

               <string helpurl="RegExp:multiline:get" name="multiline" object="RegExp" playername="" text=".multiline" tiptext="指定是否設定 m (multiline) 旗標。" version=""/>

               <string helpurl="RegExp:source:get" name="source" object="RegExp" playername="" text=".source" tiptext="指定規則運算式的樣式部分。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="globalClassifier:SecurityError" id="SecurityError" index="true" name="SecurityError" sort="true" tiptext="發生某種安全性違規時，便會擲回 SecurityError 例外。">

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

               <string constructor="true" helpurl="SecurityError:SecurityError" name="SecurityError" object="SecurityError" playername="" text="new SecurityError(%訊息:String%)" tiptext="建立新的 SecurityError 物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:String" id="String" index="true" name="String" sort="true" tiptext="String 類別是代表字元字串的資料類型。">

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

               <string constructor="true" helpurl="String:String" name="String" object="String" playername="" text="new String(%值:String%)" tiptext="建立初始化為所指定字串的新 String 物件。" version="4"/>

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

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

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

               <string helpurl="String:AS3:fromCharCode" name="fromCharCode" object="String" playername="" static="true" text="String.fromCharCode(%字元碼:長度不定的引數%):String" tiptext="會傳回參數中 Unicode 字元碼代表之字元所組成的字串。" version="4"/>

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

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

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

               <string helpurl="String:AS3:match" name="match" object="String" playername="" text=".match(%樣式:*%):Array" tiptext="比對指定的 pattern 與字串。" version="4"/>

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

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

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

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

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

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

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

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

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

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

               <string helpurl="String:AS3:valueOf" name="valueOf" object="String" playername="" text=".valueOf(%%):String" tiptext="傳回 String 實體的基本值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:String" id="Properties" name="屬性" tiptext="String 類別的屬性">

               <string helpurl="String:length:get" name="length" object="String" playername="" text=".length" tiptext="整數，指定在指定之 String 物件中的字元數。" version=""/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="SyntaxError:SyntaxError" name="SyntaxError" object="SyntaxError" playername="" text="new SyntaxError(%訊息:String%)" tiptext="建立新的 SyntaxError 物件。" version="4"/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="TypeError:TypeError" name="TypeError" object="TypeError" playername="" text="new TypeError(%訊息:String%)" tiptext="建立新的 TypeError 物件。" version="4"/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="uint:uint" name="uint" object="uint" playername="" text="new uint(%數字:Object%)" tiptext="建立新的 uint 物件。" version="4"/>

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

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

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

               <string helpurl="uint:AS3:toString" name="toString" object="uint" playername="" text=".toString(%進位基數:uint%):String" tiptext="傳回 uint 物件的字串形式。" version="4"/>

               <string helpurl="uint:AS3:valueOf" name="valueOf" object="uint" playername="" text=".valueOf(%%):uint" tiptext="傳回所指定 uint 物件的基本 uint 類型值。" version="4"/>

            </folder>

            <folder helpurl="globalClassifier:uint" id="Properties" name="屬性" tiptext="uint 類別的屬性">

               <string constant="true" helpurl="uint:MAX_VALUE" name="MAX_VALUE" object="uint" playername="" text="uint.MAX_VALUE" tiptext="可表示的最大 32 位元無正負號整數，也就是 4,294,967,295。" version=""/>

               <string constant="true" helpurl="uint:MIN_VALUE" name="MIN_VALUE" object="uint" playername="" text="uint.MIN_VALUE" tiptext="可表示的最小無正負號整數，也就是 0。" version=""/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="URIError:URIError" name="URIError" object="URIError" playername="" text="new URIError(%訊息:String%)" tiptext="建立新的 URIError 物件。" version="4"/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="Vector:Vector" name="Vector" object="Vector" playername="" text="new Vector(%[長度:uint=0,固定:Boolean=false]%)" tiptext="建立具有指定基底類型的 Vector。" version="4"/>

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

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

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

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

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

               <string helpurl="Vector:AS3:join" name="join" object="Vector" playername="" text=".join(%[分隔鍵:String=,]%):String" tiptext="將 Vector 中的元素轉換成字串。" version="4"/>

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

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

               <string helpurl="Vector:AS3:pop" name="pop" object="Vector" playername="" text=".pop(%%):T" tiptext="移除 Vector 中的最後一個元素，並傳回該元素。" version="4"/>

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

               <string helpurl="Vector:AS3:reverse" name="reverse" object="Vector" playername="" text=".reverse(%%):Vector$T" tiptext="將 Vector 中的元素順序反轉。" version="4"/>

               <string helpurl="Vector:AS3:shift" name="shift" object="Vector" playername="" text=".shift(%%):T" tiptext="移除 Vector 中的第一個元素，並傳回該元素。" version="4"/>

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

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

               <string helpurl="Vector:AS3:sort" name="sort" object="Vector" playername="" text=".sort(%比較函數:Function%):Vector$T" tiptext="對 Vector 中的元素進行排序。" version="4"/>

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

               <string helpurl="Vector:toLocaleString" name="toLocaleString" object="Vector" playername="" text=".toLocaleString(%%):String" tiptext="傳回字串，此字串代表指定之 Vector 中的元素。" version="4"/>

               <string helpurl="Vector:toString" name="toString" object="Vector" playername="" text=".toString(%%):String" tiptext="傳回字串，此字串代表 Vector 中的元素。" version="4"/>

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

            </folder>

            <folder helpurl="globalClassifier:Vector" id="Properties" name="屬性" tiptext="Vector 類別的屬性">

               <string helpurl="Vector:fixed:get" name="fixed" object="Vector" playername="" text=".fixed" tiptext="指出是否可以變更 Vector 的 length 屬性。" version=""/>

               <string helpurl="Vector:length:get" name="length" object="Vector" playername="" text=".length" tiptext="在 Vector 中可以使用的有效索引範圍。" version=""/>

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="VerifyError:VerifyError" name="VerifyError" object="VerifyError" playername="" text="new VerifyError(%訊息:String%)" tiptext="建立新的 VerifyError 物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:XML" id="XML" index="true" name="XML" sort="true" tiptext="XML 類別包含使用 XML 物件的方法和屬性。">

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

               <string constructor="true" helpurl="XML:XML" name="XML" object="XML" playername="" text="new XML(%值:Object%)" tiptext="建立新的 XML 物件。" version="9"/>

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

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

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

               <string helpurl="XML:AS3:attributes" name="attributes" object="XML" playername="" text=".attributes(%%):XMLList" tiptext="傳回所指定 XML 物件的屬性值清單。" version="9"/>

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

               <string helpurl="XML:AS3:child" name="child" object="XML" playername="" text=".child(%屬性名稱:Object%):XMLList" tiptext="列出 XML 物件的子系。" version="9"/>

               <string helpurl="XML:AS3:children" name="children" object="XML" playername="" text=".children(%%):XMLList" tiptext="以出現的序列列出 XML 物件的子系。" version="9"/>

               <string helpurl="XML:AS3:comments" name="comments" object="XML" playername="" text=".comments(%%):XMLList" tiptext="列出包含 XML 註解的 XML 物件屬性。" version="9"/>

               <string helpurl="XML:AS3:contains" name="contains" object="XML" playername="" text=".contains(%值:XML%):Boolean" tiptext="比較 XML 物件與指定的值參數。" version="9"/>

               <string helpurl="XML:AS3:copy" name="copy" object="XML" playername="" text=".copy(%%):XML" tiptext="傳回指定之 XML 物件的副本。" version="9"/>

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

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

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

               <string helpurl="XML:AS3:hasComplexContent" name="hasComplexContent" object="XML" playername="" text=".hasComplexContent(%%):Boolean" tiptext="檢查 XML 物件是否包含複雜內容。" version="9"/>

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

               <string helpurl="XML:AS3:hasSimpleContent" name="hasSimpleContent" object="XML" playername="" text=".hasSimpleContent(%%):Boolean" tiptext="檢查 XML 物件是否包含簡單內容。" version="9"/>

               <string helpurl="XML:AS3:inScopeNamespaces" name="inScopeNamespaces" object="XML" playername="" text=".inScopeNamespaces(%%):Array" tiptext="根據物件的父輩列出 XML 物件的命名空間。" version="9"/>

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

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

               <string helpurl="XML:AS3:length" name="length" object="XML" playername="" text=".length(%%):int" tiptext="對於 XML 物件，這個方法永遠都會傳回整數 1。" version="9"/>

               <string helpurl="XML:AS3:localName" name="localName" object="XML" playername="" text=".localName(%%):Object" tiptext="提供 XML 物件限定名稱的區域名稱部分。" version="9"/>

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

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

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

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

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

               <string helpurl="XML:AS3:parent" name="parent" object="XML" playername="" text=".parent(%%)" tiptext="傳回 XML 物件的父輩。" version="9"/>

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

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

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

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

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

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

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

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

               <string helpurl="XML:AS3:setNamespace" name="setNamespace" object="XML" playername="" text=".setNamespace(%命名空間:Namespace%):void" tiptext="設定與 XML 物件關聯的命名空間。" version="9"/>

               <string helpurl="XML:AS3:setSettings" name="setSettings" object="XML" playername="" static="true" text="XML.setSettings(%無限的參數數目:長度不定的引數%):void" tiptext="設定下列 XML 屬性的值： ignoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9"/>

               <string helpurl="XML:AS3:settings" name="settings" object="XML" playername="" static="true" text="XML.settings(%%):Object" tiptext="擷取下列屬性：IgnoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9"/>

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

               <string helpurl="XML:AS3:toString" name="toString" object="XML" playername="" text=".toString(%%):String" tiptext="傳回 XML 物件的字串形式。" version="9"/>

               <string helpurl="XML:AS3:toXMLString" name="toXMLString" object="XML" playername="" text=".toXMLString(%%):String" tiptext="傳回 XML 物件的字串形式。" version="9"/>

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

            </folder>

            <folder helpurl="globalClassifier:XML" id="Properties" name="屬性" tiptext="XML 類別的屬性">

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

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

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

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

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

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="globalClassifier:XMLList" id="XMLList" index="true" name="XMLList" sort="true" tiptext="XMLList 類別包含可使用一個或多個 XML 元素的方法。">

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

               <string constructor="true" helpurl="XMLList:XMLList" name="XMLList" object="XMLList" playername="" text="new XMLList(%值:Object%)" tiptext="建立新的 XMLList 物件。" version="9"/>

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

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

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

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

               <string helpurl="XMLList:AS3:comments" name="comments" object="XMLList" playername="" text=".comments(%%):XMLList" tiptext="呼叫每個 XML 物件的 comments() 方法，並傳回註解的 XMLList。" version="9"/>

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

               <string helpurl="XMLList:AS3:copy" name="copy" object="XMLList" playername="" text=".copy(%%):XMLList" tiptext="傳回指定之 XMLList 物件的副本。" version="9"/>

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

               <string helpurl="XMLList:AS3:elements" name="elements" object="XMLList" playername="" text=".elements(%[名稱:Object=*]%):XMLList" tiptext="呼叫每個 XML 物件的 elements() 方法。" version="9"/>

               <string helpurl="XMLList:AS3:hasComplexContent" name="hasComplexContent" object="XMLList" playername="" text=".hasComplexContent(%%):Boolean" tiptext="檢查 XMLList 物件是否包含複雜內容。" version="9"/>

               <string helpurl="XMLList:AS3:hasOwnProperty" name="hasOwnProperty" object="XMLList" playername="" text=".hasOwnProperty(%p:String%):Boolean" tiptext="檢查 P 所指定的屬性。" version="9"/>

               <string helpurl="XMLList:AS3:hasSimpleContent" name="hasSimpleContent" object="XMLList" playername="" text=".hasSimpleContent(%%):Boolean" tiptext="檢查 XMLList 物件是否包含簡單內容。" version="9"/>

               <string helpurl="XMLList:AS3:length" name="length" object="XMLList" playername="" text=".length(%%):int" tiptext="傳回 XMLList 物件中的屬性數目。" version="9"/>

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

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

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

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

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

               <string helpurl="XMLList:AS3:toString" name="toString" object="XMLList" playername="" text=".toString(%%):String" tiptext="傳回 XMLList 物件中所有 XML 物件的字串形式。" version="9"/>

               <string helpurl="XMLList:AS3:toXMLString" name="toXMLString" object="XMLList" playername="" text=".toXMLString(%%):String" tiptext="傳回 XMLList 物件中所有 XML 物件的字串形式。" version="9"/>

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

            </folder>

         </folder>

      </folder>

      <folder id="Language Elements" index="true" name="語言元素" sort="true" tiptext="在執行階段執行或指定動作的語言元素">

         <folder helpurl="globalClassifier:methodSummary" id="Global Functions" name="全域函數" tiptext="在每個指令碼中都可以使用的方法">

            <string helpurl="globalClassifier:Array" name="Array" playername="" text="Array(%引數:長度不定的引數%):Array" tiptext="建立新的陣列。" version="4"/>

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

            <string helpurl="globalClassifier:Number" name="Number" playername="" text="Number(%運算式:Object%):Number" tiptext="將指定的值轉換成 Number 值。" version="4"/>

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

            <string helpurl="globalClassifier:String" name="String" playername="" text="String(%運算式:Object%):String" tiptext="傳回指定參數的字串形式。" version="4"/>

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

            <string helpurl="globalClassifier:XMLList" name="XMLList" playername="" text="XMLList(%運算式:Object%):XMLList" tiptext="將物件轉換成 XMLList 物件。" version="4"/>

            <string helpurl="globalClassifier:XML" name="XML" playername="" text="XML(%運算式:Object%):XML" tiptext="將物件轉換成 XML 物件。" version="4"/>

            <string helpurl="globalClassifier:decodeURIComponent" name="decodeURIComponent" playername="" text="decodeURIComponent(%URI:String%):String" tiptext="將已編碼的 URI 組件解碼成字串。" version="4"/>

            <string helpurl="globalClassifier:decodeURI" name="decodeURI" playername="" text="decodeURI(%URI:String%):String" tiptext="將已編碼的 URI 解碼成字串。" version="4"/>

            <string helpurl="globalClassifier:encodeURIComponent" name="encodeURIComponent" playername="" text="encodeURIComponent(%URI:String%):String" tiptext="將字串編碼成有效的 URI 組件。" version="4"/>

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

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

            <string helpurl="globalClassifier:int" name="int" playername="" text="int(%值:Number%):int" tiptext="將指定的數值轉換成整數值。" version="4"/>

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

            <string helpurl="globalClassifier:isNaN" name="isNaN" playername="" text="isNaN(%數字:Number%):Boolean" tiptext="如果值是 NaN (非數字)，則傳回 true。" version="4"/>

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

            <string helpurl="globalClassifier:parseFloat" name="parseFloat" playername="" text="parseFloat(%字串:String%):Number" tiptext="將字串轉換成浮點數。" version="4"/>

            <string helpurl="globalClassifier:parseInt" name="parseInt" playername="" text="parseInt(%字串:String[,進位基數:uint=0]%):Number" tiptext="將字串轉換成整數。" version="4"/>

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

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

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

         </folder>

         <folder helpurl="globalClassifier:constantSummary" id="Global Constants" name="全域常數" tiptext="在每個指令碼中都可以使用的常數">

            <string constant="true" helpurl="globalValue:-Infinity" name="-Infinity" playername="" text="-Infinity" tiptext="代表負 Infinity 的特殊值。" version=""/>

            <string constant="true" helpurl="globalValue:Infinity" name="Infinity" playername="" text="Infinity" tiptext="代表正 Infinity 的特殊值。" version=""/>

            <string constant="true" helpurl="globalValue:NaN" name="NaN" playername="" text="NaN" tiptext="Number 資料類型的特殊成員，代表「非數字」(NaN) 的值。" version=""/>

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

         </folder>

      </folder>

      <folder helpurl="fl.accessibility" id="fl.accessibility" name="fl.accessibility" sort="true" tiptext="fl.accessibility 套件的類別">

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

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

               <string helpurl="fl.accessibility:AccImpl:enableAccessibility" name="enableAccessibility" object="[fl.accessibility.AccImpl]" playername="" static="true" text="AccImpl.enableAccessibility(%%):void" tiptext="啟用組件的輔助功能。" version="1.0"/>

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

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

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

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

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.containers" id="fl.containers" name="fl.containers" sort="true" tiptext="fl.containers 套件的類別">

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

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

               <string constructor="true" helpurl="fl.containers:BaseScrollPane:BaseScrollPane" name="BaseScrollPane" object="[fl.containers.BaseScrollPane]" playername="" text="new BaseScrollPane(%%)" tiptext="建立新的 BaseScrollPane 組件實體。" version="1.0"/>

               <string helpurl="fl.containers:BaseScrollPane:getStyleDefinition" name="getStyleDefinition" object="[fl.containers.BaseScrollPane]" playername="" static="true" text="BaseScrollPane.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.containers:BaseScrollPane" id="Properties" name="屬性" tiptext="BaseScrollPane 類別的屬性">

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

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

               <string helpurl="fl.containers:BaseScrollPane:horizontalScrollBar:get" name="horizontalScrollBar" object="[fl.containers.BaseScrollPane]" playername="" text=".horizontalScrollBar" tiptext="會取得水平捲軸的參考。" version=""/>

               <string helpurl="fl.containers:BaseScrollPane:horizontalScrollPolicy:get" name="horizontalScrollPolicy" object="[fl.containers.BaseScrollPane]" playername="" text=".horizontalScrollPolicy" tiptext="會取得或設定指出水平捲軸狀態的值。" version=""/>

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

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

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

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

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

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

               <string helpurl="fl.containers:BaseScrollPane:verticalScrollBar:get" name="verticalScrollBar" object="[fl.containers.BaseScrollPane]" playername="" text=".verticalScrollBar" tiptext="會取得垂直捲軸的參考。" version=""/>

               <string helpurl="fl.containers:BaseScrollPane:verticalScrollPolicy:get" name="verticalScrollPolicy" object="[fl.containers.BaseScrollPane]" playername="" text=".verticalScrollPolicy" tiptext="會取得或設定指出垂直捲軸狀態的值。" version=""/>

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

            </folder>

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

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

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="fl.containers:ScrollPane:ScrollPane" name="ScrollPane" object="[fl.containers.ScrollPane]" playername="" text="new ScrollPane(%%)" tiptext="建立新的 ScrollPane 組件實體。" version="1.0"/>

               <string helpurl="fl.containers:ScrollPane:getStyleDefinition" name="getStyleDefinition" object="[fl.containers.ScrollPane]" playername="" static="true" text="ScrollPane.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

               <string helpurl="fl.containers:ScrollPane:refreshPane" name="refreshPane" object="[fl.containers.ScrollPane]" playername="" text=".refreshPane(%%):void" tiptext="會重新載入捲動窗格的內容。" version="1.0"/>

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

            </folder>

            <folder helpurl="fl.containers:ScrollPane" id="Properties" name="屬性" tiptext="ScrollPane 類別的屬性">

               <string helpurl="fl.containers:ScrollPane:bytesLoaded:get" name="bytesLoaded" object="[fl.containers.ScrollPane]" playername="" text=".bytesLoaded" tiptext="會取得已載入之內容的位元組數。" version=""/>

               <string helpurl="fl.containers:ScrollPane:bytesTotal:get" name="bytesTotal" object="[fl.containers.ScrollPane]" playername="" text=".bytesTotal" tiptext="會取得要載入的內容位元組總數。" version=""/>

               <string helpurl="fl.containers:ScrollPane:content:get" name="content" object="[fl.containers.ScrollPane]" playername="" text=".content" tiptext="會取得捲動窗格中所載入內容的參考。" version=""/>

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

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

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

            </folder>

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

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

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

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

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

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

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

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

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="fl.containers:UILoader:UILoader" name="UILoader" object="[fl.containers.UILoader]" playername="" text="new UILoader(%%)" tiptext="建立新的 UILoader 組件實體。" version="1.0"/>

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

               <string helpurl="fl.containers:UILoader:getStyleDefinition" name="getStyleDefinition" object="[fl.containers.UILoader]" playername="" static="true" text="UILoader.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

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

               <string helpurl="fl.containers:UILoader:setSize" name="setSize" object="[fl.containers.UILoader]" playername="" text=".setSize(%寬:Number,高:Number%):void" tiptext="將組件調整為要求的大小。" version="1.0"/>

               <string helpurl="fl.containers:UILoader:unload" name="unload" object="[fl.containers.UILoader]" playername="" text=".unload(%%):void" tiptext="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"/>

            </folder>

            <folder helpurl="fl.containers:UILoader" id="Properties" name="屬性" tiptext="UILoader 類別的屬性">

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

               <string helpurl="fl.containers:UILoader:bytesLoaded:get" name="bytesLoaded" object="[fl.containers.UILoader]" playername="" text=".bytesLoaded" tiptext="會取得已載入之內容的位元組數。" version=""/>

               <string helpurl="fl.containers:UILoader:bytesTotal:get" name="bytesTotal" object="[fl.containers.UILoader]" playername="" text=".bytesTotal" tiptext="會取得要載入的內容位元組總數。" version=""/>

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

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

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

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

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

            </folder>

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

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

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

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

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

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

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

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

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls" id="fl.controls" name="fl.controls" sort="true" tiptext="fl.controls 套件的類別">

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

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

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

               <string helpurl="fl.controls:BaseButton:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.BaseButton]" playername="" static="true" text="BaseButton.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

               <string helpurl="fl.controls:BaseButton:setMouseState" name="setMouseState" object="[fl.controls.BaseButton]" playername="" text=".setMouseState(%狀態:String%):void" tiptext="經由 ActionScript 設定滑鼠狀態。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:BaseButton" id="Properties" name="屬性" tiptext="BaseButton 類別的屬性">

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

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

               <string helpurl="fl.controls:BaseButton:selected:get" name="selected" object="[fl.controls.BaseButton]" playername="" text=".selected" tiptext="會取得或設定 Boolean 值，指出是否已選取切換按鈕。" version=""/>

            </folder>

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

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

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

            </folder>

         </folder>

         <folder asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:Button" id="[fl.controls.Button]" index="true" name="Button" sort="true" tiptext="Button 組件代表常用的矩形按鈕。">

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

               <string constructor="true" helpurl="fl.controls:Button:Button" name="Button" object="[fl.controls.Button]" playername="" text="new Button(%%)" tiptext="建立新的 Button 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:Button:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.Button]" playername="" static="true" text="Button.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:Button" id="Properties" name="屬性" tiptext="Button 類別的屬性">

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

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ButtonLabelPlacement" id="[fl.controls.ButtonLabelPlacement]" index="true" name="ButtonLabelPlacement" sort="true" tiptext="ButtonLabelPlacement 類別會定義常數，做為 Button、CheckBox 或 RadioButton 組件之 labelPlacement 屬性的值。">

            <folder helpurl="fl.controls:ButtonLabelPlacement" id="Properties" name="屬性" tiptext="ButtonLabelPlacement 類別的屬性">

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:BOTTOM" name="BOTTOM" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.BOTTOM" tiptext="標籤會出現在圖示下方。" version=""/>

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:LEFT" name="LEFT" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.LEFT" tiptext="標籤會出現在圖示左方。" version=""/>

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:RIGHT" name="RIGHT" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.RIGHT" tiptext="標籤會出現在圖示右方。" version=""/>

               <string constant="true" helpurl="fl.controls:ButtonLabelPlacement:TOP" name="TOP" object="[fl.controls.ButtonLabelPlacement]" playername="" text="ButtonLabelPlacement.TOP" tiptext="標籤會出現在圖示上方。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:CheckBox" id="[fl.controls.CheckBox]" index="true" name="CheckBox" sort="true" tiptext="CheckBox 組件會顯示可以包含核取標記的小方塊。">

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

               <string constructor="true" helpurl="fl.controls:CheckBox:CheckBox" name="CheckBox" object="[fl.controls.CheckBox]" playername="" text="new CheckBox(%%)" tiptext="建立新的 CheckBox 組件實體。" version="1.0"/>

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

               <string helpurl="fl.controls:CheckBox:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.CheckBox]" playername="" static="true" text="CheckBox.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:CheckBox" id="Properties" name="屬性" tiptext="CheckBox 類別的屬性">

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

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

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="fl.controls:ColorPicker:ColorPicker" name="ColorPicker" object="[fl.controls.ColorPicker]" playername="" text="new ColorPicker(%%)" tiptext="會建立 ColorPicker 類別的實體。" version="1.0"/>

               <string helpurl="fl.controls:ColorPicker:close" name="close" object="[fl.controls.ColorPicker]" playername="" text=".close(%%):void" tiptext="隱藏色盤。" version="1.0"/>

               <string helpurl="fl.controls:ColorPicker:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ColorPicker]" playername="" static="true" text="ColorPicker.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

               <string helpurl="fl.controls:ColorPicker:open" name="open" object="[fl.controls.ColorPicker]" playername="" text=".open(%%):void" tiptext="顯示色盤。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:ColorPicker" id="Properties" name="屬性" tiptext="ColorPicker 類別的屬性">

               <string helpurl="fl.controls:ColorPicker:textField" name="textField" object="[fl.controls.ColorPicker]" playername="" text=".textField" tiptext="ColorPicker 組件內部文字欄位的參考。" version=""/>

               <string helpurl="fl.controls:ColorPicker:colors:get" name="colors" object="[fl.controls.ColorPicker]" playername="" text=".colors" tiptext="會取得或設定 ColorPicker 組件提供的自訂顏色陣列。" version=""/>

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

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

               <string helpurl="fl.controls:ColorPicker:hexValue:get" name="hexValue" object="[fl.controls.ColorPicker]" playername="" text=".hexValue" tiptext="會取得目前選取顏色的字串值。" version=""/>

               <string helpurl="fl.controls:ColorPicker:imeMode:get" name="imeMode" object="[fl.controls.ColorPicker]" playername="" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version=""/>

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

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

            </folder>

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

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

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

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

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

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

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

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:ComboBox" id="[fl.controls.ComboBox]" index="true" name="ComboBox" sort="true" tiptext="ComboBox 組件內含下拉式清單，使用者可以從中選取一個值。">

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

               <string constructor="true" helpurl="fl.controls:ComboBox:ComboBox" name="ComboBox" object="[fl.controls.ComboBox]" playername="" text="new ComboBox(%%)" tiptext="建立新的 ComboBox 組件實體。" version="1.0"/>

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

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

               <string helpurl="fl.controls:ComboBox:close" name="close" object="[fl.controls.ComboBox]" playername="" text=".close(%%):void" tiptext="關閉下拉式清單。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:getItemAt" name="getItemAt" object="[fl.controls.ComboBox]" playername="" text=".getItemAt(%索引:uint%):Object" tiptext="會擷取位於指定索引的項目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ComboBox]" playername="" static="true" text="ComboBox.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

               <string helpurl="fl.controls:ComboBox:open" name="open" object="[fl.controls.ComboBox]" playername="" text=".open(%%):void" tiptext="開啟下拉式清單。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:removeAll" name="removeAll" object="[fl.controls.ComboBox]" playername="" text=".removeAll(%%):void" tiptext="移除清單中所有項目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:removeItemAt" name="removeItemAt" object="[fl.controls.ComboBox]" playername="" text=".removeItemAt(%索引:uint%):void" tiptext="移除位於指定索引位置的項目。" version="1.0"/>

               <string helpurl="fl.controls:ComboBox:removeItem" name="removeItem" object="[fl.controls.ComboBox]" playername="" text=".removeItem(%項目:Object%):Object" tiptext="會移除清單中的指定項目。" version="1.0"/>

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

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

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

            </folder>

            <folder helpurl="fl.controls:ComboBox" id="Properties" name="屬性" tiptext="ComboBox 類別的屬性">

               <string helpurl="fl.controls:ComboBox:dataProvider:get" name="dataProvider" object="[fl.controls.ComboBox]" playername="" text=".dataProvider" tiptext="會取得或設定要檢視之項目清單的資料模型。" version=""/>

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

               <string helpurl="fl.controls:ComboBox:dropdown:get" name="dropdown" object="[fl.controls.ComboBox]" playername="" text=".dropdown" tiptext="取得 ComboBox 組件所包含之 List 組件的參考。" version=""/>

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

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

               <string helpurl="fl.controls:ComboBox:labelFunction:get" name="labelFunction" object="[fl.controls.ComboBox]" playername="" text=".labelFunction" tiptext="會取得或設定要用來取得項目標籤的函數。" version=""/>

               <string helpurl="fl.controls:ComboBox:length:get" name="length" object="[fl.controls.ComboBox]" playername="" text=".length" tiptext="會取得清單中項目的數量。" version=""/>

               <string helpurl="fl.controls:ComboBox:prompt:get" name="prompt" object="[fl.controls.ComboBox]" playername="" text=".prompt" tiptext="取得或設定 ComboBox 組件的提示。" version=""/>

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

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

               <string helpurl="fl.controls:ComboBox:selectedIndex:get" name="selectedIndex" object="[fl.controls.ComboBox]" playername="" text=".selectedIndex" tiptext="會取得或設定在單選清單中選取之項目的索引。" version=""/>

               <string helpurl="fl.controls:ComboBox:selectedItem:get" name="selectedItem" object="[fl.controls.ComboBox]" playername="" text=".selectedItem" tiptext="會取得或設定下拉式清單中選取的項目值。" version=""/>

               <string helpurl="fl.controls:ComboBox:selectedLabel:get" name="selectedLabel" object="[fl.controls.ComboBox]" playername="" text=".selectedLabel" tiptext="取得顯示於 ComboBox 組件之 TextInput 部分中的字串。" version=""/>

               <string helpurl="fl.controls:ComboBox:textField:get" name="textField" object="[fl.controls.ComboBox]" playername="" text=".textField" tiptext="會取得 ComboBox 組件所包含之 TextInput 組件的參考。" version=""/>

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

               <string helpurl="fl.controls:ComboBox:value:get" name="value" object="[fl.controls.ComboBox]" playername="" text=".value" tiptext="取得可編輯的 ComboBox 組件中項目的標籤。" version=""/>

            </folder>

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

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

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

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

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

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

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

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

            </folder>

         </folder>

         <folder asAncestors="fl.controls:SelectableList,fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:DataGrid" id="[fl.controls.DataGrid]" index="true" name="DataGrid" sort="true" tiptext="DataGrid 類別是提供由列與欄組成之資料格的清單架構組件。">

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

               <string constructor="true" helpurl="fl.controls:DataGrid:DataGrid" name="DataGrid" object="[fl.controls.DataGrid]" playername="" text="new DataGrid(%%)" tiptext="建立新的 DataGrid 組件實體。" version="1.0"/>

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

               <string helpurl="fl.controls:DataGrid:addColumn" name="addColumn" object="[fl.controls.DataGrid]" playername="" text=".addColumn(%欄:*%):fl.controls.dataGridClasses:DataGridColumn" tiptext="在 columns 陣列的結尾新增一欄。" version="1.0"/>

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

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

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

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

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

               <string helpurl="fl.controls:DataGrid:getColumnCount" name="getColumnCount" object="[fl.controls.DataGrid]" playername="" text=".getColumnCount(%%):uint" tiptext="擷取 DataGrid 組件中的欄數。" version="1.0"/>

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

               <string helpurl="fl.controls:DataGrid:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.DataGrid]" playername="" static="true" text="DataGrid.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

               <string helpurl="fl.controls:DataGrid:removeAllColumns" name="removeAllColumns" object="[fl.controls.DataGrid]" playername="" text=".removeAllColumns(%%):void" tiptext="從 DataGrid 組件移除所有的欄。" version="1.0"/>

               <string helpurl="fl.controls:DataGrid:removeColumnAt" name="removeColumnAt" object="[fl.controls.DataGrid]" playername="" text=".removeColumnAt(%索引:uint%):fl.controls.dataGridClasses:DataGridColumn" tiptext="會移除位於 columns 陣列之指定索引位置的欄。" version="1.0"/>

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

               <string helpurl="fl.controls:DataGrid:spaceColumnsEqually" name="spaceColumnsEqually" object="[fl.controls.DataGrid]" playername="" text=".spaceColumnsEqually(%%):void" tiptext="會將可見欄重設為相同寬度。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:DataGrid" id="Properties" name="屬性" tiptext="DataGrid 類別的屬性">

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

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

               <string helpurl="fl.controls:DataGrid:resizableColumns" name="resizableColumns" object="[fl.controls.DataGrid]" playername="" text=".resizableColumns" tiptext="會指出使用者是否可以變更欄的大小。" version=""/>

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

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

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

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

               <string helpurl="fl.controls:DataGrid:headerHeight:get" name="headerHeight" object="[fl.controls.DataGrid]" playername="" text=".headerHeight" tiptext="會取得或設定 DataGrid 標題的高度，以像素為單位。" version=""/>

               <string helpurl="fl.controls:DataGrid:horizontalScrollPolicy:get" name="horizontalScrollPolicy" object="[fl.controls.DataGrid]" playername="" text=".horizontalScrollPolicy" tiptext="會取得或設定 Boolean 值，指出是否永遠啟用水平捲軸。" version=""/>

               <string helpurl="fl.controls:DataGrid:imeMode:get" name="imeMode" object="[fl.controls.DataGrid]" playername="" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version=""/>

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

               <string helpurl="fl.controls:DataGrid:minColumnWidth:get" name="minColumnWidth" object="[fl.controls.DataGrid]" playername="" text=".minColumnWidth" tiptext="會取得或設定 DataGrid 的最小欄寬，以像素為單位。" version=""/>

               <string helpurl="fl.controls:DataGrid:rowCount:get" name="rowCount" object="[fl.controls.DataGrid]" playername="" text=".rowCount" tiptext="會取得或設定清單中至少可以看見部分的列數。" version=""/>

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

               <string helpurl="fl.controls:DataGrid:showHeaders:get" name="showHeaders" object="[fl.controls.DataGrid]" playername="" text=".showHeaders" tiptext="取得或設定 Boolean 值，指出 DataGrid 組件是否顯示欄標題。" version=""/>

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

               <string helpurl="fl.controls:DataGrid:sortIndex:get" name="sortIndex" object="[fl.controls.DataGrid]" playername="" text=".sortIndex" tiptext="會取得要排序的欄索引。" version=""/>

            </folder>

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

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

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

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

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

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

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

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

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="fl.controls:Label:Label" name="Label" object="[fl.controls.Label]" playername="" text="new Label(%%)" tiptext="建立新的 Label 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:Label:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.Label]" playername="" static="true" text="Label.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:Label" id="Properties" name="屬性" tiptext="Label 類別的屬性">

               <string helpurl="fl.controls:Label:textField" name="textField" object="[fl.controls.Label]" playername="" text=".textField" tiptext="Label 組件內部文字欄位的參考。" version=""/>

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

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

               <string helpurl="fl.controls:Label:height:get" name="height" object="[fl.controls.Label]" playername="" text=".height" tiptext="會取得或設定組件的高度，以像素為單位。" version=""/>

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

               <string helpurl="fl.controls:Label:selectable:get" name="selectable" object="[fl.controls.Label]" playername="" text=".selectable" tiptext="會取得或設定值，指出是否可以選取文字。" version=""/>

               <string helpurl="fl.controls:Label:text:get" name="text" object="[fl.controls.Label]" playername="" text=".text" tiptext="會取得或設定 Label 組件要顯示的純文字。" version=""/>

               <string helpurl="fl.controls:Label:width:get" name="width" object="[fl.controls.Label]" playername="" text=".width" tiptext="會取得或設定組件的寬度，以像素為單位。" version=""/>

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

            </folder>

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

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

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="fl.controls:LabelButton:LabelButton" name="LabelButton" object="[fl.controls.LabelButton]" playername="" text="new LabelButton(%%)" tiptext="建立新的 LabelButton 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:LabelButton:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.LabelButton]" playername="" static="true" text="LabelButton.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:LabelButton" id="Properties" name="屬性" tiptext="LabelButton 類別的屬性">

               <string helpurl="fl.controls:LabelButton:textField" name="textField" object="[fl.controls.LabelButton]" playername="" text=".textField" tiptext="組件之內部文字欄位的參照。" version=""/>

               <string helpurl="fl.controls:LabelButton:labelPlacement:get" name="labelPlacement" object="[fl.controls.LabelButton]" playername="" text=".labelPlacement" tiptext="相對於指定圖示的標籤位置。" version=""/>

               <string helpurl="fl.controls:LabelButton:label:get" name="label" object="[fl.controls.LabelButton]" playername="" text=".label" tiptext="取得或設定組件的文字標籤。" version=""/>

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

               <string helpurl="fl.controls:LabelButton:toggle:get" name="toggle" object="[fl.controls.LabelButton]" playername="" text=".toggle" tiptext="會取得或設定 Boolean 值，指出是否可以切換按鈕。" version=""/>

            </folder>

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

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

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

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="fl.controls:List:List" name="List" object="[fl.controls.List]" playername="" text="new List(%%)" tiptext="建立新的 List 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:List:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.List]" playername="" static="true" text="List.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

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

            </folder>

            <folder helpurl="fl.controls:List" id="Properties" name="屬性" tiptext="List 類別的屬性">

               <string helpurl="fl.controls:List:iconField:get" name="iconField" object="[fl.controls.List]" playername="" text=".iconField" tiptext="會取得或設定提供項目圖示的項目欄位。" version=""/>

               <string helpurl="fl.controls:List:iconFunction:get" name="iconFunction" object="[fl.controls.List]" playername="" text=".iconFunction" tiptext="會取得或設定要用來取得項目圖示的函數。" version=""/>

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

               <string helpurl="fl.controls:List:labelFunction:get" name="labelFunction" object="[fl.controls.List]" playername="" text=".labelFunction" tiptext="會取得或設定要用來取得項目標籤的函數。" version=""/>

               <string helpurl="fl.controls:List:rowCount:get" name="rowCount" object="[fl.controls.List]" playername="" text=".rowCount" tiptext="會取得或設定清單中至少可以看見部分的列數。" version=""/>

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

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:NumericStepper" id="[fl.controls.NumericStepper]" index="true" name="NumericStepper" sort="true" tiptext="NumericStepper 組件會顯示可供使用者選取之已排序的數字集合。">

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

               <string constructor="true" helpurl="fl.controls:NumericStepper:NumericStepper" name="NumericStepper" object="[fl.controls.NumericStepper]" playername="" text="new NumericStepper(%%)" tiptext="建立新的 NumericStepper 組件實體。" version="1.0"/>

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

               <string helpurl="fl.controls:NumericStepper:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.NumericStepper]" playername="" static="true" text="NumericStepper.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

               <string helpurl="fl.controls:NumericStepper:setFocus" name="setFocus" object="[fl.controls.NumericStepper]" playername="" text=".setFocus(%%):void" tiptext="將焦點設定至這個組件實體。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:NumericStepper" id="Properties" name="屬性" tiptext="NumericStepper 類別的屬性">

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

               <string helpurl="fl.controls:NumericStepper:imeMode:get" name="imeMode" object="[fl.controls.NumericStepper]" playername="" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version=""/>

               <string helpurl="fl.controls:NumericStepper:maximum:get" name="maximum" object="[fl.controls.NumericStepper]" playername="" text=".maximum" tiptext="會取得或設定數值序列中的最大值。" version=""/>

               <string helpurl="fl.controls:NumericStepper:minimum:get" name="minimum" object="[fl.controls.NumericStepper]" playername="" text=".minimum" tiptext="會取得或設定數值序列中的最小值。" version=""/>

               <string helpurl="fl.controls:NumericStepper:nextValue:get" name="nextValue" object="[fl.controls.NumericStepper]" playername="" text=".nextValue" tiptext="會取得值序列中的下一個值。" version=""/>

               <string helpurl="fl.controls:NumericStepper:previousValue:get" name="previousValue" object="[fl.controls.NumericStepper]" playername="" text=".previousValue" tiptext="會取得值序列中的上一個值。" version=""/>

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

               <string helpurl="fl.controls:NumericStepper:textField:get" name="textField" object="[fl.controls.NumericStepper]" playername="" text=".textField" tiptext="會取得 NumericStepper 組件所包含之 TextInput 組件的參考。" version=""/>

               <string helpurl="fl.controls:NumericStepper:value:get" name="value" object="[fl.controls.NumericStepper]" playername="" text=".value" tiptext="會取得或設定 NumericStepper 組件目前的值。" version=""/>

            </folder>

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

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

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:ProgressBar" id="[fl.controls.ProgressBar]" index="true" name="ProgressBar" sort="true" tiptext="ProgressBar 組件會顯示目前載入內容的進度。">

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

               <string constructor="true" helpurl="fl.controls:ProgressBar:ProgressBar" name="ProgressBar" object="[fl.controls.ProgressBar]" playername="" text="new ProgressBar(%%)" tiptext="建立新的 ProgressBar 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:ProgressBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ProgressBar]" playername="" static="true" text="ProgressBar.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

               <string helpurl="fl.controls:ProgressBar:reset" name="reset" object="[fl.controls.ProgressBar]" playername="" text=".reset(%%):void" tiptext="會重設進度列以進行新的載入作業。" version="1.0"/>

               <string helpurl="fl.controls:ProgressBar:setProgress" name="setProgress" object="[fl.controls.ProgressBar]" playername="" text=".setProgress(%值:Number,最大:Number%):void" tiptext="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"/>

            </folder>

            <folder helpurl="fl.controls:ProgressBar" id="Properties" name="屬性" tiptext="ProgressBar 類別的屬性">

               <string helpurl="fl.controls:ProgressBar:direction:get" name="direction" object="[fl.controls.ProgressBar]" playername="" text=".direction" tiptext="指出進度列的填色方向。" version=""/>

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

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

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

               <string helpurl="fl.controls:ProgressBar:mode:get" name="mode" object="[fl.controls.ProgressBar]" playername="" text=".mode" tiptext="會取得或設定要用來更新進度列的方法。" version=""/>

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

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

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

            </folder>

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

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

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

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ProgressBarDirection" id="[fl.controls.ProgressBarDirection]" index="true" name="ProgressBarDirection" sort="true" tiptext="ProgressBarDirection 類別會定義 ProgressBar 類別的 direction 屬性值。">

            <folder helpurl="fl.controls:ProgressBarDirection" id="Properties" name="屬性" tiptext="ProgressBarDirection 類別的屬性">

               <string constant="true" helpurl="fl.controls:ProgressBarDirection:LEFT" name="LEFT" object="[fl.controls.ProgressBarDirection]" playername="" text="ProgressBarDirection.LEFT" tiptext="從右至左為進度列填色。" version=""/>

               <string constant="true" helpurl="fl.controls:ProgressBarDirection:RIGHT" name="RIGHT" object="[fl.controls.ProgressBarDirection]" playername="" text="ProgressBarDirection.RIGHT" tiptext="從左至右為進度列填色。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ProgressBarMode" id="[fl.controls.ProgressBarMode]" index="true" name="ProgressBarMode" sort="true" tiptext="ProgressBarMode 類別會定義 ProgressBar 類別的 mode 屬性值。">

            <folder helpurl="fl.controls:ProgressBarMode" id="Properties" name="屬性" tiptext="ProgressBarMode 類別的屬性">

               <string constant="true" helpurl="fl.controls:ProgressBarMode:EVENT" name="EVENT" object="[fl.controls.ProgressBarMode]" playername="" text="ProgressBarMode.EVENT" tiptext="source 屬性所指定的組件必須傳送 progress 和 complete 事件。" version=""/>

               <string constant="true" helpurl="fl.controls:ProgressBarMode:MANUAL" name="MANUAL" object="[fl.controls.ProgressBarMode]" playername="" text="ProgressBarMode.MANUAL" tiptext="手動更新 ProgressBar 組件的狀態。" version=""/>

               <string constant="true" helpurl="fl.controls:ProgressBarMode:POLLED" name="POLLED" object="[fl.controls.ProgressBarMode]" playername="" text="ProgressBarMode.POLLED" tiptext="透過輪詢來源更新進度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:RadioButton" id="[fl.controls.RadioButton]" index="true" name="RadioButton" sort="true" tiptext="RadioButton 組件可讓您強制使用者在一組選擇中進行單一選取。">

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

               <string constructor="true" helpurl="fl.controls:RadioButton:RadioButton" name="RadioButton" object="[fl.controls.RadioButton]" playername="" text="new RadioButton(%%)" tiptext="建立新的 RadioButton 組件實體。" version="1.0"/>

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

               <string helpurl="fl.controls:RadioButton:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.RadioButton]" playername="" static="true" text="RadioButton.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:RadioButton" id="Properties" name="屬性" tiptext="RadioButton 類別的屬性">

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

               <string helpurl="fl.controls:RadioButton:groupName:get" name="groupName" object="[fl.controls.RadioButton]" playername="" text=".groupName" tiptext="選項按鈕實體或群組的群組名稱。" version=""/>

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

               <string helpurl="fl.controls:RadioButton:selected:get" name="selected" object="[fl.controls.RadioButton]" playername="" text=".selected" tiptext="指出選項按鈕目前已選取 (true) 或取消選取 (false)。" version=""/>

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

               <string helpurl="fl.controls:RadioButton:value:get" name="value" object="[fl.controls.RadioButton]" playername="" text=".value" tiptext="與選項按鈕相關聯的使用者定義值。" version=""/>

            </folder>

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

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

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

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.controls:RadioButtonGroup" id="[fl.controls.RadioButtonGroup]" index="true" name="RadioButtonGroup" sort="true" tiptext="RadioButtonGroup 類別會將 RadioButton 組件的群組定義為充當單一組件。">

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

               <string constructor="true" helpurl="fl.controls:RadioButtonGroup:RadioButtonGroup" name="RadioButtonGroup" object="[fl.controls.RadioButtonGroup]" playername="" text="new RadioButtonGroup(%名稱:String%)" tiptext="會建立新的 RadioButtonGroup 實體。" version="1.0"/>

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

               <string helpurl="fl.controls:RadioButtonGroup:getGroup" name="getGroup" object="[fl.controls.RadioButtonGroup]" playername="" static="true" text="RadioButtonGroup.getGroup(%名稱:String%):fl.controls:RadioButtonGroup" tiptext="擷取所指定選項按鈕群組的參考。" version="1.0"/>

               <string helpurl="fl.controls:RadioButtonGroup:getRadioButtonAt" name="getRadioButtonAt" object="[fl.controls.RadioButtonGroup]" playername="" text=".getRadioButtonAt(%索引:int%):fl.controls:RadioButton" tiptext="擷取指定索引位置上的 RadioButton 組件。" version="1.0"/>

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

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

            </folder>

            <folder helpurl="fl.controls:RadioButtonGroup" id="Properties" name="屬性" tiptext="RadioButtonGroup 類別的屬性">

               <string helpurl="fl.controls:RadioButtonGroup:name:get" name="name" object="[fl.controls.RadioButtonGroup]" playername="" text=".name" tiptext="取得選項按鈕的實體名稱。" version=""/>

               <string helpurl="fl.controls:RadioButtonGroup:numRadioButtons:get" name="numRadioButtons" object="[fl.controls.RadioButtonGroup]" playername="" text=".numRadioButtons" tiptext="取得此選項按鈕群組中的選項按鈕數。" version=""/>

               <string helpurl="fl.controls:RadioButtonGroup:selectedData:get" name="selectedData" object="[fl.controls.RadioButtonGroup]" playername="" text=".selectedData" tiptext="取得或設定所選取選項按鈕的值屬性。" version=""/>

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

            </folder>

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

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

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

            </folder>

         </folder>

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

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

               <string constructor="true" helpurl="fl.controls:ScrollBar:ScrollBar" name="ScrollBar" object="[fl.controls.ScrollBar]" playername="" text="new ScrollBar(%%)" tiptext="會建立新的 ScrollBar 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:ScrollBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.ScrollBar]" playername="" static="true" text="ScrollBar.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

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

            </folder>

            <folder helpurl="fl.controls:ScrollBar" id="Properties" name="屬性" tiptext="ScrollBar 類別的屬性">

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

               <string helpurl="fl.controls:ScrollBar:enabled:get" name="enabled" object="[fl.controls.ScrollBar]" playername="" text=".enabled" tiptext="取得或設定 Boolean 值，指出捲軸是否為已啟用。" version=""/>

               <string helpurl="fl.controls:ScrollBar:height:get" name="height" object="[fl.controls.ScrollBar]" playername="" text=".height" tiptext="會取得或設定組件的高度，以像素為單位。" version=""/>

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

               <string helpurl="fl.controls:ScrollBar:maxScrollPosition:get" name="maxScrollPosition" object="[fl.controls.ScrollBar]" playername="" text=".maxScrollPosition" tiptext="取得或設定表示最高捲動位置的數字。" version=""/>

               <string helpurl="fl.controls:ScrollBar:minScrollPosition:get" name="minScrollPosition" object="[fl.controls.ScrollBar]" playername="" text=".minScrollPosition" tiptext="取得或設定表示最低捲動位置的數字。" version=""/>

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

               <string helpurl="fl.controls:ScrollBar:pageSize:get" name="pageSize" object="[fl.controls.ScrollBar]" playername="" text=".pageSize" tiptext="取得或設定頁面包含的行數。" version=""/>

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

               <string helpurl="fl.controls:ScrollBar:width:get" name="width" object="[fl.controls.ScrollBar]" playername="" text=".width" tiptext="會取得或設定組件的寬度，以像素為單位。" version=""/>

            </folder>

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

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

            </folder>

         </folder>

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

            <folder helpurl="fl.controls:ScrollBarDirection" id="Properties" name="屬性" tiptext="ScrollBarDirection 類別的屬性">

               <string constant="true" helpurl="fl.controls:ScrollBarDirection:HORIZONTAL" name="HORIZONTAL" object="[fl.controls.ScrollBarDirection]" playername="" text="ScrollBarDirection.HORIZONTAL" tiptext="指出 ScrollBar 組件實體是用於水平捲動。" version=""/>

               <string constant="true" helpurl="fl.controls:ScrollBarDirection:VERTICAL" name="VERTICAL" object="[fl.controls.ScrollBarDirection]" playername="" text="ScrollBarDirection.VERTICAL" tiptext="指出 ScrollBar 組件實體是用於垂直捲動。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:ScrollPolicy" id="[fl.controls.ScrollPolicy]" index="true" name="ScrollPolicy" sort="true" tiptext="BaseScrollPane 類別之 horizontalScrollPolicy 和 verticalScrollPolicy 屬性的值。">

            <folder helpurl="fl.controls:ScrollPolicy" id="Properties" name="屬性" tiptext="ScrollPolicy 類別的屬性">

               <string constant="true" helpurl="fl.controls:ScrollPolicy:AUTO" name="AUTO" object="[fl.controls.ScrollPolicy]" playername="" text="ScrollPolicy.AUTO" tiptext="如果子系超過擁有者的尺寸，則顯示捲軸。" version=""/>

               <string constant="true" helpurl="fl.controls:ScrollPolicy:OFF" name="OFF" object="[fl.controls.ScrollPolicy]" playername="" text="ScrollPolicy.OFF" tiptext="永遠不顯示捲軸。" version=""/>

               <string constant="true" helpurl="fl.controls:ScrollPolicy:ON" name="ON" object="[fl.controls.ScrollPolicy]" playername="" text="ScrollPolicy.ON" tiptext="永遠顯示捲軸。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:SelectableList" id="[fl.controls.SelectableList]" index="true" name="SelectableList" sort="true" tiptext="SelectableList 是所有清單架構組件 (例如，List、TileList、DataGrid 和 ComboBox 組件) 的基底類別。">

            <folder helpurl="fl.controls:SelectableList" id="Methods" name="方法" tiptext="SelectableList 類別的方法">

               <string constructor="true" helpurl="fl.controls:SelectableList:SelectableList" name="SelectableList" object="[fl.controls.SelectableList]" playername="" text="new SelectableList(%%)" tiptext="建立新的 SelectableList 實體。" version="1.0"/>

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

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

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

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

               <string helpurl="fl.controls:SelectableList:getItemAt" name="getItemAt" object="[fl.controls.SelectableList]" playername="" text=".getItemAt(%索引:uint%):Object" tiptext="會擷取位於指定索引的項目。" version="1.0"/>

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

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

               <string helpurl="fl.controls:SelectableList:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.SelectableList]" playername="" static="true" text="SelectableList.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

               <string helpurl="fl.controls:SelectableList:invalidateItem" name="invalidateItem" object="[fl.controls.SelectableList]" playername="" text=".invalidateItem(%項目:Object%):void" tiptext="讓特定的項目描繪器無效。" version="1.0"/>

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

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

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

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

               <string helpurl="fl.controls:SelectableList:removeAll" name="removeAll" object="[fl.controls.SelectableList]" playername="" text=".removeAll(%%):void" tiptext="移除清單中所有項目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:removeItemAt" name="removeItemAt" object="[fl.controls.SelectableList]" playername="" text=".removeItemAt(%索引:uint%):Object" tiptext="移除位於指定索引位置的項目。" version="1.0"/>

               <string helpurl="fl.controls:SelectableList:removeItem" name="removeItem" object="[fl.controls.SelectableList]" playername="" text=".removeItem(%項目:Object%):Object" tiptext="會移除清單中的指定項目。" version="1.0"/>

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

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

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

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

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

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

            </folder>

            <folder helpurl="fl.controls:SelectableList" id="Properties" name="屬性" tiptext="SelectableList 類別的屬性">

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

               <string helpurl="fl.controls:SelectableList:dataProvider:get" name="dataProvider" object="[fl.controls.SelectableList]" playername="" text=".dataProvider" tiptext="會取得或設定要檢視之項目清單的資料模型。" version=""/>

               <string helpurl="fl.controls:SelectableList:length:get" name="length" object="[fl.controls.SelectableList]" playername="" text=".length" tiptext="會取得資料提供者中的項目數。" version=""/>

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

               <string helpurl="fl.controls:SelectableList:rowCount:get" name="rowCount" object="[fl.controls.SelectableList]" playername="" text=".rowCount" tiptext="會取得清單中至少可以看見部分的列數。" version=""/>

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

               <string helpurl="fl.controls:SelectableList:selectedIndex:get" name="selectedIndex" object="[fl.controls.SelectableList]" playername="" text=".selectedIndex" tiptext="會取得或設定在單選清單中選取之項目的索引。" version=""/>

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

               <string helpurl="fl.controls:SelectableList:selectedItem:get" name="selectedItem" object="[fl.controls.SelectableList]" playername="" text=".selectedItem" tiptext="會取得或設定從單選清單中選取的項目。" version=""/>

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

            </folder>

            <folder helpurl="fl.controls:SelectableList" id="Events" name="事件" tiptext="SelectableList 類別的事件">

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

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

               <string helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_DOUBLE_CLICK_itemDoubleClick" name="itemDoubleClick" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_CLICK_itemClick" name="itemClick" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OUT_rollOut" name="rollOut" object="[fl.controls.SelectableList]" playername="" 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=""/>

               <string helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OVER_rollOver" name="rollOver" object="[fl.controls.SelectableList]" playername="" 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=""/>

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

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

            </folder>

         </folder>

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

            <folder helpurl="fl.controls:Slider" id="Methods" name="方法" tiptext="Slider 類別的方法">

               <string constructor="true" helpurl="fl.controls:Slider:Slider" name="Slider" object="[fl.controls.Slider]" playername="" text="new Slider(%%)" tiptext="建立新的 Slider 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:Slider:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.Slider]" playername="" static="true" text="Slider.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

            </folder>

            <folder helpurl="fl.controls:Slider" id="Properties" name="屬性" tiptext="Slider 類別的屬性">

               <string helpurl="fl.controls:Slider:direction:get" name="direction" object="[fl.controls.Slider]" playername="" text=".direction" tiptext="設定滑動軸的方向。" version=""/>

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

               <string helpurl="fl.controls:Slider:maximum:get" name="maximum" object="[fl.controls.Slider]" playername="" text=".maximum" tiptext="Slider 組件實體上允許的最大值。" version=""/>

               <string helpurl="fl.controls:Slider:minimum:get" name="minimum" object="[fl.controls.Slider]" playername="" text=".minimum" tiptext="Slider 組件實體上允許的最小值。" version=""/>

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

               <string helpurl="fl.controls:Slider:tickInterval:get" name="tickInterval" object="[fl.controls.Slider]" playername="" text=".tickInterval" tiptext="相對於組件最大值的刻度標記距離。" version=""/>

               <string helpurl="fl.controls:Slider:value:get" name="value" object="[fl.controls.Slider]" playername="" text=".value" tiptext="取得或設定 Slider 組件目前的值。" version=""/>

               <string helpurl="fl.controls:Slider:liveDragging:set" name="liveDragging" object="[fl.controls.Slider]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.controls:Slider" id="Events" name="事件" tiptext="Slider 類別的事件">

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.CHANGE_change" name="change" object="[fl.controls.Slider]" playername="" 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=""/>

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_DRAG_thumbDrag" name="thumbDrag" object="[fl.controls.Slider]" playername="" 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=""/>

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_RELEASE_thumbRelease" name="thumbRelease" object="[fl.controls.Slider]" playername="" 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=""/>

               <string helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_PRESS_thumbPress" name="thumbPress" object="[fl.controls.Slider]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls:SliderDirection" id="[fl.controls.SliderDirection]" index="true" name="SliderDirection" sort="true" tiptext="Slider 組件的方向。">

            <folder helpurl="fl.controls:SliderDirection" id="Properties" name="屬性" tiptext="SliderDirection 類別的屬性">

               <string helpurl="fl.controls:SliderDirection:HORIZONTAL" name="HORIZONTAL" object="[fl.controls.SliderDirection]" playername="" text=".HORIZONTAL" tiptext="將 Slider 組件放置在水平軸上。" version=""/>

               <string helpurl="fl.controls:SliderDirection:VERTICAL" name="VERTICAL" object="[fl.controls.SliderDirection]" playername="" text=".VERTICAL" tiptext="將 Slider 組件放置在垂直軸上。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:TextArea" id="[fl.controls.TextArea]" index="true" name="TextArea" sort="true" tiptext="TextArea 組件是一個多行文字欄位，具有邊框和選擇性的捲軸。">

            <folder helpurl="fl.controls:TextArea" id="Methods" name="方法" tiptext="TextArea 類別的方法">

               <string constructor="true" helpurl="fl.controls:TextArea:TextArea" name="TextArea" object="[fl.controls.TextArea]" playername="" text="new TextArea(%%)" tiptext="建立新的 TextArea 組件實體。" version="1.0"/>

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

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

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

               <string helpurl="fl.controls:TextArea:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.TextArea]" playername="" static="true" text="TextArea.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

            </folder>

            <folder helpurl="fl.controls:TextArea" id="Properties" name="屬性" tiptext="TextArea 類別的屬性">

               <string helpurl="fl.controls:TextArea:textField" name="textField" object="[fl.controls.TextArea]" playername="" text=".textField" tiptext="TextArea 組件內部文字欄位的參考。" version=""/>

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

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

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

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

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

               <string helpurl="fl.controls:TextArea:horizontalScrollBar:get" name="horizontalScrollBar" object="[fl.controls.TextArea]" playername="" text=".horizontalScrollBar" tiptext="會取得水平捲軸的參考。" version=""/>

               <string helpurl="fl.controls:TextArea:horizontalScrollPolicy:get" name="horizontalScrollPolicy" object="[fl.controls.TextArea]" playername="" text=".horizontalScrollPolicy" tiptext="會取得或設定水平捲軸的捲動原則。" version=""/>

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

               <string helpurl="fl.controls:TextArea:htmlText:get" name="htmlText" object="[fl.controls.TextArea]" playername="" text=".htmlText" tiptext="會取得或設定文字欄位所含字串的 HTML 表示形式。" version=""/>

               <string helpurl="fl.controls:TextArea:imeMode:get" name="imeMode" object="[fl.controls.TextArea]" playername="" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version=""/>

               <string helpurl="fl.controls:TextArea:length:get" name="length" object="[fl.controls.TextArea]" playername="" text=".length" tiptext="取得 TextArea 組件包含的字元數。" version=""/>

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

               <string helpurl="fl.controls:TextArea:maxHorizontalScrollPosition:get" name="maxHorizontalScrollPosition" object="[fl.controls.TextArea]" playername="" text=".maxHorizontalScrollPosition" tiptext="會取得 horizontalScrollPosition 屬性的最大值。" version=""/>

               <string helpurl="fl.controls:TextArea:maxVerticalScrollPosition:get" name="maxVerticalScrollPosition" object="[fl.controls.TextArea]" playername="" text=".maxVerticalScrollPosition" tiptext="會取得 verticalScrollPosition 屬性的最大值。" version=""/>

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

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

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

               <string helpurl="fl.controls:TextArea:textHeight:get" name="textHeight" object="[fl.controls.TextArea]" playername="" text=".textHeight" tiptext="會以像素為單位，取得文字的高度。" version=""/>

               <string helpurl="fl.controls:TextArea:textWidth:get" name="textWidth" object="[fl.controls.TextArea]" playername="" text=".textWidth" tiptext="會以像素為單位，取得文字的寬度。" version=""/>

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

               <string helpurl="fl.controls:TextArea:verticalScrollBar:get" name="verticalScrollBar" object="[fl.controls.TextArea]" playername="" text=".verticalScrollBar" tiptext="會取得垂直捲軸的參考。" version=""/>

               <string helpurl="fl.controls:TextArea:verticalScrollPolicy:get" name="verticalScrollPolicy" object="[fl.controls.TextArea]" playername="" text=".verticalScrollPolicy" tiptext="會取得或設定垂直捲軸的捲動原則。" version=""/>

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

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

            </folder>

            <folder helpurl="fl.controls:TextArea" id="Events" name="事件" tiptext="TextArea 類別的事件">

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

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

               <string helpurl="fl.controls:TextArea_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[fl.controls.TextArea]" playername="" 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=""/>

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

            </folder>

         </folder>

         <folder asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls:TextInput" id="[fl.controls.TextInput]" index="true" name="TextInput" sort="true" tiptext="TextInput 組件是包含原生 ActionScript TextField 物件的單行文字組件。">

            <folder helpurl="fl.controls:TextInput" id="Methods" name="方法" tiptext="TextInput 類別的方法">

               <string constructor="true" helpurl="fl.controls:TextInput:TextInput" name="TextInput" object="[fl.controls.TextInput]" playername="" text="new TextInput(%%)" tiptext="建立新的 TextInput 組件實體。" version="1.0"/>

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

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

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

               <string helpurl="fl.controls:TextInput:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.TextInput]" playername="" static="true" text="TextInput.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

            </folder>

            <folder helpurl="fl.controls:TextInput" id="Properties" name="屬性" tiptext="TextInput 類別的屬性">

               <string helpurl="fl.controls:TextInput:textField" name="textField" object="[fl.controls.TextInput]" playername="" text=".textField" tiptext="TextInput 組件內部文字欄位的參考。" version=""/>

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

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

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

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

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

               <string helpurl="fl.controls:TextInput:horizontalScrollPosition:get" name="horizontalScrollPosition" object="[fl.controls.TextInput]" playername="" text=".horizontalScrollPosition" tiptext="會取得或設定水平捲軸的縮圖位置。" version=""/>

               <string helpurl="fl.controls:TextInput:htmlText:get" name="htmlText" object="[fl.controls.TextInput]" playername="" text=".htmlText" tiptext="會包括文字欄位所含字串的 HTML 表示形式。" version=""/>

               <string helpurl="fl.controls:TextInput:imeMode:get" name="imeMode" object="[fl.controls.TextInput]" playername="" text=".imeMode" tiptext="會取得或設定輸入法編輯器 (IME) 的模式。" version=""/>

               <string helpurl="fl.controls:TextInput:length:get" name="length" object="[fl.controls.TextInput]" playername="" text=".length" tiptext="會取得 TextInput 組件中的字元數。" version=""/>

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

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

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

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

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

               <string helpurl="fl.controls:TextInput:textHeight:get" name="textHeight" object="[fl.controls.TextInput]" playername="" text=".textHeight" tiptext="文字的高度，以像素為單位。" version=""/>

               <string helpurl="fl.controls:TextInput:textWidth:get" name="textWidth" object="[fl.controls.TextInput]" playername="" text=".textWidth" tiptext="文字的寬度，以像素為單位。" version=""/>

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

            </folder>

            <folder helpurl="fl.controls:TextInput" id="Events" name="事件" tiptext="TextInput 類別的事件">

               <string helpurl="fl.controls:TextInput_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[fl.controls.TextInput]" playername="" 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=""/>

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

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

            </folder>

         </folder>

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

            <folder helpurl="fl.controls:TileList" id="Methods" name="方法" tiptext="TileList 類別的方法">

               <string constructor="true" helpurl="fl.controls:TileList:TileList" name="TileList" object="[fl.controls.TileList]" playername="" text="new TileList(%%)" tiptext="建立新的 List 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:TileList:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.TileList]" playername="" static="true" text="TileList.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

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

            </folder>

            <folder helpurl="fl.controls:TileList" id="Properties" name="屬性" tiptext="TileList 類別的屬性">

               <string helpurl="fl.controls:TileList:columnCount:get" name="columnCount" object="[fl.controls.TileList]" playername="" text=".columnCount" tiptext="會取得或設定清單中至少可以看見部分的欄數。" version=""/>

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

               <string helpurl="fl.controls:TileList:dataProvider:get" name="dataProvider" object="[fl.controls.TileList]" playername="" text=".dataProvider" tiptext="會取得或設定要檢視之項目清單的資料模型。" version=""/>

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

               <string helpurl="fl.controls:TileList:iconField:get" name="iconField" object="[fl.controls.TileList]" playername="" text=".iconField" tiptext="會取得或設定提供項目圖示的項目欄位。" version=""/>

               <string helpurl="fl.controls:TileList:iconFunction:get" name="iconFunction" object="[fl.controls.TileList]" playername="" text=".iconFunction" tiptext="會取得或設定要用來取得項目圖示的函數。" version=""/>

               <string helpurl="fl.controls:TileList:innerHeight:get" name="innerHeight" object="[fl.controls.TileList]" playername="" text=".innerHeight" tiptext="會取得內容區域的高度，以像素為單位。" version=""/>

               <string helpurl="fl.controls:TileList:innerWidth:get" name="innerWidth" object="[fl.controls.TileList]" playername="" text=".innerWidth" tiptext="會取得內容區域的寬度，以像素為單位。" version=""/>

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

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

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

               <string helpurl="fl.controls:TileList:rowCount:get" name="rowCount" object="[fl.controls.TileList]" playername="" text=".rowCount" tiptext="會取得或設定清單中至少可以看見部分的列數。" version=""/>

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

               <string helpurl="fl.controls:TileList:scrollPolicy:get" name="scrollPolicy" object="[fl.controls.TileList]" playername="" text=".scrollPolicy" tiptext="會取得或設定 TileList 組件的捲動原則。" version=""/>

               <string helpurl="fl.controls:TileList:sourceField:get" name="sourceField" object="[fl.controls.TileList]" playername="" text=".sourceField" tiptext="會取得或設定提供拼貼來源路徑的項目欄位。" version=""/>

               <string helpurl="fl.controls:TileList:sourceFunction:get" name="sourceFunction" object="[fl.controls.TileList]" playername="" text=".sourceFunction" tiptext="會取得或設定要用來取得拼貼來源路徑的函數。" version=""/>

            </folder>

         </folder>

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

            <folder helpurl="fl.controls:UIScrollBar" id="Methods" name="方法" tiptext="UIScrollBar 類別的方法">

               <string constructor="true" helpurl="fl.controls:UIScrollBar:UIScrollBar" name="UIScrollBar" object="[fl.controls.UIScrollBar]" playername="" text="new UIScrollBar(%%)" tiptext="建立新的 UIScrollBar 組件實體。" version="1.0"/>

               <string helpurl="fl.controls:UIScrollBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.UIScrollBar]" playername="" static="true" text="UIScrollBar.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

               <string helpurl="fl.controls:UIScrollBar:update" name="update" object="[fl.controls.UIScrollBar]" playername="" text=".update(%%):void" tiptext="會強制捲軸立即更新其捲動屬性。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls:UIScrollBar" id="Properties" name="屬性" tiptext="UIScrollBar 類別的屬性">

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

               <string helpurl="fl.controls:UIScrollBar:scrollTarget:get" name="scrollTarget" object="[fl.controls.UIScrollBar]" playername="" text=".scrollTarget" tiptext="以 ScrollBar組件實體註冊 TextField 實體或TLFTextField 實體。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls.dataGridClasses" id="fl.controls.dataGridClasses" name="fl.controls.dataGridClasses" sort="true" tiptext="fl.controls.dataGridClasses 套件的類別">

         <folder asAncestors="fl.controls:TextInput,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls.dataGridClasses:DataGridCellEditor" id="[fl.controls.dataGridClasses.DataGridCellEditor]" index="true" name="DataGridCellEditor" sort="true" tiptext="DataGridCellEditor 類別會定義 DataGrid 控制項的預設項目編輯器。">

            <folder helpurl="fl.controls.dataGridClasses:DataGridCellEditor" id="Methods" name="方法" tiptext="DataGridCellEditor 類別的方法">

               <string constructor="true" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:DataGridCellEditor" name="DataGridCellEditor" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" text="new DataGridCellEditor(%%):void" tiptext="建立新的 DataGridCellEditor 實體。" version="1.0"/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" static="true" text="DataGridCellEditor.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:setMouseState" name="setMouseState" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.controls.dataGridClasses:DataGridCellEditor" id="Properties" name="屬性" tiptext="DataGridCellEditor 類別的屬性">

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:data:get" name="data" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" text=".data" tiptext="會取得或設定 Object，它代表與組件相關聯的資料。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:listData:get" name="listData" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridCellEditor:selected:get" name="selected" object="[fl.controls.dataGridClasses.DataGridCellEditor]" playername="" text=".selected" tiptext="會指出儲存格是否包含在擁有者選取的索引中。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls.dataGridClasses:DataGridColumn" id="[fl.controls.dataGridClasses.DataGridColumn]" index="true" name="DataGridColumn" sort="true" tiptext="DataGridColumn 類別會說明 DataGrid 組件內的欄。">

            <folder helpurl="fl.controls.dataGridClasses:DataGridColumn" id="Methods" name="方法" tiptext="DataGridColumn 類別的方法">

               <string constructor="true" helpurl="fl.controls.dataGridClasses:DataGridColumn:DataGridColumn" name="DataGridColumn" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text="new DataGridColumn(%[欄名稱:String=null]%)" tiptext="建立新的 DataGridColumn 實體。" version="1.0"/>

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

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:toString" name="toString" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".toString(%%):String" tiptext="會傳回 DataGridColumn 物件的字串形式。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.dataGridClasses:DataGridColumn" id="Properties" name="屬性" tiptext="DataGridColumn 類別的屬性">

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:dataField" name="dataField" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:editable" name="editable" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".editable" tiptext="會指出是否可以編輯欄中的項目。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:editorDataField" name="editorDataField" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:itemEditor" name="itemEditor" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:resizable" name="resizable" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".resizable" tiptext="會指出是否允許使用者變更欄的寬度。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortDescending" name="sortDescending" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".sortDescending" tiptext="會指出要依照遞增或遞減順序排序 DataGridColumn。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortOptions" name="sortOptions" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortable" name="sortable" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" 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=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:cellRenderer:get" name="cellRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".cellRenderer" tiptext="用於顯示此欄中之項目的類別。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:headerRenderer:get" name="headerRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".headerRenderer" tiptext="用於顯示此欄之標題的類別。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:headerText:get" name="headerText" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".headerText" tiptext="要顯示在欄標題中的欄名稱。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:imeMode:get" name="imeMode" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".imeMode" tiptext="輸入法編輯器 (IME) 的模式。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:labelFunction:get" name="labelFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".labelFunction" tiptext="函數，會決定此欄中顯示的文字。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:minWidth:get" name="minWidth" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".minWidth" tiptext="欄的最小寬度，以像素為單位。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:sortCompareFunction:get" name="sortCompareFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".sortCompareFunction" tiptext="排序欄內的資料時會呼叫的回呼函數。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:visible:get" name="visible" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".visible" tiptext="會指出某欄是否為可見的。" version=""/>

               <string helpurl="fl.controls.dataGridClasses:DataGridColumn:width:get" name="width" object="[fl.controls.dataGridClasses.DataGridColumn]" playername="" text=".width" tiptext="欄的寬度，以像素為單位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls.dataGridClasses:HeaderRenderer" id="[fl.controls.dataGridClasses.HeaderRenderer]" index="true" name="HeaderRenderer" sort="true" tiptext="HeaderRenderer 類別會顯示目前 DataGrid 欄的欄標題。">

            <folder helpurl="fl.controls.dataGridClasses:HeaderRenderer" id="Methods" name="方法" tiptext="HeaderRenderer 類別的方法">

               <string constructor="true" helpurl="fl.controls.dataGridClasses:HeaderRenderer:HeaderRenderer" name="HeaderRenderer" object="[fl.controls.dataGridClasses.HeaderRenderer]" playername="" text="new HeaderRenderer(%%):void" tiptext="建立新的 HeaderRenderer 實體。" version="1.0"/>

               <string helpurl="fl.controls.dataGridClasses:HeaderRenderer:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.dataGridClasses.HeaderRenderer]" playername="" static="true" text="HeaderRenderer.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.dataGridClasses:HeaderRenderer" id="Properties" name="屬性" tiptext="HeaderRenderer 類別的屬性">

               <string helpurl="fl.controls.dataGridClasses:HeaderRenderer:column:get" name="column" object="[fl.controls.dataGridClasses.HeaderRenderer]" playername="" text=".column" tiptext="屬於此 HeaderRenderer 實體之欄的索引。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls.listClasses" id="fl.controls.listClasses" name="fl.controls.listClasses" sort="true" tiptext="fl.controls.listClasses 套件的類別">

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

            <folder helpurl="fl.controls.listClasses:CellRenderer" id="Methods" name="方法" tiptext="CellRenderer 類別的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:CellRenderer:CellRenderer" name="CellRenderer" object="[fl.controls.listClasses.CellRenderer]" playername="" text="new CellRenderer(%%):void" tiptext="建立新的 CellRenderer 實體。" version="1.0"/>

               <string helpurl="fl.controls.listClasses:CellRenderer:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.listClasses.CellRenderer]" playername="" static="true" text="CellRenderer.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

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

            </folder>

            <folder helpurl="fl.controls.listClasses:CellRenderer" id="Properties" name="屬性" tiptext="CellRenderer 類別的屬性">

               <string helpurl="fl.controls.listClasses:CellRenderer:data:get" name="data" object="[fl.controls.listClasses.CellRenderer]" playername="" text=".data" tiptext="會取得或設定 Object，它代表與組件相關聯的資料。" version=""/>

               <string helpurl="fl.controls.listClasses:CellRenderer:listData:get" name="listData" object="[fl.controls.listClasses.CellRenderer]" playername="" 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=""/>

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

            </folder>

         </folder>

         <folder helpurl="fl.controls.listClasses:ICellRenderer" id="[fl.controls.listClasses.ICellRenderer]" index="true" name="ICellRenderer" sort="true" tiptext="ICellRenderer 介面會提供儲存格輸出器所需的方法和屬性。">

            <folder helpurl="fl.controls.listClasses:ICellRenderer" id="Methods" name="方法" tiptext="ICellRenderer 類別的方法">

               <string helpurl="fl.controls.listClasses:ICellRenderer:setMouseState" name="setMouseState" object="[fl.controls.listClasses.ICellRenderer]" playername="" 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"/>

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

            </folder>

            <folder helpurl="fl.controls.listClasses:ICellRenderer" id="Properties" name="屬性" tiptext="ICellRenderer 類別的屬性">

               <string helpurl="fl.controls.listClasses:ICellRenderer:data:get" name="data" object="[fl.controls.listClasses.ICellRenderer]" playername="" text=".data" tiptext="會取得或設定 Object，它代表與組件相關聯的資料。" version=""/>

               <string helpurl="fl.controls.listClasses:ICellRenderer:listData:get" name="listData" object="[fl.controls.listClasses.ICellRenderer]" playername="" 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=""/>

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

               <string helpurl="fl.controls.listClasses:ICellRenderer:x:set" name="x" object="[fl.controls.listClasses.ICellRenderer]" playername="" text=".x" tiptext="設定儲存格輸出器的 x 座標" version=""/>

               <string helpurl="fl.controls.listClasses:ICellRenderer:y:set" name="y" object="[fl.controls.listClasses.ICellRenderer]" playername="" text=".y" tiptext="設定儲存格輸出器的 y 座標" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls.listClasses:CellRenderer,fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.controls.listClasses:ImageCell" id="[fl.controls.listClasses.ImageCell]" index="true" name="ImageCell" sort="true" tiptext="ImageCell 是 TileList 組件的預設儲存格描繪器。">

            <folder helpurl="fl.controls.listClasses:ImageCell" id="Methods" name="方法" tiptext="ImageCell 類別的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:ImageCell:ImageCell" name="ImageCell" object="[fl.controls.listClasses.ImageCell]" playername="" text="new ImageCell(%%)" tiptext="建立新的 ImageCell 實體。" version="1.0"/>

               <string helpurl="fl.controls.listClasses:ImageCell:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.listClasses.ImageCell]" playername="" static="true" text="ImageCell.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:ImageCell" id="Properties" name="屬性" tiptext="ImageCell 類別的屬性">

               <string helpurl="fl.controls.listClasses:ImageCell:listData:get" name="listData" object="[fl.controls.listClasses.ImageCell]" playername="" 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=""/>

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

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.controls.listClasses:ListData" id="[fl.controls.listClasses.ListData]" index="true" name="ListData" sort="true" tiptext="ListData 是一種 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。">

            <folder helpurl="fl.controls.listClasses:ListData" id="Methods" name="方法" tiptext="ListData 類別的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:ListData:ListData" name="ListData" object="[fl.controls.listClasses.ListData]" playername="" text="new ListData(%標籤:String,圖示:Object,所有人:fl.core:UIComponent,索引:uint,行:uint[,欄:uint=0]%)" tiptext="依其參數的指定，建立 ListData 類別的新實體。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:ListData" id="Properties" name="屬性" tiptext="ListData 類別的屬性">

               <string helpurl="fl.controls.listClasses:ListData:column:get" name="column" object="[fl.controls.listClasses.ListData]" playername="" text=".column" tiptext="要在其中顯示資料項目的欄。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:icon:get" name="icon" object="[fl.controls.listClasses.ListData]" playername="" 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=""/>

               <string helpurl="fl.controls.listClasses:ListData:index:get" name="index" object="[fl.controls.listClasses.ListData]" playername="" text=".index" tiptext="資料提供者內的項目索引。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:label:get" name="label" object="[fl.controls.listClasses.ListData]" playername="" text=".label" tiptext="要顯示在此儲存格中的標籤。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:owner:get" name="owner" object="[fl.controls.listClasses.ListData]" playername="" text=".owner" tiptext="擁有此項目之 List 物件的參考。" version=""/>

               <string helpurl="fl.controls.listClasses:ListData:row:get" name="row" object="[fl.controls.listClasses.ListData]" playername="" text=".row" tiptext="要在其中顯示資料項目的列。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.controls.listClasses:ListData,Object" helpurl="fl.controls.listClasses:TileListData" id="[fl.controls.listClasses.TileListData]" index="true" name="TileListData" sort="true" tiptext="TileListData 是一種 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。">

            <folder helpurl="fl.controls.listClasses:TileListData" id="Methods" name="方法" tiptext="TileListData 類別的方法">

               <string constructor="true" helpurl="fl.controls.listClasses:TileListData:TileListData" name="TileListData" object="[fl.controls.listClasses.TileListData]" playername="" 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]%)" tiptext="依 TileListData 類別之參數所指定，建立此類別的新實體。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.listClasses:TileListData" id="Properties" name="屬性" tiptext="TileListData 類別的屬性">

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

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.controls.progressBarClasses" id="fl.controls.progressBarClasses" name="fl.controls.progressBarClasses" sort="true" tiptext="fl.controls.progressBarClasses 套件的類別">

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

            <folder helpurl="fl.controls.progressBarClasses:IndeterminateBar" id="Methods" name="方法" tiptext="IndeterminateBar 類別的方法">

               <string constructor="true" helpurl="fl.controls.progressBarClasses:IndeterminateBar:IndeterminateBar" name="IndeterminateBar" object="[fl.controls.progressBarClasses.IndeterminateBar]" playername="" text="new IndeterminateBar(%%)" tiptext="會建立 IndeterminateBar 組件的新實體。" version="1.0"/>

               <string helpurl="fl.controls.progressBarClasses:IndeterminateBar:getStyleDefinition" name="getStyleDefinition" object="[fl.controls.progressBarClasses.IndeterminateBar]" playername="" static="true" text="IndeterminateBar.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

            </folder>

            <folder helpurl="fl.controls.progressBarClasses:IndeterminateBar" id="Properties" name="屬性" tiptext="IndeterminateBar 類別的屬性">

               <string helpurl="fl.controls.progressBarClasses:IndeterminateBar:visible:get" name="visible" object="[fl.controls.progressBarClasses.IndeterminateBar]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.core" id="fl.core" name="fl.core" sort="true" tiptext="fl.core 套件的類別">

         <folder asAncestors="Object" helpurl="fl.core:InvalidationType" id="[fl.core.InvalidationType]" index="true" name="InvalidationType" sort="true" 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。">

            <folder helpurl="fl.core:InvalidationType" id="Properties" name="屬性" tiptext="InvalidationType 類別的屬性">

               <string constant="true" helpurl="fl.core:InvalidationType:ALL" name="ALL" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.ALL" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:DATA" name="DATA" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.DATA" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:RENDERER_STYLES" name="RENDERER_STYLES" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.RENDERER_STYLES" tiptext="InvalidationType.RENDERER_STYLES 常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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:SCROLL" name="SCROLL" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.SCROLL" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:SELECTED" name="SELECTED" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.SELECTED" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:SIZE" name="SIZE" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.SIZE" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:STATE" name="STATE" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.STATE" 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=""/>

               <string constant="true" helpurl="fl.core:InvalidationType:STYLES" name="STYLES" object="[fl.core.InvalidationType]" playername="" text="InvalidationType.STYLES" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.core:UIComponent" id="[fl.core.UIComponent]" index="true" name="UIComponent" sort="true" tiptext="UIComponent 類別是所有互動式和非互動式視覺組件的基底類別。">

            <folder helpurl="fl.core:UIComponent" id="Methods" name="方法" tiptext="UIComponent 類別的方法">

               <string constructor="true" helpurl="fl.core:UIComponent:UIComponent" name="UIComponent" object="[fl.core.UIComponent]" playername="" text="new UIComponent(%%)" tiptext="建立新的 UIComponent 組件實體。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:clearStyle" name="clearStyle" object="[fl.core.UIComponent]" playername="" text=".clearStyle(%樣式:String%):void" tiptext="從此組件實體刪除某種樣式屬性。" version="1.0"/>

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

               <string helpurl="fl.core:UIComponent:drawNow" name="drawNow" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:getFocus" name="getFocus" object="[fl.core.UIComponent]" playername="" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="會擷取目前成為焦點的物件。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:getStyleDefinition" name="getStyleDefinition" object="[fl.core.UIComponent]" playername="" static="true" text="UIComponent.getStyleDefinition(%%):Object" tiptext="會擷取目前組件的預設樣式對應。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:getStyleValue" name="getStyleValue" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:getStyle" name="getStyle" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:invalidate" name="invalidate" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:mergeStyles" name="mergeStyles" object="[fl.core.UIComponent]" playername="" static="true" text="UIComponent.mergeStyles(%清單:長度不定的引數%):Object" tiptext="會將多種類別中的樣式合併為一個物件。" version="1.0"/>

               <string helpurl="fl.core:UIComponent:move" name="move" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:setFocus" name="setFocus" object="[fl.core.UIComponent]" playername="" text=".setFocus(%%):void" tiptext="將焦點設定至這個組件。" version="1.0"/>

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

               <string helpurl="fl.core:UIComponent:setStyle" name="setStyle" object="[fl.core.UIComponent]" playername="" 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"/>

               <string helpurl="fl.core:UIComponent:validateNow" name="validateNow" object="[fl.core.UIComponent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.core:UIComponent" id="Properties" name="屬性" tiptext="UIComponent 類別的屬性">

               <string constant="true" helpurl="fl.core:UIComponent:version" name="version" object="[fl.core.UIComponent]" playername="" text="UIComponent.version" tiptext="組件的版本號碼。" version=""/>

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

               <string helpurl="fl.core:UIComponent:focusEnabled:get" name="focusEnabled" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:focusManager:get" name="focusManager" object="[fl.core.UIComponent]" playername="" text=".focusManager" tiptext="會取得或設定控制此組件及其同輩之焦點的 FocusManager。" version=""/>

               <string helpurl="fl.core:UIComponent:height:get" name="height" object="[fl.core.UIComponent]" playername="" text=".height" tiptext="會取得或設定組件的高度，以像素為單位。" version=""/>

               <string helpurl="fl.core:UIComponent:mouseFocusEnabled:get" name="mouseFocusEnabled" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:scaleX:get" name="scaleX" object="[fl.core.UIComponent]" playername="" text=".scaleX" tiptext="會將目前組件的寬度乘以縮放比例係數。" version=""/>

               <string helpurl="fl.core:UIComponent:scaleY:get" name="scaleY" object="[fl.core.UIComponent]" playername="" text=".scaleY" tiptext="會將目前組件的高度乘以縮放比例係數。" version=""/>

               <string helpurl="fl.core:UIComponent:visible:get" name="visible" object="[fl.core.UIComponent]" playername="" text=".visible" tiptext="會取得或設定值，指出目前組件實體是否為可見。" version=""/>

               <string helpurl="fl.core:UIComponent:width:get" name="width" object="[fl.core.UIComponent]" playername="" text=".width" tiptext="會取得或設定組件的寬度，以像素為單位。" version=""/>

               <string helpurl="fl.core:UIComponent:x:get" name="x" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent:y:get" name="y" object="[fl.core.UIComponent]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.core:UIComponent" id="Events" name="事件" tiptext="UIComponent 類別的事件">

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.HIDE_hide" name="hide" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.SHOW_show" name="show" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.RESIZE_resize" name="resize" object="[fl.core.UIComponent]" playername="" 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=""/>

               <string helpurl="fl.core:UIComponent_fl.events.ComponentEvent.MOVE_move" name="move" object="[fl.core.UIComponent]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.data" id="fl.data" name="fl.data" sort="true" tiptext="fl.data 套件的類別">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.data:DataProvider" id="[fl.data.DataProvider]" index="true" name="DataProvider" sort="true" 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。">

            <folder helpurl="fl.data:DataProvider" id="Methods" name="方法" tiptext="DataProvider 類別的方法">

               <string constructor="true" helpurl="fl.data:DataProvider:DataProvider" name="DataProvider" object="[fl.data.DataProvider]" playername="" text="new DataProvider(%[值:Object=null]%)" tiptext="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"/>

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

               <string helpurl="fl.data:DataProvider:addItem" name="addItem" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:addItemsAt" name="addItemsAt" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:addItems" name="addItems" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:clone" name="clone" object="[fl.data.DataProvider]" playername="" text=".clone(%%):fl.data:DataProvider" tiptext="會建立目前 DataProvider 物件的副本。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:concat" name="concat" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:getItemAt" name="getItemAt" object="[fl.data.DataProvider]" playername="" text=".getItemAt(%索引:uint%):Object" tiptext="傳回指定索引位置的項目。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:getItemIndex" name="getItemIndex" object="[fl.data.DataProvider]" playername="" text=".getItemIndex(%項目:Object%):int" tiptext="傳回指定項目的索引。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:invalidateItemAt" name="invalidateItemAt" object="[fl.data.DataProvider]" playername="" text=".invalidateItemAt(%索引:int%):void" tiptext="將位於指定索引位置的項目無效化。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:invalidateItem" name="invalidateItem" object="[fl.data.DataProvider]" playername="" text=".invalidateItem(%項目:Object%):void" tiptext="將指定的項目無效化。" version="1.0"/>

               <string helpurl="fl.data:DataProvider:invalidate" name="invalidate" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:merge" name="merge" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:removeAll" name="removeAll" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:removeItemAt" name="removeItemAt" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:removeItem" name="removeItem" object="[fl.data.DataProvider]" playername="" 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"/>

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

               <string helpurl="fl.data:DataProvider:replaceItem" name="replaceItem" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:sortOn" name="sortOn" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:sort" name="sort" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:toArray" name="toArray" object="[fl.data.DataProvider]" playername="" 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"/>

               <string helpurl="fl.data:DataProvider:toString" name="toString" object="[fl.data.DataProvider]" playername="" text=".toString(%%):String" tiptext="變更資料提供者包含之資料的字串形式。" version="1.0"/>

            </folder>

            <folder helpurl="fl.data:DataProvider" id="Properties" name="屬性" tiptext="DataProvider 類別的屬性">

               <string helpurl="fl.data:DataProvider:length:get" name="length" object="[fl.data.DataProvider]" playername="" text=".length" tiptext="資料提供者包含的項目數。" version=""/>

            </folder>

            <folder helpurl="fl.data:DataProvider" id="Events" name="事件" tiptext="DataProvider 類別的事件">

               <string helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.DATA_CHANGE_dataChange" name="dataChange" object="[fl.data.DataProvider]" playername="" 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=""/>

               <string helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.PRE_DATA_CHANGE_preDataChange" name="preDataChange" object="[fl.data.DataProvider]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.data:SimpleCollectionItem" id="[fl.data.SimpleCollectionItem]" index="true" name="SimpleCollectionItem" sort="true" tiptext="SimpleCollectionItem 類別會定義 inspectable 屬性中代表資料提供者的單一項目。">

            <folder helpurl="fl.data:SimpleCollectionItem" id="Methods" name="方法" tiptext="SimpleCollectionItem 類別的方法">

               <string constructor="true" helpurl="fl.data:SimpleCollectionItem:SimpleCollectionItem" name="SimpleCollectionItem" object="[fl.data.SimpleCollectionItem]" playername="" text="new SimpleCollectionItem(%%)" tiptext="建立新的 SimpleCollectionItem 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.data:SimpleCollectionItem" id="Properties" name="屬性" tiptext="SimpleCollectionItem 類別的屬性">

               <string helpurl="fl.data:SimpleCollectionItem:data" name="data" object="[fl.data.SimpleCollectionItem]" playername="" text=".data" tiptext="物件的 data 屬性。" version=""/>

               <string helpurl="fl.data:SimpleCollectionItem:label" name="label" object="[fl.data.SimpleCollectionItem]" playername="" text=".label" tiptext="物件的 label 屬性。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.data:TileListCollectionItem" id="[fl.data.TileListCollectionItem]" index="true" name="TileListCollectionItem" sort="true" tiptext="TileListCollectionItem 類別會定義 inspectable 屬性中代表資料提供者的單一項目。">

            <folder helpurl="fl.data:TileListCollectionItem" id="Methods" name="方法" tiptext="TileListCollectionItem 類別的方法">

               <string constructor="true" helpurl="fl.data:TileListCollectionItem:TileListCollectionItem" name="TileListCollectionItem" object="[fl.data.TileListCollectionItem]" playername="" text="new TileListCollectionItem(%%)" tiptext="會建立新的 TileListCollectionItem 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.data:TileListCollectionItem" id="Properties" name="屬性" tiptext="TileListCollectionItem 類別的屬性">

               <string helpurl="fl.data:TileListCollectionItem:label" name="label" object="[fl.data.TileListCollectionItem]" playername="" text=".label" tiptext="物件的 label 屬性。" version=""/>

               <string helpurl="fl.data:TileListCollectionItem:source" name="source" object="[fl.data.TileListCollectionItem]" playername="" text=".source" tiptext="物件的 source 屬性。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.events" id="fl.events" name="fl.events" sort="true" tiptext="fl.events 套件的類別">

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ColorPickerEvent" id="[fl.events.ColorPickerEvent]" index="true" name="ColorPickerEvent" sort="true" tiptext="ColorPickerEvent 類別會定義與 ColorPicker 組件有關聯的事件。">

            <folder helpurl="fl.events:ColorPickerEvent" id="Methods" name="方法" tiptext="ColorPickerEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:ColorPickerEvent:ColorPickerEvent" name="ColorPickerEvent" object="[fl.events.ColorPickerEvent]" playername="" text="new ColorPickerEvent(%類型:String,顏色:uint%)" tiptext="建立新的 ColorPickerEvent 物件。" version="1.0"/>

               <string helpurl="fl.events:ColorPickerEvent:clone" name="clone" object="[fl.events.ColorPickerEvent]" playername="" 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"/>

               <string helpurl="fl.events:ColorPickerEvent:toString" name="toString" object="[fl.events.ColorPickerEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 ColorPickerEvent 物件所有屬性的字串。" version="1.0"/>

            </folder>

            <folder helpurl="fl.events:ColorPickerEvent" id="Properties" name="屬性" tiptext="ColorPickerEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:ColorPickerEvent:CHANGE" name="CHANGE" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.CHANGE" tiptext="會定義 change 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ColorPickerEvent:ENTER" name="ENTER" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.ENTER" tiptext="會定義 enter 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OUT" name="ITEM_ROLL_OUT" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.ITEM_ROLL_OUT" tiptext="會定義 itemRollOut 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OVER" name="ITEM_ROLL_OVER" object="[fl.events.ColorPickerEvent]" playername="" text="ColorPickerEvent.ITEM_ROLL_OVER" tiptext="會定義 itemRollOver 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.events:ColorPickerEvent:color:get" name="color" object="[fl.events.ColorPickerEvent]" playername="" text=".color" tiptext="會取得與事件相關聯的顏色值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ComponentEvent" id="[fl.events.ComponentEvent]" index="true" name="ComponentEvent" sort="true" tiptext="ComponentEvent 類別會定義與 UIComponent 類別有關聯的事件。">

            <folder helpurl="fl.events:ComponentEvent" id="Methods" name="方法" tiptext="ComponentEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:ComponentEvent:ComponentEvent" name="ComponentEvent" object="[fl.events.ComponentEvent]" playername="" text="new ComponentEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" tiptext="建立包含組件事件相關資訊的新 ComponentEvent 物件。" version="1.0"/>

               <string helpurl="fl.events:ComponentEvent:clone" name="clone" object="[fl.events.ComponentEvent]" playername="" 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"/>

               <string helpurl="fl.events:ComponentEvent:toString" name="toString" object="[fl.events.ComponentEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 ComponentEvent 物件所有屬性的字串。" version="1.0"/>

            </folder>

            <folder helpurl="fl.events:ComponentEvent" id="Properties" name="屬性" tiptext="ComponentEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:ComponentEvent:BUTTON_DOWN" name="BUTTON_DOWN" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.BUTTON_DOWN" tiptext="會定義 buttonDown 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:ENTER" name="ENTER" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.ENTER" tiptext="會定義 enter 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:HIDE" name="HIDE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.HIDE" tiptext="定義 hide 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:LABEL_CHANGE" name="LABEL_CHANGE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.LABEL_CHANGE" tiptext="會定義 labelChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:MOVE" name="MOVE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.MOVE" tiptext="定義 move 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:RESIZE" name="RESIZE" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.RESIZE" tiptext="定義 resize 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ComponentEvent:SHOW" name="SHOW" object="[fl.events.ComponentEvent]" playername="" text="ComponentEvent.SHOW" tiptext="會定義 show 事件物件的 type 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:DataChangeEvent" id="[fl.events.DataChangeEvent]" index="true" name="DataChangeEvent" sort="true" tiptext="DataChangeEvent 類別會定義在與組件有關聯的資料變更時所傳送的事件。">

            <folder helpurl="fl.events:DataChangeEvent" id="Methods" name="方法" tiptext="DataChangeEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:DataChangeEvent:DataChangeEvent" name="DataChangeEvent" object="[fl.events.DataChangeEvent]" playername="" 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" tiptext="以指定的參數建立新的 DataChangeEvent 物件。" version="1.0"/>

               <string helpurl="fl.events:DataChangeEvent:clone" name="clone" object="[fl.events.DataChangeEvent]" playername="" 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"/>

               <string helpurl="fl.events:DataChangeEvent:toString" name="toString" object="[fl.events.DataChangeEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 DataChangeEvent 物件所有屬性的字串。" version="1.0"/>

            </folder>

            <folder helpurl="fl.events:DataChangeEvent" id="Properties" name="屬性" tiptext="DataChangeEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:DataChangeEvent:DATA_CHANGE" name="DATA_CHANGE" object="[fl.events.DataChangeEvent]" playername="" text="DataChangeEvent.DATA_CHANGE" tiptext="會定義 dataChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeEvent:PRE_DATA_CHANGE" name="PRE_DATA_CHANGE" object="[fl.events.DataChangeEvent]" playername="" text="DataChangeEvent.PRE_DATA_CHANGE" tiptext="會定義 preDataChange 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.events:DataChangeEvent:changeType:get" name="changeType" object="[fl.events.DataChangeEvent]" playername="" text=".changeType" tiptext="會取得觸發事件的變更類型。" version=""/>

               <string helpurl="fl.events:DataChangeEvent:endIndex:get" name="endIndex" object="[fl.events.DataChangeEvent]" playername="" 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=""/>

               <string helpurl="fl.events:DataChangeEvent:items:get" name="items" object="[fl.events.DataChangeEvent]" playername="" text=".items" tiptext="會取得包含所變更項目的陣列。" version=""/>

               <string helpurl="fl.events:DataChangeEvent:startIndex:get" name="startIndex" object="[fl.events.DataChangeEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:DataChangeType" id="[fl.events.DataChangeType]" index="true" name="DataChangeType" sort="true" tiptext="DataChangeType 類別會定義 DataChangeEvent.changeType 事件的常數。">

            <folder helpurl="fl.events:DataChangeType" id="Properties" name="屬性" tiptext="DataChangeType 類別的屬性">

               <string constant="true" helpurl="fl.events:DataChangeType:ADD" name="ADD" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.ADD" tiptext="已將項目加入至資料提供者。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:CHANGE" name="CHANGE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.CHANGE" tiptext="已對組件資料進行變更。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:INVALIDATE_ALL" name="INVALIDATE_ALL" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.INVALIDATE_ALL" tiptext="資料集無效。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:INVALIDATE" name="INVALIDATE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.INVALIDATE" tiptext="已對項目中包含的資料進行變更。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:REMOVE_ALL" name="REMOVE_ALL" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.REMOVE_ALL" tiptext="已移除資料提供者中的所有項目。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:REMOVE" name="REMOVE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.REMOVE" tiptext="已移除資料提供者中的項目。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:REPLACE" name="REPLACE" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.REPLACE" tiptext="資料提供者中的項目已由新項目取代。" version=""/>

               <string constant="true" helpurl="fl.events:DataChangeType:SORT" name="SORT" object="[fl.events.DataChangeType]" playername="" text="DataChangeType.SORT" tiptext="資料提供者已經過排序。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.events:ListEvent,flash.events:Event,Object" helpurl="fl.events:DataGridEvent" id="[fl.events.DataGridEvent]" index="true" name="DataGridEvent" sort="true" tiptext="DataGridEvent 類別會定義與 DataGrid 組件有關聯的事件。">

            <folder helpurl="fl.events:DataGridEvent" id="Methods" name="方法" tiptext="DataGridEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:DataGridEvent:DataGridEvent" name="DataGridEvent" object="[fl.events.DataGridEvent]" playername="" 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]%)" tiptext="以指定的參數建立新的 DataGridEvent 物件。" version="1.0"/>

               <string helpurl="fl.events:DataGridEvent:clone" name="clone" object="[fl.events.DataGridEvent]" playername="" 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"/>

               <string helpurl="fl.events:DataGridEvent:toString" name="toString" object="[fl.events.DataGridEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 DataGridEvent 物件所有屬性的字串。" version="1.0"/>

            </folder>

            <folder helpurl="fl.events:DataGridEvent" id="Properties" name="屬性" tiptext="DataGridEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:DataGridEvent:COLUMN_STRETCH" name="COLUMN_STRETCH" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.COLUMN_STRETCH" tiptext="DataGridEvent.COLUMN_STRETCH 常數會定義 columnStretch 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:HEADER_RELEASE" name="HEADER_RELEASE" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.HEADER_RELEASE" tiptext="DataGridEvent.HEADER_RELEASE 常數會定義 headerRelease 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGINNING" name="ITEM_EDIT_BEGINNING" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_EDIT_BEGINNING" tiptext="DataGridEvent.ITEM__EDIT_BEGINNING 常數會定義 itemEditBeginning 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGIN" name="ITEM_EDIT_BEGIN" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_EDIT_BEGIN" tiptext="DataGridEvent.ITEM_EDIT_BEGIN 常數會定義 itemEditBegin 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_EDIT_END" name="ITEM_EDIT_END" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_EDIT_END" tiptext="DataGridEvent.ITEM_EDIT_END 常數會定義 itemEditEnd 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_IN" name="ITEM_FOCUS_IN" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_FOCUS_IN" tiptext="DataGridEvent.ITEM_FOCUS_IN 常數會定義 itemFocusIn 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_OUT" name="ITEM_FOCUS_OUT" object="[fl.events.DataGridEvent]" playername="" text="DataGridEvent.ITEM_FOCUS_OUT" tiptext="DataGridEvent.ITEM_FOCUS_OUT 常數會定義 itemFocusOut 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.events:DataGridEvent:dataField:get" name="dataField" object="[fl.events.DataGridEvent]" playername="" 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=""/>

               <string helpurl="fl.events:DataGridEvent:itemRenderer:get" name="itemRenderer" object="[fl.events.DataGridEvent]" playername="" 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=""/>

               <string helpurl="fl.events:DataGridEvent:reason:get" name="reason" object="[fl.events.DataGridEvent]" playername="" text=".reason" tiptext="會取得傳送 itemEditEnd 事件的原因。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:DataGridEventReason" id="[fl.events.DataGridEventReason]" index="true" name="DataGridEventReason" sort="true" tiptext="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。">

            <folder helpurl="fl.events:DataGridEventReason" id="Properties" name="屬性" tiptext="DataGridEventReason 類別的屬性">

               <string constant="true" helpurl="fl.events:DataGridEventReason:CANCELLED" name="CANCELLED" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.CANCELLED" tiptext="使用者已取消編輯，並且不想儲存已編輯的資料。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEventReason:NEW_COLUMN" name="NEW_COLUMN" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.NEW_COLUMN" tiptext="使用者已將焦點移至同一列中新的一欄。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEventReason:NEW_ROW" name="NEW_ROW" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.NEW_ROW" tiptext="會指出使用者已將焦點移至新的一列。" version=""/>

               <string constant="true" helpurl="fl.events:DataGridEventReason:OTHER" name="OTHER" object="[fl.events.DataGridEventReason]" playername="" text="DataGridEventReason.OTHER" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:InteractionInputType" id="[fl.events.InteractionInputType]" index="true" name="InteractionInputType" sort="true" tiptext="InteractionInputType 類別會針對 SliderEvent 物件的 triggerEvent 屬性值定義常數。">

            <folder helpurl="fl.events:InteractionInputType" id="Properties" name="屬性" tiptext="InteractionInputType 類別的屬性">

               <string constant="true" helpurl="fl.events:InteractionInputType:KEYBOARD" name="KEYBOARD" object="[fl.events.InteractionInputType]" playername="" text="InteractionInputType.KEYBOARD" tiptext="InteractionInputType.KEYBOARD 常數會定義 keyboard 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:InteractionInputType:MOUSE" name="MOUSE" object="[fl.events.InteractionInputType]" playername="" text="InteractionInputType.MOUSE" tiptext="InteractionInputType.MOUSE 常數會定義 mouse 事件物件的 type 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ListEvent" id="[fl.events.ListEvent]" index="true" name="ListEvent" sort="true" tiptext="ListEvent 類別會定義清單架構的組件 (包括 List、DataGrid、TileList 和 ComboBox 組件) 的事件。">

            <folder helpurl="fl.events:ListEvent" id="Methods" name="方法" tiptext="ListEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:ListEvent:ListEvent" name="ListEvent" object="[fl.events.ListEvent]" playername="" 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]%)" tiptext="以指定的參數建立新的 ListEvent 物件。" version="1.0"/>

               <string helpurl="fl.events:ListEvent:clone" name="clone" object="[fl.events.ListEvent]" playername="" 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"/>

               <string helpurl="fl.events:ListEvent:toString" name="toString" object="[fl.events.ListEvent]" playername="" text=".toString(%%):String" tiptext="會傳回包含 ListEvent 物件所有屬性的字串。" version="1.0"/>

            </folder>

            <folder helpurl="fl.events:ListEvent" id="Properties" name="屬性" tiptext="ListEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_CLICK" name="ITEM_CLICK" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_CLICK" tiptext="會定義 itemClick 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_DOUBLE_CLICK" name="ITEM_DOUBLE_CLICK" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_DOUBLE_CLICK" tiptext="會定義 itemDoubleClick 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_ROLL_OUT" name="ITEM_ROLL_OUT" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_ROLL_OUT" tiptext="會定義 itemRollOut 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:ListEvent:ITEM_ROLL_OVER" name="ITEM_ROLL_OVER" object="[fl.events.ListEvent]" playername="" text="ListEvent.ITEM_ROLL_OVER" tiptext="會定義 itemRollOver 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.events:ListEvent:columnIndex:get" name="columnIndex" object="[fl.events.ListEvent]" playername="" text=".columnIndex" tiptext="會取得與此事件相關聯之項目的欄索引。" version=""/>

               <string helpurl="fl.events:ListEvent:index:get" name="index" object="[fl.events.ListEvent]" playername="" text=".index" tiptext="會取得包含輸出器之儲存格的索引 (從零開始)。" version=""/>

               <string helpurl="fl.events:ListEvent:item:get" name="item" object="[fl.events.ListEvent]" playername="" text=".item" tiptext="會取得屬於目前儲存格輸出器的資料。" version=""/>

               <string helpurl="fl.events:ListEvent:rowIndex:get" name="rowIndex" object="[fl.events.ListEvent]" playername="" text=".rowIndex" tiptext="會取得與此事件相關聯之項目的列索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="fl.events:RSLErrorEvent" id="[fl.events.RSLErrorEvent]" index="true" name="RSLErrorEvent" sort="true" tiptext="RSLErrorEvent 類別定義了由 RSLPreloader 傳送的錯誤事件。">

            <folder helpurl="fl.events:RSLErrorEvent" id="Methods" name="方法" tiptext="RSLErrorEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:RSLErrorEvent:RSLErrorEvent" name="RSLErrorEvent" object="[fl.events.RSLErrorEvent]" playername="" 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]%)" tiptext="會建立包含 RSLError 事件相關資訊的 RSLErrorEvent 物件。" version="2"/>

            </folder>

            <folder helpurl="fl.events:RSLErrorEvent" id="Properties" name="屬性" tiptext="RSLErrorEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:RSLErrorEvent:RSL_LOAD_FAILED" name="RSL_LOAD_FAILED" object="[fl.events.RSLErrorEvent]" playername="" text="RSLErrorEvent.RSL_LOAD_FAILED" tiptext="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=""/>

               <string helpurl="fl.events:RSLErrorEvent:failedURLs:get" name="failedURLs" object="[fl.events.RSLErrorEvent]" playername="" text=".failedURLs" tiptext="傳回下載失敗的檔案陣列。" version=""/>

               <string helpurl="fl.events:RSLErrorEvent:rslsFailed:get" name="rslsFailed" object="[fl.events.RSLErrorEvent]" playername="" text=".rslsFailed" tiptext="傳回下載失敗的檔案數目。" version=""/>

               <string helpurl="fl.events:RSLErrorEvent:rslsLoaded:get" name="rslsLoaded" object="[fl.events.RSLErrorEvent]" playername="" text=".rslsLoaded" tiptext="傳回下載成功的檔案數目。" version=""/>

               <string helpurl="fl.events:RSLErrorEvent:rslsTotal:get" name="rslsTotal" object="[fl.events.RSLErrorEvent]" playername="" text=".rslsTotal" tiptext="傳回下載成功與下載失敗的檔案總數。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:RSLEvent" id="[fl.events.RSLEvent]" index="true" name="RSLEvent" sort="true" tiptext="RSLEvent 類別定義了由 RSLPreloader 傳送的事件。">

            <folder helpurl="fl.events:RSLEvent" id="Methods" name="方法" tiptext="RSLEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:RSLEvent:RSLEvent" name="RSLEvent" object="[fl.events.RSLEvent]" playername="" 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]%)" tiptext="使用與 RSL 事件相關的特定資訊來建立 Event 物件。" version="2"/>

            </folder>

            <folder helpurl="fl.events:RSLEvent" id="Properties" name="屬性" tiptext="RSLEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:RSLEvent:RSL_LOAD_COMPLETE" name="RSL_LOAD_COMPLETE" object="[fl.events.RSLEvent]" playername="" text="RSLEvent.RSL_LOAD_COMPLETE" tiptext="當所有 RSL 下載成功後，由 RSLPreloader 傳送事件。" version=""/>

               <string constant="true" helpurl="fl.events:RSLEvent:RSL_PROGRESS" name="RSL_PROGRESS" object="[fl.events.RSLEvent]" playername="" text="RSLEvent.RSL_PROGRESS" tiptext="RSLPreloader 會傳送事件，指出 RSL 檔案下載進度。" version=""/>

               <string helpurl="fl.events:RSLEvent:bytesLoaded:get" name="bytesLoaded" object="[fl.events.RSLEvent]" playername="" text=".bytesLoaded" tiptext="針對已成功下載的檔案，傳回總共下載的位元組。" version=""/>

               <string helpurl="fl.events:RSLEvent:bytesTotal:get" name="bytesTotal" object="[fl.events.RSLEvent]" playername="" 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=""/>

               <string helpurl="fl.events:RSLEvent:rslsFailed:get" name="rslsFailed" object="[fl.events.RSLEvent]" playername="" text=".rslsFailed" tiptext="傳回下載失敗的檔案數目。" version=""/>

               <string helpurl="fl.events:RSLEvent:rslsLoaded:get" name="rslsLoaded" object="[fl.events.RSLEvent]" playername="" text=".rslsLoaded" tiptext="傳回下載成功的檔案數目。" version=""/>

               <string helpurl="fl.events:RSLEvent:rslsTotal:get" name="rslsTotal" object="[fl.events.RSLEvent]" playername="" text=".rslsTotal" tiptext="傳回下載成功與下載失敗的檔案總數。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:ScrollEvent" id="[fl.events.ScrollEvent]" index="true" name="ScrollEvent" sort="true" tiptext="ScrollEvent 類別會定義與 ScrollBar 組件有關聯的 scroll 事件。">

            <folder helpurl="fl.events:ScrollEvent" id="Methods" name="方法" tiptext="ScrollEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:ScrollEvent:ScrollEvent" name="ScrollEvent" object="[fl.events.ScrollEvent]" playername="" text="new ScrollEvent(%方向:String,delta:Number,位置:Number%)" tiptext="以指定的參數建立新的 ScrollEvent 物件。" version="1.0"/>

               <string helpurl="fl.events:ScrollEvent:clone" name="clone" object="[fl.events.ScrollEvent]" playername="" 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"/>

               <string helpurl="fl.events:ScrollEvent:toString" name="toString" object="[fl.events.ScrollEvent]" playername="" text=".toString(%%):String" tiptext="會傳回包含 ScrollEvent 物件所有屬性的字串。" version="1.0"/>

            </folder>

            <folder helpurl="fl.events:ScrollEvent" id="Properties" name="屬性" tiptext="ScrollEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:ScrollEvent:SCROLL" name="SCROLL" object="[fl.events.ScrollEvent]" playername="" text="ScrollEvent.SCROLL" tiptext="定義 scroll 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.events:ScrollEvent:delta:get" name="delta" object="[fl.events.ScrollEvent]" playername="" text=".delta" tiptext="會取得捲動位置變更的大小，以像素為單位。" version=""/>

               <string helpurl="fl.events:ScrollEvent:direction:get" name="direction" object="[fl.events.ScrollEvent]" playername="" text=".direction" tiptext="會取得常數值，指出與事件相關聯的移動方向。" version=""/>

               <string helpurl="fl.events:ScrollEvent:position:get" name="position" object="[fl.events.ScrollEvent]" playername="" text=".position" tiptext="會取得目前的捲動位置，以像素為單位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.events:SliderEvent" id="[fl.events.SliderEvent]" index="true" name="SliderEvent" sort="true" tiptext="SliderEvent 類別會定義與 Slider 組件有關聯的事件。">

            <folder helpurl="fl.events:SliderEvent" id="Methods" name="方法" tiptext="SliderEvent 類別的方法">

               <string constructor="true" helpurl="fl.events:SliderEvent:SliderEvent" name="SliderEvent" object="[fl.events.SliderEvent]" playername="" text="new SliderEvent(%類型:String,值:Number,按下目標:String,觸發事件:String[,按鍵碼值:int=0]%)" tiptext="以指定的參數建立新的 SliderEvent 物件。" version="1.0"/>

               <string helpurl="fl.events:SliderEvent:clone" name="clone" object="[fl.events.SliderEvent]" playername="" 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"/>

               <string helpurl="fl.events:SliderEvent:toString" name="toString" object="[fl.events.SliderEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 SliderEvent 物件所有屬性的字串。" version="1.0"/>

            </folder>

            <folder helpurl="fl.events:SliderEvent" id="Properties" name="屬性" tiptext="SliderEvent 類別的屬性">

               <string constant="true" helpurl="fl.events:SliderEvent:CHANGE" name="CHANGE" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.CHANGE" tiptext="定義 change 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEvent:THUMB_DRAG" name="THUMB_DRAG" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.THUMB_DRAG" tiptext="會定義 thumbDrag 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEvent:THUMB_PRESS" name="THUMB_PRESS" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.THUMB_PRESS" tiptext="會定義 thumbPress 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEvent:THUMB_RELEASE" name="THUMB_RELEASE" object="[fl.events.SliderEvent]" playername="" text="SliderEvent.THUMB_RELEASE" tiptext="會定義 thumbRelease 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.events:SliderEvent:clickTarget:get" name="clickTarget" object="[fl.events.SliderEvent]" playername="" 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=""/>

               <string helpurl="fl.events:SliderEvent:keyCode:get" name="keyCode" object="[fl.events.SliderEvent]" playername="" text=".keyCode" tiptext="會取得為了觸發事件所按下按鍵的按鍵碼。" version=""/>

               <string helpurl="fl.events:SliderEvent:triggerEvent:get" name="triggerEvent" object="[fl.events.SliderEvent]" playername="" text=".triggerEvent" tiptext="會取得傳送輸入所使用的裝置類型。" version=""/>

               <string helpurl="fl.events:SliderEvent:value:get" name="value" object="[fl.events.SliderEvent]" playername="" text=".value" tiptext="會取得滑動軸的新值 (視其位置而定)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.events:SliderEventClickTarget" id="[fl.events.SliderEventClickTarget]" index="true" name="SliderEventClickTarget" sort="true" tiptext="SliderEventClickTarget 類別會針對 SliderEvent 類別的 clickTarget 屬性值定義常數。">

            <folder helpurl="fl.events:SliderEventClickTarget" id="Properties" name="屬性" tiptext="SliderEventClickTarget 類別的屬性">

               <string constant="true" helpurl="fl.events:SliderEventClickTarget:THUMB" name="THUMB" object="[fl.events.SliderEventClickTarget]" playername="" text="SliderEventClickTarget.THUMB" tiptext="所按下的是 Slider 縮圖。" version=""/>

               <string constant="true" helpurl="fl.events:SliderEventClickTarget:TRACK" name="TRACK" object="[fl.events.SliderEventClickTarget]" playername="" text="SliderEventClickTarget.TRACK" tiptext="所按下的是 Slider 軌道。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.ik" id="fl.ik" name="fl.ik" sort="true" tiptext="fl.ik 套件的類別">

         <folder asAncestors="Object" helpurl="fl.ik:IKArmature" id="[fl.ik.IKArmature]" index="true" name="IKArmature" sort="true" tiptext="IKArmature 類別會描述反向運動 (IK) 骨架。">

            <folder helpurl="fl.ik:IKArmature" id="Methods" name="方法" tiptext="IKArmature 類別的方法">

               <string helpurl="fl.ik:IKArmature:getBoneByName" name="getBoneByName" object="[fl.ik.IKArmature]" playername="" text=".getBoneByName(%目標名稱:String%):fl.ik:IKBone" tiptext="傳回指定的骨塊。" version="1.5"/>

               <string helpurl="fl.ik:IKArmature:registerElements" name="registerElements" object="[fl.ik.IKArmature]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.ik:IKArmature" id="Properties" name="屬性" tiptext="IKArmature 類別的屬性">

               <string helpurl="fl.ik:IKArmature:container:get" name="container" object="[fl.ik.IKArmature]" playername="" text=".container" tiptext="傳回傳送至 registerElements 呼叫的 DisplayObjectContainer。" version=""/>

               <string helpurl="fl.ik:IKArmature:name:get" name="name" object="[fl.ik.IKArmature]" playername="" text=".name" tiptext="骨架名稱。" version=""/>

               <string helpurl="fl.ik:IKArmature:rootJoint:get" name="rootJoint" object="[fl.ik.IKArmature]" playername="" text=".rootJoint" tiptext="骨架中的根接合。" version=""/>

               <string helpurl="fl.ik:IKArmature:springsEnabled:get" name="springsEnabled" object="[fl.ik.IKArmature]" playername="" text=".springsEnabled" tiptext="指定是否啟用骨架的彈起。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.ik:IKBone" id="[fl.ik.IKBone]" index="true" name="IKBone" sort="true" 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。">

            <folder helpurl="fl.ik:IKBone" id="Properties" name="屬性" tiptext="IKBone 類別的屬性">

               <string helpurl="fl.ik:IKBone:headJoint:get" name="headJoint" object="[fl.ik.IKBone]" playername="" text=".headJoint" tiptext="骨塊的頭部接合。" version=""/>

               <string helpurl="fl.ik:IKBone:name:get" name="name" object="[fl.ik.IKBone]" playername="" text=".name" tiptext="骨塊名稱。" version=""/>

               <string helpurl="fl.ik:IKBone:tailJoint:get" name="tailJoint" object="[fl.ik.IKBone]" playername="" text=".tailJoint" tiptext="骨塊的尾部接合。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.ik:IKEvent" id="[fl.ik.IKEvent]" index="true" name="IKEvent" sort="true" tiptext="IKEvent 類別會定義與包含反向運動 (IK) 骨架之物件相關的事件。">

            <folder helpurl="fl.ik:IKEvent" id="Methods" name="方法" tiptext="IKEvent 類別的方法">

               <string constructor="true" helpurl="fl.ik:IKEvent:IKEvent" name="IKEvent" object="[fl.ik.IKEvent]" playername="" text="new IKEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" tiptext="建立包含 IK 事件相關資訊的事件物件。" version="1.5"/>

            </folder>

            <folder helpurl="fl.ik:IKEvent" id="Properties" name="屬性" tiptext="IKEvent 類別的屬性">

               <string constant="true" helpurl="fl.ik:IKEvent:DISTANCE_LIMIT" name="DISTANCE_LIMIT" object="[fl.ik.IKEvent]" playername="" text="IKEvent.DISTANCE_LIMIT" tiptext="定義 distanceLimit 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.ik:IKEvent:ITERATION_LIMIT" name="ITERATION_LIMIT" object="[fl.ik.IKEvent]" playername="" text="IKEvent.ITERATION_LIMIT" tiptext="定義 iterationLimit 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.ik:IKEvent:SINGLE_STEP" name="SINGLE_STEP" object="[fl.ik.IKEvent]" playername="" text="IKEvent.SINGLE_STEP" tiptext="定義 singleStep 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.ik:IKEvent:TIME_LIMIT" name="TIME_LIMIT" object="[fl.ik.IKEvent]" playername="" text="IKEvent.TIME_LIMIT" tiptext="定義 timeLimit 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.ik:IKEvent:distance:get" name="distance" object="[fl.ik.IKEvent]" playername="" text=".distance" tiptext="距離接合原始位置的長度 (以像素為單位)。" version=""/>

               <string helpurl="fl.ik:IKEvent:iterationCount:get" name="iterationCount" object="[fl.ik.IKEvent]" playername="" text=".iterationCount" tiptext="已執行的 IK 移動循環次數。" version=""/>

               <string helpurl="fl.ik:IKEvent:joint:get" name="joint" object="[fl.ik.IKEvent]" playername="" text=".joint" tiptext="與此事件相關的接合。" version=""/>

               <string helpurl="fl.ik:IKEvent:time:get" name="time" object="[fl.ik.IKEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.ik:IKJoint" id="[fl.ik.IKJoint]" index="true" name="IKJoint" sort="true" 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。">

            <folder helpurl="fl.ik:IKJoint" id="Methods" name="方法" tiptext="IKJoint 類別的方法">

               <string helpurl="fl.ik:IKJoint:clearSpringAngle" name="clearSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".clearSpringAngle(%%):void" tiptext="清除目前的彈起角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:clearSpringPoint" name="clearSpringPoint" object="[fl.ik.IKJoint]" playername="" text=".clearSpringPoint(%%):void" tiptext="清除目前的彈起點。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getChildAt" name="getChildAt" object="[fl.ik.IKJoint]" playername="" 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"/>

               <string helpurl="fl.ik:IKJoint:getChildIndex" name="getChildIndex" object="[fl.ik.IKJoint]" playername="" 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"/>

               <string helpurl="fl.ik:IKJoint:getDamping" name="getDamping" object="[fl.ik.IKJoint]" playername="" text=".getDamping(%%):Number" tiptext="" version=""/>

               <string helpurl="fl.ik:IKJoint:getJointValue" name="getJointValue" object="[fl.ik.IKJoint]" playername="" text=".getJointValue(%dof:int%):Number" tiptext="擷取指定之自由度類型的目前值。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getSpringAngle" name="getSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".getSpringAngle(%%):Number" tiptext="傳回目前的彈起角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getSpringPt" name="getSpringPt" object="[fl.ik.IKJoint]" playername="" text=".getSpringPt(%%):flash.geom:Point" tiptext="傳回目前的彈起點。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:getStrength" name="getStrength" object="[fl.ik.IKJoint]" playername="" text=".getStrength(%%):Number" tiptext="" version=""/>

               <string helpurl="fl.ik:IKJoint:getTransformationPoint" name="getTransformationPoint" object="[fl.ik.IKJoint]" playername="" text=".getTransformationPoint(%%):flash.geom:Point" tiptext="" version=""/>

               <string helpurl="fl.ik:IKJoint:hasPhysics" name="hasPhysics" object="[fl.ik.IKJoint]" playername="" text=".hasPhysics(%[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"/>

               <string helpurl="fl.ik:IKJoint:hasSpringAngle" name="hasSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".hasSpringAngle(%%):Boolean" tiptext="傳回目前是否設定彈起角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:hasSpringPoint" name="hasSpringPoint" object="[fl.ik.IKJoint]" playername="" text=".hasSpringPoint(%%):Boolean" tiptext="傳回目前是否設定彈起點。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:isConstrained" name="isConstrained" object="[fl.ik.IKJoint]" playername="" text=".isConstrained(%dof:int%):Boolean" tiptext="傳回自由度類型是否受限制。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:isEnabled" name="isEnabled" object="[fl.ik.IKJoint]" playername="" text=".isEnabled(%dof:int%)" tiptext="傳回指定的自由度類型是否啟用。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:setConstrained" name="setConstrained" object="[fl.ik.IKJoint]" playername="" 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"/>

               <string helpurl="fl.ik:IKJoint:setEnabled" name="setEnabled" object="[fl.ik.IKJoint]" playername="" text=".setEnabled(%dof:int,啟用:Boolean%)" tiptext="啟用或停用指定的自由度類型。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:setSpringAngle" name="setSpringAngle" object="[fl.ik.IKJoint]" playername="" text=".setSpringAngle(%角度:Number%):void" tiptext="設定目前的彈起角度。" version="1.5"/>

               <string helpurl="fl.ik:IKJoint:setSpringPt" name="setSpringPt" object="[fl.ik.IKJoint]" playername="" text=".setSpringPt(%點:flash.geom:Point%):void" tiptext="設定目前的彈起點。" version="1.5"/>

            </folder>

            <folder helpurl="fl.ik:IKJoint" id="Properties" name="屬性" tiptext="IKJoint 類別的屬性">

               <string helpurl="fl.ik:IKJoint:DOF_ROTATION" name="DOF_ROTATION" object="[fl.ik.IKJoint]" playername="" text=".DOF_ROTATION" tiptext="旋轉自由度的靜態常數。" version=""/>

               <string helpurl="fl.ik:IKJoint:DOF_XTRANS" name="DOF_XTRANS" object="[fl.ik.IKJoint]" playername="" text=".DOF_XTRANS" tiptext="X 轉譯自由度的靜態常數。" version=""/>

               <string helpurl="fl.ik:IKJoint:DOF_YTRANS" name="DOF_YTRANS" object="[fl.ik.IKJoint]" playername="" text=".DOF_YTRANS" tiptext="Y 轉譯自由度的靜態常數。" version=""/>

               <string helpurl="fl.ik:IKJoint:bone:get" name="bone" object="[fl.ik.IKJoint]" playername="" text=".bone" tiptext="與 IKJoint 物件相關聯的頭部骨塊。" version=""/>

               <string helpurl="fl.ik:IKJoint:name:get" name="name" object="[fl.ik.IKJoint]" playername="" text=".name" tiptext="IKJoint 實體的名稱。" version=""/>

               <string helpurl="fl.ik:IKJoint:numChildren:get" name="numChildren" object="[fl.ik.IKJoint]" playername="" text=".numChildren" tiptext="傳回從指定之 IKJoint 中分支的 IKJoint 物件數量。" version=""/>

               <string helpurl="fl.ik:IKJoint:parent:get" name="parent" object="[fl.ik.IKJoint]" playername="" text=".parent" tiptext="父輩 IKJoint 物件。" version=""/>

               <string helpurl="fl.ik:IKJoint:position:get" name="position" object="[fl.ik.IKJoint]" playername="" text=".position" tiptext="IKJoint 的座標。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationConstrained:get" name="rotationConstrained" object="[fl.ik.IKJoint]" playername="" text=".rotationConstrained" tiptext="傳回旋轉是否受限制。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationEnabled:get" name="rotationEnabled" object="[fl.ik.IKJoint]" playername="" text=".rotationEnabled" tiptext="指定旋轉是否已啟用。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationMax:get" name="rotationMax" object="[fl.ik.IKJoint]" playername="" text=".rotationMax" tiptext="最大旋轉值。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotationMin:get" name="rotationMin" object="[fl.ik.IKJoint]" playername="" text=".rotationMin" tiptext="最小旋轉值。" version=""/>

               <string helpurl="fl.ik:IKJoint:rotation:get" name="rotation" object="[fl.ik.IKJoint]" playername="" text=".rotation" tiptext="目前旋轉值。" version=""/>

               <string helpurl="fl.ik:IKJoint:speed:get" name="speed" object="[fl.ik.IKJoint]" playername="" 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=""/>

               <string helpurl="fl.ik:IKJoint:springDamping:get" name="springDamping" object="[fl.ik.IKJoint]" playername="" text=".springDamping" tiptext="彈起阻尼值。" version=""/>

               <string helpurl="fl.ik:IKJoint:springPosition:get" name="springPosition" object="[fl.ik.IKJoint]" playername="" text=".springPosition" tiptext="彈起位置 (轉移關節) 或角度 (旋轉關節)。" version=""/>

               <string helpurl="fl.ik:IKJoint:springStrength:get" name="springStrength" object="[fl.ik.IKJoint]" playername="" text=".springStrength" tiptext="彈起強度值。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationConstrained:get" name="xTranslationConstrained" object="[fl.ik.IKJoint]" playername="" text=".xTranslationConstrained" tiptext="傳回 X 轉譯是否受限制。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationEnabled:get" name="xTranslationEnabled" object="[fl.ik.IKJoint]" playername="" text=".xTranslationEnabled" tiptext="指定 X 轉譯是否已啟用。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationMax:get" name="xTranslationMax" object="[fl.ik.IKJoint]" playername="" text=".xTranslationMax" tiptext="X 轉譯最大值。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslationMin:get" name="xTranslationMin" object="[fl.ik.IKJoint]" playername="" text=".xTranslationMin" tiptext="X 轉譯最小值。" version=""/>

               <string helpurl="fl.ik:IKJoint:xTranslation:get" name="xTranslation" object="[fl.ik.IKJoint]" playername="" text=".xTranslation" tiptext="目前 X 轉譯值。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationConstrained:get" name="yTranslationConstrained" object="[fl.ik.IKJoint]" playername="" text=".yTranslationConstrained" tiptext="傳回 Y 轉譯是否受限制。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationEnabled:get" name="yTranslationEnabled" object="[fl.ik.IKJoint]" playername="" text=".yTranslationEnabled" tiptext="指定 Y 轉譯是否已啟用。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationMax:get" name="yTranslationMax" object="[fl.ik.IKJoint]" playername="" text=".yTranslationMax" tiptext="Y 轉譯最大值。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslationMin:get" name="yTranslationMin" object="[fl.ik.IKJoint]" playername="" text=".yTranslationMin" tiptext="Y 轉譯最小值。" version=""/>

               <string helpurl="fl.ik:IKJoint:yTranslation:get" name="yTranslation" object="[fl.ik.IKJoint]" playername="" text=".yTranslation" tiptext="目前 Y 轉譯值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.ik:IKManager" id="[fl.ik.IKManager]" index="true" name="IKManager" sort="true" tiptext="IKManager 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。">

            <folder helpurl="fl.ik:IKManager" id="Methods" name="方法" tiptext="IKManager 類別的方法">

               <string helpurl="fl.ik:IKManager:getArmatureAt" name="getArmatureAt" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.getArmatureAt(%索引:int%):fl.ik:IKArmature" tiptext="傳回位於指定索引處的骨架。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:getArmatureByName" name="getArmatureByName" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.getArmatureByName(%名稱:String%):fl.ik:IKArmature" tiptext="傳回具有指定名稱的骨架。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:setStage" name="setStage" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.setStage(%舞台:flash.display:DisplayObjectContainer%):void" tiptext="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"/>

               <string helpurl="fl.ik:IKManager:trackAllArmatures" name="trackAllArmatures" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.trackAllArmatures(%[啟用:Boolean=true]%):void" tiptext="啟用或停用所有骨架的即時追蹤。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:trackIKArmature" name="trackIKArmature" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.trackIKArmature(%樹狀結構:fl.ik:IKArmature[,啟用:Boolean=true]%):void" tiptext="啟用或停用指定之 IKArmature 實體的即時追蹤。" version="1.5"/>

               <string helpurl="fl.ik:IKManager:trackIKObject" name="trackIKObject" object="[fl.ik.IKManager]" playername="" static="true" text="IKManager.trackIKObject(%目標:flash.display:DisplayObject[,啟用:Boolean=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"/>

            </folder>

            <folder helpurl="fl.ik:IKManager" id="Properties" name="屬性" tiptext="IKManager 類別的屬性">

               <string helpurl="fl.ik:IKManager:numArmatures:get" name="numArmatures" object="[fl.ik.IKManager]" playername="" text=".numArmatures" tiptext="舞台上的骨架數目。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.ik:IKMover" id="[fl.ik.IKMover]" index="true" name="IKMover" sort="true" tiptext="IKMover 類別會起始並控制骨架的反向運動 (IK) 移動。">

            <folder helpurl="fl.ik:IKMover" id="Methods" name="方法" tiptext="IKMover 類別的方法">

               <string constructor="true" helpurl="fl.ik:IKMover:IKMover" name="IKMover" object="[fl.ik.IKMover]" playername="" text="new IKMover(%結束特效:fl.ik:IKJoint,目標位置:flash.geom:Point%)" tiptext="IKMover 物件的建構函式。" version="1.5"/>

               <string helpurl="fl.ik:IKMover:applyPhysics" name="applyPhysics" object="[fl.ik.IKMover]" playername="" text=".applyPhysics(%%):void" tiptext="" version=""/>

               <string helpurl="fl.ik:IKMover:moveTo" name="moveTo" object="[fl.ik.IKMover]" playername="" text=".moveTo(%目標位置: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"/>

            </folder>

            <folder helpurl="fl.ik:IKMover" id="Properties" name="屬性" tiptext="IKMover 類別的屬性">

               <string helpurl="fl.ik:IKMover:distanceLimit:get" name="distanceLimit" object="[fl.ik.IKMover]" playername="" 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=""/>

               <string helpurl="fl.ik:IKMover:iterationLimit:get" name="iterationLimit" object="[fl.ik.IKMover]" playername="" text=".iterationLimit" tiptext="指定 IK 引擎對每次移動所執行的最大循環次數。" version=""/>

               <string helpurl="fl.ik:IKMover:limitByDistance:get" name="limitByDistance" object="[fl.ik.IKMover]" playername="" text=".limitByDistance" tiptext="指定超過 distanceLimit 值之後，IK 引擎是否會結束移動。" version=""/>

               <string helpurl="fl.ik:IKMover:limitByIteration:get" name="limitByIteration" object="[fl.ik.IKMover]" playername="" text=".limitByIteration" tiptext="指定超過 iterationLimit 值之後，IK 引擎是否會結束移動。" version=""/>

               <string helpurl="fl.ik:IKMover:limitByTime:get" name="limitByTime" object="[fl.ik.IKMover]" playername="" text=".limitByTime" tiptext="指定超過指定的 timeLimit 之後，IK 引擎是否會結束移動。" version=""/>

               <string helpurl="fl.ik:IKMover:stepCount:get" name="stepCount" object="[fl.ik.IKMover]" playername="" text=".stepCount" tiptext="IK 移動的循環次數。" version=""/>

               <string helpurl="fl.ik:IKMover:timeLimit:get" name="timeLimit" object="[fl.ik.IKMover]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.lang" id="fl.lang" name="fl.lang" sort="true" tiptext="fl.lang 套件的類別">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.lang:Locale" id="[fl.lang.Locale]" index="true" name="Locale" sort="true" 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。">

            <folder helpurl="fl.lang:Locale" id="Methods" name="方法" tiptext="Locale 類別的方法">

               <string helpurl="fl.lang:Locale:addDelayedInstance" name="addDelayedInstance" object="[fl.lang.Locale]" playername="" static="true" text="Locale.addDelayedInstance(%實體:Object,字串ID:String%)" 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"/>

               <string helpurl="fl.lang:Locale:addXMLPath" name="addXMLPath" object="[fl.lang.Locale]" playername="" static="true" text="Locale.addXMLPath(%語言碼:String,路徑:String%):void" 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"/>

               <string helpurl="fl.lang:Locale:checkXMLStatus" name="checkXMLStatus" object="[fl.lang.Locale]" playername="" static="true" text="Locale.checkXMLStatus(%%):Boolean" tiptext="如果已載入 XML 檔，則傳回 true，否則傳回 false。" version="1.0"/>

               <string helpurl="fl.lang:Locale:getDefaultLang" name="getDefaultLang" object="[fl.lang.Locale]" playername="" static="true" text="Locale.getDefaultLang(%%):String" tiptext="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"/>

               <string helpurl="fl.lang:Locale:initialize" name="initialize" object="[fl.lang.Locale]" playername="" static="true" text="Locale.initialize(%%):void" tiptext="自動決定要使用的語言，並載入 XML 語言檔案。" version="1.0"/>

               <string helpurl="fl.lang:Locale:loadLanguageXML" name="loadLanguageXML" object="[fl.lang.Locale]" playername="" static="true" text="Locale.loadLanguageXML(%xml語言碼:String[,自訂Xml完成回呼:Function=null]%):void" tiptext="載入指定的 XML 語言檔案。" version="1.0"/>

               <string helpurl="fl.lang:Locale:loadStringEx" name="loadStringEx" object="[fl.lang.Locale]" playername="" static="true" text="Locale.loadStringEx(%字串ID:String,語言碼:String%):String" tiptext="傳回與指定字串 ID 及語言碼關聯的字串值。" version="1.0"/>

               <string helpurl="fl.lang:Locale:loadString" name="loadString" object="[fl.lang.Locale]" playername="" static="true" text="Locale.loadString(%id:String%):String" tiptext="傳回目前語言中與指定字串 ID 關聯的字串值。" version="1.0"/>

               <string helpurl="fl.lang:Locale:setDefaultLang" name="setDefaultLang" object="[fl.lang.Locale]" playername="" static="true" text="Locale.setDefaultLang(%語言碼:String%):void" tiptext="設定預設語言碼。" version="1.0"/>

               <string helpurl="fl.lang:Locale:setLoadCallback" name="setLoadCallback" object="[fl.lang.Locale]" playername="" static="true" text="Locale.setLoadCallback(%本機回呼:Function%)" tiptext="設定要在 XML 檔載入後呼叫的回呼函數。" version="1.0"/>

               <string helpurl="fl.lang:Locale:setString" name="setString" object="[fl.lang.Locale]" playername="" static="true" text="Locale.setString(%字串ID:String,語言碼:String,字串值:String%):void" tiptext="設定指定字串 ID 和語言碼的新字串值。" version="1.0"/>

            </folder>

            <folder helpurl="fl.lang:Locale" id="Properties" name="屬性" tiptext="Locale 類別的屬性">

               <string helpurl="fl.lang:Locale:autoReplace:get" name="autoReplace" object="[fl.lang.Locale]" playername="" text=".autoReplace" tiptext="決定是否在載入 XML 檔後自動取代字串。" version=""/>

               <string helpurl="fl.lang:Locale:languageCodeArray:get" name="languageCodeArray" object="[fl.lang.Locale]" playername="" 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=""/>

               <string helpurl="fl.lang:Locale:stringIDArray:get" name="stringIDArray" object="[fl.lang.Locale]" playername="" text=".stringIDArray" tiptext="陣列，其中包含所有在 FLA 檔中的字串 ID。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.livepreview" id="fl.livepreview" name="fl.livepreview" sort="true" tiptext="fl.livepreview 套件的類別">

         <folder asAncestors="flash.display:MovieClip,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.livepreview:LivePreviewParent" id="[fl.livepreview.LivePreviewParent]" index="true" name="LivePreviewParent" sort="true" tiptext="LivePreviewParent 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。">

            <folder helpurl="fl.livepreview:LivePreviewParent" id="Methods" name="方法" tiptext="LivePreviewParent 類別的方法">

               <string constructor="true" helpurl="fl.livepreview:LivePreviewParent:LivePreviewParent" name="LivePreviewParent" object="[fl.livepreview.LivePreviewParent]" playername="" text="new LivePreviewParent(%%)" 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"/>

               <string helpurl="fl.livepreview:LivePreviewParent:onResize" name="onResize" object="[fl.livepreview.LivePreviewParent]" playername="" 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"/>

               <string helpurl="fl.livepreview:LivePreviewParent:onUpdate" name="onUpdate" object="[fl.livepreview.LivePreviewParent]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.livepreview:LivePreviewParent" id="Properties" name="屬性" tiptext="LivePreviewParent 類別的屬性">

               <string helpurl="fl.livepreview:LivePreviewParent:myInstance" name="myInstance" object="[fl.livepreview.LivePreviewParent]" playername="" text=".myInstance" tiptext="與即時預覽有關的組件實體。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.managers" id="fl.managers" name="fl.managers" sort="true" tiptext="fl.managers 套件的類別">

         <folder asAncestors="Object" helpurl="fl.managers:FocusManager" id="[fl.managers.FocusManager]" index="true" name="FocusManager" sort="true" 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。">

            <folder helpurl="fl.managers:FocusManager" id="Methods" name="方法" tiptext="FocusManager 類別的方法">

               <string constructor="true" helpurl="fl.managers:FocusManager:FocusManager" name="FocusManager" object="[fl.managers.FocusManager]" playername="" text="new FocusManager(%容器:flash.display:DispalyObjectContainer%)" tiptext="建立新的 FocusManager 實體。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:activate" name="activate" object="[fl.managers.FocusManager]" playername="" text=".activate(%%):void" tiptext="啟動 FocusManager 實體。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:deactivate" name="deactivate" object="[fl.managers.FocusManager]" playername="" text=".deactivate(%%):void" tiptext="停用 FocusManager。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:findFocusManagerComponent" name="findFocusManagerComponent" object="[fl.managers.FocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:FocusManager:getFocus" name="getFocus" object="[fl.managers.FocusManager]" playername="" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="會取得目前成為焦點的互動式物件。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:getNextFocusManagerComponent" name="getNextFocusManagerComponent" object="[fl.managers.FocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:FocusManager:hideFocus" name="hideFocus" object="[fl.managers.FocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:FocusManager:setFocus" name="setFocus" object="[fl.managers.FocusManager]" playername="" text=".setFocus(%組件:flash.display:InteractiveObject%):void" tiptext="將焦點設定為 IFocusManagerComponent 組件。" version="1.0"/>

               <string helpurl="fl.managers:FocusManager:showFocus" name="showFocus" object="[fl.managers.FocusManager]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.managers:FocusManager" id="Properties" name="屬性" tiptext="FocusManager 類別的屬性">

               <string helpurl="fl.managers:FocusManager:defaultButtonEnabled:get" name="defaultButtonEnabled" object="[fl.managers.FocusManager]" playername="" text=".defaultButtonEnabled" tiptext="取得或設定值，指出預設按鈕是否已啟用。" version=""/>

               <string helpurl="fl.managers:FocusManager:defaultButton:get" name="defaultButton" object="[fl.managers.FocusManager]" playername="" text=".defaultButton" tiptext="會取得或設定目前的預設按鈕。" version=""/>

               <string helpurl="fl.managers:FocusManager:nextTabIndex:get" name="nextTabIndex" object="[fl.managers.FocusManager]" playername="" 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=""/>

               <string helpurl="fl.managers:FocusManager:showFocusIndicator:get" name="showFocusIndicator" object="[fl.managers.FocusManager]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="fl.managers:IFocusManager" id="[fl.managers.IFocusManager]" index="true" name="IFocusManager" sort="true" tiptext="實作 IFocusManager 介面以建立自訂的焦點管理員。">

            <folder helpurl="fl.managers:IFocusManager" id="Methods" name="方法" tiptext="IFocusManager 類別的方法">

               <string helpurl="fl.managers:IFocusManager:activate" name="activate" object="[fl.managers.IFocusManager]" playername="" text=".activate(%%):void" tiptext="啟動焦點管理員。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:deactivate" name="deactivate" object="[fl.managers.IFocusManager]" playername="" text=".deactivate(%%):void" tiptext="停用焦點管理員。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:findFocusManagerComponent" name="findFocusManagerComponent" object="[fl.managers.IFocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:IFocusManager:getFocus" name="getFocus" object="[fl.managers.IFocusManager]" playername="" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="擷取目前成為焦點的 IFocusManagerComponent 組件。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:getNextFocusManagerComponent" name="getNextFocusManagerComponent" object="[fl.managers.IFocusManager]" playername="" 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"/>

               <string helpurl="fl.managers:IFocusManager:hideFocus" name="hideFocus" object="[fl.managers.IFocusManager]" playername="" text=".hideFocus(%%):void" tiptext="將 showFocusIndicator 屬性設定為 false。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:setFocus" name="setFocus" object="[fl.managers.IFocusManager]" playername="" text=".setFocus(%o:flash.display:InteractiveObject%):void" tiptext="將焦點設定至 IFocusManagerComponent 組件。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManager:showFocus" name="showFocus" object="[fl.managers.IFocusManager]" playername="" text=".showFocus(%%):void" tiptext="將 showFocusIndicator 屬性設定為 true。" version="1.0"/>

            </folder>

            <folder helpurl="fl.managers:IFocusManager" id="Properties" name="屬性" tiptext="IFocusManager 類別的屬性">

               <string helpurl="fl.managers:IFocusManager:defaultButtonEnabled:get" name="defaultButtonEnabled" object="[fl.managers.IFocusManager]" playername="" text=".defaultButtonEnabled" tiptext="取得或設定值，指出預設按鈕是否已啟用。" version=""/>

               <string helpurl="fl.managers:IFocusManager:defaultButton:get" name="defaultButton" object="[fl.managers.IFocusManager]" playername="" text=".defaultButton" tiptext="取得或設定預設按鈕的參考。" version=""/>

               <string helpurl="fl.managers:IFocusManager:nextTabIndex:get" name="nextTabIndex" object="[fl.managers.IFocusManager]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManager:showFocusIndicator:get" name="showFocusIndicator" object="[fl.managers.IFocusManager]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="fl.managers:IFocusManagerComponent" id="[fl.managers.IFocusManagerComponent]" index="true" name="IFocusManagerComponent" sort="true" tiptext="IFocusManagerComponent 介面會提供方法和屬性，讓組件能夠接收焦點。">

            <folder helpurl="fl.managers:IFocusManagerComponent" id="Methods" name="方法" tiptext="IFocusManagerComponent 類別的方法">

               <string helpurl="fl.managers:IFocusManagerComponent:drawFocus" name="drawFocus" object="[fl.managers.IFocusManagerComponent]" playername="" text=".drawFocus(%繪製:Boolean%):void" tiptext="繪製視覺化焦點指示器。" version="1.0"/>

               <string helpurl="fl.managers:IFocusManagerComponent:setFocus" name="setFocus" object="[fl.managers.IFocusManagerComponent]" playername="" text=".setFocus(%%):void" tiptext="設定組件的焦點。" version="1.0"/>

            </folder>

            <folder helpurl="fl.managers:IFocusManagerComponent" id="Properties" name="屬性" tiptext="IFocusManagerComponent 類別的屬性">

               <string helpurl="fl.managers:IFocusManagerComponent:focusEnabled:get" name="focusEnabled" object="[fl.managers.IFocusManagerComponent]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManagerComponent:mouseFocusEnabled:get" name="mouseFocusEnabled" object="[fl.managers.IFocusManagerComponent]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManagerComponent:tabEnabled:get" name="tabEnabled" object="[fl.managers.IFocusManagerComponent]" playername="" 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=""/>

               <string helpurl="fl.managers:IFocusManagerComponent:tabIndex:get" name="tabIndex" object="[fl.managers.IFocusManagerComponent]" playername="" text=".tabIndex" tiptext="如果 tabEnabled 設定為 true，則會取得組件接收焦點的順序。" version=""/>

            </folder>

         </folder>

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

            <folder helpurl="fl.managers:IFocusManagerGroup" id="Properties" name="屬性" tiptext="IFocusManagerGroup 類別的屬性">

               <string helpurl="fl.managers:IFocusManagerGroup:groupName:get" name="groupName" object="[fl.managers.IFocusManagerGroup]" playername="" text=".groupName" tiptext="會取得或設定此組件所屬組件群組的名稱。" version=""/>

               <string helpurl="fl.managers:IFocusManagerGroup:selected:get" name="selected" object="[fl.managers.IFocusManagerGroup]" playername="" text=".selected" tiptext="取得或設定 Boolean 值，指出是否已選取此組件。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.managers:StyleManager" id="[fl.managers.StyleManager]" index="true" name="StyleManager" sort="true" 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。">

            <folder helpurl="fl.managers:StyleManager" id="Methods" name="方法" tiptext="StyleManager 類別的方法">

               <string constructor="true" helpurl="fl.managers:StyleManager:StyleManager" name="StyleManager" object="[fl.managers.StyleManager]" playername="" text="new StyleManager(%%)" tiptext="建立新的 StyleManager 物件。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:clearComponentStyle" name="clearComponentStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.clearComponentStyle(%組件:Object,名稱:String%):void" tiptext="移除指定組件的樣式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:clearStyle" name="clearStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.clearStyle(%名稱:String%):void" tiptext="從文件中的所有使用者介面組件移除全域樣式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:getComponentStyle" name="getComponentStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.getComponentStyle(%組件:Object,名稱:String%):Object" tiptext="取得存在於特定組件的樣式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:getStyle" name="getStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.getStyle(%名稱:String%):Object" tiptext="依名稱取得全域樣式。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:registerInstance" name="registerInstance" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.registerInstance(%實體:fl.core:UIComponent%):void" tiptext="使用樣式管理員註冊組件實體。" version="1.0"/>

               <string helpurl="fl.managers:StyleManager:setComponentStyle" name="setComponentStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.setComponentStyle(%組件:Object,名稱:String,樣式:Object%):void" 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"/>

               <string helpurl="fl.managers:StyleManager:setStyle" name="setStyle" object="[fl.managers.StyleManager]" playername="" static="true" text="StyleManager.setStyle(%名稱:String,樣式:Object%):void" 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"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.motion" id="fl.motion" name="fl.motion" sort="true" tiptext="fl.motion 套件的類別">

         <folder asAncestors="Object" helpurl="fl.motion:AdjustColor" id="[fl.motion.AdjustColor]" index="true" name="AdjustColor" sort="true" 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。">

            <folder helpurl="fl.motion:AdjustColor" id="Methods" name="方法" tiptext="AdjustColor 類別的方法">

               <string constructor="true" helpurl="fl.motion:AdjustColor:AdjustColor" name="AdjustColor" object="[fl.motion.AdjustColor]" playername="" text="new AdjustColor(%%)" tiptext="AdjustColor 類別會定義不同的色彩屬性以支援 ColorMatrixFilter 所需。" version="1.0"/>

               <string helpurl="fl.motion:AdjustColor:AllValuesAreSet" name="AllValuesAreSet" object="[fl.motion.AdjustColor]" playername="" text=".AllValuesAreSet(%%):Boolean" tiptext="確認是否已設定所有四個 AdjustColor 屬性。" version="1.0"/>

               <string helpurl="fl.motion:AdjustColor:CalculateFinalFlatArray" name="CalculateFinalFlatArray" object="[fl.motion.AdjustColor]" playername="" text=".CalculateFinalFlatArray(%%):Array" tiptext="針對所有四個屬性傳回值的平面陣列。" version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:AdjustColor" id="Properties" name="屬性" tiptext="AdjustColor 類別的屬性">

               <string helpurl="fl.motion:AdjustColor:brightness:set" name="brightness" object="[fl.motion.AdjustColor]" playername="" text=".brightness" tiptext="設定 AdjustColor 濾鏡的亮度。" version=""/>

               <string helpurl="fl.motion:AdjustColor:contrast:set" name="contrast" object="[fl.motion.AdjustColor]" playername="" text=".contrast" tiptext="設定 AdjustColor 濾鏡的對比。" version=""/>

               <string helpurl="fl.motion:AdjustColor:hue:set" name="hue" object="[fl.motion.AdjustColor]" playername="" text=".hue" tiptext="設定 AdjustColor 濾鏡的色相。" version=""/>

               <string helpurl="fl.motion:AdjustColor:saturation:set" name="saturation" object="[fl.motion.AdjustColor]" playername="" text=".saturation" tiptext="設定 AdjustColor 濾鏡的飽和度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" helpurl="fl.motion:Animator" id="[fl.motion.Animator]" index="true" name="Animator" sort="true" tiptext="Animator 類別會將移動補間動畫的 XML 說明套用至顯示物件。">

            <folder helpurl="fl.motion:Animator" id="Methods" name="方法" tiptext="Animator 類別的方法">

               <string constructor="true" helpurl="fl.motion:Animator:Animator" name="Animator" object="[fl.motion.Animator]" playername="" text="new Animator(%[xml:XML=null,目標:flash.display:DisplayObject=null]%)" 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"/>

               <string helpurl="fl.motion:Animator:fromXMLString" name="fromXMLString" object="[fl.motion.Animator]" playername="" static="true" text="Animator.fromXMLString(%xmlString:String[,目標:flash.display:DisplayObject=null]%):fl.motion:Animator" tiptext="從 XML 字串建立 Animator 物件。" version="1.0"/>

               <string helpurl="fl.motion:Animator:matricesEqual" name="matricesEqual" object="[fl.motion.Animator]" playername="" static="true" text="Animator.matricesEqual(%a:flash.geom:Matrix,b:flash.geom:Matrix%):Boolean" tiptext="" version="1"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" helpurl="fl.motion:Animator3D" id="[fl.motion.Animator3D]" index="true" name="Animator3D" sort="true" tiptext="Animator3D 類別會將三維移動補間動畫的 XML 說明套用至顯示物件。">

            <folder helpurl="fl.motion:Animator3D" id="Methods" name="方法" tiptext="Animator3D 類別的方法">

               <string constructor="true" helpurl="fl.motion:Animator3D:Animator3D" name="Animator3D" object="[fl.motion.Animator3D]" playername="" text="new Animator3D(%[xml:XML=null,目標:flash.display:DisplayObject=null]%)" 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"/>

               <string helpurl="fl.motion:Animator3D:convertMatrixToMatrix3D" name="convertMatrixToMatrix3D" object="[fl.motion.Animator3D]" playername="" static="true" text="Animator3D.convertMatrixToMatrix3D(%矩陣2D:flash.geom:Matrix%):flash.geom:Matrix3D" tiptext="" version=""/>

               <string helpurl="fl.motion:Animator3D:matrices3DEqual" name="matrices3DEqual" object="[fl.motion.Animator3D]" playername="" static="true" text="Animator3D.matrices3DEqual(%a:flash.geom:Matrix3D,b:flash.geom:Matrix3D%):Boolean" tiptext="" version=""/>

            </folder>

            <folder helpurl="fl.motion:Animator3D" id="Properties" name="屬性" tiptext="Animator3D 類別的屬性">

               <string helpurl="fl.motion:Animator3D:initialPosition:set" name="initialPosition" object="[fl.motion.Animator3D]" playername="" text=".initialPosition" tiptext="建立顯示物件的 x、y 和 z 座標。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.motion:AnimatorBase" id="[fl.motion.AnimatorBase]" index="true" name="AnimatorBase" sort="true" tiptext="AnimatorBase 類別會將移動補間動畫的 XML 說明套用至顯示物件。">

            <folder helpurl="fl.motion:AnimatorBase" id="Methods" name="方法" tiptext="AnimatorBase 類別的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorBase:AnimatorBase" name="AnimatorBase" object="[fl.motion.AnimatorBase]" playername="" text="new AnimatorBase(%[xml:XML=null,目標:flash.display:DisplayObject=null]%)" 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"/>

               <string helpurl="fl.motion:AnimatorBase:end" name="end" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:nextFrame" name="nextFrame" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:pause" name="pause" object="[fl.motion.AnimatorBase]" playername="" text=".pause(%%):void" tiptext="暫停播放動畫，直到您呼叫 resume() 方法為止。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:play" name="play" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:processCurrentFrame" name="processCurrentFrame" object="[fl.motion.AnimatorBase]" playername="" static="true" 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" tiptext="" version=""/>

               <string helpurl="fl.motion:AnimatorBase:registerParentFrameHandler" name="registerParentFrameHandler" object="[fl.motion.AnimatorBase]" playername="" static="true" 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" tiptext="針對該 MovieClip 的子系註冊指定的 MovieClip 以及 AnimatorBase 實體。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:resume" name="resume" object="[fl.motion.AnimatorBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorBase:rewind" name="rewind" object="[fl.motion.AnimatorBase]" playername="" text=".rewind(%%):void" tiptext="將 Flash Player 設定至動畫的第一個影格。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:startFrameEvents" name="startFrameEvents" object="[fl.motion.AnimatorBase]" playername="" text=".startFrameEvents(%%):void" tiptext="起始影格事件。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:stop" name="stop" object="[fl.motion.AnimatorBase]" playername="" text=".stop(%%):void" tiptext="停止播放動畫，而且 Flash Player 會返回連續動畫的第一個影格。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorBase:useCurrentFrame" name="useCurrentFrame" object="[fl.motion.AnimatorBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:AnimatorBase" id="Properties" name="屬性" tiptext="AnimatorBase 類別的屬性">

               <string helpurl="fl.motion:AnimatorBase:autoRewind" name="autoRewind" object="[fl.motion.AnimatorBase]" playername="" text=".autoRewind" tiptext="將動畫設定為完成之後重新啟動。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:orientToPath" name="orientToPath" object="[fl.motion.AnimatorBase]" playername="" text=".orientToPath" tiptext="沿著移動路徑設定顯示物件的位置。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:positionMatrix" name="positionMatrix" object="[fl.motion.AnimatorBase]" playername="" text=".positionMatrix" tiptext="將整體轉換套用至移動路徑的 Matrix 物件。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:repeatCount" name="repeatCount" object="[fl.motion.AnimatorBase]" playername="" text=".repeatCount" tiptext="重複播放動畫的次數。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:transformationPointZ" name="transformationPointZ" object="[fl.motion.AnimatorBase]" playername="" text=".transformationPointZ" tiptext="旋轉或縮放顯示物件的參照 z 座標點。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:transformationPoint" name="transformationPoint" object="[fl.motion.AnimatorBase]" playername="" text=".transformationPoint" tiptext="旋轉或縮放顯示物件的參照點。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:frameEvent:get" name="frameEvent" object="[fl.motion.AnimatorBase]" playername="" text=".frameEvent" tiptext="Event.ENTER_FRAME 事件建立之事件物件的名稱。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:instanceFactoryClass:get" name="instanceFactoryClass" object="[fl.motion.AnimatorBase]" playername="" text=".instanceFactoryClass" tiptext="使用ActionScript 建立實體時，實體就是由這個類別建立的。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:isPlaying:get" name="isPlaying" object="[fl.motion.AnimatorBase]" playername="" text=".isPlaying" tiptext="指出目前是否正在播放動畫。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:motionArray:get" name="motionArray" object="[fl.motion.AnimatorBase]" playername="" text=".motionArray" tiptext="包含動畫之移動補間動畫屬性的物件陣列。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:motion:get" name="motion" object="[fl.motion.AnimatorBase]" playername="" text=".motion" tiptext="包含動畫之移動補間動畫屬性的物件。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:placeholderName:get" name="placeholderName" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:sceneName:get" name="sceneName" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:spanEnd:get" name="spanEnd" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:spanStart:get" name="spanStart" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:targetName:get" name="targetName" object="[fl.motion.AnimatorBase]" playername="" text=".targetName" tiptext="目標物件的名稱 (透過父輩 DisplayObjectContainer 來檢視)。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:targetParentButton:get" name="targetParentButton" object="[fl.motion.AnimatorBase]" playername="" text=".targetParentButton" tiptext="" version=""/>

               <string helpurl="fl.motion:AnimatorBase:targetParent:get" name="targetParent" object="[fl.motion.AnimatorBase]" playername="" text=".targetParent" tiptext="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=""/>

               <string helpurl="fl.motion:AnimatorBase:targetState3D:get" name="targetState3D" object="[fl.motion.AnimatorBase]" playername="" text=".targetState3D" tiptext="目標物件的初始方向。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:target:get" name="target" object="[fl.motion.AnimatorBase]" playername="" text=".target" tiptext="製作成動畫的顯示物件。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:time:get" name="time" object="[fl.motion.AnimatorBase]" playername="" text=".time" tiptext="從零開始的整數，指出並控制目前動畫的時間。" version=""/>

               <string helpurl="fl.motion:AnimatorBase:usingCurrentFrame:get" name="usingCurrentFrame" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase:initialPosition:set" name="initialPosition" object="[fl.motion.AnimatorBase]" playername="" text=".initialPosition" tiptext="一個座標陣列，定義動畫的開始位置。" version=""/>

            </folder>

            <folder helpurl="fl.motion:AnimatorBase" id="Events" name="事件" tiptext="AnimatorBase 類別的事件">

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.TIME_CHANGE_timeChange" name="timeChange" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_UPDATE_motionUpdate" name="motionUpdate" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_START_motionStart" name="motionStart" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_END_motionEnd" name="motionEnd" object="[fl.motion.AnimatorBase]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorFactoryBase,Object" helpurl="fl.motion:AnimatorFactory" id="[fl.motion.AnimatorFactory]" index="true" name="AnimatorFactory" sort="true" 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。">

            <folder helpurl="fl.motion:AnimatorFactory" id="Methods" name="方法" tiptext="AnimatorFactory 類別的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactory:AnimatorFactory" name="AnimatorFactory" object="[fl.motion.AnimatorFactory]" playername="" text="new AnimatorFactory(%移動:fl.motion:MotionBase[,移動陣列:Array=null]%)" 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"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorFactoryBase,Object" helpurl="fl.motion:AnimatorFactory3D" id="[fl.motion.AnimatorFactory3D]" index="true" name="AnimatorFactory3D" sort="true" 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。">

            <folder helpurl="fl.motion:AnimatorFactory3D" id="Methods" name="方法" tiptext="AnimatorFactory3D 類別的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactory3D:AnimatorFactory3D" name="AnimatorFactory3D" object="[fl.motion.AnimatorFactory3D]" playername="" text="new AnimatorFactory3D(%移動:fl.motion:MotionBase[,移動陣列:Array=null]%)" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:AnimatorFactoryBase" id="[fl.motion.AnimatorFactoryBase]" index="true" name="AnimatorFactoryBase" sort="true" 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。">

            <folder helpurl="fl.motion:AnimatorFactoryBase" id="Methods" name="方法" tiptext="AnimatorFactoryBase 類別的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactoryBase:AnimatorFactoryBase" name="AnimatorFactoryBase" object="[fl.motion.AnimatorFactoryBase]" playername="" text="new AnimatorFactoryBase(%移動:fl.motion:MotionBase[,移動陣列:Array=null]%)" tiptext="建立 AnimatorFactoryBase 類別的實體。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorFactoryBase:addTargetInfo" name="addTargetInfo" object="[fl.motion.AnimatorFactoryBase]" playername="" 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"/>

               <string helpurl="fl.motion:AnimatorFactoryBase:addTarget" name="addTarget" object="[fl.motion.AnimatorFactoryBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:AnimatorFactoryBase" id="Properties" name="屬性" tiptext="AnimatorFactoryBase 類別的屬性">

               <string helpurl="fl.motion:AnimatorFactoryBase:motion:get" name="motion" object="[fl.motion.AnimatorFactoryBase]" playername="" text=".motion" tiptext="與 AnimatorFactoryBase 實體和其目標物件相關聯的 MotionBase 實體。" version=""/>

               <string helpurl="fl.motion:AnimatorFactoryBase:sceneName:set" name="sceneName" object="[fl.motion.AnimatorFactoryBase]" playername="" 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=""/>

               <string helpurl="fl.motion:AnimatorFactoryBase:transformationPointZ:set" name="transformationPointZ" object="[fl.motion.AnimatorFactoryBase]" playername="" text=".transformationPointZ" tiptext="旋轉或縮放顯示物件的參照 z 座標點。" version=""/>

               <string helpurl="fl.motion:AnimatorFactoryBase:transformationPoint:set" name="transformationPoint" object="[fl.motion.AnimatorFactoryBase]" playername="" text=".transformationPoint" tiptext="旋轉或縮放顯示物件的參照點。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:AnimatorFactoryBase,Object" helpurl="fl.motion:AnimatorFactoryUniversal" id="[fl.motion.AnimatorFactoryUniversal]" index="true" name="AnimatorFactoryUniversal" sort="true" tiptext="AnimatorFactoryUniversal 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。">

            <folder helpurl="fl.motion:AnimatorFactoryUniversal" id="Methods" name="方法" tiptext="AnimatorFactoryUniversal 類別的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorFactoryUniversal:AnimatorFactoryUniversal" name="AnimatorFactoryUniversal" object="[fl.motion.AnimatorFactoryUniversal]" playername="" text="new AnimatorFactoryUniversal(%移動:fl.motion:MotionBase,移動陣列:Array%)" 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"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:Animator3D,fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" helpurl="fl.motion:AnimatorUniversal" id="[fl.motion.AnimatorUniversal]" index="true" name="AnimatorUniversal" sort="true" tiptext="AnimatorUniversal 類別會將二維或三維移動的 ActionScript 說明套用至顯示物件。">

            <folder helpurl="fl.motion:AnimatorUniversal" id="Methods" name="方法" tiptext="AnimatorUniversal 類別的方法">

               <string constructor="true" helpurl="fl.motion:AnimatorUniversal:AnimatorUniversal" name="AnimatorUniversal" object="[fl.motion.AnimatorUniversal]" playername="" text="new AnimatorUniversal(%%)" tiptext="為顯示物件建立一個 AnimatorUniversal 物件移動。" version="1.0"/>

               <string helpurl="fl.motion:AnimatorUniversal:setTargetState" name="setTargetState" object="[fl.motion.AnimatorUniversal]" playername="" text=".setTargetState(%%):void" tiptext="" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:BezierEase" id="[fl.motion.BezierEase]" index="true" name="BezierEase" sort="true" tiptext="BezierEase 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。">

            <folder helpurl="fl.motion:BezierEase" id="Methods" name="方法" tiptext="BezierEase 類別的方法">

               <string constructor="true" helpurl="fl.motion:BezierEase:BezierEase" name="BezierEase" object="[fl.motion.BezierEase]" playername="" text="new BezierEase(%[xml:XML=null]%)" tiptext="BezierEase 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:BezierEase:getValue" name="getValue" object="[fl.motion.BezierEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:BezierEase" id="Properties" name="屬性" tiptext="BezierEase 類別的屬性">

               <string helpurl="fl.motion:BezierEase:points" name="points" object="[fl.motion.BezierEase]" playername="" text=".points" tiptext="加/減速曲線中點的排序集合。" version=""/>

               <string helpurl="fl.motion:BezierEase:target:get" name="target" object="[fl.motion.BezierEase]" playername="" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:BezierSegment" id="[fl.motion.BezierSegment]" index="true" name="BezierSegment" sort="true" tiptext="貝茲曲線包含四個定義單一三次方貝茲曲線的 Point 物件。">

            <folder helpurl="fl.motion:BezierSegment" id="Methods" name="方法" tiptext="BezierSegment 類別的方法">

               <string constructor="true" helpurl="fl.motion:BezierSegment:BezierSegment" name="BezierSegment" object="[fl.motion.BezierSegment]" playername="" text="new BezierSegment(%a:flash.geom:Point,b:flash.geom:Point,c:flash.geom:Point,d:flash.geom:Point%)" tiptext="BezierSegment 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:BezierSegment:getCubicCoefficients" name="getCubicCoefficients" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getCubicCoefficients(%a:Number,b:Number,c:Number,d:Number%):Array" tiptext="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"/>

               <string helpurl="fl.motion:BezierSegment:getCubicRoots" name="getCubicRoots" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getCubicRoots(%[a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Array" tiptext="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"/>

               <string helpurl="fl.motion:BezierSegment:getQuadraticRoots" name="getQuadraticRoots" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getQuadraticRoots(%a:Number,b:Number,c:Number%):Array" tiptext="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"/>

               <string helpurl="fl.motion:BezierSegment:getSingleValue" name="getSingleValue" object="[fl.motion.BezierSegment]" playername="" static="true" text="BezierSegment.getSingleValue(%t:Number[,a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Number" tiptext="會計算一維三次方貝茲方程式在特定時間的值。" version="1.0"/>

               <string helpurl="fl.motion:BezierSegment:getValue" name="getValue" object="[fl.motion.BezierSegment]" playername="" text=".getValue(%t:Number%):flash.geom:Point" tiptext="會計算二維三次方貝茲曲線在特定時間的位置。" version="1.0"/>

               <string helpurl="fl.motion:BezierSegment:getYForX" name="getYForX" object="[fl.motion.BezierSegment]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:BezierSegment" id="Properties" name="屬性" tiptext="BezierSegment 類別的屬性">

               <string helpurl="fl.motion:BezierSegment:a" name="a" object="[fl.motion.BezierSegment]" playername="" text=".a" tiptext="貝茲曲線的第一個點。" version=""/>

               <string helpurl="fl.motion:BezierSegment:b" name="b" object="[fl.motion.BezierSegment]" playername="" text=".b" tiptext="貝茲曲線的第二個點。" version=""/>

               <string helpurl="fl.motion:BezierSegment:c" name="c" object="[fl.motion.BezierSegment]" playername="" text=".c" tiptext="貝茲曲線的第三個點。" version=""/>

               <string helpurl="fl.motion:BezierSegment:d" name="d" object="[fl.motion.BezierSegment]" playername="" text=".d" tiptext="貝茲曲線的第四個點。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.geom:ColorTransform,Object" helpurl="fl.motion:Color" id="[fl.motion.Color]" index="true" name="Color" sort="true" tiptext="Color 類別會擴充 Flash Player 的 ColorTransform 類別，並加入控制亮度和色調的功能。">

            <folder helpurl="fl.motion:Color" id="Methods" name="方法" tiptext="Color 類別的方法">

               <string constructor="true" helpurl="fl.motion:Color:Color" name="Color" object="[fl.motion.Color]" playername="" 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]%)" tiptext="Color 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:Color:fromXML" name="fromXML" object="[fl.motion.Color]" playername="" static="true" text="Color.fromXML(%xml:XML%):fl.motion:Color" tiptext="會從 XML 建立 Color 實體。" version="1.0"/>

               <string helpurl="fl.motion:Color:interpolateColor" name="interpolateColor" object="[fl.motion.Color]" playername="" static="true" text="Color.interpolateColor(%來源顏色:uint,目標顏色:uint,進度:Number%):uint" tiptext="從某個顏色值平順地轉換成另一個顏色值。" version="1.0"/>

               <string helpurl="fl.motion:Color:interpolateTransform" name="interpolateTransform" object="[fl.motion.Color]" playername="" static="true" text="Color.interpolateTransform(%來源顏色:flash.geom:ColorTransform,目標顏色:flash.geom:ColorTransform,進度:Number%):flash.geom:ColorTransform" tiptext="從某個 ColorTransform 物件平順地轉換成另一個物件。" version="1.0"/>

               <string helpurl="fl.motion:Color:setTint" name="setTint" object="[fl.motion.Color]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:Color" id="Properties" name="屬性" tiptext="Color 類別的屬性">

               <string helpurl="fl.motion:Color:brightness:get" name="brightness" object="[fl.motion.Color]" playername="" 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=""/>

               <string helpurl="fl.motion:Color:tintColor:get" name="tintColor" object="[fl.motion.Color]" playername="" text=".tintColor" tiptext="格式為 0xRRGGBB 的著色值。" version=""/>

               <string helpurl="fl.motion:Color:tintMultiplier:get" name="tintMultiplier" object="[fl.motion.Color]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:DynamicMatrix,Object" helpurl="fl.motion:ColorMatrix" id="[fl.motion.ColorMatrix]" index="true" name="ColorMatrix" sort="true" tiptext="ColorMatrix 類別會依據指定值來計算並儲存顏色矩陣。">

            <folder helpurl="fl.motion:ColorMatrix" id="Methods" name="方法" tiptext="ColorMatrix 類別的方法">

               <string constructor="true" helpurl="fl.motion:ColorMatrix:ColorMatrix" name="ColorMatrix" object="[fl.motion.ColorMatrix]" playername="" text="new ColorMatrix(%%)" tiptext="依據指定值來計算並儲存顏色矩陣。" version="1.0"/>

               <string helpurl="fl.motion:ColorMatrix:GetFlatArray" name="GetFlatArray" object="[fl.motion.ColorMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:ColorMatrix:SetBrightnessMatrix" name="SetBrightnessMatrix" object="[fl.motion.ColorMatrix]" playername="" text=".SetBrightnessMatrix(%值:Number%):void" tiptext="依據指定值來計算並儲存亮度矩陣。" version="1.0"/>

               <string helpurl="fl.motion:ColorMatrix:SetContrastMatrix" name="SetContrastMatrix" object="[fl.motion.ColorMatrix]" playername="" text=".SetContrastMatrix(%值:Number%):void" tiptext="依據指定值來計算並儲存對比矩陣。" version="1.0"/>

               <string helpurl="fl.motion:ColorMatrix:SetHueMatrix" name="SetHueMatrix" object="[fl.motion.ColorMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:ColorMatrix:SetSaturationMatrix" name="SetSaturationMatrix" object="[fl.motion.ColorMatrix]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:CustomEase" id="[fl.motion.CustomEase]" index="true" name="CustomEase" sort="true" 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。">

            <folder helpurl="fl.motion:CustomEase" id="Methods" name="方法" tiptext="CustomEase 類別的方法">

               <string constructor="true" helpurl="fl.motion:CustomEase:CustomEase" name="CustomEase" object="[fl.motion.CustomEase]" playername="" text="new CustomEase(%[xml:XML=null]%)" tiptext="CustomEase 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:CustomEase:getValue" name="getValue" object="[fl.motion.CustomEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:CustomEase" id="Properties" name="屬性" tiptext="CustomEase 類別的屬性">

               <string helpurl="fl.motion:CustomEase:points" name="points" object="[fl.motion.CustomEase]" playername="" text=".points" tiptext="加/減速曲線中點的排序集合。" version=""/>

               <string helpurl="fl.motion:CustomEase:target:get" name="target" object="[fl.motion.CustomEase]" playername="" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:DynamicMatrix" id="[fl.motion.DynamicMatrix]" index="true" name="DynamicMatrix" sort="true" tiptext="DynamicMatrix 類別會依據指定值來計算並儲存矩陣。">

            <folder helpurl="fl.motion:DynamicMatrix" id="Methods" name="方法" tiptext="DynamicMatrix 類別的方法">

               <string constructor="true" helpurl="fl.motion:DynamicMatrix:DynamicMatrix" name="DynamicMatrix" object="[fl.motion.DynamicMatrix]" playername="" text="new DynamicMatrix(%寬度:int,高度:int%)" tiptext="使用指定的列與欄數來建構矩陣。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:Add" name="Add" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:GetHeight" name="GetHeight" object="[fl.motion.DynamicMatrix]" playername="" text=".GetHeight(%%):Number" tiptext="傳回目前矩陣中的列數。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:GetValue" name="GetValue" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:GetWidth" name="GetWidth" object="[fl.motion.DynamicMatrix]" playername="" text=".GetWidth(%%):Number" tiptext="傳回目前矩陣中的欄數。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:LoadIdentity" name="LoadIdentity" object="[fl.motion.DynamicMatrix]" playername="" text=".LoadIdentity(%%):void" tiptext="將目前矩陣設定為單位矩陣。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:LoadZeros" name="LoadZeros" object="[fl.motion.DynamicMatrix]" playername="" text=".LoadZeros(%%):void" tiptext="將目前矩陣中的所有值設為零。" version="1.0"/>

               <string helpurl="fl.motion:DynamicMatrix:MultiplyNumber" name="MultiplyNumber" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:Multiply" name="Multiply" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

               <string helpurl="fl.motion:DynamicMatrix:SetValue" name="SetValue" object="[fl.motion.DynamicMatrix]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:DynamicMatrix" id="Properties" name="屬性" tiptext="DynamicMatrix 類別的屬性">

               <string constant="true" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_APPEND" name="MATRIX_ORDER_APPEND" object="[fl.motion.DynamicMatrix]" playername="" text="DynamicMatrix.MATRIX_ORDER_APPEND" tiptext="指定矩陣附加至連接之後。" version=""/>

               <string constant="true" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_PREPEND" name="MATRIX_ORDER_PREPEND" object="[fl.motion.DynamicMatrix]" playername="" text="DynamicMatrix.MATRIX_ORDER_PREPEND" tiptext="指定將矩陣附加至連接之前。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:FunctionEase" id="[fl.motion.FunctionEase]" index="true" name="FunctionEase" sort="true" 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。">

            <folder helpurl="fl.motion:FunctionEase" id="Methods" name="方法" tiptext="FunctionEase 類別的方法">

               <string constructor="true" helpurl="fl.motion:FunctionEase:FunctionEase" name="FunctionEase" object="[fl.motion.FunctionEase]" playername="" text="new FunctionEase(%[xml:XML=null]%)" tiptext="FunctionEase 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:FunctionEase:getValue" name="getValue" object="[fl.motion.FunctionEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:FunctionEase" id="Properties" name="屬性" tiptext="FunctionEase 類別的屬性">

               <string helpurl="fl.motion:FunctionEase:easingFunction" name="easingFunction" object="[fl.motion.FunctionEase]" playername="" 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=""/>

               <string helpurl="fl.motion:FunctionEase:parameters" name="parameters" object="[fl.motion.FunctionEase]" playername="" 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=""/>

               <string helpurl="fl.motion:FunctionEase:functionName:get" name="functionName" object="[fl.motion.FunctionEase]" playername="" text=".functionName" tiptext="加/減速函數的完整名稱，如 fl.motion.easing.Bounce.easeOut()。" version=""/>

               <string helpurl="fl.motion:FunctionEase:target:get" name="target" object="[fl.motion.FunctionEase]" playername="" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version=""/>

            </folder>

         </folder>

         <folder helpurl="fl.motion:ITween" id="[fl.motion.ITween]" index="true" name="ITween" sort="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)。">

            <folder helpurl="fl.motion:ITween" id="Methods" name="方法" tiptext="ITween 類別的方法">

               <string helpurl="fl.motion:ITween:getValue" name="getValue" object="[fl.motion.ITween]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:ITween" id="Properties" name="屬性" tiptext="ITween 類別的屬性">

               <string helpurl="fl.motion:ITween:target:get" name="target" object="[fl.motion.ITween]" playername="" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:KeyframeBase,Object" helpurl="fl.motion:Keyframe" id="[fl.motion.Keyframe]" index="true" name="Keyframe" sort="true" tiptext="Keyframe 類別會定義移動補間動畫中特定時間的視覺狀態。">

            <folder helpurl="fl.motion:Keyframe" id="Methods" name="方法" tiptext="Keyframe 類別的方法">

               <string constructor="true" helpurl="fl.motion:Keyframe:Keyframe" name="Keyframe" object="[fl.motion.Keyframe]" playername="" text="new Keyframe(%[xml:XML=null]%)" tiptext="關鍵影格實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:Keyframe:getTween" name="getTween" object="[fl.motion.Keyframe]" playername="" text=".getTween(%目標:String%):fl.motion:ITween" tiptext="會擷取特定 animation 屬性的 ITween 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:Keyframe" id="Properties" name="屬性" tiptext="Keyframe 類別的屬性">

               <string helpurl="fl.motion:Keyframe:tweenScale" name="tweenScale" object="[fl.motion.Keyframe]" playername="" 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=""/>

               <string helpurl="fl.motion:Keyframe:tweenSnap" name="tweenSnap" object="[fl.motion.Keyframe]" playername="" 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=""/>

               <string helpurl="fl.motion:Keyframe:tweenSync" name="tweenSync" object="[fl.motion.Keyframe]" playername="" 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=""/>

               <string helpurl="fl.motion:Keyframe:tweens" name="tweens" object="[fl.motion.Keyframe]" playername="" 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=""/>

               <string helpurl="fl.motion:Keyframe:tweensLength:get" name="tweensLength" object="[fl.motion.Keyframe]" playername="" text=".tweensLength" tiptext="補間動畫的影格數目。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:KeyframeBase" id="[fl.motion.KeyframeBase]" index="true" name="KeyframeBase" sort="true" tiptext="KeyframeBase 類別會定義移動補間動畫中特定時間的視覺狀態。">

            <folder helpurl="fl.motion:KeyframeBase" id="Methods" name="方法" tiptext="KeyframeBase 類別的方法">

               <string constructor="true" helpurl="fl.motion:KeyframeBase:KeyframeBase" name="KeyframeBase" object="[fl.motion.KeyframeBase]" playername="" text="new KeyframeBase(%[xml:XML=null]%)" tiptext="關鍵影格實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:KeyframeBase:affectsTweenable" name="affectsTweenable" object="[fl.motion.KeyframeBase]" playername="" 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"/>

               <string helpurl="fl.motion:KeyframeBase:getValue" name="getValue" object="[fl.motion.KeyframeBase]" playername="" 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"/>

               <string helpurl="fl.motion:KeyframeBase:setAdjustColorProperty" name="setAdjustColorProperty" object="[fl.motion.KeyframeBase]" playername="" 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"/>

               <string helpurl="fl.motion:KeyframeBase:setValue" name="setValue" object="[fl.motion.KeyframeBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:KeyframeBase" id="Properties" name="屬性" tiptext="KeyframeBase 類別的屬性">

               <string helpurl="fl.motion:KeyframeBase:adjustColorObjects" name="adjustColorObjects" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:blank" name="blank" object="[fl.motion.KeyframeBase]" playername="" text=".blank" tiptext="指出目標物件不該顯示於此關鍵影格上。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:blendMode" name="blendMode" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:cacheAsBitmap" name="cacheAsBitmap" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:color" name="color" object="[fl.motion.KeyframeBase]" playername="" text=".color" tiptext="在目標物件中調整顏色變化的顏色物件。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:filters" name="filters" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:firstFrame" name="firstFrame" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:label" name="label" object="[fl.motion.KeyframeBase]" playername="" text=".label" tiptext="用來描述關鍵影格的字串。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:loop" name="loop" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:matrix3D" name="matrix3D" object="[fl.motion.KeyframeBase]" playername="" text=".matrix3D" tiptext="如果此關鍵影格具有 matrix3d 屬性的話，則會加以儲存。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:matrix" name="matrix" object="[fl.motion.KeyframeBase]" playername="" text=".matrix" tiptext="如果此關鍵影格具有 matrix 屬性的話，則加以儲存。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:orientToPath" name="orientToPath" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotateDirection" name="rotateDirection" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotateTimes" name="rotateTimes" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotationConcat" name="rotationConcat" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:rotationX" name="rotationX" object="[fl.motion.KeyframeBase]" playername="" text=".rotationX" tiptext="儲存此關鍵影格的 rotationX 屬性。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:rotationY" name="rotationY" object="[fl.motion.KeyframeBase]" playername="" text=".rotationY" tiptext="儲存此關鍵影格的 rotationY 屬性。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:scaleX" name="scaleX" object="[fl.motion.KeyframeBase]" playername="" text=".scaleX" tiptext="會指出從變形點套用的物件水平縮放 (百分比)。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:scaleY" name="scaleY" object="[fl.motion.KeyframeBase]" playername="" text=".scaleY" tiptext="會指出從變形點套用的物件垂直縮放 (百分比)。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:skewX" name="skewX" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:skewY" name="skewY" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:useRotationConcat" name="useRotationConcat" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:x" name="x" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:y" name="y" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:z" name="z" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:index:get" name="index" object="[fl.motion.KeyframeBase]" playername="" text=".index" tiptext="關鍵影格在移動補間動畫中的唯一時間值。" version=""/>

               <string helpurl="fl.motion:KeyframeBase:rotation:get" name="rotation" object="[fl.motion.KeyframeBase]" playername="" 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=""/>

               <string helpurl="fl.motion:KeyframeBase:tweensLength:get" name="tweensLength" object="[fl.motion.KeyframeBase]" playername="" text=".tweensLength" tiptext="補間動畫的影格數目。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:MatrixTransformer" id="[fl.motion.MatrixTransformer]" index="true" name="MatrixTransformer" sort="true" 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。">

            <folder helpurl="fl.motion:MatrixTransformer" id="Methods" name="方法" tiptext="MatrixTransformer 類別的方法">

               <string helpurl="fl.motion:MatrixTransformer:getRotationRadians" name="getRotationRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getRotationRadians(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的旋轉角度，以弧度為單位。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getRotation" name="getRotation" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getRotation(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的旋轉角度，以度數為單位。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getScaleX" name="getScaleX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getScaleX(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的水平縮放。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getScaleY" name="getScaleY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getScaleY(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的垂直縮放。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewXRadians" name="getSkewXRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewXRadians(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的水平傾斜角度，以弧度為單位。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewX" name="getSkewX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewX(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的水平傾斜角度，以度數為單位。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewYRadians" name="getSkewYRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewYRadians(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的垂直傾斜角度，以弧度為單位。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:getSkewY" name="getSkewY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.getSkewY(%m:flash.geom:Matrix%):Number" tiptext="計算存在於矩陣中的垂直傾斜角度，以度數為單位。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:matchInternalPointWithExternal" name="matchInternalPointWithExternal" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.matchInternalPointWithExternal(%m:flash.geom:Matrix,內部點:flash.geom:Point,外部點:flash.geom:Point%):void" tiptext="視需要移動矩陣，使內部的點對齊外部的某個點。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:rotateAroundExternalPoint" name="rotateAroundExternalPoint" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.rotateAroundExternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" tiptext="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"/>

               <string helpurl="fl.motion:MatrixTransformer:rotateAroundInternalPoint" name="rotateAroundInternalPoint" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.rotateAroundInternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" tiptext="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"/>

               <string helpurl="fl.motion:MatrixTransformer:setRotationRadians" name="setRotationRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setRotationRadians(%m:flash.geom:Matrix,旋轉:Number%):void" tiptext="變更矩陣中的旋轉角度。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setRotation" name="setRotation" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setRotation(%m:flash.geom:Matrix,旋轉:Number%):void" tiptext="變更矩陣中的旋轉角度。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setScaleX" name="setScaleX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setScaleX(%m:flash.geom:Matrix,縮放X:Number%):void" tiptext="變更矩陣中水平縮放。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setScaleY" name="setScaleY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setScaleY(%m:flash.geom:Matrix,縮放Y:Number%):void" tiptext="變更矩陣中的垂直縮放。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewXRadians" name="setSkewXRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewXRadians(%m:flash.geom:Matrix,傾斜X:Number%):void" tiptext="變更矩陣中的水平傾斜。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewX" name="setSkewX" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewX(%m:flash.geom:Matrix,傾斜X:Number%):void" tiptext="變更矩陣中的水平傾斜。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewYRadians" name="setSkewYRadians" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewYRadians(%m:flash.geom:Matrix,傾斜Y:Number%):void" tiptext="變更矩陣中的垂直傾斜。" version="1.0"/>

               <string helpurl="fl.motion:MatrixTransformer:setSkewY" name="setSkewY" object="[fl.motion.MatrixTransformer]" playername="" static="true" text="MatrixTransformer.setSkewY(%m:flash.geom:Matrix,傾斜Y:Number%):void" tiptext="變更矩陣中的垂直傾斜。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="fl.motion:MotionBase,Object" helpurl="fl.motion:Motion" id="[fl.motion.Motion]" index="true" name="Motion" sort="true" tiptext="Motion 類別會儲存可套用至視覺物件的關鍵影格連續動畫。">

            <folder helpurl="fl.motion:Motion" id="Methods" name="方法" tiptext="Motion 類別的方法">

               <string constructor="true" helpurl="fl.motion:Motion:Motion" name="Motion" object="[fl.motion.Motion]" playername="" text="new Motion(%[xml:XML=null]%)" tiptext="Motion 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:Motion:fromXMLString" name="fromXMLString" object="[fl.motion.Motion]" playername="" static="true" text="Motion.fromXMLString(%xml字串:String%):fl.motion:Motion" tiptext="從 XML 字串建立 Motion 實體所需的方法。" version="1.0"/>

               <string helpurl="fl.motion:Motion:getColorTransform" name="getColorTransform" object="[fl.motion.Motion]" playername="" text=".getColorTransform(%索引:int%):flash.geom:ColorTransform" tiptext="擷取 Motion 實體中特定時間索引的內插補 ColorTransform 物件。" version="1.0"/>

               <string helpurl="fl.motion:Motion:getFilters" name="getFilters" object="[fl.motion.Motion]" playername="" 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"/>

               <string helpurl="fl.motion:Motion:interpolateFilters" name="interpolateFilters" object="[fl.motion.Motion]" playername="" static="true" text="Motion.interpolateFilters(%來源濾鏡:Array,目的濾鏡:Array,進度:Number%):Array" 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"/>

               <string helpurl="fl.motion:Motion:interpolateFilter" name="interpolateFilter" object="[fl.motion.Motion]" playername="" static="true" text="Motion.interpolateFilter(%來源濾鏡:flash.filters:BitmapFilter,目的濾鏡:flash.filters:BitmapFilter,進度:Number%):flash.filters:BitmapFilter" 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"/>

            </folder>

            <folder helpurl="fl.motion:Motion" id="Properties" name="屬性" tiptext="Motion 類別的屬性">

               <string helpurl="fl.motion:Motion:source" name="source" object="[fl.motion.Motion]" playername="" 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=""/>

               <string helpurl="fl.motion:Motion:keyframesCompact:get" name="keyframesCompact" object="[fl.motion.Motion]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:MotionBase" id="[fl.motion.MotionBase]" index="true" name="MotionBase" sort="true" tiptext="MotionBase 類別會儲存可套用至視覺物件的關鍵影格連續動畫。">

            <folder helpurl="fl.motion:MotionBase" id="Methods" name="方法" tiptext="MotionBase 類別的方法">

               <string constructor="true" helpurl="fl.motion:MotionBase:MotionBase" name="MotionBase" object="[fl.motion.MotionBase]" playername="" text="new MotionBase(%[xml:XML=null]%)" tiptext="MotionBase 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:MotionBase:addFilterPropertyArray" name="addFilterPropertyArray" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:addKeyframe" name="addKeyframe" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:addPropertyArray" name="addPropertyArray" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getColorTransform" name="getColorTransform" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getCurrentKeyframe" name="getCurrentKeyframe" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getFilters" name="getFilters" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getMatrix3D" name="getMatrix3D" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getMatrix" name="getMatrix" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getNextKeyframe" name="getNextKeyframe" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:getValue" name="getValue" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:initFilters" name="initFilters" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:overrideTargetTransform" name="overrideTargetTransform" object="[fl.motion.MotionBase]" playername="" text=".overrideTargetTransform(%[縮放:Boolean=true,傾斜:Boolean=true,旋轉:Boolean=true]%):void" tiptext="" version=""/>

               <string helpurl="fl.motion:MotionBase:setValue" name="setValue" object="[fl.motion.MotionBase]" playername="" 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"/>

               <string helpurl="fl.motion:MotionBase:useRotationConcat" name="useRotationConcat" object="[fl.motion.MotionBase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:MotionBase" id="Properties" name="屬性" tiptext="MotionBase 類別的屬性">

               <string helpurl="fl.motion:MotionBase:keyframes" name="keyframes" object="[fl.motion.MotionBase]" playername="" 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=""/>

               <string helpurl="fl.motion:MotionBase:duration:get" name="duration" object="[fl.motion.MotionBase]" playername="" text=".duration" tiptext="控制 Motion 實體的時間長度 (以影格為單位)。" version=""/>

               <string helpurl="fl.motion:MotionBase:is3D:get" name="is3D" object="[fl.motion.MotionBase]" playername="" text=".is3D" tiptext="指定此移動是否包含 3D 屬性變更。" version=""/>

               <string helpurl="fl.motion:MotionBase:initialMatrix:set" name="initialMatrix" object="[fl.motion.MotionBase]" playername="" text=".initialMatrix" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:initialPosition:set" name="initialPosition" object="[fl.motion.MotionBase]" playername="" text=".initialPosition" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:spanStart:set" name="spanStart" object="[fl.motion.MotionBase]" playername="" text=".spanStart" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:transformationPointZ:set" name="transformationPointZ" object="[fl.motion.MotionBase]" playername="" text=".transformationPointZ" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version=""/>

               <string helpurl="fl.motion:MotionBase:transformationPoint:set" name="transformationPoint" object="[fl.motion.MotionBase]" playername="" text=".transformationPoint" tiptext="在 MotionBase 實體陣列傳送至AnimatorBase 子類別時使用。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.motion:MotionEvent" id="[fl.motion.MotionEvent]" index="true" name="MotionEvent" sort="true" tiptext="MotionEvent 類別代表由 fl.motion.Animator 類別所廣播的事件。">

            <folder helpurl="fl.motion:MotionEvent" id="Methods" name="方法" tiptext="MotionEvent 類別的方法">

               <string constructor="true" helpurl="fl.motion:MotionEvent:MotionEvent" name="MotionEvent" object="[fl.motion.MotionEvent]" playername="" text="new MotionEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" tiptext="建構函數." version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:MotionEvent" id="Properties" name="屬性" tiptext="MotionEvent 類別的屬性">

               <string constant="true" helpurl="fl.motion:MotionEvent:MOTION_END" name="MOTION_END" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.MOTION_END" 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=""/>

               <string constant="true" helpurl="fl.motion:MotionEvent:MOTION_START" name="MOTION_START" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.MOTION_START" tiptext="指出 Motion 實體已開始播放。" version=""/>

               <string constant="true" helpurl="fl.motion:MotionEvent:MOTION_UPDATE" name="MOTION_UPDATE" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.MOTION_UPDATE" tiptext="指出 Motion 實體已變更，而且螢幕已更新。" version=""/>

               <string constant="true" helpurl="fl.motion:MotionEvent:TIME_CHANGE" name="TIME_CHANGE" object="[fl.motion.MotionEvent]" playername="" text="MotionEvent.TIME_CHANGE" tiptext="指出 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:RotateDirection" id="[fl.motion.RotateDirection]" index="true" name="RotateDirection" sort="true" tiptext="RotateDirection 類別會在補間動畫期間針對旋轉行為提供常數值。">

            <folder helpurl="fl.motion:RotateDirection" id="Properties" name="屬性" tiptext="RotateDirection 類別的屬性">

               <string constant="true" helpurl="fl.motion:RotateDirection:AUTO" name="AUTO" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.AUTO" tiptext="選擇需要最少旋轉量的旋轉方向。" version=""/>

               <string constant="true" helpurl="fl.motion:RotateDirection:CCW" name="CCW" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.CCW" 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=""/>

               <string constant="true" helpurl="fl.motion:RotateDirection:CW" name="CW" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.CW" 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=""/>

               <string constant="true" helpurl="fl.motion:RotateDirection:NONE" name="NONE" object="[fl.motion.RotateDirection]" playername="" text="RotateDirection.NONE" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:SimpleEase" id="[fl.motion.SimpleEase]" index="true" name="SimpleEase" sort="true" 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。">

            <folder helpurl="fl.motion:SimpleEase" id="Methods" name="方法" tiptext="SimpleEase 類別的方法">

               <string constructor="true" helpurl="fl.motion:SimpleEase:SimpleEase" name="SimpleEase" object="[fl.motion.SimpleEase]" playername="" text="new SimpleEase(%[xml:XML=null]%)" tiptext="SimpleEase 實體的建構函式。" version="1.0"/>

               <string helpurl="fl.motion:SimpleEase:easeNone" name="easeNone" object="[fl.motion.SimpleEase]" playername="" static="true" text="SimpleEase.easeNone(%時間:Number,開始:Number,變動:Number,持續時間:Number%):Number" 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"/>

               <string helpurl="fl.motion:SimpleEase:easeQuadPercent" name="easeQuadPercent" object="[fl.motion.SimpleEase]" playername="" static="true" text="SimpleEase.easeQuadPercent(%時間:Number,開始:Number,變動:Number,持續時間:Number,百分比: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"/>

               <string helpurl="fl.motion:SimpleEase:getValue" name="getValue" object="[fl.motion.SimpleEase]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.motion:SimpleEase" id="Properties" name="屬性" tiptext="SimpleEase 類別的屬性">

               <string helpurl="fl.motion:SimpleEase:ease:get" name="ease" object="[fl.motion.SimpleEase]" playername="" text=".ease" tiptext="介於 -1 (100% 加速) 和 1 (100% 減速) 之間的百分比。" version=""/>

               <string helpurl="fl.motion:SimpleEase:target:get" name="target" object="[fl.motion.SimpleEase]" playername="" text=".target" tiptext="要設為目標的 animation 屬性名稱。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:Source" id="[fl.motion.Source]" index="true" name="Source" sort="true" tiptext="Source 類別會儲存用來產生 Motion 實體之內容的相關資訊。">

            <folder helpurl="fl.motion:Source" id="Methods" name="方法" tiptext="Source 類別的方法">

               <string constructor="true" helpurl="fl.motion:Source:Source" name="Source" object="[fl.motion.Source]" playername="" text="new Source(%[xml:XML=null]%)" tiptext="Source 實體的建構函式。" version="1.0"/>

            </folder>

            <folder helpurl="fl.motion:Source" id="Properties" name="屬性" tiptext="Source 類別的屬性">

               <string helpurl="fl.motion:Source:dimensions" name="dimensions" object="[fl.motion.Source]" playername="" 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=""/>

               <string helpurl="fl.motion:Source:elementType" name="elementType" object="[fl.motion.Source]" playername="" text=".elementType" tiptext="會指出從中產生 Motion 實體之物件的類型。" version=""/>

               <string helpurl="fl.motion:Source:frameRate" name="frameRate" object="[fl.motion.Source]" playername="" text=".frameRate" tiptext="會指出用來產生 Motion 實體之影片的每秒影格數。" version=""/>

               <string helpurl="fl.motion:Source:instanceName" name="instanceName" object="[fl.motion.Source]" playername="" 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=""/>

               <string helpurl="fl.motion:Source:linkageID" name="linkageID" object="[fl.motion.Source]" playername="" 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=""/>

               <string helpurl="fl.motion:Source:rotation" name="rotation" object="[fl.motion.Source]" playername="" text=".rotation" tiptext="指出原始物件的旋轉值。" version=""/>

               <string helpurl="fl.motion:Source:scaleX" name="scaleX" object="[fl.motion.Source]" playername="" text=".scaleX" tiptext="指出原始物件的 scaleX 值。" version=""/>

               <string helpurl="fl.motion:Source:scaleY" name="scaleY" object="[fl.motion.Source]" playername="" text=".scaleY" tiptext="指出原始物件的 scaleY 值。" version=""/>

               <string helpurl="fl.motion:Source:skewX" name="skewX" object="[fl.motion.Source]" playername="" text=".skewX" tiptext="指出原始物件的 skewX 值。" version=""/>

               <string helpurl="fl.motion:Source:skewY" name="skewY" object="[fl.motion.Source]" playername="" text=".skewY" tiptext="指出原始物件的 skewY 值。" version=""/>

               <string helpurl="fl.motion:Source:symbolName" name="symbolName" object="[fl.motion.Source]" playername="" text=".symbolName" tiptext="會指出從中產生 Motion 實體之元件的名稱。" version=""/>

               <string helpurl="fl.motion:Source:transformationPoint" name="transformationPoint" object="[fl.motion.Source]" playername="" 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=""/>

               <string helpurl="fl.motion:Source:x" name="x" object="[fl.motion.Source]" playername="" text=".x" tiptext="指出原始物件的 x 值。" version=""/>

               <string helpurl="fl.motion:Source:y" name="y" object="[fl.motion.Source]" playername="" text=".y" tiptext="指出原始物件的 y 值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion:Tweenables" id="[fl.motion.Tweenables]" index="true" name="Tweenables" sort="true" tiptext="Tweenables 類別會提供 MotionBase 和 KeyframeBase 類別中使用之 animation 屬性名稱的常數值。">

            <folder helpurl="fl.motion:Tweenables" id="Properties" name="屬性" tiptext="Tweenables 類別的屬性">

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION_CONCAT" name="ROTATION_CONCAT" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION_CONCAT" tiptext="rotationConcat 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION_X" name="ROTATION_X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION_X" tiptext="rotationX 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION_Y" name="ROTATION_Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION_Y" tiptext="rotationY 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:ROTATION" name="ROTATION" object="[fl.motion.Tweenables]" playername="" text="Tweenables.ROTATION" tiptext="旋轉屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SCALE_X" name="SCALE_X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SCALE_X" tiptext="scaleX 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SCALE_Y" name="SCALE_Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SCALE_Y" tiptext="scaleY 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SKEW_X" name="SKEW_X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SKEW_X" tiptext="skewX 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:SKEW_Y" name="SKEW_Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.SKEW_Y" tiptext="skewY 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:X" name="X" object="[fl.motion.Tweenables]" playername="" text="Tweenables.X" tiptext="x 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:Y" name="Y" object="[fl.motion.Tweenables]" playername="" text="Tweenables.Y" tiptext="y 屬性的常數。" version=""/>

               <string constant="true" helpurl="fl.motion:Tweenables:Z" name="Z" object="[fl.motion.Tweenables]" playername="" text="Tweenables.Z" tiptext="z 屬性的常數。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.motion.easing" id="fl.motion.easing" name="fl.motion.easing" sort="true" tiptext="包裝 fl.motion.easing 的類別">

         <folder asAncestors="Object" helpurl="fl.motion.easing:Back" id="[fl.motion.easing.Back]" index="true" name="Back" sort="true" tiptext="Back 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.motion.easing:Back" id="Methods" name="方法" tiptext="Back 類別的方法">

               <string helpurl="fl.motion.easing:Back:easeInOut" name="easeInOut" object="[fl.motion.easing.Back]" playername="" static="true" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Back:easeIn" name="easeIn" object="[fl.motion.easing.Back]" playername="" static="true" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" tiptext="easeIn() 方法啟始移動的方式是，先倒退返回，然後反轉方向往目標移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Back:easeOut" name="easeOut" object="[fl.motion.easing.Back]" playername="" static="true" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" tiptext="easeOut() 方法啟始移動的方式是，往目標移動到稍微過頭，然後反轉方向退回目標。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Bounce" id="[fl.motion.easing.Bounce]" index="true" name="Bounce" sort="true" 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。">

            <folder helpurl="fl.motion.easing:Bounce" id="Methods" name="方法" tiptext="Bounce 類別的方法">

               <string helpurl="fl.motion.easing:Bounce:easeInOut" name="easeInOut" object="[fl.motion.easing.Bounce]" playername="" static="true" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Bounce:easeIn" name="easeIn" object="[fl.motion.easing.Bounce]" playername="" static="true" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法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"/>

               <string helpurl="fl.motion.easing:Bounce:easeOut" name="easeOut" object="[fl.motion.easing.Bounce]" playername="" static="true" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Circular" id="[fl.motion.easing.Circular]" index="true" name="Circular" sort="true" tiptext="Circular 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.motion.easing:Circular" id="Methods" name="方法" tiptext="Circular 類別的方法">

               <string helpurl="fl.motion.easing:Circular:easeInOut" name="easeInOut" object="[fl.motion.easing.Circular]" playername="" static="true" text="Circular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Circular:easeIn" name="easeIn" object="[fl.motion.easing.Circular]" playername="" static="true" text="Circular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Circular:easeOut" name="easeOut" object="[fl.motion.easing.Circular]" playername="" static="true" text="Circular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Cubic" id="[fl.motion.easing.Cubic]" index="true" name="Cubic" sort="true" tiptext="Cubic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.motion.easing:Cubic" id="Methods" name="方法" tiptext="Cubic 類別的方法">

               <string helpurl="fl.motion.easing:Cubic:easeInOut" name="easeInOut" object="[fl.motion.easing.Cubic]" playername="" static="true" text="Cubic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Cubic:easeIn" name="easeIn" object="[fl.motion.easing.Cubic]" playername="" static="true" text="Cubic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Cubic:easeOut" name="easeOut" object="[fl.motion.easing.Cubic]" playername="" static="true" text="Cubic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Elastic" id="[fl.motion.easing.Elastic]" index="true" name="Elastic" sort="true" 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。">

            <folder helpurl="fl.motion.easing:Elastic" id="Methods" name="方法" tiptext="Elastic 類別的方法">

               <string helpurl="fl.motion.easing:Elastic:easeInOut" name="easeInOut" object="[fl.motion.easing.Elastic]" playername="" static="true" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Elastic:easeIn" name="easeIn" object="[fl.motion.easing.Elastic]" playername="" static="true" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" tiptext="easeIn() 方法會以慢速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Elastic:easeOut" name="easeOut" object="[fl.motion.easing.Elastic]" playername="" static="true" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展減速移動。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Exponential" id="[fl.motion.easing.Exponential]" index="true" name="Exponential" sort="true" tiptext="Exponential 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.motion.easing:Exponential" id="Methods" name="方法" tiptext="Exponential 類別的方法">

               <string helpurl="fl.motion.easing:Exponential:easeInOut" name="easeInOut" object="[fl.motion.easing.Exponential]" playername="" static="true" text="Exponential.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Exponential:easeIn" name="easeIn" object="[fl.motion.easing.Exponential]" playername="" static="true" text="Exponential.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以慢速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Exponential:easeOut" name="easeOut" object="[fl.motion.easing.Exponential]" playername="" static="true" text="Exponential.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Linear" id="[fl.motion.easing.Linear]" index="true" name="Linear" sort="true" tiptext="Linear 類別會定義加/減速函數，以實作 ActionScript 動畫的非加速移動。">

            <folder helpurl="fl.motion.easing:Linear" id="Methods" name="方法" tiptext="Linear 類別的方法">

               <string helpurl="fl.motion.easing:Linear:easeInOut" name="easeInOut" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會定義沒有加速度的等速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Linear:easeIn" name="easeIn" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會定義沒有加速度的等速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Linear:easeNone" name="easeNone" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeNone() 方法會定義沒有加速度的等速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Linear:easeOut" name="easeOut" object="[fl.motion.easing.Linear]" playername="" static="true" text="Linear.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法會定義沒有加速度的等速移動。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Quadratic" id="[fl.motion.easing.Quadratic]" index="true" name="Quadratic" sort="true" tiptext="Quadratic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的加速移動。">

            <folder helpurl="fl.motion.easing:Quadratic" id="Methods" name="方法" tiptext="Quadratic 類別的方法">

               <string helpurl="fl.motion.easing:Quadratic:easeInOut" name="easeInOut" object="[fl.motion.easing.Quadratic]" playername="" static="true" text="Quadratic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Quadratic:easeIn" name="easeIn" object="[fl.motion.easing.Quadratic]" playername="" static="true" text="Quadratic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Quadratic:easeOut" name="easeOut" object="[fl.motion.easing.Quadratic]" playername="" static="true" text="Quadratic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Quartic" id="[fl.motion.easing.Quartic]" index="true" name="Quartic" sort="true" tiptext="Quartic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.motion.easing:Quartic" id="Methods" name="方法" tiptext="Quartic 類別的方法">

               <string helpurl="fl.motion.easing:Quartic:easeInOut" name="easeInOut" object="[fl.motion.easing.Quartic]" playername="" static="true" text="Quartic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Quartic:easeIn" name="easeIn" object="[fl.motion.easing.Quartic]" playername="" static="true" text="Quartic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Quartic:easeOut" name="easeOut" object="[fl.motion.easing.Quartic]" playername="" static="true" text="Quartic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Quintic" id="[fl.motion.easing.Quintic]" index="true" name="Quintic" sort="true" tiptext="Quintic 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.motion.easing:Quintic" id="Methods" name="方法" tiptext="Quintic 類別的方法">

               <string helpurl="fl.motion.easing:Quintic:easeInOut" name="easeInOut" object="[fl.motion.easing.Quintic]" playername="" static="true" text="Quintic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Quintic:easeIn" name="easeIn" object="[fl.motion.easing.Quintic]" playername="" static="true" text="Quintic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Quintic:easeOut" name="easeOut" object="[fl.motion.easing.Quintic]" playername="" static="true" text="Quintic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.motion.easing:Sine" id="[fl.motion.easing.Sine]" index="true" name="Sine" sort="true" tiptext="Sine 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.motion.easing:Sine" id="Methods" name="方法" tiptext="Sine 類別的方法">

               <string helpurl="fl.motion.easing:Sine:easeInOut" name="easeInOut" object="[fl.motion.easing.Sine]" playername="" static="true" text="Sine.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.motion.easing:Sine:easeIn" name="easeIn" object="[fl.motion.easing.Sine]" playername="" static="true" text="Sine.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.motion.easing:Sine:easeOut" name="easeOut" object="[fl.motion.easing.Sine]" playername="" static="true" text="Sine.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.rsl" id="fl.rsl" name="fl.rsl" sort="true" tiptext="fl.rsl 套件的類別">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.rsl:RSLInfo" id="[fl.rsl.RSLInfo]" index="true" name="RSLInfo" sort="true" 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)。">

            <folder helpurl="fl.rsl:RSLInfo" id="Methods" name="方法" tiptext="RSLInfo 類別的方法">

               <string constructor="true" helpurl="fl.rsl:RSLInfo:RSLInfo" name="RSLInfo" object="[fl.rsl.RSLInfo]" playername="" text="new RSLInfo(%%)" tiptext="建構函數." version="2"/>

               <string helpurl="fl.rsl:RSLInfo:addEntry" name="addEntry" object="[fl.rsl.RSLInfo]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLInfo:load" name="load" object="[fl.rsl.RSLInfo]" playername="" text=".load(%%):void" tiptext="開始 RSL 下載。" version="2"/>

            </folder>

            <folder helpurl="fl.rsl:RSLInfo" id="Properties" name="屬性" tiptext="RSLInfo 類別的屬性">

               <string helpurl="fl.rsl:RSLInfo:bytesLoaded:get" name="bytesLoaded" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:bytesTotal:get" name="bytesTotal" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:complete:get" name="complete" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:currentAttemptIndex:get" name="currentAttemptIndex" object="[fl.rsl.RSLInfo]" playername="" text=".currentAttemptIndex" tiptext="傳回目前嘗試下載的 URL 索引。" version=""/>

               <string helpurl="fl.rsl:RSLInfo:failed:get" name="failed" object="[fl.rsl.RSLInfo]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLInfo:loader:get" name="loader" object="[fl.rsl.RSLInfo]" playername="" text=".loader" tiptext="傳回下載 RSL 所使用的載入器。" version=""/>

               <string helpurl="fl.rsl:RSLInfo:policyFileURLs:get" name="policyFileURLs" object="[fl.rsl.RSLInfo]" playername="" text=".policyFileURLs" tiptext="傳回已經透過 addEntry() 新增的原則檔案 URL 陣列。" version=""/>

               <string helpurl="fl.rsl:RSLInfo:rslURLs:get" name="rslURLs" object="[fl.rsl.RSLInfo]" playername="" text=".rslURLs" tiptext="傳回透過 addEntry() 新增的 RSL URL 陣列。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.rsl:RSLPreloader" id="[fl.rsl.RSLPreloader]" index="true" name="RSLPreloader" sort="true" tiptext="RSLPreloader 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。">

            <folder helpurl="fl.rsl:RSLPreloader" id="Methods" name="方法" tiptext="RSLPreloader 類別的方法">

               <string constructor="true" helpurl="fl.rsl:RSLPreloader:RSLPreloader" name="RSLPreloader" object="[fl.rsl.RSLPreloader]" playername="" text="new RSLPreloader(%[主要時間軸:flash.display:MovieClip=null]%)" tiptext="建構函數." version="2"/>

               <string helpurl="fl.rsl:RSLPreloader:addRSLInfo" name="addRSLInfo" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLPreloader:getRSLInfoAt" name="getRSLInfoAt" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLPreloader:loadContent" name="loadContent" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

               <string helpurl="fl.rsl:RSLPreloader:start" name="start" object="[fl.rsl.RSLPreloader]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.rsl:RSLPreloader" id="Properties" name="屬性" tiptext="RSLPreloader 類別的屬性">

               <string helpurl="fl.rsl:RSLPreloader:debugWaitTime:get" name="debugWaitTime" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLPreloader:numRSLInfos:get" name="numRSLInfos" object="[fl.rsl.RSLPreloader]" playername="" text=".numRSLInfos" tiptext="透過 addRSLInfo() 新增的 RSLInfo 實體數目。" version=""/>

            </folder>

            <folder helpurl="fl.rsl:RSLPreloader" id="Events" name="事件" tiptext="RSLPreloader 類別的事件">

               <string helpurl="fl.rsl:RSLPreloader__rslLoadFailed" name="rslLoadFailed" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLPreloader__rslProgress" name="rslProgress" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

               <string helpurl="fl.rsl:RSLPreloader__rslLoadComplete" name="rslLoadComplete" object="[fl.rsl.RSLPreloader]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.rsl:RSLInfo,flash.events:EventDispatcher,Object" helpurl="fl.rsl:SWZInfo" id="[fl.rsl.SWZInfo]" index="true" name="SWZInfo" sort="true" tiptext="SWZInfo 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)。">

            <folder helpurl="fl.rsl:SWZInfo" id="Methods" name="方法" tiptext="SWZInfo 類別的方法">

               <string constructor="true" helpurl="fl.rsl:SWZInfo:SWZInfo" name="SWZInfo" object="[fl.rsl.SWZInfo]" playername="" text="new SWZInfo(%摘要:String%)" tiptext="建構函數." version="2"/>

            </folder>

            <folder helpurl="fl.rsl:SWZInfo" id="Properties" name="屬性" tiptext="SWZInfo 類別的屬性">

               <string helpurl="fl.rsl:SWZInfo:digest:get" name="digest" object="[fl.rsl.SWZInfo]" playername="" text=".digest" tiptext="傳回已經設定在建構函式的唯讀摘要。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.text" id="fl.text" name="fl.text" sort="true" tiptext="fl.text 套件的類別">

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

            <folder helpurl="fl.text:TLFTextField" id="Methods" name="方法" tiptext="TLFTextField 類別的方法">

               <string constructor="true" helpurl="fl.text:TLFTextField:TLFTextField" name="TLFTextField" object="[fl.text.TLFTextField]" playername="" text="new TLFTextField(%%)" tiptext="TLFTextField 物件的建構函式。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:appendText" name="appendText" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getCharBoundaries" name="getCharBoundaries" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getCharIndexAtPoint" name="getCharIndexAtPoint" object="[fl.text.TLFTextField]" playername="" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="傳回字元的索引值 (從零開始)。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getFirstCharInParagraph" name="getFirstCharInParagraph" object="[fl.text.TLFTextField]" playername="" text=".getFirstCharInParagraph(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getImageReference" name="getImageReference" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineIndexAtPoint" name="getLineIndexAtPoint" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineIndexOfChar" name="getLineIndexOfChar" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineLength" name="getLineLength" object="[fl.text.TLFTextField]" playername="" text=".getLineLength(%行索引:int%):int" tiptext="傳回特定文字行中的字元數。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getLineMetrics" name="getLineMetrics" object="[fl.text.TLFTextField]" playername="" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="傳回關於指定之文字行的公制字資訊。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getLineOffset" name="getLineOffset" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:getLineText" name="getLineText" object="[fl.text.TLFTextField]" playername="" text=".getLineText(%行索引:int%):String" tiptext="指定之字行所包含的文字字串。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getParagraphLength" name="getParagraphLength" object="[fl.text.TLFTextField]" playername="" text=".getParagraphLength(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="1.5"/>

               <string helpurl="fl.text:TLFTextField:getTextFormat" name="getTextFormat" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:isFontCompatible" name="isFontCompatible" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:replaceSelectedText" name="replaceSelectedText" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:replaceText" name="replaceText" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:setSelection" name="setSelection" object="[fl.text.TLFTextField]" playername="" 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"/>

               <string helpurl="fl.text:TLFTextField:setTextFormat" name="setTextFormat" object="[fl.text.TLFTextField]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.text:TLFTextField" id="Properties" name="屬性" tiptext="TLFTextField 類別的屬性">

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

               <string helpurl="fl.text:TLFTextField:antiAliasType:get" name="antiAliasType" object="[fl.text.TLFTextField]" playername="" text=".antiAliasType" tiptext="對此文字欄位使用的消除鋸齒類型。" version=""/>

               <string helpurl="fl.text:TLFTextField:autoSize:get" name="autoSize" object="[fl.text.TLFTextField]" playername="" text=".autoSize" tiptext="控制文字欄位的自動調整大小和對齊方式。" version=""/>

               <string helpurl="fl.text:TLFTextField:backgroundAlpha:get" name="backgroundAlpha" object="[fl.text.TLFTextField]" playername="" text=".backgroundAlpha" tiptext="指定文字欄位背景的 Alpha 值。" version=""/>

               <string helpurl="fl.text:TLFTextField:backgroundColor:get" name="backgroundColor" object="[fl.text.TLFTextField]" playername="" text=".backgroundColor" tiptext="指定文字欄位背景的顏色。" version=""/>

               <string helpurl="fl.text:TLFTextField:background:get" name="background" object="[fl.text.TLFTextField]" playername="" text=".background" tiptext="指定文字欄位是否具有背景填色。" version=""/>

               <string helpurl="fl.text:TLFTextField:blockProgression:get" name="blockProgression" object="[fl.text.TLFTextField]" playername="" text=".blockProgression" tiptext="指定行位置為垂直或水平走向。" version=""/>

               <string helpurl="fl.text:TLFTextField:borderAlpha:get" name="borderAlpha" object="[fl.text.TLFTextField]" playername="" text=".borderAlpha" tiptext="指定邊框的 Alpha 值。" version=""/>

               <string helpurl="fl.text:TLFTextField:borderColor:get" name="borderColor" object="[fl.text.TLFTextField]" playername="" text=".borderColor" tiptext="指定文字欄位邊框的顏色。" version=""/>

               <string helpurl="fl.text:TLFTextField:borderWidth:get" name="borderWidth" object="[fl.text.TLFTextField]" playername="" text=".borderWidth" tiptext="指定邊框的寬度。" version=""/>

               <string helpurl="fl.text:TLFTextField:border:get" name="border" object="[fl.text.TLFTextField]" playername="" text=".border" tiptext="指定文字欄位是否具有邊框。" version=""/>

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

               <string helpurl="fl.text:TLFTextField:caretIndex:get" name="caretIndex" object="[fl.text.TLFTextField]" playername="" text=".caretIndex" tiptext="插入點 (跳脫字元) 位置的索引。" version=""/>

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

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

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

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

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

               <string helpurl="fl.text:TLFTextField:direction:get" name="direction" object="[fl.text.TLFTextField]" playername="" text=".direction" tiptext="指定文字區塊內之文字的預設雙向內嵌層級。" version=""/>

               <string helpurl="fl.text:TLFTextField:displayAsPassword:get" name="displayAsPassword" object="[fl.text.TLFTextField]" playername="" text=".displayAsPassword" tiptext="指定文字欄位是否為密碼文字欄位。" version=""/>

               <string helpurl="fl.text:TLFTextField:embedFonts:get" name="embedFonts" object="[fl.text.TLFTextField]" playername="" text=".embedFonts" tiptext="會指定是否要使用內嵌的字體外框顯示。" version=""/>

               <string helpurl="fl.text:TLFTextField:firstBaselineOffset:get" name="firstBaselineOffset" object="[fl.text.TLFTextField]" playername="" text=".firstBaselineOffset" tiptext="指定容器中第一行的基線位置。" version=""/>

               <string helpurl="fl.text:TLFTextField:gridFitType:get" name="gridFitType" object="[fl.text.TLFTextField]" playername="" text=".gridFitType" tiptext="對此文字欄位使用的格線符合類型。" version=""/>

               <string helpurl="fl.text:TLFTextField:htmlText:get" name="htmlText" object="[fl.text.TLFTextField]" playername="" text=".htmlText" tiptext="包含 HTML 表示形式的文字欄位內容。" version=""/>

               <string helpurl="fl.text:TLFTextField:length:get" name="length" object="[fl.text.TLFTextField]" playername="" text=".length" tiptext="文字欄位中的字元數。" version=""/>

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

               <string helpurl="fl.text:TLFTextField:maxScrollH:get" name="maxScrollH" object="[fl.text.TLFTextField]" playername="" text=".maxScrollH" tiptext="scrollH 的最大值。" version=""/>

               <string helpurl="fl.text:TLFTextField:maxScrollV:get" name="maxScrollV" object="[fl.text.TLFTextField]" playername="" text=".maxScrollV" tiptext="scrollV 的最大值。" version=""/>

               <string helpurl="fl.text:TLFTextField:mouseWheelEnabled:get" name="mouseWheelEnabled" object="[fl.text.TLFTextField]" playername="" text=".mouseWheelEnabled" tiptext="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=""/>

               <string helpurl="fl.text:TLFTextField:multiline:get" name="multiline" object="[fl.text.TLFTextField]" playername="" text=".multiline" tiptext="指出文字欄位是否為多行文字欄位。" version=""/>

               <string helpurl="fl.text:TLFTextField:numLines:get" name="numLines" object="[fl.text.TLFTextField]" playername="" text=".numLines" tiptext="定義多行文字欄位中的文字行數。" version=""/>

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

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

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

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

               <string helpurl="fl.text:TLFTextField:restrict:get" name="restrict" object="[fl.text.TLFTextField]" playername="" text=".restrict" tiptext="指出使用者能夠輸入文字欄位中的字元組。" version=""/>

               <string helpurl="fl.text:TLFTextField:scrollH:get" name="scrollH" object="[fl.text.TLFTextField]" playername="" text=".scrollH" tiptext="目前的水平捲動位置。" version=""/>

               <string helpurl="fl.text:TLFTextField:scrollV:get" name="scrollV" object="[fl.text.TLFTextField]" playername="" text=".scrollV" tiptext="文字欄位中文字的垂直位置。" version=""/>

               <string helpurl="fl.text:TLFTextField:selectable:get" name="selectable" object="[fl.text.TLFTextField]" playername="" text=".selectable" tiptext="指出文字欄位是否可選取的 Boolean。" version=""/>

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

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

               <string helpurl="fl.text:TLFTextField:sharpness:get" name="sharpness" object="[fl.text.TLFTextField]" playername="" text=".sharpness" tiptext="清晰度不適用於 TLF 文字欄位。" version=""/>

               <string helpurl="fl.text:TLFTextField:styleSheet:get" name="styleSheet" object="[fl.text.TLFTextField]" playername="" text=".styleSheet" tiptext="TLF 文字欄位不支援樣式表。" version=""/>

               <string helpurl="fl.text:TLFTextField:textColor:get" name="textColor" object="[fl.text.TLFTextField]" playername="" text=".textColor" tiptext="文字欄位中文字的顏色，以十六進位格式表示。" version=""/>

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

               <string helpurl="fl.text:TLFTextField:textHeight:get" name="textHeight" object="[fl.text.TLFTextField]" playername="" text=".textHeight" tiptext="文字的高度，以像素為單位。" version=""/>

               <string helpurl="fl.text:TLFTextField:textWidth:get" name="textWidth" object="[fl.text.TLFTextField]" playername="" text=".textWidth" tiptext="文字的寬度，以像素為單位。" version=""/>

               <string helpurl="fl.text:TLFTextField:text:get" name="text" object="[fl.text.TLFTextField]" playername="" text=".text" tiptext="做為文字欄位中目前文字的字串。" version=""/>

               <string helpurl="fl.text:TLFTextField:thickness:get" name="thickness" object="[fl.text.TLFTextField]" playername="" text=".thickness" tiptext="thickness 屬性不適用於 TLF 文字欄位。" version=""/>

               <string helpurl="fl.text:TLFTextField:tlfMarkup:get" name="tlfMarkup" object="[fl.text.TLFTextField]" playername="" text=".tlfMarkup" tiptext="設定或取得 TLF 文字欄位中的文字 TLF 標記。" version=""/>

               <string helpurl="fl.text:TLFTextField:type:get" name="type" object="[fl.text.TLFTextField]" playername="" text=".type" tiptext="文字欄位的類型。" version=""/>

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

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

               <string helpurl="fl.text:TLFTextField:wordWrap:get" name="wordWrap" object="[fl.text.TLFTextField]" playername="" text=".wordWrap" tiptext="指出文字欄位是否具有文字換行功能的 Boolean 值。" version=""/>

            </folder>

            <folder helpurl="fl.text:TLFTextField" id="Events" name="事件" tiptext="TLFTextField 類別的事件">

               <string helpurl="fl.text:TLFTextField_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField_flash.events.Event.SCROLL_scroll" name="scroll" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField_flash.events.TextEvent.LINK_link" name="link" object="[fl.text.TLFTextField]" playername="" 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=""/>

               <string helpurl="fl.text:TLFTextField_flash.events.Event.CHANGE_change" name="change" object="[fl.text.TLFTextField]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.transitions" id="fl.transitions" name="fl.transitions" sort="true" tiptext="包裝 fl.transitions 的類別">

         <folder asAncestors="fl.transitions:Transition,flash.events:EventDispatcher,Object" helpurl="fl.transitions:Iris" id="[fl.transitions.Iris]" index="true" name="Iris" sort="true" tiptext="Iris 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。">

            <folder helpurl="fl.transitions:Iris" id="Properties" name="屬性" tiptext="Iris 類別的屬性">

               <string constant="true" helpurl="fl.transitions:Iris:CIRCLE" name="CIRCLE" object="[fl.transitions.Iris]" playername="" text="Iris.CIRCLE" tiptext="用來指定轉場效果的圓形遮色片形狀。" version=""/>

               <string constant="true" helpurl="fl.transitions:Iris:SQUARE" name="SQUARE" object="[fl.transitions.Iris]" playername="" text="Iris.SQUARE" tiptext="用來指定轉場效果的矩形遮色片形狀。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.transitions:Transition" id="[fl.transitions.Transition]" index="true" name="Transition" sort="true" tiptext="Transition 類別是所有轉場類別的基底類別。">

            <folder helpurl="fl.transitions:Transition" id="Properties" name="屬性" tiptext="Transition 類別的屬性">

               <string constant="true" helpurl="fl.transitions:Transition:IN" name="IN" object="[fl.transitions.Transition]" playername="" text="Transition.IN" tiptext="決定加/減速類型的 direction 屬性常數。" version=""/>

               <string constant="true" helpurl="fl.transitions:Transition:OUT" name="OUT" object="[fl.transitions.Transition]" playername="" text="Transition.OUT" tiptext="決定加/減速類型的 direction 屬性常數。" version=""/>

               <string helpurl="fl.transitions:Transition:direction:get" name="direction" object="[fl.transitions.Transition]" playername="" text=".direction" tiptext="決定 Tween 實體的加/減速方向。" version=""/>

               <string helpurl="fl.transitions:Transition:duration:get" name="duration" object="[fl.transitions.Transition]" playername="" text=".duration" tiptext="決定 Tween 實體的時間長度。" version=""/>

               <string helpurl="fl.transitions:Transition:easing:get" name="easing" object="[fl.transitions.Transition]" playername="" text=".easing" tiptext="會設定動畫的補間動畫特效。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.transitions:TransitionManager" id="[fl.transitions.TransitionManager]" index="true" name="TransitionManager" sort="true" tiptext="TransitionManager 類別會定義動畫特效。">

            <folder helpurl="fl.transitions:TransitionManager" id="Methods" name="方法" tiptext="TransitionManager 類別的方法">

               <string constructor="true" helpurl="fl.transitions:TransitionManager:TransitionManager" name="TransitionManager" object="[fl.transitions.TransitionManager]" playername="" text="new TransitionManager(%內容:flash.display:MovieClip%)" tiptext="用於建立新 TransitionManager 實體的建構函數。" version="1.0"/>

               <string helpurl="fl.transitions:TransitionManager:startTransition" name="startTransition" object="[fl.transitions.TransitionManager]" playername="" 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"/>

               <string helpurl="fl.transitions:TransitionManager:start" name="start" object="[fl.transitions.TransitionManager]" playername="" static="true" text="TransitionManager.start(%內容:flash.display:MovieClip,轉場參數:Object%):fl.transitions:Transition" 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"/>

            </folder>

            <folder helpurl="fl.transitions:TransitionManager" id="Properties" name="屬性" tiptext="TransitionManager 類別的屬性">

               <string helpurl="fl.transitions:TransitionManager:contentAppearance:get" name="contentAppearance" object="[fl.transitions.TransitionManager]" playername="" 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=""/>

               <string helpurl="fl.transitions:TransitionManager:content:get" name="content" object="[fl.transitions.TransitionManager]" playername="" text=".content" tiptext="TransitionManager 要套用轉場特效的影片片段實體。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="fl.transitions:Tween" id="[fl.transitions.Tween]" index="true" name="Tween" sort="true" tiptext="Tween 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。">

            <folder helpurl="fl.transitions:Tween" id="Methods" name="方法" tiptext="Tween 類別的方法">

               <string constructor="true" helpurl="fl.transitions:Tween:Tween" name="Tween" object="[fl.transitions.Tween]" playername="" 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]%)" tiptext="會建立 Tween 類別的實體。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:continueTo" name="continueTo" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:fforward" name="fforward" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:nextFrame" name="nextFrame" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:prevFrame" name="prevFrame" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:resume" name="resume" object="[fl.transitions.Tween]" playername="" text=".resume(%%):void" tiptext="繼續播放已經停止的補間動畫。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:rewind" name="rewind" object="[fl.transitions.Tween]" playername="" 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"/>

               <string helpurl="fl.transitions:Tween:start" name="start" object="[fl.transitions.Tween]" playername="" text=".start(%%):void" tiptext="從補間動畫起始點開始播放。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:stop" name="stop" object="[fl.transitions.Tween]" playername="" text=".stop(%%):void" tiptext="在補間動畫目前的值停止播放。" version="1.0"/>

               <string helpurl="fl.transitions:Tween:yoyo" name="yoyo" object="[fl.transitions.Tween]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.transitions:Tween" id="Properties" name="屬性" tiptext="Tween 類別的屬性">

               <string helpurl="fl.transitions:Tween:begin" name="begin" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween:func" name="func" object="[fl.transitions.Tween]" playername="" text=".func" tiptext="與補間動畫搭配使用的加/減速函數。" version=""/>

               <string helpurl="fl.transitions:Tween:isPlaying" name="isPlaying" object="[fl.transitions.Tween]" playername="" text=".isPlaying" tiptext="指出目前是否正在播放補間動畫。" version=""/>

               <string helpurl="fl.transitions:Tween:looping" name="looping" object="[fl.transitions.Tween]" playername="" text=".looping" tiptext="指出補間動畫是否重複。" version=""/>

               <string helpurl="fl.transitions:Tween:obj" name="obj" object="[fl.transitions.Tween]" playername="" text=".obj" tiptext="補間動畫的目標物件。" version=""/>

               <string helpurl="fl.transitions:Tween:prop" name="prop" object="[fl.transitions.Tween]" playername="" text=".prop" tiptext="受目標物件補間動畫影響之屬性的名稱。" version=""/>

               <string helpurl="fl.transitions:Tween:useSeconds" name="useSeconds" object="[fl.transitions.Tween]" playername="" text=".useSeconds" tiptext="指出補間動畫是否播放超過影格或秒數期間。" version=""/>

               <string helpurl="fl.transitions:Tween:FPS:get" name="FPS" object="[fl.transitions.Tween]" playername="" text=".FPS" tiptext="補間動畫每秒計算的影格數。" version=""/>

               <string helpurl="fl.transitions:Tween:duration:get" name="duration" object="[fl.transitions.Tween]" playername="" text=".duration" tiptext="以影格或秒數計算的補間動畫持續時間。" version=""/>

               <string helpurl="fl.transitions:Tween:finish:get" name="finish" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween:position:get" name="position" object="[fl.transitions.Tween]" playername="" text=".position" tiptext="接受補間動畫處理之目標物件屬性的目前值。" version=""/>

               <string helpurl="fl.transitions:Tween:time:get" name="time" object="[fl.transitions.Tween]" playername="" text=".time" tiptext="在動畫持續時間以內的目前時間。" version=""/>

            </folder>

            <folder helpurl="fl.transitions:Tween" id="Events" name="事件" tiptext="Tween 類別的事件">

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_STOP_motionStop" name="motionStop" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_START_motionStart" name="motionStart" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_RESUME_motionResume" name="motionResume" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_LOOP_motionLoop" name="motionLoop" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_FINISH_motionFinish" name="motionFinish" object="[fl.transitions.Tween]" playername="" 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=""/>

               <string helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_CHANGE_motionChange" name="motionChange" object="[fl.transitions.Tween]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.transitions:TweenEvent" id="[fl.transitions.TweenEvent]" index="true" name="TweenEvent" sort="true" tiptext="TweenEvent 類別代表由 fl.transitions.Tween 類別所廣播的事件。">

            <folder helpurl="fl.transitions:TweenEvent" id="Methods" name="方法" tiptext="TweenEvent 類別的方法">

               <string constructor="true" helpurl="fl.transitions:TweenEvent:TweenEvent" name="TweenEvent" object="[fl.transitions.TweenEvent]" playername="" text="new TweenEvent(%類型:String,時間:Number,位置:Number[,反昇:Boolean=false,可取消:Boolean=false]%)" tiptext="TweenEvent 物件的建構函數。" version="1.0"/>

            </folder>

            <folder helpurl="fl.transitions:TweenEvent" id="Properties" name="屬性" tiptext="TweenEvent 類別的屬性">

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_CHANGE" name="MOTION_CHANGE" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_CHANGE" tiptext="會指出 Tween 已變更而且螢幕已更新。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_FINISH" name="MOTION_FINISH" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_FINISH" tiptext="會指出 Tween 已經到達結尾並完成。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_LOOP" name="MOTION_LOOP" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_LOOP" tiptext="會指出 Tween 已經在重複模式下從頭開始播放。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_RESUME" name="MOTION_RESUME" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_RESUME" tiptext="會指出 Tween 已經在暫停之後繼續播放。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_START" name="MOTION_START" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_START" tiptext="會指出移動已開始播放。" version=""/>

               <string constant="true" helpurl="fl.transitions:TweenEvent:MOTION_STOP" name="MOTION_STOP" object="[fl.transitions.TweenEvent]" playername="" text="TweenEvent.MOTION_STOP" tiptext="會指出已經明確呼叫 Tween.stop() 而使 Tween 停止。" version=""/>

               <string helpurl="fl.transitions:TweenEvent:position" name="position" object="[fl.transitions.TweenEvent]" playername="" text=".position" tiptext="在事件發生時，由 Tween 控制的屬性值。" version=""/>

               <string helpurl="fl.transitions:TweenEvent:time" name="time" object="[fl.transitions.TweenEvent]" playername="" text=".time" tiptext="Tween 在事件發生時的時間。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.transitions.easing" id="fl.transitions.easing" name="fl.transitions.easing" sort="true" tiptext="包裝 fl.transitions.easing 的類別">

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Back" id="[fl.transitions.easing.Back]" index="true" name="Back" sort="true" tiptext="Back 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.transitions.easing:Back" id="Methods" name="方法" tiptext="Back 類別的方法">

               <string helpurl="fl.transitions.easing:Back:easeInOut" name="easeInOut" object="[fl.transitions.easing.Back]" playername="" static="true" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.transitions.easing:Back:easeIn" name="easeIn" object="[fl.transitions.easing.Back]" playername="" static="true" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" tiptext="easeIn() 方法啟始移動的方式是，先倒退返回，然後反轉方向往目標移動。" version="1.0"/>

               <string helpurl="fl.transitions.easing:Back:easeOut" name="easeOut" object="[fl.transitions.easing.Back]" playername="" static="true" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" tiptext="easeOut() 方法啟始移動的方式是，往目標移動到稍微過頭，然後反轉方向退回目標。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Bounce" id="[fl.transitions.easing.Bounce]" index="true" name="Bounce" sort="true" 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。">

            <folder helpurl="fl.transitions.easing:Bounce" id="Methods" name="方法" tiptext="Bounce 類別的方法">

               <string helpurl="fl.transitions.easing:Bounce:easeInOut" name="easeInOut" object="[fl.transitions.easing.Bounce]" playername="" static="true" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.transitions.easing:Bounce:easeIn" name="easeIn" object="[fl.transitions.easing.Bounce]" playername="" static="true" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法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"/>

               <string helpurl="fl.transitions.easing:Bounce:easeOut" name="easeOut" object="[fl.transitions.easing.Bounce]" playername="" static="true" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Elastic" id="[fl.transitions.easing.Elastic]" index="true" name="Elastic" sort="true" 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。">

            <folder helpurl="fl.transitions.easing:Elastic" id="Methods" name="方法" tiptext="Elastic 類別的方法">

               <string helpurl="fl.transitions.easing:Elastic:easeInOut" name="easeInOut" object="[fl.transitions.easing.Elastic]" playername="" static="true" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.transitions.easing:Elastic:easeIn" name="easeIn" object="[fl.transitions.easing.Elastic]" playername="" static="true" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" tiptext="easeIn() 方法會以慢速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.transitions.easing:Elastic:easeOut" name="easeOut" object="[fl.transitions.easing.Elastic]" playername="" static="true" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" tiptext="easeOut() 方法會以快速度啟始移動，然後隨著執行進展減速移動。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:None" id="[fl.transitions.easing.None]" index="true" name="None" sort="true" tiptext="None 類別會定義加/減速函數，以實作 ActionScript 動畫的非加速移動。">

            <folder helpurl="fl.transitions.easing:None" id="Methods" name="方法" tiptext="None 類別的方法">

               <string helpurl="fl.transitions.easing:None:easeInOut" name="easeInOut" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會定義沒有加速度的等速移動。" version="1.0"/>

               <string helpurl="fl.transitions.easing:None:easeIn" name="easeIn" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會定義沒有加速度的等速移動。" version="1.0"/>

               <string helpurl="fl.transitions.easing:None:easeNone" name="easeNone" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeNone() 方法會定義沒有加速度的等速移動。" version="1.0"/>

               <string helpurl="fl.transitions.easing:None:easeOut" name="easeOut" object="[fl.transitions.easing.None]" playername="" static="true" text="None.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法會定義沒有加速度的等速移動。" version="1.0"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Regular" id="[fl.transitions.easing.Regular]" index="true" name="Regular" sort="true" tiptext="Regular 類別會定義三個加/減速函數，以實作 ActionScript 動畫的加速移動。">

            <folder helpurl="fl.transitions.easing:Regular" id="Methods" name="方法" tiptext="Regular 類別的方法">

               <string helpurl="fl.transitions.easing:Regular:easeInOut" name="easeInOut" object="[fl.transitions.easing.Regular]" playername="" static="true" text="Regular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.transitions.easing:Regular:easeIn" name="easeIn" object="[fl.transitions.easing.Regular]" playername="" static="true" text="Regular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.transitions.easing:Regular:easeOut" name="easeOut" object="[fl.transitions.easing.Regular]" playername="" static="true" text="Regular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.transitions.easing:Strong" id="[fl.transitions.easing.Strong]" index="true" name="Strong" sort="true" tiptext="Strong 類別會定義三個加/減速函數，以實作 ActionScript 動畫的移動。">

            <folder helpurl="fl.transitions.easing:Strong" id="Methods" name="方法" tiptext="Strong 類別的方法">

               <string helpurl="fl.transitions.easing:Strong:easeInOut" name="easeInOut" object="[fl.transitions.easing.Strong]" playername="" static="true" text="Strong.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeInOut() 方法會結合 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"/>

               <string helpurl="fl.transitions.easing:Strong:easeIn" name="easeIn" object="[fl.transitions.easing.Strong]" playername="" static="true" text="Strong.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeIn() 方法會以零速度啟始移動，然後隨著執行進展加速移動。" version="1.0"/>

               <string helpurl="fl.transitions.easing:Strong:easeOut" name="easeOut" object="[fl.transitions.easing.Strong]" playername="" static="true" text="Strong.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" tiptext="easeOut() 方法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"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="fl.video" id="fl.video" name="fl.video" sort="true" tiptext="fl.video 套件的類別">

         <folder asAncestors="fl.video:LayoutEvent,flash.events:Event,Object" helpurl="fl.video:AutoLayoutEvent" id="[fl.video.AutoLayoutEvent]" index="true" name="AutoLayoutEvent" sort="true" 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。">

            <folder helpurl="fl.video:AutoLayoutEvent" id="Methods" name="方法" tiptext="AutoLayoutEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:AutoLayoutEvent:AutoLayoutEvent" name="AutoLayoutEvent" object="[fl.video.AutoLayoutEvent]" playername="" 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]%)" tiptext="會建立包含 autoLayout 事件相關資訊的 Event 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:AutoLayoutEvent" id="Properties" name="屬性" tiptext="AutoLayoutEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:AutoLayoutEvent:AUTO_LAYOUT" name="AUTO_LAYOUT" object="[fl.video.AutoLayoutEvent]" playername="" text="AutoLayoutEvent.AUTO_LAYOUT" tiptext="定義 autoLayout 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:AutoLayoutEvent:vp:get" name="vp" object="[fl.video.AutoLayoutEvent]" playername="" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:CaptionChangeEvent" id="[fl.video.CaptionChangeEvent]" index="true" name="CaptionChangeEvent" sort="true" tiptext="每當在註解目標文字欄位中新增或移除註解時傳送 CaptionChangeEvent。">

            <folder helpurl="fl.video:CaptionChangeEvent" id="Methods" name="方法" tiptext="CaptionChangeEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:CaptionChangeEvent:CaptionChangeEvent" name="CaptionChangeEvent" object="[fl.video.CaptionChangeEvent]" playername="" 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]%)" tiptext="會建立包含 captionChange 事件相關資訊的 Event 物件。" version="9.0.28.0"/>

            </folder>

            <folder helpurl="fl.video:CaptionChangeEvent" id="Properties" name="屬性" tiptext="CaptionChangeEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:CaptionChangeEvent:CAPTION_CHANGE" name="CAPTION_CHANGE" object="[fl.video.CaptionChangeEvent]" playername="" text="CaptionChangeEvent.CAPTION_CHANGE" tiptext="定義 captionChange 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:CaptionChangeEvent:added:get" name="added" object="[fl.video.CaptionChangeEvent]" playername="" text=".added" tiptext="Boolean 值，會判斷已加入或移除註解。" version=""/>

               <string helpurl="fl.video:CaptionChangeEvent:captionCuePointObject:get" name="captionCuePointObject" object="[fl.video.CaptionChangeEvent]" playername="" text=".captionCuePointObject" tiptext="所加入或移除之註解的提示點物件。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:CaptionTargetEvent" id="[fl.video.CaptionTargetEvent]" index="true" name="CaptionTargetEvent" sort="true" tiptext="captionTargetCreated 事件的類型。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。">

            <folder helpurl="fl.video:CaptionTargetEvent" id="Methods" name="方法" tiptext="CaptionTargetEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:CaptionTargetEvent:CaptionTargetEvent" name="CaptionTargetEvent" object="[fl.video.CaptionTargetEvent]" playername="" text="new CaptionTargetEvent(%類別:String[,反昇:Boolean=false,可取消:Boolean=false,captionTarget:flash.display:DisplayObject=null]%)" 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"/>

            </folder>

            <folder helpurl="fl.video:CaptionTargetEvent" id="Properties" name="屬性" tiptext="CaptionTargetEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:CaptionTargetEvent:CAPTION_TARGET_CREATED" name="CAPTION_TARGET_CREATED" object="[fl.video.CaptionTargetEvent]" playername="" text="CaptionTargetEvent.CAPTION_TARGET_CREATED" tiptext="CaptionTargetEvent.CAPTION_TARGET_CREATED 常數會定義 captionTargetCreated 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:CaptionTargetEvent:captionTarget:get" name="captionTarget" object="[fl.video.CaptionTargetEvent]" playername="" text=".captionTarget" tiptext="來自相同名稱之 FLVPlaybackCaptioning 實體屬性的註解目標。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:CuePointType" id="[fl.video.CuePointType]" index="true" name="CuePointType" sort="true" 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。">

            <folder helpurl="fl.video:CuePointType" id="Properties" name="屬性" tiptext="CuePointType 類別的屬性">

               <string constant="true" helpurl="fl.video:CuePointType:ACTIONSCRIPT" name="ACTIONSCRIPT" object="[fl.video.CuePointType]" playername="" text="CuePointType.ACTIONSCRIPT" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:ALL" name="ALL" object="[fl.video.CuePointType]" playername="" text="CuePointType.ALL" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:EVENT" name="EVENT" object="[fl.video.CuePointType]" playername="" text="CuePointType.EVENT" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:FLV" name="FLV" object="[fl.video.CuePointType]" playername="" text="CuePointType.FLV" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version=""/>

               <string constant="true" helpurl="fl.video:CuePointType:NAVIGATION" name="NAVIGATION" object="[fl.video.CuePointType]" playername="" text="CuePointType.NAVIGATION" tiptext="定義 findCuePoint() 和 findNearestCuePoint() 方法的 type 參數值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.video:FLVPlayback" id="[fl.video.FLVPlayback]" index="true" name="FLVPlayback" sort="true" tiptext="FLVPlayback 會擴充 Sprite 類別，並包覆 VideoPlayer 物件。">

            <folder helpurl="fl.video:FLVPlayback" id="Methods" name="方法" tiptext="FLVPlayback 類別的方法">

               <string constructor="true" helpurl="fl.video:FLVPlayback:FLVPlayback" name="FLVPlayback" object="[fl.video.FLVPlayback]" playername="" text="new FLVPlayback(%%)" tiptext="FLVPlayback 建構函式" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:addASCuePoint" name="addASCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:assignTabIndexes" name="assignTabIndexes" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:bringVideoPlayerToFront" name="bringVideoPlayerToFront" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:closeVideoPlayer" name="closeVideoPlayer" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:enterFullScreenDisplayState" name="enterFullScreenDisplayState" object="[fl.video.FLVPlayback]" playername="" text=".enterFullScreenDisplayState(%%):void" tiptext="將 FLVPlayback 視訊播放程式設定為全螢幕。" version="9.0.115.0"/>

               <string helpurl="fl.video:FLVPlayback:findCuePoint" name="findCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:findNearestCuePoint" name="findNearestCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:findNextCuePointWithName" name="findNextCuePointWithName" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:getVideoPlayer" name="getVideoPlayer" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:isFLVCuePointEnabled" name="isFLVCuePointEnabled" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:load" name="load" object="[fl.video.FLVPlayback]" playername="" text=".load(%來源:String[,總時間:Number=unknown,是即時:Boolean=false]%):void" tiptext="load 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:pause" name="pause" object="[fl.video.FLVPlayback]" playername="" text=".pause(%%):void" tiptext="pause 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:playWhenEnoughDownloaded" name="playWhenEnoughDownloaded" object="[fl.video.FLVPlayback]" playername="" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:play" name="play" object="[fl.video.FLVPlayback]" playername="" text=".play(%[來源:String=null,總時間:Number=unknown,是即時:Boolean=false]%):void" tiptext="play 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:removeASCuePoint" name="removeASCuePoint" object="[fl.video.FLVPlayback]" playername="" text=".removeASCuePoint(%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"/>

               <string helpurl="fl.video:FLVPlayback:seekPercent" name="seekPercent" object="[fl.video.FLVPlayback]" playername="" text=".seekPercent(%百分比:Number%):void" tiptext="seekPercent 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:seekSeconds" name="seekSeconds" object="[fl.video.FLVPlayback]" playername="" text=".seekSeconds(%時間:Number%):void" tiptext="seekSeconds 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:seekToNavCuePoint" name="seekToNavCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:seekToNextNavCuePoint" name="seekToNextNavCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:seekToPrevNavCuePoint" name="seekToPrevNavCuePoint" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:seek" name="seek" object="[fl.video.FLVPlayback]" playername="" text=".seek(%時間:Number%):void" tiptext="seek 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:setFLVCuePointEnabled" name="setFLVCuePointEnabled" object="[fl.video.FLVPlayback]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlayback:setScale" name="setScale" object="[fl.video.FLVPlayback]" playername="" text=".setScale(%縮放X:Number,縮放Y:Number%):void" tiptext="setScale 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:setSize" name="setSize" object="[fl.video.FLVPlayback]" playername="" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="setSize 方法" version="1.0"/>

               <string helpurl="fl.video:FLVPlayback:stop" name="stop" object="[fl.video.FLVPlayback]" playername="" text=".stop(%%):void" tiptext="stop 方法" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:FLVPlayback" id="Properties" name="屬性" tiptext="FLVPlayback 類別的屬性">

               <string constant="true" helpurl="fl.video:FLVPlayback:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.FLVPlayback]" playername="" text="FLVPlayback.SHORT_VERSION" tiptext="狀態變數，指出組件的簡短版本號碼。" version=""/>

               <string constant="true" helpurl="fl.video:FLVPlayback:VERSION" name="VERSION" object="[fl.video.FLVPlayback]" playername="" text="FLVPlayback.VERSION" tiptext="狀態變數，指出組件的完整版本號碼。" version=""/>

               <string helpurl="fl.video:FLVPlayback:activeVideoPlayerIndex:get" name="activeVideoPlayerIndex" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:align:get" name="align" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:autoPlay:get" name="autoPlay" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:autoRewind:get" name="autoRewind" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:backButton:get" name="backButton" object="[fl.video.FLVPlayback]" playername="" text=".backButton" tiptext="BackButton 播放控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:bitrate:get" name="bitrate" object="[fl.video.FLVPlayback]" playername="" text=".bitrate" tiptext="數字，用以指定傳輸 FLV 檔的每秒位元數。" version=""/>

               <string helpurl="fl.video:FLVPlayback:bufferTime:get" name="bufferTime" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:bufferingBarHidesAndDisablesOthers:get" name="bufferingBarHidesAndDisablesOthers" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:bufferingBar:get" name="bufferingBar" object="[fl.video.FLVPlayback]" playername="" text=".bufferingBar" tiptext="緩衝列控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:buffering:get" name="buffering" object="[fl.video.FLVPlayback]" playername="" text=".buffering" tiptext="Boolean 值，當視訊處於緩衝狀態時則為 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:bytesLoaded:get" name="bytesLoaded" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:bytesTotal:get" name="bytesTotal" object="[fl.video.FLVPlayback]" playername="" text=".bytesTotal" tiptext="數字，會指定 HTTP 下載作業的已下載總位元組數。" version=""/>

               <string helpurl="fl.video:FLVPlayback:endTabIndex:get" name="endTabIndex" object="[fl.video.FLVPlayback]" playername="" text=".endTabIndex" tiptext="傳回 FLVPlayback 控制項後方的下一個可用  tabIndex 值。" version=""/>

               <string helpurl="fl.video:FLVPlayback:forwardButton:get" name="forwardButton" object="[fl.video.FLVPlayback]" playername="" text=".forwardButton" tiptext="「快轉」按鈕控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenBackgroundColor:get" name="fullScreenBackgroundColor" object="[fl.video.FLVPlayback]" playername="" text=".fullScreenBackgroundColor" tiptext="在全螢幕佔用模式中使用的背景顏色。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenButton:get" name="fullScreenButton" object="[fl.video.FLVPlayback]" playername="" text=".fullScreenButton" tiptext="FullScreen 按鈕控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenSkinDelay:get" name="fullScreenSkinDelay" object="[fl.video.FLVPlayback]" playername="" text=".fullScreenSkinDelay" tiptext="指定隱藏外觀元素的延遲時間，以毫秒為單位。" version=""/>

               <string helpurl="fl.video:FLVPlayback:fullScreenTakeOver:get" name="fullScreenTakeOver" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:height:get" name="height" object="[fl.video.FLVPlayback]" playername="" text=".height" tiptext="數字，用以指定 FLVPlayback 實體的高度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:idleTimeout:get" name="idleTimeout" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:isLive:get" name="isLive" object="[fl.video.FLVPlayback]" playername="" text=".isLive" tiptext="Boolean 值，當視訊串流處於即時狀態則為 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:isRTMP:get" name="isRTMP" object="[fl.video.FLVPlayback]" playername="" text=".isRTMP" tiptext="Boolean 值，使用 RTMP 從 Flash Media Server (FMS) 串流處理 FLV 檔時為 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:metadataLoaded:get" name="metadataLoaded" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:metadata:get" name="metadata" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:muteButton:get" name="muteButton" object="[fl.video.FLVPlayback]" playername="" text=".muteButton" tiptext="「靜音」按鈕控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:ncMgr:get" name="ncMgr" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:pauseButton:get" name="pauseButton" object="[fl.video.FLVPlayback]" playername="" text=".pauseButton" tiptext="「暫停」按鈕控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:paused:get" name="paused" object="[fl.video.FLVPlayback]" playername="" text=".paused" tiptext="Boolean 值，當 FLV 檔處於暫停狀態時則為 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playButton:get" name="playButton" object="[fl.video.FLVPlayback]" playername="" text=".playButton" tiptext="「播放」按鈕控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playPauseButton:get" name="playPauseButton" object="[fl.video.FLVPlayback]" playername="" text=".playPauseButton" tiptext="「播放/暫停」按鈕控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playheadPercentage:get" name="playheadPercentage" object="[fl.video.FLVPlayback]" playername="" text=".playheadPercentage" tiptext="數字，指定目前的 playheadTime 做為 totalTime 屬性的百分比。" version=""/>

               <string helpurl="fl.video:FLVPlayback:playheadTime:get" name="playheadTime" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:playheadUpdateInterval:get" name="playheadUpdateInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:playing:get" name="playing" object="[fl.video.FLVPlayback]" playername="" text=".playing" tiptext="Boolean 值，當 FLV 檔處於播放狀態時則為 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:preferredHeight:get" name="preferredHeight" object="[fl.video.FLVPlayback]" playername="" text=".preferredHeight" tiptext="數字，會指定來源 FLV 檔的高度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:preferredWidth:get" name="preferredWidth" object="[fl.video.FLVPlayback]" playername="" text=".preferredWidth" tiptext="指定來源 FLV 檔的寬度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:progressInterval:get" name="progressInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:registrationHeight:get" name="registrationHeight" object="[fl.video.FLVPlayback]" playername="" text=".registrationHeight" tiptext="在自動調整大小時，用來對齊視訊內容的高度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:registrationWidth:get" name="registrationWidth" object="[fl.video.FLVPlayback]" playername="" text=".registrationWidth" tiptext="在自動調整大小時，用來對齊視訊內容的寬度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:registrationX:get" name="registrationX" object="[fl.video.FLVPlayback]" playername="" text=".registrationX" tiptext="在自動調整大小時，用來對齊視訊內容的 x 座標。" version=""/>

               <string helpurl="fl.video:FLVPlayback:registrationY:get" name="registrationY" object="[fl.video.FLVPlayback]" playername="" text=".registrationY" tiptext="在自動調整大小時，用來對齊視訊內容的 y 座標。" version=""/>

               <string helpurl="fl.video:FLVPlayback:scaleMode:get" name="scaleMode" object="[fl.video.FLVPlayback]" playername="" text=".scaleMode" tiptext="指定載入視訊之後將如何調整大小。" version=""/>

               <string helpurl="fl.video:FLVPlayback:scaleX:get" name="scaleX" object="[fl.video.FLVPlayback]" playername="" text=".scaleX" tiptext="代表水平縮放的數字。" version=""/>

               <string helpurl="fl.video:FLVPlayback:scaleY:get" name="scaleY" object="[fl.video.FLVPlayback]" playername="" text=".scaleY" tiptext="代表垂直縮放的數字。" version=""/>

               <string helpurl="fl.video:FLVPlayback:scrubbing:get" name="scrubbing" object="[fl.video.FLVPlayback]" playername="" text=".scrubbing" tiptext="Boolean 值，當使用者使用 SeekBar 拖曳時則為 true，否則為 false。" version=""/>

               <string helpurl="fl.video:FLVPlayback:seekBarInterval:get" name="seekBarInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:seekBarScrubTolerance:get" name="seekBarScrubTolerance" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:seekBar:get" name="seekBar" object="[fl.video.FLVPlayback]" playername="" text=".seekBar" tiptext="SeekBar 控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:seekToPrevOffset:get" name="seekToPrevOffset" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skinAutoHide:get" name="skinAutoHide" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skinBackgroundAlpha:get" name="skinBackgroundAlpha" object="[fl.video.FLVPlayback]" playername="" text=".skinBackgroundAlpha" tiptext="外觀元素之背景的 Alpha。" version=""/>

               <string helpurl="fl.video:FLVPlayback:skinBackgroundColor:get" name="skinBackgroundColor" object="[fl.video.FLVPlayback]" playername="" text=".skinBackgroundColor" tiptext="外觀元素的背景顏色 (0xRRGGBB)。" version=""/>

               <string helpurl="fl.video:FLVPlayback:skinFadeTime:get" name="skinFadeTime" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skinScaleMaximum:get" name="skinScaleMaximum" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:skin:get" name="skin" object="[fl.video.FLVPlayback]" playername="" text=".skin" tiptext="字串，用以指定外觀元素 SWF 檔的 URL。" version=""/>

               <string helpurl="fl.video:FLVPlayback:soundTransform:get" name="soundTransform" object="[fl.video.FLVPlayback]" playername="" 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=""/>

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

               <string helpurl="fl.video:FLVPlayback:startTabIndex:get" name="startTabIndex" object="[fl.video.FLVPlayback]" playername="" text=".startTabIndex" tiptext="傳回 FLVPlayback 控制項的第一個 tabIndex 值。" version=""/>

               <string helpurl="fl.video:FLVPlayback:stateResponsive:get" name="stateResponsive" object="[fl.video.FLVPlayback]" playername="" text=".stateResponsive" tiptext="Boolean 值，若是有反應的狀態則為 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:state:get" name="state" object="[fl.video.FLVPlayback]" playername="" text=".state" tiptext="字串，用以指定組件的狀態。" version=""/>

               <string helpurl="fl.video:FLVPlayback:stopButton:get" name="stopButton" object="[fl.video.FLVPlayback]" playername="" text=".stopButton" tiptext="「停止」按鈕控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:stopped:get" name="stopped" object="[fl.video.FLVPlayback]" playername="" text=".stopped" tiptext="Boolean 值，當 FLVPlayback 實體的狀態為 stopped 時則為 true。" version=""/>

               <string helpurl="fl.video:FLVPlayback:totalTime:get" name="totalTime" object="[fl.video.FLVPlayback]" playername="" text=".totalTime" tiptext="數字，表示視訊的總播放時間，以秒為單位。" version=""/>

               <string helpurl="fl.video:FLVPlayback:visibleVideoPlayerIndex:get" name="visibleVideoPlayerIndex" object="[fl.video.FLVPlayback]" playername="" text=".visibleVideoPlayerIndex" tiptext="數字，可用來管理多個 FLV 檔串流。" version=""/>

               <string helpurl="fl.video:FLVPlayback:volumeBarInterval:get" name="volumeBarInterval" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:volumeBarScrubTolerance:get" name="volumeBarScrubTolerance" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:volumeBar:get" name="volumeBar" object="[fl.video.FLVPlayback]" playername="" text=".volumeBar" tiptext="音量列控制項。" version=""/>

               <string helpurl="fl.video:FLVPlayback:volume:get" name="volume" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:width:get" name="width" object="[fl.video.FLVPlayback]" playername="" text=".width" tiptext="數字，用以指定「舞台」上 FLVPlayback 實體的寬度。" version=""/>

               <string helpurl="fl.video:FLVPlayback:x:get" name="x" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:y:get" name="y" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:cuePoints:set" name="cuePoints" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback:preview:set" name="preview" object="[fl.video.FLVPlayback]" playername="" text=".preview" tiptext="僅適用於即時預覽。" version=""/>

            </folder>

            <folder helpurl="fl.video:FLVPlayback" id="Events" name="事件" tiptext="FLVPlayback 類別的事件">

               <string helpurl="fl.video:FLVPlayback_fl.video.SoundEvent.SOUND_UPDATE_soundUpdate" name="soundUpdate" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STOPPED_STATE_ENTERED_stoppedStateEntered" name="stoppedStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STATE_CHANGE_stateChange" name="stateChange" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SKIN_LOADED_skinLoaded" name="skinLoaded" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.SkinErrorEvent.SKIN_ERROR_skinError" name="skinError" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SEEKED_seeked" name="seeked" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_START_scrubStart" name="scrubStart" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_FINISH_scrubFinish" name="scrubFinish" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.REWIND_rewind" name="rewind" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.LayoutEvent.LAYOUT_layout" name="layout" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.READY_ready" name="ready" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoProgressEvent.PROGRESS_progress" name="progress" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" name="playheadUpdate" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYING_STATE_ENTERED_playingStateEntered" name="playingStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PAUSED_STATE_ENTERED_pausedStateEntered" name="pausedStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" name="metadataReceived" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.FAST_FORWARD_fastForward" name="fastForward" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.CUE_POINT_cuePoint" name="cuePoint" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.COMPLETE_complete" name="complete" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.CLOSE_close" name="close" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.BUFFERING_STATE_ENTERED_bufferingStateEntered" name="bufferingStateEntered" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" name="autoRewound" object="[fl.video.FLVPlayback]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlayback_fl.video.AutoLayoutEvent.AUTO_LAYOUT_autoLayout" name="autoLayout" object="[fl.video.FLVPlayback]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.video:FLVPlaybackCaptioning" id="[fl.video.FLVPlaybackCaptioning]" index="true" name="FLVPlaybackCaptioning" sort="true" tiptext="FLVPlaybackCaptioning 組件會啟用 FLVPlayback 組件註解功能。">

            <folder helpurl="fl.video:FLVPlaybackCaptioning" id="Methods" name="方法" tiptext="FLVPlaybackCaptioning 類別的方法">

               <string constructor="true" helpurl="fl.video:FLVPlaybackCaptioning:FLVPlaybackCaptioning" name="FLVPlaybackCaptioning" object="[fl.video.FLVPlaybackCaptioning]" playername="" text="new FLVPlaybackCaptioning(%%)" tiptext="會建立新的 FLVPlaybackCaptioning 實體。" version="9.0.28.0"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:findInCaptions" name="findInCaptions" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsArray" name="getCaptionsAsArray" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsTranscript" name="getCaptionsAsTranscript" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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"/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:secondsToTime" name="secondsToTime" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".secondsToTime(%秒:Number%):String" tiptext="傳回秒數以做為時間碼字串。" version="9.0.28.0"/>

            </folder>

            <folder helpurl="fl.video:FLVPlaybackCaptioning" id="Properties" name="屬性" tiptext="FLVPlaybackCaptioning 類別的屬性">

               <string constant="true" helpurl="fl.video:FLVPlaybackCaptioning:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.FLVPlaybackCaptioning]" playername="" text="FLVPlaybackCaptioning.SHORT_VERSION" tiptext="狀態變數，指出組件的簡短版本號碼。" version=""/>

               <string constant="true" helpurl="fl.video:FLVPlaybackCaptioning:VERSION" name="VERSION" object="[fl.video.FLVPlaybackCaptioning]" playername="" text="FLVPlaybackCaptioning.VERSION" tiptext="狀態變數，指出組件的完整版本號碼。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:autoLayout:get" name="autoLayout" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:captionButton:get" name="captionButton" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:captionTargetName:get" name="captionTargetName" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:captionTarget:get" name="captionTarget" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".captionTarget" tiptext="會設定要在其中顯示註解的 DisplayObject 實體。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:flvPlaybackName:get" name="flvPlaybackName" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:flvPlayback:get" name="flvPlayback" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".flvPlayback" tiptext="會設定要加上註解的 FLVPlayback 實體。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:showCaptions:get" name="showCaptions" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".showCaptions" tiptext="用來顯示註解；true=顯示註解、false=不顯示註解。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:simpleFormatting:get" name="simpleFormatting" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:source:get" name="source" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".source" tiptext="包含註解資訊 (必要屬性) 之 Timed Text XML 檔的 URL。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:track:get" name="track" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".track" tiptext="支援多國語言音軌。" version=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning:videoPlayerIndex:get" name="videoPlayerIndex" object="[fl.video.FLVPlaybackCaptioning]" playername="" text=".videoPlayerIndex" tiptext="將註解功能連接至 FLVPlayback 組件中的特定 VideoPlayer。" version=""/>

            </folder>

            <folder helpurl="fl.video:FLVPlaybackCaptioning" id="Events" name="事件" tiptext="FLVPlaybackCaptioning 類別的事件">

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.OPEN_open" name="open" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.COMPLETE_complete" name="complete" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionTargetEvent.CAPTION_TARGET_CREATED_captionTargetCreated" name="captionTargetCreated" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

               <string helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionChangeEvent.CAPTION_CHANGE_captionChange" name="captionChange" object="[fl.video.FLVPlaybackCaptioning]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="fl.video:INCManager" id="[fl.video.INCManager]" index="true" name="INCManager" sort="true" tiptext="INCManager 是為 VideoPlayer 類別建立 flash.net.NetConnection 之類別的介面。">

            <folder helpurl="fl.video:INCManager" id="Methods" name="方法" tiptext="INCManager 類別的方法">

               <string helpurl="fl.video:INCManager:close" name="close" object="[fl.video.INCManager]" playername="" text=".close(%%):void" tiptext="關閉 NetConnection。" version="1.0"/>

               <string helpurl="fl.video:INCManager:connectAgain" name="connectAgain" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:connectToURL" name="connectToURL" object="[fl.video.INCManager]" playername="" text=".connectToURL(%URL:String%):Boolean" tiptext="由 VideoPlayer 物件呼叫，以要求連線至 URL。" version="1.0"/>

               <string helpurl="fl.video:INCManager:getProperty" name="getProperty" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:helperDone" name="helperDone" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:reconnect" name="reconnect" object="[fl.video.INCManager]" playername="" 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"/>

               <string helpurl="fl.video:INCManager:setProperty" name="setProperty" object="[fl.video.INCManager]" playername="" 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"/>

            </folder>

            <folder helpurl="fl.video:INCManager" id="Properties" name="屬性" tiptext="INCManager 類別的屬性">

               <string helpurl="fl.video:INCManager:bitrate:get" name="bitrate" object="[fl.video.INCManager]" playername="" 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=""/>

               <string helpurl="fl.video:INCManager:isRTMP:get" name="isRTMP" object="[fl.video.INCManager]" playername="" 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=""/>

               <string helpurl="fl.video:INCManager:netConnection:get" name="netConnection" object="[fl.video.INCManager]" playername="" text=".netConnection" tiptext="NetConnection 物件的參照。" version=""/>

               <string helpurl="fl.video:INCManager:streamHeight:get" name="streamHeight" object="[fl.video.INCManager]" playername="" text=".streamHeight" tiptext="串流的高度，以像素為單位。" version=""/>

               <string helpurl="fl.video:INCManager:streamLength:get" name="streamLength" object="[fl.video.INCManager]" playername="" text=".streamLength" tiptext="串流長度，以秒為單位。" version=""/>

               <string helpurl="fl.video:INCManager:streamName:get" name="streamName" object="[fl.video.INCManager]" playername="" text=".streamName" tiptext="傳入 NetStream.play() 方法中的串流名稱。" version=""/>

               <string helpurl="fl.video:INCManager:streamWidth:get" name="streamWidth" object="[fl.video.INCManager]" playername="" text=".streamWidth" tiptext="串流的寬度，以像素為單位。" version=""/>

               <string helpurl="fl.video:INCManager:timeout:get" name="timeout" object="[fl.video.INCManager]" playername="" 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=""/>

               <string helpurl="fl.video:INCManager:videoPlayer:get" name="videoPlayer" object="[fl.video.INCManager]" playername="" text=".videoPlayer" tiptext="擁有此物件的 VideoPlayer 物件。" version=""/>

            </folder>

         </folder>

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

            <folder helpurl="fl.video:IVPEvent" id="Properties" name="屬性" tiptext="IVPEvent 類別的屬性">

               <string helpurl="fl.video:IVPEvent:type:get" name="type" object="[fl.video.IVPEvent]" playername="" text=".type" tiptext="事件類型。" version=""/>

               <string helpurl="fl.video:IVPEvent:vp:get" name="vp" object="[fl.video.IVPEvent]" playername="" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:LayoutEvent" id="[fl.video.LayoutEvent]" index="true" name="LayoutEvent" sort="true" tiptext="在視訊播放程式調整大小和/或配置時傳送的事件。">

            <folder helpurl="fl.video:LayoutEvent" id="Methods" name="方法" tiptext="LayoutEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:LayoutEvent:LayoutEvent" name="LayoutEvent" object="[fl.video.LayoutEvent]" playername="" 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" tiptext="會建立包含 layout 事件相關資訊的 Event 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:LayoutEvent" id="Properties" name="屬性" tiptext="LayoutEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:LayoutEvent:LAYOUT" name="LAYOUT" object="[fl.video.LayoutEvent]" playername="" text="LayoutEvent.LAYOUT" tiptext="定義 layout 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:LayoutEvent:oldBounds:get" name="oldBounds" object="[fl.video.LayoutEvent]" playername="" text=".oldBounds" tiptext="會指出事件發生之前，目標的 x、y、width 和 height 屬性值。" version=""/>

               <string helpurl="fl.video:LayoutEvent:oldRegistrationBounds:get" name="oldRegistrationBounds" object="[fl.video.LayoutEvent]" playername="" text=".oldRegistrationBounds" tiptext="會指出事件發生之前，目標的 registrationX、registrationY、registrationWidth 和 registrationHeight 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:MetadataEvent" id="[fl.video.MetadataEvent]" index="true" name="MetadataEvent" sort="true" tiptext="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。">

            <folder helpurl="fl.video:MetadataEvent" id="Methods" name="方法" tiptext="MetadataEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:MetadataEvent:MetadataEvent" name="MetadataEvent" object="[fl.video.MetadataEvent]" playername="" text="new MetadataEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,資訊:Object=null,vp:uint=0]%)" tiptext="建立包含中繼資料事件相關資訊的 Event 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:MetadataEvent" id="Properties" name="屬性" tiptext="MetadataEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:MetadataEvent:CUE_POINT" name="CUE_POINT" object="[fl.video.MetadataEvent]" playername="" text="MetadataEvent.CUE_POINT" tiptext="定義 cuePoint 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:MetadataEvent:METADATA_RECEIVED" name="METADATA_RECEIVED" object="[fl.video.MetadataEvent]" playername="" text="MetadataEvent.METADATA_RECEIVED" tiptext="定義 metadataReceived 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:MetadataEvent:info:get" name="info" object="[fl.video.MetadataEvent]" playername="" text=".info" tiptext="物件，其中含有根據事件類型加入的動態屬性。" version=""/>

               <string helpurl="fl.video:MetadataEvent:vp:get" name="vp" object="[fl.video.MetadataEvent]" playername="" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:NCManager" id="[fl.video.NCManager]" index="true" name="NCManager" sort="true" 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。">

            <folder helpurl="fl.video:NCManager" id="Methods" name="方法" tiptext="NCManager 類別的方法">

               <string constructor="true" helpurl="fl.video:NCManager:NCManager" name="NCManager" object="[fl.video.NCManager]" playername="" text="new NCManager(%%)" tiptext="會建立新的 NCManager 實體。" version="1.0"/>

               <string helpurl="fl.video:NCManager:close" name="close" object="[fl.video.NCManager]" playername="" text=".close(%%):void" tiptext="關閉 NetConnection。" version="1.0"/>

               <string helpurl="fl.video:NCManager:connectAgain" name="connectAgain" object="[fl.video.NCManager]" playername="" 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"/>

               <string helpurl="fl.video:NCManager:connectToURL" name="connectToURL" object="[fl.video.NCManager]" playername="" text=".connectToURL(%URL:String%):Boolean" tiptext="由 VideoPlayer 物件呼叫，以要求連線至 URL。" version="1.0"/>

               <string helpurl="fl.video:NCManager:getProperty" name="getProperty" object="[fl.video.NCManager]" playername="" text=".getProperty(%屬性名稱:String%)" tiptext="允許取得 fallbackServerName、fpadZone、objectEncoding 和 proxyType 屬性。" version="1.0"/>

               <string helpurl="fl.video:NCManager:helperDone" name="helperDone" object="[fl.video.NCManager]" playername="" 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"/>

               <string helpurl="fl.video:NCManager:reconnect" name="reconnect" object="[fl.video.NCManager]" playername="" 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"/>

               <string helpurl="fl.video:NCManager:setProperty" name="setProperty" object="[fl.video.NCManager]" playername="" text=".setProperty(%屬性名稱:String,值:*%):void" tiptext="允許設定 fallbackServerName、fpadZone、objectEncoding 和 proxyType 屬性。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:NCManager" id="Properties" name="屬性" tiptext="NCManager 類別的屬性">

               <string constant="true" helpurl="fl.video:NCManager:DEFAULT_TIMEOUT" name="DEFAULT_TIMEOUT" object="[fl.video.NCManager]" playername="" text="NCManager.DEFAULT_TIMEOUT" tiptext="預設逾時 (以毫秒為單位)。" version=""/>

               <string constant="true" helpurl="fl.video:NCManager:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.NCManager]" playername="" text="NCManager.SHORT_VERSION" tiptext="狀態變數，指出組件的簡短版本號碼。" version=""/>

               <string constant="true" helpurl="fl.video:NCManager:VERSION" name="VERSION" object="[fl.video.NCManager]" playername="" text="NCManager.VERSION" tiptext="狀態變數，指出組件的完整版本號碼。" version=""/>

               <string helpurl="fl.video:NCManager:fallbackServerName" name="fallbackServerName" object="[fl.video.NCManager]" playername="" text=".fallbackServerName" tiptext="間接或直接公開 fallbackServerName 屬性。" version=""/>

               <string helpurl="fl.video:NCManager:bitrate:get" name="bitrate" object="[fl.video.NCManager]" playername="" 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=""/>

               <string helpurl="fl.video:NCManager:isRTMP:get" name="isRTMP" object="[fl.video.NCManager]" playername="" 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=""/>

               <string helpurl="fl.video:NCManager:netConnection:get" name="netConnection" object="[fl.video.NCManager]" playername="" text=".netConnection" tiptext="NetConnection 物件的參照。" version=""/>

               <string helpurl="fl.video:NCManager:streamHeight:get" name="streamHeight" object="[fl.video.NCManager]" playername="" text=".streamHeight" tiptext="串流的高度，以像素為單位。" version=""/>

               <string helpurl="fl.video:NCManager:streamLength:get" name="streamLength" object="[fl.video.NCManager]" playername="" text=".streamLength" tiptext="串流長度，以秒為單位。" version=""/>

               <string helpurl="fl.video:NCManager:streamName:get" name="streamName" object="[fl.video.NCManager]" playername="" text=".streamName" tiptext="傳入 NetStream.play() 方法中的串流名稱。" version=""/>

               <string helpurl="fl.video:NCManager:streamWidth:get" name="streamWidth" object="[fl.video.NCManager]" playername="" text=".streamWidth" tiptext="串流的寬度，以像素為單位。" version=""/>

               <string helpurl="fl.video:NCManager:timeout:get" name="timeout" object="[fl.video.NCManager]" playername="" 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=""/>

               <string helpurl="fl.video:NCManager:videoPlayer:get" name="videoPlayer" object="[fl.video.NCManager]" playername="" text=".videoPlayer" tiptext="擁有此物件的 VideoPlayer 物件。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="fl.video:NCManager,Object" helpurl="fl.video:NCManagerNative" id="[fl.video.NCManagerNative]" index="true" name="NCManagerNative" sort="true" tiptext="NCManagerNative 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。">

            <folder helpurl="fl.video:NCManagerNative" id="Methods" name="方法" tiptext="NCManagerNative 類別的方法">

               <string constructor="true" helpurl="fl.video:NCManagerNative:NCManagerNative" name="NCManagerNative" object="[fl.video.NCManagerNative]" playername="" text="new NCManagerNative(%%):void" tiptext="NCManagerNative 建構函式" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:NCManagerNative" id="Properties" name="屬性" tiptext="NCManagerNative 類別的屬性">

               <string constant="true" helpurl="fl.video:NCManagerNative:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.NCManagerNative]" playername="" text="NCManagerNative.SHORT_VERSION" tiptext="狀態變數，指出組件的簡短版本號碼。" version=""/>

               <string constant="true" helpurl="fl.video:NCManagerNative:VERSION" name="VERSION" object="[fl.video.NCManagerNative]" playername="" text="NCManagerNative.VERSION" tiptext="狀態變數，指出組件的完整版本號碼。" version=""/>

               <string helpurl="fl.video:NCManagerNative:streamLength:get" name="streamLength" object="[fl.video.NCManagerNative]" playername="" text=".streamLength" tiptext="串流長度，以毫秒為單位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="fl.video:SkinErrorEvent" id="[fl.video.SkinErrorEvent]" index="true" name="SkinErrorEvent" sort="true" tiptext="Flash&amp;#xAE; Player 會在發生載入外觀元素錯誤時傳送 SkinErrorEvent 物件。">

            <folder helpurl="fl.video:SkinErrorEvent" id="Methods" name="方法" tiptext="SkinErrorEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:SkinErrorEvent:SkinErrorEvent" name="SkinErrorEvent" object="[fl.video.SkinErrorEvent]" playername="" text="new SkinErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String]%)" tiptext="會建立包含 skinError 事件相關資訊的 Event 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:SkinErrorEvent" id="Properties" name="屬性" tiptext="SkinErrorEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:SkinErrorEvent:SKIN_ERROR" name="SKIN_ERROR" object="[fl.video.SkinErrorEvent]" playername="" text="SkinErrorEvent.SKIN_ERROR" tiptext="定義 skinError 事件物件的 type 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:SoundEvent" id="[fl.video.SoundEvent]" index="true" name="SoundEvent" sort="true" tiptext="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。">

            <folder helpurl="fl.video:SoundEvent" id="Methods" name="方法" tiptext="SoundEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:SoundEvent:SoundEvent" name="SoundEvent" object="[fl.video.SoundEvent]" playername="" 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]%)" tiptext="SoundEvent 建構函式" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:SoundEvent" id="Properties" name="屬性" tiptext="SoundEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:SoundEvent:SOUND_UPDATE" name="SOUND_UPDATE" object="[fl.video.SoundEvent]" playername="" text="SoundEvent.SOUND_UPDATE" tiptext="定義 soundUpdate 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:SoundEvent:soundTransform:get" name="soundTransform" object="[fl.video.SoundEvent]" playername="" text=".soundTransform" tiptext="表示音量和左右相位的新值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:VideoAlign" id="[fl.video.VideoAlign]" index="true" name="VideoAlign" sort="true" tiptext="VideoAlign 類別會提供常數值，讓 FLVPlayback.align 和 VideoPlayer.align 屬性使用。">

            <folder helpurl="fl.video:VideoAlign" id="Properties" name="屬性" tiptext="VideoAlign 類別的屬性">

               <string constant="true" helpurl="fl.video:VideoAlign:BOTTOM_LEFT" name="BOTTOM_LEFT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.BOTTOM_LEFT" tiptext="指定視訊與左下角對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:BOTTOM_RIGHT" name="BOTTOM_RIGHT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.BOTTOM_RIGHT" tiptext="指定視訊與右下角對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:BOTTOM" name="BOTTOM" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.BOTTOM" tiptext="指定視訊與底部對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:CENTER" name="CENTER" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.CENTER" tiptext="指定視訊置中對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:LEFT" name="LEFT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.LEFT" tiptext="指定視訊與左側對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:RIGHT" name="RIGHT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.RIGHT" tiptext="指定視訊與右側對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:TOP_LEFT" name="TOP_LEFT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.TOP_LEFT" tiptext="指定視訊與左上角對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:TOP_RIGHT" name="TOP_RIGHT" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.TOP_RIGHT" tiptext="指定視訊與右上角對齊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoAlign:TOP" name="TOP" object="[fl.video.VideoAlign]" playername="" text="VideoAlign.TOP" tiptext="指定視訊與頂端對齊。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="fl.video:VideoError" id="[fl.video.VideoError]" index="true" name="VideoError" sort="true" 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。">

            <folder helpurl="fl.video:VideoError" id="Methods" name="方法" tiptext="VideoError 類別的方法">

               <string constructor="true" helpurl="fl.video:VideoError:VideoError" name="VideoError" object="[fl.video.VideoError]" playername="" text="new VideoError(%錯誤碼:uint[,訊息:String=null]%)" tiptext="會建立新的 VideoError 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoError" id="Properties" name="屬性" tiptext="VideoError 類別的屬性">

               <string constant="true" helpurl="fl.video:VideoError:DELETE_DEFAULT_PLAYER" name="DELETE_DEFAULT_PLAYER" object="[fl.video.VideoError]" playername="" text="VideoError.DELETE_DEFAULT_PLAYER" tiptext="狀態變數，指出使用者無法刪除預設的 VideoPlayer 物件。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:ILLEGAL_CUE_POINT" name="ILLEGAL_CUE_POINT" object="[fl.video.VideoError]" playername="" text="VideoError.ILLEGAL_CUE_POINT" tiptext="狀態變數，指出格式不符的提示點。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INCMANAGER_CLASS_UNSET" name="INCMANAGER_CLASS_UNSET" object="[fl.video.VideoError]" playername="" text="VideoError.INCMANAGER_CLASS_UNSET" tiptext="狀態變數，指出未設定 INCManager 類別。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INVALID_SEEK" name="INVALID_SEEK" object="[fl.video.VideoError]" playername="" text="VideoError.INVALID_SEEK" tiptext="狀態變數，指出無效的搜尋。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INVALID_SOURCE" name="INVALID_SOURCE" object="[fl.video.VideoError]" playername="" text="VideoError.INVALID_SOURCE" tiptext="狀態變數，指出無效的來源。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:INVALID_XML" name="INVALID_XML" object="[fl.video.VideoError]" playername="" text="VideoError.INVALID_XML" tiptext="狀態變數，指出無效的 XML。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:MISSING_SKIN_STYLE" name="MISSING_SKIN_STYLE" object="[fl.video.VideoError]" playername="" text="VideoError.MISSING_SKIN_STYLE" tiptext="狀態變數，指出遺失的外觀元素樣式。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:NETSTREAM_CLIENT_CLASS_UNSET" name="NETSTREAM_CLIENT_CLASS_UNSET" object="[fl.video.VideoError]" playername="" text="VideoError.NETSTREAM_CLIENT_CLASS_UNSET" tiptext="當VideoPlayer.netStatusClientClassstatic 屬性設定成無效值時發生錯誤。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:NO_BITRATE_MATCH" name="NO_BITRATE_MATCH" object="[fl.video.VideoError]" playername="" text="VideoError.NO_BITRATE_MATCH" tiptext="狀態變數，指出沒有相符的位元傳輸速率。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:NO_CONNECTION" name="NO_CONNECTION" object="[fl.video.VideoError]" playername="" text="VideoError.NO_CONNECTION" 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=""/>

               <string constant="true" helpurl="fl.video:VideoError:NULL_URL_LOAD" name="NULL_URL_LOAD" object="[fl.video.VideoError]" playername="" text="VideoError.NULL_URL_LOAD" tiptext="狀態變數，指出傳送了 null URL 至 load() 方法。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.VideoError]" playername="" text="VideoError.SHORT_VERSION" tiptext="狀態變數，指出組件的簡短版本號碼。" version=""/>

               <string constant="true" helpurl="fl.video:VideoError:UNSUPPORTED_PROPERTY" name="UNSUPPORTED_PROPERTY" object="[fl.video.VideoError]" playername="" text="VideoError.UNSUPPORTED_PROPERTY" 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=""/>

               <string constant="true" helpurl="fl.video:VideoError:VERSION" name="VERSION" object="[fl.video.VideoError]" playername="" text="VideoError.VERSION" tiptext="狀態變數，指出組件的完整版本號碼。" version=""/>

               <string helpurl="fl.video:VideoError:code:get" name="code" object="[fl.video.VideoError]" playername="" text=".code" tiptext="對應至錯誤的代碼。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="fl.video:VideoEvent" id="[fl.video.VideoEvent]" index="true" name="VideoEvent" sort="true" tiptext="Flash&amp;#xAE; 會在使用者播放視訊時傳送 VideoEvent 物件。">

            <folder helpurl="fl.video:VideoEvent" id="Methods" name="方法" tiptext="VideoEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:VideoEvent:VideoEvent" name="VideoEvent" object="[fl.video.VideoEvent]" playername="" 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]%)" tiptext="會建立包含 video 事件相關資訊的 Event 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoEvent" id="Properties" name="屬性" tiptext="VideoEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:VideoEvent:AUTO_REWOUND" name="AUTO_REWOUND" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.AUTO_REWOUND" tiptext="定義 autoRewound 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:BUFFERING_STATE_ENTERED" name="BUFFERING_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.BUFFERING_STATE_ENTERED" tiptext="定義 bufferingStateEntered 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:CLOSE" name="CLOSE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.CLOSE" tiptext="定義 close 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:COMPLETE" name="COMPLETE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.COMPLETE" tiptext="定義 complete 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:FAST_FORWARD" name="FAST_FORWARD" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.FAST_FORWARD" tiptext="定義 fastForward 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:PAUSED_STATE_ENTERED" name="PAUSED_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.PAUSED_STATE_ENTERED" tiptext="定義 pausedStateEntered 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:PLAYHEAD_UPDATE" name="PLAYHEAD_UPDATE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.PLAYHEAD_UPDATE" tiptext="定義 playheadUpdate 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:PLAYING_STATE_ENTERED" name="PLAYING_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.PLAYING_STATE_ENTERED" tiptext="定義 playingStateEntered 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:READY" name="READY" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.READY" tiptext="定義 ready 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:REWIND" name="REWIND" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.REWIND" tiptext="定義 rewind 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SCRUB_FINISH" name="SCRUB_FINISH" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SCRUB_FINISH" tiptext="定義 scrubFinish 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SCRUB_START" name="SCRUB_START" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SCRUB_START" tiptext="定義 scrubStart 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SEEKED" name="SEEKED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SEEKED" tiptext="定義 seeked 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:SKIN_LOADED" name="SKIN_LOADED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.SKIN_LOADED" tiptext="定義 skinLoaded 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:STATE_CHANGE" name="STATE_CHANGE" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.STATE_CHANGE" tiptext="定義 stateChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="fl.video:VideoEvent:STOPPED_STATE_ENTERED" name="STOPPED_STATE_ENTERED" object="[fl.video.VideoEvent]" playername="" text="VideoEvent.STOPPED_STATE_ENTERED" tiptext="定義 stoppedStateEntered 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:VideoEvent:playheadTime:get" name="playheadTime" object="[fl.video.VideoEvent]" playername="" 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=""/>

               <string helpurl="fl.video:VideoEvent:state:get" name="state" object="[fl.video.VideoEvent]" playername="" 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=""/>

               <string helpurl="fl.video:VideoEvent:vp:get" name="vp" object="[fl.video.VideoEvent]" playername="" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.media:Video,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="fl.video:VideoPlayer" id="[fl.video.VideoPlayer]" index="true" name="VideoPlayer" sort="true" tiptext="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。">

            <folder helpurl="fl.video:VideoPlayer" id="Methods" name="方法" tiptext="VideoPlayer 類別的方法">

               <string constructor="true" helpurl="fl.video:VideoPlayer:VideoPlayer" name="VideoPlayer" object="[fl.video.VideoPlayer]" playername="" text="new VideoPlayer(%[寬度:int=320,高度:int=240]%)" tiptext="以指定的寬度和高度來建立 VideoPlayer 物件。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:close" name="close" object="[fl.video.VideoPlayer]" playername="" text=".close(%%):void" tiptext="強制關閉視訊串流和 Flash Media Server 連線。" version="1.0"/>

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

               <string helpurl="fl.video:VideoPlayer:ncConnected" name="ncConnected" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:ncReconnected" name="ncReconnected" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:pause" name="pause" object="[fl.video.VideoPlayer]" playername="" text=".pause(%%):void" tiptext="暫停視訊播放。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:playWhenEnoughDownloaded" name="playWhenEnoughDownloaded" object="[fl.video.VideoPlayer]" playername="" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:play" name="play" object="[fl.video.VideoPlayer]" playername="" text=".play(%[url:String=null,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"/>

               <string helpurl="fl.video:VideoPlayer:seek" name="seek" object="[fl.video.VideoPlayer]" playername="" 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"/>

               <string helpurl="fl.video:VideoPlayer:setScale" name="setScale" object="[fl.video.VideoPlayer]" playername="" text=".setScale(%縮放X:Number,縮放Y:Number%):void" tiptext="同時設定 scaleX 和 scaleY 屬性。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:setSize" name="setSize" object="[fl.video.VideoPlayer]" playername="" text=".setSize(%寬度:Number,高度:Number%):void" tiptext="會同時設定 width 和 height 屬性。" version="1.0"/>

               <string helpurl="fl.video:VideoPlayer:stop" name="stop" object="[fl.video.VideoPlayer]" playername="" text=".stop(%%):void" tiptext="停止視訊播放。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoPlayer" id="Properties" name="屬性" tiptext="VideoPlayer 類別的屬性">

               <string constant="true" helpurl="fl.video:VideoPlayer:SHORT_VERSION" name="SHORT_VERSION" object="[fl.video.VideoPlayer]" playername="" text="VideoPlayer.SHORT_VERSION" tiptext="狀態變數，指出組件的簡短版本號碼。" version=""/>

               <string constant="true" helpurl="fl.video:VideoPlayer:VERSION" name="VERSION" object="[fl.video.VideoPlayer]" playername="" text="VideoPlayer.VERSION" tiptext="狀態變數，指出組件的完整版本號碼。" version=""/>

               <string helpurl="fl.video:VideoPlayer:iNCManagerClass" name="iNCManagerClass" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:netStreamClientClass" name="netStreamClientClass" object="[fl.video.VideoPlayer]" playername="" text=".netStreamClientClass" tiptext="註冊 NetStream 的 client 屬性的自訂類別。" version=""/>

               <string helpurl="fl.video:VideoPlayer:align:get" name="align" object="[fl.video.VideoPlayer]" playername="" text=".align" tiptext="指定視訊相對於 registrationX、registrationY、registrationWidth 和 registrationHeight 屬性的顯示方式。" version=""/>

               <string helpurl="fl.video:VideoPlayer:autoRewind:get" name="autoRewind" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:bufferTime:get" name="bufferTime" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:bytesLoaded:get" name="bytesLoaded" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:bytesTotal:get" name="bytesTotal" object="[fl.video.VideoPlayer]" playername="" text=".bytesTotal" tiptext="數字，會指定 HTTP 下載作業的已下載總位元組數。" version=""/>

               <string helpurl="fl.video:VideoPlayer:idleTimeout:get" name="idleTimeout" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:isLive:get" name="isLive" object="[fl.video.VideoPlayer]" playername="" text=".isLive" tiptext="Boolean 值，當視訊串流處於即時狀態則為 true。" version=""/>

               <string helpurl="fl.video:VideoPlayer:isRTMP:get" name="isRTMP" object="[fl.video.VideoPlayer]" playername="" text=".isRTMP" tiptext="Boolean 值，使用 RTMP 從 Flash Media Server (FMS) 串流處理 FLV 檔時為 true。" version=""/>

               <string helpurl="fl.video:VideoPlayer:metadata:get" name="metadata" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:ncMgr:get" name="ncMgr" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:netConnection:get" name="netConnection" object="[fl.video.VideoPlayer]" playername="" text=".netConnection" tiptext="允許直接存取視訊播放程式所建立的 NetConnection 實體。" version=""/>

               <string helpurl="fl.video:VideoPlayer:netStream:get" name="netStream" object="[fl.video.VideoPlayer]" playername="" text=".netStream" tiptext="允許直接存取視訊播放程式所建立的 NetStream 實體。" version=""/>

               <string helpurl="fl.video:VideoPlayer:playheadTime:get" name="playheadTime" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:playheadUpdateInterval:get" name="playheadUpdateInterval" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:progressInterval:get" name="progressInterval" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:registrationHeight:get" name="registrationHeight" object="[fl.video.VideoPlayer]" playername="" text=".registrationHeight" tiptext="在自動調整大小時，用來對齊視訊內容的高度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:registrationWidth:get" name="registrationWidth" object="[fl.video.VideoPlayer]" playername="" text=".registrationWidth" tiptext="在自動調整大小時，用來對齊視訊內容的寬度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:registrationX:get" name="registrationX" object="[fl.video.VideoPlayer]" playername="" text=".registrationX" tiptext="在自動調整大小時，用來對齊視訊內容的 x 座標。" version=""/>

               <string helpurl="fl.video:VideoPlayer:registrationY:get" name="registrationY" object="[fl.video.VideoPlayer]" playername="" text=".registrationY" tiptext="在自動調整大小時，用來對齊視訊內容的 y 座標。" version=""/>

               <string helpurl="fl.video:VideoPlayer:scaleMode:get" name="scaleMode" object="[fl.video.VideoPlayer]" playername="" text=".scaleMode" tiptext="會指定載入視訊之後將如何調整大小。" version=""/>

               <string helpurl="fl.video:VideoPlayer:soundTransform:get" name="soundTransform" object="[fl.video.VideoPlayer]" playername="" 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=""/>

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

               <string helpurl="fl.video:VideoPlayer:stateResponsive:get" name="stateResponsive" object="[fl.video.VideoPlayer]" playername="" text=".stateResponsive" tiptext="Boolean 值，若是有反應的狀態則為 true。" version=""/>

               <string helpurl="fl.video:VideoPlayer:state:get" name="state" object="[fl.video.VideoPlayer]" playername="" text=".state" tiptext="字串，用以指定組件的狀態。" version=""/>

               <string helpurl="fl.video:VideoPlayer:totalTime:get" name="totalTime" object="[fl.video.VideoPlayer]" playername="" text=".totalTime" tiptext="數字，表示視訊的總播放時間，以秒為單位。" version=""/>

               <string helpurl="fl.video:VideoPlayer:videoHeight:get" name="videoHeight" object="[fl.video.VideoPlayer]" playername="" text=".videoHeight" tiptext="已載入之 FLV 檔的原始檔寬度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:videoWidth:get" name="videoWidth" object="[fl.video.VideoPlayer]" playername="" text=".videoWidth" tiptext="已載入之 FLV 檔的原始檔寬度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:visible:get" name="visible" object="[fl.video.VideoPlayer]" playername="" text=".visible" tiptext="Boolean 值，如果為 true，則顯示 VideoPlayer 實體。" version=""/>

               <string helpurl="fl.video:VideoPlayer:volume:get" name="volume" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:height:set" name="height" object="[fl.video.VideoPlayer]" playername="" text=".height" tiptext="數字，用以指定 VideoPlayer 實體的高度，以像素為單位。" version=""/>

               <string helpurl="fl.video:VideoPlayer:scaleX:set" name="scaleX" object="[fl.video.VideoPlayer]" playername="" text=".scaleX" tiptext="代表水平縮放的數字。" version=""/>

               <string helpurl="fl.video:VideoPlayer:scaleY:set" name="scaleY" object="[fl.video.VideoPlayer]" playername="" text=".scaleY" tiptext="代表垂直縮放的數字。" version=""/>

               <string helpurl="fl.video:VideoPlayer:width:set" name="width" object="[fl.video.VideoPlayer]" playername="" text=".width" tiptext="數字，用以指定「舞台」上 VideoPlayer 實體的寬度。" version=""/>

               <string helpurl="fl.video:VideoPlayer:x:set" name="x" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer:y:set" name="y" object="[fl.video.VideoPlayer]" playername="" 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=""/>

            </folder>

            <folder helpurl="fl.video:VideoPlayer" id="Events" name="事件" tiptext="VideoPlayer 類別的事件">

               <string helpurl="fl.video:VideoPlayer__drmStatus" name="drmStatus" object="[fl.video.VideoPlayer]" playername="AIR" 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=""/>

               <string helpurl="fl.video:VideoPlayer__drmError" name="drmError" object="[fl.video.VideoPlayer]" playername="AIR" 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=""/>

               <string helpurl="fl.video:VideoPlayer__drmAuthenticate" name="drmAuthenticate" object="[fl.video.VideoPlayer]" playername="AIR" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.STATE_CHANGE_stateChange" name="stateChange" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" name="autoRewound" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.LayoutEvent.LAYOUT_layout" name="layout" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.READY_ready" name="ready" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoProgressEvent.PROGRESS_progress" name="progress" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" name="playheadUpdate" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" name="metadataReceived" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.CUE_POINT_cuePoint" name="cuePoint" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.COMPLETE_complete" name="complete" object="[fl.video.VideoPlayer]" playername="" 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=""/>

               <string helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.CLOSE_close" name="close" object="[fl.video.VideoPlayer]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ProgressEvent,flash.events:Event,Object" helpurl="fl.video:VideoProgressEvent" id="[fl.video.VideoProgressEvent]" index="true" name="VideoProgressEvent" sort="true" tiptext="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。">

            <folder helpurl="fl.video:VideoProgressEvent" id="Methods" name="方法" tiptext="VideoProgressEvent 類別的方法">

               <string constructor="true" helpurl="fl.video:VideoProgressEvent:VideoProgressEvent" name="VideoProgressEvent" object="[fl.video.VideoProgressEvent]" playername="" 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]%)" tiptext="建立包含進度事件相關資訊的 Event 物件。" version="1.0"/>

            </folder>

            <folder helpurl="fl.video:VideoProgressEvent" id="Properties" name="屬性" tiptext="VideoProgressEvent 類別的屬性">

               <string constant="true" helpurl="fl.video:VideoProgressEvent:PROGRESS" name="PROGRESS" object="[fl.video.VideoProgressEvent]" playername="" text="VideoProgressEvent.PROGRESS" tiptext="定義 progress 事件物件的 type 屬性值。" version=""/>

               <string helpurl="fl.video:VideoProgressEvent:vp:get" name="vp" object="[fl.video.VideoProgressEvent]" playername="" text=".vp" tiptext="與此事件相關之 VideoPlayer 物件的索引。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:VideoScaleMode" id="[fl.video.VideoScaleMode]" index="true" name="VideoScaleMode" sort="true" tiptext="VideoScaleMode 類別會提供常數值，讓 FLVPlayback.scaleMode 和 VideoPlayer.scaleMode 屬性使用。">

            <folder helpurl="fl.video:VideoScaleMode" id="Properties" name="屬性" tiptext="VideoScaleMode 類別的屬性">

               <string constant="true" helpurl="fl.video:VideoScaleMode:EXACT_FIT" name="EXACT_FIT" object="[fl.video.VideoScaleMode]" playername="" text="VideoScaleMode.EXACT_FIT" tiptext="指定以由 registrationHeight 或 height 和 registrationWidth 或 width 屬性所指定的高度及寬度來顯示視訊。" version=""/>

               <string constant="true" helpurl="fl.video:VideoScaleMode:MAINTAIN_ASPECT_RATIO" name="MAINTAIN_ASPECT_RATIO" object="[fl.video.VideoScaleMode]" playername="" text="VideoScaleMode.MAINTAIN_ASPECT_RATIO" tiptext="指定將視訊限制在由 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=""/>

               <string constant="true" helpurl="fl.video:VideoScaleMode:NO_SCALE" name="NO_SCALE" object="[fl.video.VideoScaleMode]" playername="" text="VideoScaleMode.NO_SCALE" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="fl.video:VideoState" id="[fl.video.VideoState]" index="true" name="VideoState" sort="true" tiptext="VideoState 類別會提供常數值，讓唯讀的 FLVPlayback.state 和 VideoPlayer.state 屬性使用。">

            <folder helpurl="fl.video:VideoState" id="Properties" name="屬性" tiptext="VideoState 類別的屬性">

               <string constant="true" helpurl="fl.video:VideoState:BUFFERING" name="BUFFERING" object="[fl.video.VideoState]" playername="" text="VideoState.BUFFERING" tiptext="視訊播放程式處於緩衝狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:CONNECTION_ERROR" name="CONNECTION_ERROR" object="[fl.video.VideoState]" playername="" text="VideoState.CONNECTION_ERROR" tiptext="視訊播放程式處於連線錯誤狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:DISCONNECTED" name="DISCONNECTED" object="[fl.video.VideoState]" playername="" text="VideoState.DISCONNECTED" tiptext="視訊播放程式處於中斷連線狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:LOADING" name="LOADING" object="[fl.video.VideoState]" playername="" text="VideoState.LOADING" tiptext="視訊播放程式處於載入狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:PAUSED" name="PAUSED" object="[fl.video.VideoState]" playername="" text="VideoState.PAUSED" tiptext="視訊播放程式處於暫停狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:PLAYING" name="PLAYING" object="[fl.video.VideoState]" playername="" text="VideoState.PLAYING" tiptext="視訊播放程式處於播放狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:RESIZING" name="RESIZING" object="[fl.video.VideoState]" playername="" text="VideoState.RESIZING" tiptext="視訊播放程式處於重新調整大小狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:REWINDING" name="REWINDING" object="[fl.video.VideoState]" playername="" text="VideoState.REWINDING" tiptext="視訊播放程式處於倒帶狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:SEEKING" name="SEEKING" object="[fl.video.VideoState]" playername="" text="VideoState.SEEKING" tiptext="視訊播放程式處於搜尋狀態。" version=""/>

               <string constant="true" helpurl="fl.video:VideoState:STOPPED" name="STOPPED" object="[fl.video.VideoState]" playername="" text="VideoState.STOPPED" tiptext="視訊播放程式處於停止狀態。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.display" id="flash.display" name="flash.display" sort="true" tiptext="flash.display 套件的類別">

         <folder asAncestors="Object" helpurl="flash.display:ActionScriptVersion" id="[flash.display.ActionScriptVersion]" index="true" name="ActionScriptVersion" sort="true" 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。">

            <folder helpurl="flash.display:ActionScriptVersion" id="Properties" name="屬性" tiptext="ActionScriptVersion 類別的屬性">

               <string constant="true" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT2" name="ACTIONSCRIPT2" object="[flash.display.ActionScriptVersion]" playername="" text="ActionScriptVersion.ACTIONSCRIPT2" tiptext="ActionScript 語言 2.0 版及更早版本。" version=""/>

               <string constant="true" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT3" name="ACTIONSCRIPT3" object="[flash.display.ActionScriptVersion]" playername="" text="ActionScriptVersion.ACTIONSCRIPT3" tiptext="ActionScript 語言 3.0 版。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Bitmap" id="[flash.display.Bitmap]" index="true" name="Bitmap" sort="true" tiptext="Bitmap 類別代表了用來代表點陣圖影像的顯示物件。">

            <folder helpurl="flash.display:Bitmap" id="Methods" name="方法" tiptext="Bitmap 類別的方法">

               <string constructor="true" helpurl="flash.display:Bitmap:Bitmap" name="Bitmap" object="[flash.display.Bitmap]" playername="" text="new Bitmap(%[bitmapData:flash.display:BitmapData=null,像素貼齊:String=auto,平滑化:Boolean=false]%)" tiptext="初始化 Bitmap 物件，以便參照指定的 BitmapData 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Bitmap" id="Properties" name="屬性" tiptext="Bitmap 類別的屬性">

               <string helpurl="flash.display:Bitmap:bitmapData:get" name="bitmapData" object="[flash.display.Bitmap]" playername="" text=".bitmapData" tiptext="受到參照的 BitmapData 物件。" version=""/>

               <string helpurl="flash.display:Bitmap:pixelSnapping:get" name="pixelSnapping" object="[flash.display.Bitmap]" playername="" text=".pixelSnapping" tiptext="控制 Bitmap 物件是否貼齊最近的像素。" version=""/>

               <string helpurl="flash.display:Bitmap:smoothing:get" name="smoothing" object="[flash.display.Bitmap]" playername="" text=".smoothing" tiptext="控制點陣圖是否在縮放時平滑化處理。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:BitmapData" id="[flash.display.BitmapData]" index="true" name="BitmapData" sort="true" tiptext="BitmapData 類別可讓您使用 Bitmap 物件點陣圖影像的資料 (像素)。">

            <folder helpurl="flash.display:BitmapData" id="Methods" name="方法" tiptext="BitmapData 類別的方法">

               <string constructor="true" helpurl="flash.display:BitmapData:BitmapData" name="BitmapData" object="[flash.display.BitmapData]" playername="" text="new BitmapData(%寬度:int,高度:int[,透明:Boolean=true,填色顏色:uint=0xFFFFFFFF]%)" tiptext="以指定的寬度和高度來建立 BitmapData 物件。" version="4"/>

               <string helpurl="flash.display:BitmapData:clone" name="clone" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:colorTransform" name="colorTransform" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:compare" name="compare" object="[flash.display.BitmapData]" playername="" text=".compare(%其它點陣圖資料:flash.display:BitmapData%):Object" tiptext="比較兩個 BitmapData 物件。" version="4"/>

               <string helpurl="flash.display:BitmapData:copyChannel" name="copyChannel" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:copyPixels" name="copyPixels" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:dispose" name="dispose" object="[flash.display.BitmapData]" playername="" text=".dispose(%%):void" tiptext="釋放用來儲存 BitmapData 物件的記憶體。" version="4"/>

               <string helpurl="flash.display:BitmapData:draw" name="draw" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:fillRect" name="fillRect" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:floodFill" name="floodFill" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getColorBoundsRect" name="getColorBoundsRect" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getPixel32" name="getPixel32" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getPixel" name="getPixel" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getPixels" name="getPixels" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:getVector" name="getVector" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:histogram" name="histogram" object="[flash.display.BitmapData]" playername="" text=".histogram(%[ h矩形:flash.geom:Rectangle=null]%):Vector$Vector$Number" tiptext="計算 BitmapData 物件的 256 色二進位長條圖。" version="4"/>

               <string helpurl="flash.display:BitmapData:hitTest" name="hitTest" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:merge" name="merge" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:paletteMap" name="paletteMap" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:setPixel32" name="setPixel32" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:setPixel" name="setPixel" object="[flash.display.BitmapData]" playername="" text=".setPixel(%x:int,y:int,顏色:uint%):void" tiptext="設定 BitmapData 物件的單一像素。" version="4"/>

               <string helpurl="flash.display:BitmapData:setPixels" name="setPixels" object="[flash.display.BitmapData]" playername="" 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"/>

               <string helpurl="flash.display:BitmapData:setVector" name="setVector" object="[flash.display.BitmapData]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.display:BitmapData" id="Properties" name="屬性" tiptext="BitmapData 類別的屬性">

               <string helpurl="flash.display:BitmapData:height:get" name="height" object="[flash.display.BitmapData]" playername="" text=".height" tiptext="點陣圖影像的高度，以像素為單位。" version=""/>

               <string helpurl="flash.display:BitmapData:rect:get" name="rect" object="[flash.display.BitmapData]" playername="" text=".rect" tiptext="定義點陣圖影像大小和位置的矩形。" version=""/>

               <string helpurl="flash.display:BitmapData:transparent:get" name="transparent" object="[flash.display.BitmapData]" playername="" text=".transparent" tiptext="定義點陣圖影像是否支援每個像素透明度。" version=""/>

               <string helpurl="flash.display:BitmapData:width:get" name="width" object="[flash.display.BitmapData]" playername="" text=".width" tiptext="點陣圖影像的寬度，以像素為單位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:BitmapDataChannel" id="[flash.display.BitmapDataChannel]" index="true" name="BitmapDataChannel" sort="true" 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。">

            <folder helpurl="flash.display:BitmapDataChannel" id="Properties" name="屬性" tiptext="BitmapDataChannel 類別的屬性">

               <string constant="true" helpurl="flash.display:BitmapDataChannel:ALPHA" name="ALPHA" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.ALPHA" tiptext="Alpha 色版。" version=""/>

               <string constant="true" helpurl="flash.display:BitmapDataChannel:BLUE" name="BLUE" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.BLUE" tiptext="藍色色版。" version=""/>

               <string constant="true" helpurl="flash.display:BitmapDataChannel:GREEN" name="GREEN" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.GREEN" tiptext="綠色色版。" version=""/>

               <string constant="true" helpurl="flash.display:BitmapDataChannel:RED" name="RED" object="[flash.display.BitmapDataChannel]" playername="" text="BitmapDataChannel.RED" tiptext="紅色色版。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.display:DisplayObject" id="[flash.display.DisplayObject]" index="true" name="DisplayObject" sort="true" tiptext="DisplayObject 類別是所有可以放置在顯示清單上的物件的基底類別。">

            <folder helpurl="flash.display:DisplayObject" id="Methods" name="方法" tiptext="DisplayObject 類別的方法">

               <string helpurl="flash.display:DisplayObject:getBounds" name="getBounds" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:getRect" name="getRect" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:globalToLocal3D" name="globalToLocal3D" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:globalToLocal" name="globalToLocal" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:hitTestObject" name="hitTestObject" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:hitTestPoint" name="hitTestPoint" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:local3DToGlobal" name="local3DToGlobal" object="[flash.display.DisplayObject]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObject:localToGlobal" name="localToGlobal" object="[flash.display.DisplayObject]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.display:DisplayObject" id="Properties" name="屬性" tiptext="DisplayObject 類別的屬性">

               <string helpurl="flash.display:DisplayObject:alpha:get" name="alpha" object="[flash.display.DisplayObject]" playername="" text=".alpha" tiptext="指出所指定物件的 Alpha 透明度值。" version=""/>

               <string helpurl="flash.display:DisplayObject:cacheAsBitmap:get" name="cacheAsBitmap" object="[flash.display.DisplayObject]" playername="" text=".cacheAsBitmap" tiptext="如果設定為 true，Flash 執行階段會快取顯示物件的內部點陣圖表示法。" version=""/>

               <string helpurl="flash.display:DisplayObject:height:get" name="height" object="[flash.display.DisplayObject]" playername="" text=".height" tiptext="指出顯示物件的高度，以像素為單位。" version=""/>

               <string helpurl="flash.display:DisplayObject:loaderInfo:get" name="loaderInfo" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:mask:get" name="mask" object="[flash.display.DisplayObject]" playername="" text=".mask" tiptext="呼叫之顯示物件會以指定的 mask 物件遮蓋。" version=""/>

               <string helpurl="flash.display:DisplayObject:mouseX:get" name="mouseX" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:mouseY:get" name="mouseY" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:name:get" name="name" object="[flash.display.DisplayObject]" playername="" text=".name" tiptext="指出 DisplayObject 的實體名稱。" version=""/>

               <string helpurl="flash.display:DisplayObject:opaqueBackground:get" name="opaqueBackground" object="[flash.display.DisplayObject]" playername="" text=".opaqueBackground" tiptext="指定顯示物件是否不透明，並具有特定背景顏色。" version=""/>

               <string helpurl="flash.display:DisplayObject:parent:get" name="parent" object="[flash.display.DisplayObject]" playername="" text=".parent" tiptext="指出包含此顯示物件的 DisplayObjectContainer 物件。" version=""/>

               <string helpurl="flash.display:DisplayObject:root:get" name="root" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotationX:get" name="rotationX" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotationY:get" name="rotationY" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotationZ:get" name="rotationZ" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:rotation:get" name="rotation" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:scale9Grid:get" name="scale9Grid" object="[flash.display.DisplayObject]" playername="" text=".scale9Grid" tiptext="目前產生效用的縮放格線。" version=""/>

               <string helpurl="flash.display:DisplayObject:scaleX:get" name="scaleX" object="[flash.display.DisplayObject]" playername="" text=".scaleX" tiptext="指出從註冊點套用的物件水平縮放 (百分比)。" version=""/>

               <string helpurl="flash.display:DisplayObject:scaleY:get" name="scaleY" object="[flash.display.DisplayObject]" playername="" text=".scaleY" tiptext="指出從物件註冊點套用的物件垂直縮放 (百分比)。" version=""/>

               <string helpurl="flash.display:DisplayObject:stage:get" name="stage" object="[flash.display.DisplayObject]" playername="" text=".stage" tiptext="顯示物件的「舞台」。" version=""/>

               <string helpurl="flash.display:DisplayObject:transform:get" name="transform" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:visible:get" name="visible" object="[flash.display.DisplayObject]" playername="" text=".visible" tiptext="不管是否看得見顯示物件。" version=""/>

               <string helpurl="flash.display:DisplayObject:width:get" name="width" object="[flash.display.DisplayObject]" playername="" text=".width" tiptext="指出顯示物件的寬度，以像素為單位。" version=""/>

               <string helpurl="flash.display:DisplayObject:x:get" name="x" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject:y:get" name="y" object="[flash.display.DisplayObject]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.display:DisplayObject" id="Events" name="事件" tiptext="DisplayObject 類別的事件">

               <string helpurl="flash.display:DisplayObject_flash.events.Event.RENDER_render" name="render" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_FROM_STAGE_removedFromStage" name="removedFromStage" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_removed" name="removed" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.EXIT_FRAME_exitFrame" name="exitFrame" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.FRAME_CONSTRUCTED_frameConstructed" name="frameConstructed" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.ENTER_FRAME_enterFrame" name="enterFrame" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_TO_STAGE_addedToStage" name="addedToStage" object="[flash.display.DisplayObject]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_added" name="added" object="[flash.display.DisplayObject]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:DisplayObjectContainer" id="[flash.display.DisplayObjectContainer]" index="true" name="DisplayObjectContainer" sort="true" tiptext="DisplayObjectContainer 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。">

            <folder helpurl="flash.display:DisplayObjectContainer" id="Methods" name="方法" tiptext="DisplayObjectContainer 類別的方法">

               <string constructor="true" helpurl="flash.display:DisplayObjectContainer:DisplayObjectContainer" name="DisplayObjectContainer" object="[flash.display.DisplayObjectContainer]" playername="" text="new DisplayObjectContainer(%%)" tiptext="呼叫新的 DisplayObjectContainer() 建構函式會擲回 ArgumentError 例外。" version="4"/>

               <string helpurl="flash.display:DisplayObjectContainer:addChildAt" name="addChildAt" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:addChild" name="addChild" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:areInaccessibleObjectsUnderPoint" name="areInaccessibleObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:contains" name="contains" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:getChildAt" name="getChildAt" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:getChildByName" name="getChildByName" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:getChildIndex" name="getChildIndex" object="[flash.display.DisplayObjectContainer]" playername="" text=".getChildIndex(%子節點:flash.display:DisplayObject%):int" tiptext="傳回子 DisplayObject 實體的索引編號。" version="4"/>

               <string helpurl="flash.display:DisplayObjectContainer:getObjectsUnderPoint" name="getObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:removeChildAt" name="removeChildAt" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:removeChild" name="removeChild" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:setChildIndex" name="setChildIndex" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

               <string helpurl="flash.display:DisplayObjectContainer:swapChildrenAt" name="swapChildrenAt" object="[flash.display.DisplayObjectContainer]" playername="" text=".swapChildrenAt(%索引1:int,索引2:int%):void" tiptext="在子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"/>

               <string helpurl="flash.display:DisplayObjectContainer:swapChildren" name="swapChildren" object="[flash.display.DisplayObjectContainer]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.display:DisplayObjectContainer" id="Properties" name="屬性" tiptext="DisplayObjectContainer 類別的屬性">

               <string helpurl="flash.display:DisplayObjectContainer:mouseChildren:get" name="mouseChildren" object="[flash.display.DisplayObjectContainer]" playername="" 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=""/>

               <string helpurl="flash.display:DisplayObjectContainer:numChildren:get" name="numChildren" object="[flash.display.DisplayObjectContainer]" playername="" text=".numChildren" tiptext="傳回此物件的子系數量。" version=""/>

               <string helpurl="flash.display:DisplayObjectContainer:tabChildren:get" name="tabChildren" object="[flash.display.DisplayObjectContainer]" playername="" text=".tabChildren" tiptext="判斷物件的子系是否支援啟用定位鍵。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:FrameLabel" id="[flash.display.FrameLabel]" index="true" name="FrameLabel" sort="true" tiptext="FrameLabel 物件包含可指定影格編號與對應標籤名稱的屬性。">

            <folder helpurl="flash.display:FrameLabel" id="Properties" name="屬性" tiptext="FrameLabel 類別的屬性">

               <string helpurl="flash.display:FrameLabel:frame:get" name="frame" object="[flash.display.FrameLabel]" playername="" text=".frame" tiptext="包含標籤的影格編號。" version=""/>

               <string helpurl="flash.display:FrameLabel:name:get" name="name" object="[flash.display.FrameLabel]" playername="" text=".name" tiptext="標籤名稱。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:GradientType" id="[flash.display.GradientType]" index="true" name="GradientType" sort="true" 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。">

            <folder helpurl="flash.display:GradientType" id="Properties" name="屬性" tiptext="GradientType 類別的屬性">

               <string constant="true" helpurl="flash.display:GradientType:LINEAR" name="LINEAR" object="[flash.display.GradientType]" playername="" text="GradientType.LINEAR" tiptext="用來指定線性漸層填色的值。" version=""/>

               <string constant="true" helpurl="flash.display:GradientType:RADIAL" name="RADIAL" object="[flash.display.GradientType]" playername="" text="GradientType.RADIAL" tiptext="用來指定放射性漸層填色的值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:Graphics" id="[flash.display.Graphics]" index="true" name="Graphics" sort="true" tiptext="Graphics 類別包含一組方法，可讓您用來建立向量形狀。">

            <folder helpurl="flash.display:Graphics" id="Methods" name="方法" tiptext="Graphics 類別的方法">

               <string helpurl="flash.display:Graphics:beginFill" name="beginFill" object="[flash.display.Graphics]" playername="" text=".beginFill(%顏色:uint[,alpha:Number=1.0]%):void" tiptext="指定單色填色。" version="4"/>

               <string helpurl="flash.display:Graphics:beginGradientFill" name="beginGradientFill" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:clear" name="clear" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:copyFrom" name="copyFrom" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:curveTo" name="curveTo" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:drawCircle" name="drawCircle" object="[flash.display.Graphics]" playername="" text=".drawCircle(%x:Number,y:Number,半徑:Number%):void" tiptext="繪製圓形。" version="4"/>

               <string helpurl="flash.display:Graphics:drawEllipse" name="drawEllipse" object="[flash.display.Graphics]" playername="" text=".drawEllipse(%x:Number,y:Number,寬度:Number,高度:Number%):void" tiptext="繪製橢圓。" version="4"/>

               <string helpurl="flash.display:Graphics:drawRect" name="drawRect" object="[flash.display.Graphics]" playername="" text=".drawRect(%x:Number,y:Number,寬度:Number,高度:Number%):void" tiptext="繪製圓角矩形。" version="4"/>

               <string helpurl="flash.display:Graphics:drawRoundRect" name="drawRoundRect" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:endFill" name="endFill" object="[flash.display.Graphics]" playername="" text=".endFill(%%):void" tiptext="將填色套用到線段與曲線。" version="4"/>

               <string helpurl="flash.display:Graphics:lineStyle" name="lineStyle" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:lineTo" name="lineTo" object="[flash.display.Graphics]" playername="" 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"/>

               <string helpurl="flash.display:Graphics:moveTo" name="moveTo" object="[flash.display.Graphics]" playername="" text=".moveTo(%x:Number,y:Number%):void" tiptext="將目前的繪圖位置移到 (x, y)。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:InteractiveObject" id="[flash.display.InteractiveObject]" index="true" name="InteractiveObject" sort="true" tiptext="InteractiveObject 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。">

            <folder helpurl="flash.display:InteractiveObject" id="Methods" name="方法" tiptext="InteractiveObject 類別的方法">

               <string constructor="true" helpurl="flash.display:InteractiveObject:InteractiveObject" name="InteractiveObject" object="[flash.display.InteractiveObject]" playername="" text="new InteractiveObject(%%)" tiptext="呼叫新的 InteractiveObject() 建構函式會擲回 ArgumentError 例外。" version="4"/>

            </folder>

            <folder helpurl="flash.display:InteractiveObject" id="Properties" name="屬性" tiptext="InteractiveObject 類別的屬性">

               <string helpurl="flash.display:InteractiveObject:accessibilityImplementation:get" name="accessibilityImplementation" object="[flash.display.InteractiveObject]" playername="" text=".accessibilityImplementation" tiptext="此 InteractiveObject 實體目前的輔助功能實作 (AccessibilityImplementation)。" version=""/>

               <string helpurl="flash.display:InteractiveObject:focusRect:get" name="focusRect" object="[flash.display.InteractiveObject]" playername="" text=".focusRect" tiptext="指定此物件是否顯示焦點矩形。" version=""/>

               <string helpurl="flash.display:InteractiveObject:mouseEnabled:get" name="mouseEnabled" object="[flash.display.InteractiveObject]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.display:InteractiveObject" id="Events" name="事件" tiptext="InteractiveObject 類別的事件">

               <string helpurl="flash.display:InteractiveObject_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TextEvent.TEXT_INPUT{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject__imeStartComposition" name="imeStartComposition" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=IMEEvent.{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_COMPLETE_nativeDragComplete" name="nativeDragComplete" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_COMPLETE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_UPDATE_nativeDragUpdate" name="nativeDragUpdate" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_UPDATE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_START_nativeDragStart" name="nativeDragStart" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_START{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_EXIT_nativeDragExit" name="nativeDragExit" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_EXIT{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_DROP_nativeDragDrop" name="nativeDragDrop" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_DROP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_OVER_nativeDragOver" name="nativeDragOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_OVER{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_ENTER_nativeDragEnter" name="nativeDragEnter" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=NativeDragEvent.NATIVE_DRAG_ENTER{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_UP_keyUp" name="keyUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=KeyboardEvent.KEY_UP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_DOWN_keyDown" name="keyDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=KeyboardEvent.KEY_DOWN{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_UP_rightMouseUp" name="rightMouseUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.RIGHT_MOUSE_UP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_DOWN_rightMouseDown" name="rightMouseDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.RIGHT_MOUSE_DOWN{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_CLICK_rightClick" name="rightClick" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.RIGHT_CLICK{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_UP_middleMouseUp" name="middleMouseUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MIDDLE_MOUSE_UP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_DOWN_middleMouseDown" name="middleMouseDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MIDDLE_MOUSE_DOWN{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_CLICK_middleClick" name="middleClick" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MIDDLE_CLICK{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_SWIPE_gestureSwipe" name="gestureSwipe" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_SWIPE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ZOOM_gestureZoom" name="gestureZoom" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_ZOOM{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ROTATE_gestureRotate" name="gestureRotate" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_ROTATE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP_gesturePressAndTap" name="gesturePressAndTap" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_PAN_gesturePan" name="gesturePan" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TransformGestureEvent.GESTURE_PAN{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.GestureEvent.GESTURE_TWO_FINGER_TAP_gestureTwoFingerTap" name="gestureTwoFingerTap" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=GestureEvent.GESTURE_TWO_FINGER_TAP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_TAP_touchTap" name="touchTap" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_TAP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OVER_touchRollOver" name="touchRollOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_ROLL_OVER{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OUT_touchRollOut" name="touchRollOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_ROLL_OUT{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OVER_touchOver" name="touchOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_OVER{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OUT_touchOut" name="touchOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_OUT{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_MOVE_touchMove" name="touchMove" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_MOVE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_END_touchEnd" name="touchEnd" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_END{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_BEGIN_touchBegin" name="touchBegin" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=TouchEvent.TOUCH_BEGIN{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OVER_rollOver" name="rollOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.ROLL_OVER{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OUT_rollOut" name="rollOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.ROLL_OUT{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_UP_mouseUp" name="mouseUp" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MOUSE_UP{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OVER_mouseOver" name="mouseOver" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MOUSE_OVER{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OUT_mouseOut" name="mouseOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MOUSE_OUT{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_MOVE_mouseMove" name="mouseMove" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MOUSE_MOVE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_DOWN_mouseDown" name="mouseDown" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.MOUSE_DOWN{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.CLICK_click" name="click" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=MouseEvent.CLICK{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.MOUSE_FOCUS_CHANGE_mouseFocusChange" name="mouseFocusChange" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=FocusEvent.MOUSE_FOCUS_CHANGE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.KEY_FOCUS_CHANGE_keyFocusChange" name="keyFocusChange" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=FocusEvent.KEY_FOCUS_CHANGE{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_OUT_focusOut" name="focusOut" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=FocusEvent.FOCUS_OUT{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_IN_focusIn" name="focusIn" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=FocusEvent.FOCUS_IN{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

               <string helpurl="flash.display:InteractiveObject_flash.events.Event.CLEAR_clear" name="clear" object="[flash.display.InteractiveObject]" playername="" text=".addEventListener(%類型:String=Event.CLEAR{TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},偵聽程式: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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Loader" id="[flash.display.Loader]" index="true" name="Loader" sort="true" tiptext="Loader 類別可用來載入 SWF 檔案或影像檔 (JPG、PNG 或 GIF)。">

            <folder helpurl="flash.display:Loader" id="Methods" name="方法" tiptext="Loader 類別的方法">

               <string constructor="true" helpurl="flash.display:Loader:Loader" name="Loader" object="[flash.display.Loader]" playername="" text="new Loader(%%)" 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"/>

               <string helpurl="flash.display:Loader:close" name="close" object="[flash.display.Loader]" playername="" text=".close(%%):void" tiptext="取消 Loader 實體目前正在進行中的 load() 方法作業。" version="4"/>

               <string helpurl="flash.display:Loader:loadBytes" name="loadBytes" object="[flash.display.Loader]" playername="" 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"/>

               <string helpurl="flash.display:Loader:load" name="load" object="[flash.display.Loader]" playername="" 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"/>

               <string helpurl="flash.display:Loader:unloadAndStop" name="unloadAndStop" object="[flash.display.Loader]" playername="" 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"/>

               <string helpurl="flash.display:Loader:unload" name="unload" object="[flash.display.Loader]" playername="" text=".unload(%%):void" tiptext="移除使用 load() 方法載入之 Loader 物件的子系。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Loader" id="Properties" name="屬性" tiptext="Loader 類別的屬性">

               <string helpurl="flash.display:Loader:contentLoaderInfo:get" name="contentLoaderInfo" object="[flash.display.Loader]" playername="" text=".contentLoaderInfo" tiptext="傳回與載入中物件相對應的 LoaderInfo 物件。" version=""/>

               <string helpurl="flash.display:Loader:content:get" name="content" object="[flash.display.Loader]" playername="" text=".content" tiptext="包含使用 load() 或 loadBytes() 方法載入之 SWF 檔案或影像檔 (JPG、PNG、或 GIF) 的根顯示物件。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.display:LoaderInfo" id="[flash.display.LoaderInfo]" index="true" name="LoaderInfo" sort="true" tiptext="LoaderInfo 類別會提供有關載入的 SWF 檔案或影像檔 (JPEG、GIF 或 PNG) 的資訊。">

            <folder helpurl="flash.display:LoaderInfo" id="Methods" name="方法" tiptext="LoaderInfo 類別的方法">

               <string helpurl="flash.display:LoaderInfo:getLoaderInfoByDefinition" name="getLoaderInfoByDefinition" object="[flash.display.LoaderInfo]" playername="" static="true" text="LoaderInfo.getLoaderInfoByDefinition(%物件:Object%):flash.display:LoaderInfo" tiptext="傳回與定義為物件的 SWF 檔相關聯之 LoaderInfo 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.display:LoaderInfo" id="Properties" name="屬性" tiptext="LoaderInfo 類別的屬性">

               <string helpurl="flash.display:LoaderInfo:actionScriptVersion:get" name="actionScriptVersion" object="[flash.display.LoaderInfo]" playername="" text=".actionScriptVersion" tiptext="載入的 SWF 檔之 ActionScript 版本。" version=""/>

               <string helpurl="flash.display:LoaderInfo:applicationDomain:get" name="applicationDomain" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:bytesLoaded:get" name="bytesLoaded" object="[flash.display.LoaderInfo]" playername="" text=".bytesLoaded" tiptext="媒體所載入的位元組數。" version=""/>

               <string helpurl="flash.display:LoaderInfo:bytesTotal:get" name="bytesTotal" object="[flash.display.LoaderInfo]" playername="" text=".bytesTotal" tiptext="整個媒體檔的壓縮位元組數。" version=""/>

               <string helpurl="flash.display:LoaderInfo:bytes:get" name="bytes" object="[flash.display.LoaderInfo]" playername="" text=".bytes" tiptext="與 LoaderInfo 物件相關聯的位元。" version=""/>

               <string helpurl="flash.display:LoaderInfo:childAllowsParent:get" name="childAllowsParent" object="[flash.display.LoaderInfo]" playername="" text=".childAllowsParent" tiptext="表示內容 (子系) 對載入器 (父輩) 的信任關係。" version=""/>

               <string helpurl="flash.display:LoaderInfo:childSandboxBridge:get" name="childSandboxBridge" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:contentType:get" name="contentType" object="[flash.display.LoaderInfo]" playername="" text=".contentType" tiptext="載入檔案的 MIME 類型。" version=""/>

               <string helpurl="flash.display:LoaderInfo:content:get" name="content" object="[flash.display.LoaderInfo]" playername="" text=".content" tiptext="與此 LoaderInfo 物件相關聯的載入物件。" version=""/>

               <string helpurl="flash.display:LoaderInfo:frameRate:get" name="frameRate" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:height:get" name="height" object="[flash.display.LoaderInfo]" playername="" text=".height" tiptext="載入檔案的名目高度。" version=""/>

               <string helpurl="flash.display:LoaderInfo:loaderURL:get" name="loaderURL" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:loader:get" name="loader" object="[flash.display.LoaderInfo]" playername="" text=".loader" tiptext="與此 LoaderInfo 物件相關聯的 Loader 物件。" version=""/>

               <string helpurl="flash.display:LoaderInfo:parameters:get" name="parameters" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:parentAllowsChild:get" name="parentAllowsChild" object="[flash.display.LoaderInfo]" playername="" text=".parentAllowsChild" tiptext="表示 Loader (父輩) 對內容 (子系) 的信任關係。" version=""/>

               <string helpurl="flash.display:LoaderInfo:parentSandboxBridge:get" name="parentSandboxBridge" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:sameDomain:get" name="sameDomain" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo:sharedEvents:get" name="sharedEvents" object="[flash.display.LoaderInfo]" playername="" text=".sharedEvents" tiptext="EventDispatcher 實體，可用來跨越安全性界限交換事件。" version=""/>

               <string helpurl="flash.display:LoaderInfo:swfVersion:get" name="swfVersion" object="[flash.display.LoaderInfo]" playername="" text=".swfVersion" tiptext="載入的 SWF 檔之檔案格式版本。" version=""/>

               <string helpurl="flash.display:LoaderInfo:url:get" name="url" object="[flash.display.LoaderInfo]" playername="" text=".url" tiptext="要載入的媒體 URL。" version=""/>

               <string helpurl="flash.display:LoaderInfo:width:get" name="width" object="[flash.display.LoaderInfo]" playername="" text=".width" tiptext="載入內容的名目寬度。" version=""/>

            </folder>

            <folder helpurl="flash.display:LoaderInfo" id="Events" name="事件" tiptext="LoaderInfo 類別的事件">

               <string helpurl="flash.display:LoaderInfo_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.UNLOAD_unload" name="unload" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.OPEN_open" name="open" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.INIT_init" name="init" object="[flash.display.LoaderInfo]" playername="" 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=""/>

               <string helpurl="flash.display:LoaderInfo_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.display.LoaderInfo]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:MovieClip" id="[flash.display.MovieClip]" index="true" name="MovieClip" sort="true" tiptext="MovieClip 類別會繼承下列類別: Sprite、DisplayObjectContainer、InteractiveObject、DisplayObject 與 EventDispatcher。">

            <folder helpurl="flash.display:MovieClip" id="Methods" name="方法" tiptext="MovieClip 類別的方法">

               <string constructor="true" helpurl="flash.display:MovieClip:MovieClip" name="MovieClip" object="[flash.display.MovieClip]" playername="" text="new MovieClip(%%)" tiptext="建立新的 MovieClip 實體。" version="4"/>

               <string helpurl="flash.display:MovieClip:gotoAndPlay" name="gotoAndPlay" object="[flash.display.MovieClip]" playername="" text=".gotoAndPlay(%影格:Object[,場景:String=null]%):void" tiptext="在指定影格開始播放 SWF 檔。" version="4"/>

               <string helpurl="flash.display:MovieClip:gotoAndStop" name="gotoAndStop" object="[flash.display.MovieClip]" playername="" 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"/>

               <string helpurl="flash.display:MovieClip:nextFrame" name="nextFrame" object="[flash.display.MovieClip]" playername="" text=".nextFrame(%%):void" tiptext="將播放磁頭移到下一個影格，並停止播放。" version="4"/>

               <string helpurl="flash.display:MovieClip:nextScene" name="nextScene" object="[flash.display.MovieClip]" playername="" text=".nextScene(%%):void" tiptext="將播放磁頭移到 MovieClip 實體的下一個場景。" version="4"/>

               <string helpurl="flash.display:MovieClip:play" name="play" object="[flash.display.MovieClip]" playername="" text=".play(%%):void" tiptext="移動影片片段時間軸上的播放磁頭。" version="4"/>

               <string helpurl="flash.display:MovieClip:prevFrame" name="prevFrame" object="[flash.display.MovieClip]" playername="" text=".prevFrame(%%):void" tiptext="將播放磁頭移到上一個影格，並停止播放。" version="4"/>

               <string helpurl="flash.display:MovieClip:prevScene" name="prevScene" object="[flash.display.MovieClip]" playername="" text=".prevScene(%%):void" tiptext="將播放磁頭移到 MovieClip 實體的上一個場景。" version="4"/>

               <string helpurl="flash.display:MovieClip:stop" name="stop" object="[flash.display.MovieClip]" playername="" text=".stop(%%):void" tiptext="停止影片片段中的播放磁頭。" version="4"/>

            </folder>

            <folder helpurl="flash.display:MovieClip" id="Properties" name="屬性" tiptext="MovieClip 類別的屬性">

               <string helpurl="flash.display:MovieClip:currentFrameLabel:get" name="currentFrameLabel" object="[flash.display.MovieClip]" playername="" text=".currentFrameLabel" tiptext="MovieClip 實體之時間軸的目前影格中的標籤。" version=""/>

               <string helpurl="flash.display:MovieClip:currentFrame:get" name="currentFrame" object="[flash.display.MovieClip]" playername="" 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=""/>

               <string helpurl="flash.display:MovieClip:currentLabel:get" name="currentLabel" object="[flash.display.MovieClip]" playername="" text=".currentLabel" tiptext="在 MovieClip 實體時間軸中，播放磁頭所在的目前標籤。" version=""/>

               <string helpurl="flash.display:MovieClip:currentLabels:get" name="currentLabels" object="[flash.display.MovieClip]" playername="" text=".currentLabels" tiptext="從目前場景傳回 FrameLabel 物件陣列。" version=""/>

               <string helpurl="flash.display:MovieClip:currentScene:get" name="currentScene" object="[flash.display.MovieClip]" playername="" text=".currentScene" tiptext="在 MovieClip 實體時間軸中，播放磁頭所在的目前場景。" version=""/>

               <string helpurl="flash.display:MovieClip:enabled:get" name="enabled" object="[flash.display.MovieClip]" playername="" text=".enabled" tiptext="指出是否已啟用影片片段的 Boolean 值。" version=""/>

               <string helpurl="flash.display:MovieClip:framesLoaded:get" name="framesLoaded" object="[flash.display.MovieClip]" playername="" text=".framesLoaded" tiptext="從串流 SWF 檔中載入的影格數目。" version=""/>

               <string helpurl="flash.display:MovieClip:scenes:get" name="scenes" object="[flash.display.MovieClip]" playername="" 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=""/>

               <string helpurl="flash.display:MovieClip:totalFrames:get" name="totalFrames" object="[flash.display.MovieClip]" playername="" text=".totalFrames" tiptext="MovieClip 實體中的影格總數。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:PixelSnapping" id="[flash.display.PixelSnapping]" index="true" name="PixelSnapping" sort="true" 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。">

            <folder helpurl="flash.display:PixelSnapping" id="Properties" name="屬性" tiptext="PixelSnapping 類別的屬性">

               <string constant="true" helpurl="flash.display:PixelSnapping:ALWAYS" name="ALWAYS" object="[flash.display.PixelSnapping]" playername="" text="PixelSnapping.ALWAYS" 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=""/>

               <string constant="true" helpurl="flash.display:PixelSnapping:AUTO" name="AUTO" object="[flash.display.PixelSnapping]" playername="" text="PixelSnapping.AUTO" 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=""/>

               <string constant="true" helpurl="flash.display:PixelSnapping:NEVER" name="NEVER" object="[flash.display.PixelSnapping]" playername="" text="PixelSnapping.NEVER" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:Scene" id="[flash.display.Scene]" index="true" name="Scene" sort="true" 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。">

            <folder helpurl="flash.display:Scene" id="Properties" name="屬性" tiptext="Scene 類別的屬性">

               <string helpurl="flash.display:Scene:labels:get" name="labels" object="[flash.display.Scene]" playername="" text=".labels" tiptext="場景的 FrameLabel 物件陣列。" version=""/>

               <string helpurl="flash.display:Scene:name:get" name="name" object="[flash.display.Scene]" playername="" text=".name" tiptext="場景名稱。" version=""/>

               <string helpurl="flash.display:Scene:numFrames:get" name="numFrames" object="[flash.display.Scene]" playername="" text=".numFrames" tiptext="場景的影格數目。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Shape" id="[flash.display.Shape]" index="true" name="Shape" sort="true" tiptext="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。">

            <folder helpurl="flash.display:Shape" id="Methods" name="方法" tiptext="Shape 類別的方法">

               <string constructor="true" helpurl="flash.display:Shape:Shape" name="Shape" object="[flash.display.Shape]" playername="" text="new Shape(%%)" tiptext="建立新的 Shape 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Shape" id="Properties" name="屬性" tiptext="Shape 類別的屬性">

               <string helpurl="flash.display:Shape:graphics:get" name="graphics" object="[flash.display.Shape]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:SimpleButton" id="[flash.display.SimpleButton]" index="true" name="SimpleButton" sort="true" tiptext="SimpleButton 類別可讓您控制 SWF 檔案中所有的按鈕元件實體。">

            <folder helpurl="flash.display:SimpleButton" id="Methods" name="方法" tiptext="SimpleButton 類別的方法">

               <string constructor="true" helpurl="flash.display:SimpleButton:SimpleButton" name="SimpleButton" object="[flash.display.SimpleButton]" playername="" 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]%)" tiptext="建立新的 SimpleButton 實體。" version="4"/>

            </folder>

            <folder helpurl="flash.display:SimpleButton" id="Properties" name="屬性" tiptext="SimpleButton 類別的屬性">

               <string helpurl="flash.display:SimpleButton:downState:get" name="downState" object="[flash.display.SimpleButton]" playername="" 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=""/>

               <string helpurl="flash.display:SimpleButton:enabled:get" name="enabled" object="[flash.display.SimpleButton]" playername="" text=".enabled" tiptext="指定按鈕是否已啟用的 Boolean 值。" version=""/>

               <string helpurl="flash.display:SimpleButton:hitTestState:get" name="hitTestState" object="[flash.display.SimpleButton]" playername="" text=".hitTestState" tiptext="指定用來當做按鈕測試物件的顯示物件。" version=""/>

               <string helpurl="flash.display:SimpleButton:overState:get" name="overState" object="[flash.display.SimpleButton]" playername="" 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=""/>

               <string helpurl="flash.display:SimpleButton:upState:get" name="upState" object="[flash.display.SimpleButton]" playername="" 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=""/>

            </folder>

         </folder>

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

            <folder helpurl="flash.display:Sprite" id="Methods" name="方法" tiptext="Sprite 類別的方法">

               <string constructor="true" helpurl="flash.display:Sprite:Sprite" name="Sprite" object="[flash.display.Sprite]" playername="" text="new Sprite(%%)" tiptext="建立新的 Sprite 實體。" version="4"/>

               <string helpurl="flash.display:Sprite:startDrag" name="startDrag" object="[flash.display.Sprite]" playername="" 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"/>

               <string helpurl="flash.display:Sprite:startTouchDrag" name="startTouchDrag" object="[flash.display.Sprite]" playername="" 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"/>

               <string helpurl="flash.display:Sprite:stopDrag" name="stopDrag" object="[flash.display.Sprite]" playername="" text=".stopDrag(%%):void" tiptext="結束 startDrag() 方法。" version="4"/>

               <string helpurl="flash.display:Sprite:stopTouchDrag" name="stopTouchDrag" object="[flash.display.Sprite]" playername="" text=".stopTouchDrag(%觸控點ID:int%):void" tiptext="結束觸控裝置使用的 startTouchDrag() 方法。" version="4"/>

            </folder>

            <folder helpurl="flash.display:Sprite" id="Properties" name="屬性" tiptext="Sprite 類別的屬性">

               <string helpurl="flash.display:Sprite:buttonMode:get" name="buttonMode" object="[flash.display.Sprite]" playername="" text=".buttonMode" tiptext="指定此 Sprite 的按鈕模式。" version=""/>

               <string helpurl="flash.display:Sprite:dropTarget:get" name="dropTarget" object="[flash.display.Sprite]" playername="" text=".dropTarget" tiptext="指定要將 sprite 拖曳至或丟棄至哪個顯示物件上。" version=""/>

               <string helpurl="flash.display:Sprite:graphics:get" name="graphics" object="[flash.display.Sprite]" playername="" 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=""/>

               <string helpurl="flash.display:Sprite:hitArea:get" name="hitArea" object="[flash.display.Sprite]" playername="" text=".hitArea" tiptext="指定用來當做 Sprite 感應區的另一個 Sprite。" version=""/>

               <string helpurl="flash.display:Sprite:soundTransform:get" name="soundTransform" object="[flash.display.Sprite]" playername="" text=".soundTransform" tiptext="控制此 Sprite 的聲音。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.display:Stage" id="[flash.display.Stage]" index="true" name="Stage" sort="true" tiptext="Stage 類別代表主要繪圖區。">

            <folder helpurl="flash.display:Stage" id="Methods" name="方法" tiptext="Stage 類別的方法">

               <string helpurl="flash.display:Stage:addChildAt" name="addChildAt" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:addChild" name="addChild" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:addEventListener" name="addEventListener" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:dispatchEvent" name="dispatchEvent" object="[flash.display.Stage]" playername="" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="4"/>

               <string helpurl="flash.display:Stage:hasEventListener" name="hasEventListener" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:invalidate" name="invalidate" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:isFocusInaccessible" name="isFocusInaccessible" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:removeChildAt" name="removeChildAt" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:setChildIndex" name="setChildIndex" object="[flash.display.Stage]" playername="" 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"/>

               <string helpurl="flash.display:Stage:swapChildrenAt" name="swapChildrenAt" object="[flash.display.Stage]" playername="" text=".swapChildrenAt(%索引1:int,索引2:int%):void" tiptext="在子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"/>

            </folder>

            <folder helpurl="flash.display:Stage" id="Properties" name="屬性" tiptext="Stage 類別的屬性">

               <string helpurl="flash.display:Stage:align:get" name="align" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:displayState:get" name="displayState" object="[flash.display.Stage]" playername="" text=".displayState" tiptext="來自 StageDisplayState 類別的值，可指定所要使用的顯示狀態。" version=""/>

               <string helpurl="flash.display:Stage:focus:get" name="focus" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:frameRate:get" name="frameRate" object="[flash.display.Stage]" playername="" text=".frameRate" tiptext="接收並設定舞台的影格速率。" version=""/>

               <string helpurl="flash.display:Stage:fullScreenHeight:get" name="fullScreenHeight" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:fullScreenSourceRect:get" name="fullScreenSourceRect" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:fullScreenWidth:get" name="fullScreenWidth" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:height:get" name="height" object="[flash.display.Stage]" playername="" text=".height" tiptext="指出顯示物件的高度，以像素為單位。" version=""/>

               <string helpurl="flash.display:Stage:mouseChildren:get" name="mouseChildren" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:nativeWindow:get" name="nativeWindow" object="[flash.display.Stage]" playername="" text=".nativeWindow" tiptext="內含此 Stage 的 NativeWindow 物件參照。" version=""/>

               <string helpurl="flash.display:Stage:numChildren:get" name="numChildren" object="[flash.display.Stage]" playername="" text=".numChildren" tiptext="傳回此物件的子系數量。" version=""/>

               <string helpurl="flash.display:Stage:quality:get" name="quality" object="[flash.display.Stage]" playername="" text=".quality" tiptext="StageQuality 類別的值，可用來指定所使用的顯示品質。" version=""/>

               <string helpurl="flash.display:Stage:scaleMode:get" name="scaleMode" object="[flash.display.Stage]" playername="" 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=""/>

               <string helpurl="flash.display:Stage:stageFocusRect:get" name="stageFocusRect" object="[flash.display.Stage]" playername="" text=".stageFocusRect" tiptext="指定成為焦點的物件是否會顯示亮光邊框。" version=""/>

               <string helpurl="flash.display:Stage:stageHeight:get" name="stageHeight" object="[flash.display.Stage]" playername="" text=".stageHeight" tiptext="「舞台」的目前高度，以像素為單位。" version=""/>

               <string helpurl="flash.display:Stage:stageWidth:get" name="stageWidth" object="[flash.display.Stage]" playername="" text=".stageWidth" tiptext="指定「舞台」的目前寬度，以像素為單位。" version=""/>

               <string helpurl="flash.display:Stage:width:get" name="width" object="[flash.display.Stage]" playername="" text=".width" tiptext="指出顯示物件的寬度，以像素為單位。" version=""/>

               <string helpurl="flash.display:Stage:wmodeGPU:get" name="wmodeGPU" object="[flash.display.Stage]" playername="" text=".wmodeGPU" tiptext="指出是否提供以及使用 GPU 結合。" version=""/>

            </folder>

            <folder helpurl="flash.display:Stage" id="Events" name="事件" tiptext="Stage 類別的事件">

               <string helpurl="flash.display:Stage_flash.events.FullScreenEvent.FULL_SCREEN_fullScreen" name="fullScreen" object="[flash.display.Stage]" playername="" text=".addEventListener(%類型:String=FullScreenEvent.FULL_SCREEN{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 物件進入 (或離開) 全螢幕模式時傳送。" version=""/>

               <string helpurl="flash.display:Stage_flash.events.Event.RESIZE_resize" name="resize" object="[flash.display.Stage]" playername="" text=".addEventListener(%類型:String=Event.RESIZE{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=""/>

               <string helpurl="flash.display:Stage_flash.events.Event.MOUSE_LEAVE_mouseLeave" name="mouseLeave" object="[flash.display.Stage]" playername="" text=".addEventListener(%類型:String=Event.MOUSE_LEAVE{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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageAlign" id="[flash.display.StageAlign]" index="true" name="StageAlign" sort="true" tiptext="StageAlign 類別可提供 Stage.align 屬性要使用的常數值。">

            <folder helpurl="flash.display:StageAlign" id="Properties" name="屬性" tiptext="StageAlign 類別的屬性">

               <string constant="true" helpurl="flash.display:StageAlign:BOTTOM_LEFT" name="BOTTOM_LEFT" object="[flash.display.StageAlign]" playername="" text="StageAlign.BOTTOM_LEFT" tiptext="指定「舞台」與左下角對齊。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:BOTTOM_RIGHT" name="BOTTOM_RIGHT" object="[flash.display.StageAlign]" playername="" text="StageAlign.BOTTOM_RIGHT" tiptext="指定「舞台」與右下角對齊。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:BOTTOM" name="BOTTOM" object="[flash.display.StageAlign]" playername="" text="StageAlign.BOTTOM" tiptext="指定「舞台」與底部對齊。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:LEFT" name="LEFT" object="[flash.display.StageAlign]" playername="" text="StageAlign.LEFT" tiptext="指定「舞台」與左側對齊。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:RIGHT" name="RIGHT" object="[flash.display.StageAlign]" playername="" text="StageAlign.RIGHT" tiptext="指定「舞台」與右側對齊。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:TOP_LEFT" name="TOP_LEFT" object="[flash.display.StageAlign]" playername="" text="StageAlign.TOP_LEFT" tiptext="指定「舞台」與左上角對齊。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:TOP_RIGHT" name="TOP_RIGHT" object="[flash.display.StageAlign]" playername="" text="StageAlign.TOP_RIGHT" tiptext="指定「舞台」與右上角對齊。" version=""/>

               <string constant="true" helpurl="flash.display:StageAlign:TOP" name="TOP" object="[flash.display.StageAlign]" playername="" text="StageAlign.TOP" tiptext="指定「舞台」與頂端對齊。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageDisplayState" id="[flash.display.StageDisplayState]" index="true" name="StageDisplayState" sort="true" tiptext="StageDisplayState 類別可提供 Stage.displayState 屬性的值。">

            <folder helpurl="flash.display:StageDisplayState" id="Properties" name="屬性" tiptext="StageDisplayState 類別的屬性">

               <string constant="true" helpurl="flash.display:StageDisplayState:FULL_SCREEN_INTERACTIVE" name="FULL_SCREEN_INTERACTIVE" object="[flash.display.StageDisplayState]" playername="" text="StageDisplayState.FULL_SCREEN_INTERACTIVE" tiptext="指定「舞台」使用全螢幕模式，並啟用鍵盤互動功能。" version=""/>

               <string constant="true" helpurl="flash.display:StageDisplayState:FULL_SCREEN" name="FULL_SCREEN" object="[flash.display.StageDisplayState]" playername="" text="StageDisplayState.FULL_SCREEN" tiptext="指定「舞台」使用全螢幕模式。" version=""/>

               <string constant="true" helpurl="flash.display:StageDisplayState:NORMAL" name="NORMAL" object="[flash.display.StageDisplayState]" playername="" text="StageDisplayState.NORMAL" tiptext="指定「舞台」使用一般模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageQuality" id="[flash.display.StageQuality]" index="true" name="StageQuality" sort="true" tiptext="StageQuality 類別可提供 Stage.quality 屬性的值。">

            <folder helpurl="flash.display:StageQuality" id="Properties" name="屬性" tiptext="StageQuality 類別的屬性">

               <string constant="true" helpurl="flash.display:StageQuality:BEST" name="BEST" object="[flash.display.StageQuality]" playername="" text="StageQuality.BEST" 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=""/>

               <string constant="true" helpurl="flash.display:StageQuality:HIGH" name="HIGH" object="[flash.display.StageQuality]" playername="" text="StageQuality.HIGH" 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=""/>

               <string constant="true" helpurl="flash.display:StageQuality:LOW" name="LOW" object="[flash.display.StageQuality]" playername="" text="StageQuality.LOW" 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=""/>

               <string constant="true" helpurl="flash.display:StageQuality:MEDIUM" name="MEDIUM" object="[flash.display.StageQuality]" playername="" text="StageQuality.MEDIUM" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:StageScaleMode" id="[flash.display.StageScaleMode]" index="true" name="StageScaleMode" sort="true" tiptext="StageScaleMode 類別可提供 Stage.scaleMode 屬性的值。">

            <folder helpurl="flash.display:StageScaleMode" id="Properties" name="屬性" tiptext="StageScaleMode 類別的屬性">

               <string constant="true" helpurl="flash.display:StageScaleMode:EXACT_FIT" name="EXACT_FIT" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.EXACT_FIT" tiptext="指定整個應用程式在指定區域內可見，而不嘗試保留原始比例。" version=""/>

               <string constant="true" helpurl="flash.display:StageScaleMode:NO_BORDER" name="NO_BORDER" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.NO_BORDER" tiptext="指定整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=""/>

               <string constant="true" helpurl="flash.display:StageScaleMode:NO_SCALE" name="NO_SCALE" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.NO_SCALE" 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=""/>

               <string constant="true" helpurl="flash.display:StageScaleMode:SHOW_ALL" name="SHOW_ALL" object="[flash.display.StageScaleMode]" playername="" text="StageScaleMode.SHOW_ALL" tiptext="指定整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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.display:SWFVersion" id="[flash.display.SWFVersion]" index="true" name="SWFVersion" sort="true" 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。">

            <folder helpurl="flash.display:SWFVersion" id="Properties" name="屬性" tiptext="SWFVersion 類別的屬性">

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH10" name="FLASH10" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH10" tiptext="SWF 檔案格式版本 10.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH1" name="FLASH1" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH1" tiptext="SWF 檔案格式版本 1.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH2" name="FLASH2" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH2" tiptext="SWF 檔案格式版本 2.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH3" name="FLASH3" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH3" tiptext="SWF 檔案格式版本 3.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH4" name="FLASH4" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH4" tiptext="SWF 檔案格式版本 4.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH5" name="FLASH5" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH5" tiptext="SWF 檔案格式版本 5.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH6" name="FLASH6" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH6" tiptext="SWF 檔案格式版本 6.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH7" name="FLASH7" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH7" tiptext="SWF 檔案格式版本 7.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH8" name="FLASH8" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH8" tiptext="SWF 檔案格式版本 8.0。" version=""/>

               <string constant="true" helpurl="flash.display:SWFVersion:FLASH9" name="FLASH9" object="[flash.display.SWFVersion]" playername="" text="SWFVersion.FLASH9" tiptext="SWF 檔案格式版本 9.0。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.errors" id="flash.errors" name="flash.errors" sort="true" tiptext="flash.errors 套件的類別">

         <folder asAncestors="flash.errors:IOError,Error,Object" helpurl="flash.errors:EOFError" id="[flash.errors.EOFError]" index="true" name="EOFError" sort="true" tiptext="當您嘗試讀取可用資料結尾以外範圍時，會擲出 EOFError 例外。">

            <folder helpurl="flash.errors:EOFError" id="Methods" name="方法" tiptext="EOFError 類別的方法">

               <string constructor="true" helpurl="flash.errors:EOFError:EOFError" name="EOFError" object="[flash.errors.EOFError]" playername="" text="new EOFError(%訊息:String%)" tiptext="建立新的 EOFError 物件。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:IllegalOperationError" id="[flash.errors.IllegalOperationError]" index="true" name="IllegalOperationError" sort="true" 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。">

            <folder helpurl="flash.errors:IllegalOperationError" id="Methods" name="方法" tiptext="IllegalOperationError 類別的方法">

               <string constructor="true" helpurl="flash.errors:IllegalOperationError:IllegalOperationError" name="IllegalOperationError" object="[flash.errors.IllegalOperationError]" playername="" text="new IllegalOperationError(%訊息:String%)" tiptext="建立新的 IllegalOperationError 物件。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:InvalidSWFError" id="[flash.errors.InvalidSWFError]" index="true" name="InvalidSWFError" sort="true" tiptext="Flash 執行階段在遇到毀損的 SWF 檔案時會擲出此例外。">

            <folder helpurl="flash.errors:InvalidSWFError" id="Methods" name="方法" tiptext="InvalidSWFError 類別的方法">

               <string constructor="true" helpurl="flash.errors:InvalidSWFError:InvalidSWFError" name="InvalidSWFError" object="[flash.errors.InvalidSWFError]" playername="" text="new InvalidSWFError(%訊息:String[,ID:int=0]%)" tiptext="建立新的 InvalidSWFError物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:IOError" id="[flash.errors.IOError]" index="true" name="IOError" sort="true" tiptext="發生某種輸入或輸出失敗時，會擲出 IOError 例外。">

            <folder helpurl="flash.errors:IOError" id="Methods" name="方法" tiptext="IOError 類別的方法">

               <string constructor="true" helpurl="flash.errors:IOError:IOError" name="IOError" object="[flash.errors.IOError]" playername="" text="new IOError(%訊息:String%)" tiptext="建立新的 IOError 物件。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:MemoryError" id="[flash.errors.MemoryError]" index="true" name="MemoryError" sort="true" tiptext="當記憶體配置要求失敗時，會擲出 MemoryError 例外。">

            <folder helpurl="flash.errors:MemoryError" id="Methods" name="方法" tiptext="MemoryError 類別的方法">

               <string constructor="true" helpurl="flash.errors:MemoryError:MemoryError" name="MemoryError" object="[flash.errors.MemoryError]" playername="" text="new MemoryError(%訊息:String%)" tiptext="建立新的 MemoryError 物件。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:ScriptTimeoutError" id="[flash.errors.ScriptTimeoutError]" index="true" name="ScriptTimeoutError" sort="true" tiptext="達到程式碼逾時間隔時，會擲出 ScriptTimeoutError 例外。">

            <folder helpurl="flash.errors:ScriptTimeoutError" id="Methods" name="方法" tiptext="ScriptTimeoutError 類別的方法">

               <string constructor="true" helpurl="flash.errors:ScriptTimeoutError:ScriptTimeoutError" name="ScriptTimeoutError" object="[flash.errors.ScriptTimeoutError]" playername="" text="new ScriptTimeoutError(%訊息:String%)" tiptext="建立新的 ScriptTimeoutError 物件。" version="9"/>

            </folder>

         </folder>

         <folder asAncestors="Error,Object" helpurl="flash.errors:StackOverflowError" id="[flash.errors.StackOverflowError]" index="true" name="StackOverflowError" sort="true" tiptext="ActionScript 會在耗盡程式碼可用的堆疊時，擲出 StackOverflowError 例外。">

            <folder helpurl="flash.errors:StackOverflowError" id="Methods" name="方法" tiptext="StackOverflowError 類別的方法">

               <string constructor="true" helpurl="flash.errors:StackOverflowError:StackOverflowError" name="StackOverflowError" object="[flash.errors.StackOverflowError]" playername="" text="new StackOverflowError(%訊息:String%)" tiptext="建立新的 StackOverflowError 物件。" version="9"/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.events" id="flash.events" name="flash.events" sort="true" tiptext="flash.events 套件的類別">

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:AccelerometerEvent" id="[flash.events.AccelerometerEvent]" index="true" name="AccelerometerEvent" sort="true" 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。">

            <folder helpurl="flash.events:AccelerometerEvent" id="Methods" name="方法" tiptext="AccelerometerEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:AccelerometerEvent:AccelerometerEvent" name="AccelerometerEvent" object="[flash.events.AccelerometerEvent]" playername="" 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]%)" tiptext="AccelerometerEvent 物件的建構函式。" version="4"/>

            </folder>

            <folder helpurl="flash.events:AccelerometerEvent" id="Properties" name="屬性" tiptext="AccelerometerEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:AccelerometerEvent:UPDATE" name="UPDATE" object="[flash.events.AccelerometerEvent]" playername="" text="AccelerometerEvent.UPDATE" tiptext="定義 AccelerometerEvent 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:accelerationX" name="accelerationX" object="[flash.events.AccelerometerEvent]" playername="" text=".accelerationX" tiptext="沿著 x 軸加速，單位為 G。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:accelerationY" name="accelerationY" object="[flash.events.AccelerometerEvent]" playername="" text=".accelerationY" tiptext="沿著 y 軸加速，單位為 G。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:accelerationZ" name="accelerationZ" object="[flash.events.AccelerometerEvent]" playername="" text=".accelerationZ" tiptext="沿著 z 軸加速，單位為 G。" version=""/>

               <string helpurl="flash.events:AccelerometerEvent:timestamp" name="timestamp" object="[flash.events.AccelerometerEvent]" playername="" text=".timestamp" tiptext="從執行階段初始化之後，事件時間的毫秒數。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:AsyncErrorEvent" id="[flash.events.AsyncErrorEvent]" index="true" name="AsyncErrorEvent" sort="true" tiptext="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。">

            <folder helpurl="flash.events:AsyncErrorEvent" id="Methods" name="方法" tiptext="AsyncErrorEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:AsyncErrorEvent:AsyncErrorEvent" name="AsyncErrorEvent" object="[flash.events.AsyncErrorEvent]" playername="" text="new AsyncErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,錯誤:Error=null]%)" tiptext="AsyncErrorEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:AsyncErrorEvent:clone" name="clone" object="[flash.events.AsyncErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:AsyncErrorEvent:toString" name="toString" object="[flash.events.AsyncErrorEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 AsyncErrorEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:AsyncErrorEvent" id="Properties" name="屬性" tiptext="AsyncErrorEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:AsyncErrorEvent:ASYNC_ERROR" name="ASYNC_ERROR" object="[flash.events.AsyncErrorEvent]" playername="" text="AsyncErrorEvent.ASYNC_ERROR" tiptext="AsyncErrorEvent.ASYNC_ERROR 常數會定義 asyncError 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:AsyncErrorEvent:error" name="error" object="[flash.events.AsyncErrorEvent]" playername="" text=".error" tiptext="擲出的例外。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:DataEvent" id="[flash.events.DataEvent]" index="true" name="DataEvent" sort="true" tiptext="當原始資料已經完全載入時，物件會傳送 DataEvent 物件。">

            <folder helpurl="flash.events:DataEvent" id="Methods" name="方法" tiptext="DataEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:DataEvent:DataEvent" name="DataEvent" object="[flash.events.DataEvent]" playername="" text="new DataEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,資料:String]%)" tiptext="DataEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:DataEvent:clone" name="clone" object="[flash.events.DataEvent]" playername="" 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"/>

               <string helpurl="flash.events:DataEvent:toString" name="toString" object="[flash.events.DataEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 DataEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:DataEvent" id="Properties" name="屬性" tiptext="DataEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:DataEvent:DATA" name="DATA" object="[flash.events.DataEvent]" playername="" text="DataEvent.DATA" tiptext="定義 data 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:DataEvent:UPLOAD_COMPLETE_DATA" name="UPLOAD_COMPLETE_DATA" object="[flash.events.DataEvent]" playername="" text="DataEvent.UPLOAD_COMPLETE_DATA" tiptext="定義 uploadCompleteData 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:DataEvent:data:get" name="data" object="[flash.events.DataEvent]" playername="" text=".data" tiptext="載入原始資料至 Flash Player 或 Adobe AIR。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:ErrorEvent" id="[flash.events.ErrorEvent]" index="true" name="ErrorEvent" sort="true" tiptext="當錯誤導致非同步作業失敗時，便會傳送 ErrorEvent 物件。">

            <folder helpurl="flash.events:ErrorEvent" id="Methods" name="方法" tiptext="ErrorEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:ErrorEvent:ErrorEvent" name="ErrorEvent" object="[flash.events.ErrorEvent]" playername="" text="new ErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0]%)" tiptext="ErrorEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:ErrorEvent:clone" name="clone" object="[flash.events.ErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:ErrorEvent:toString" name="toString" object="[flash.events.ErrorEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 ErrorEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:ErrorEvent" id="Properties" name="屬性" tiptext="ErrorEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:ErrorEvent:ERROR" name="ERROR" object="[flash.events.ErrorEvent]" playername="" text="ErrorEvent.ERROR" tiptext="定義 error 事件物件的 type 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:Event" id="[flash.events.Event]" index="true" name="Event" sort="true" 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。">

            <folder helpurl="flash.events:Event" id="Methods" name="方法" tiptext="Event 類別的方法">

               <string constructor="true" helpurl="flash.events:Event:Event" name="Event" object="[flash.events.Event]" playername="" text="new Event(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" tiptext="用來建立新的 Event 物件。" version="4"/>

               <string helpurl="flash.events:Event:clone" name="clone" object="[flash.events.Event]" playername="" text=".clone(%%):flash.events:Event" tiptext="複製 Event 子類別的實體。" version="4"/>

               <string helpurl="flash.events:Event:formatToString" name="formatToString" object="[flash.events.Event]" playername="" 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"/>

               <string helpurl="flash.events:Event:isDefaultPrevented" name="isDefaultPrevented" object="[flash.events.Event]" playername="" text=".isDefaultPrevented(%%):Boolean" tiptext="檢查是否已經在事件上呼叫 preventDefault() 方法。" version="4"/>

               <string helpurl="flash.events:Event:preventDefault" name="preventDefault" object="[flash.events.Event]" playername="" text=".preventDefault(%%):void" tiptext="如果行為可以取消，則取消事件的預設行為。" version="4"/>

               <string helpurl="flash.events:Event:stopImmediatePropagation" name="stopImmediatePropagation" object="[flash.events.Event]" playername="" 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"/>

               <string helpurl="flash.events:Event:stopPropagation" name="stopPropagation" object="[flash.events.Event]" playername="" 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"/>

               <string helpurl="flash.events:Event:toString" name="toString" object="[flash.events.Event]" playername="" text=".toString(%%):String" tiptext="傳回包含 Event 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:Event" id="Properties" name="屬性" tiptext="Event 類別的屬性">

               <string constant="true" helpurl="flash.events:Event:ACTIVATE" name="ACTIVATE" object="[flash.events.Event]" playername="" text="Event.ACTIVATE" tiptext="ACTIVATE 常數會定義 activate 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ADDED_TO_STAGE" name="ADDED_TO_STAGE" object="[flash.events.Event]" playername="" text="Event.ADDED_TO_STAGE" tiptext="Event.ADDED_TO_STAGE 常數會定義 addedToStage 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ADDED" name="ADDED" object="[flash.events.Event]" playername="" text="Event.ADDED" tiptext="Event.ADDED 常數會定義 added 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CANCEL" name="CANCEL" object="[flash.events.Event]" playername="" text="Event.CANCEL" tiptext="Event.CANCEL 常數會定義 cancel 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CHANGE" name="CHANGE" object="[flash.events.Event]" playername="" text="Event.CHANGE" tiptext="Event.CHANGE 常數會定義 change 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CLEAR" name="CLEAR" object="[flash.events.Event]" playername="" text="Event.CLEAR" tiptext="Event.CLEAR 常數會定義 clear 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CLOSE" name="CLOSE" object="[flash.events.Event]" playername="" text="Event.CLOSE" tiptext="Event.CLOSE 常數會定義 close 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CLOSING" name="CLOSING" object="[flash.events.Event]" playername="" text="Event.CLOSING" tiptext="Event.CLOSING 常數會定義 closing 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:COMPLETE" name="COMPLETE" object="[flash.events.Event]" playername="" text="Event.COMPLETE" tiptext="Event.COMPLETE 常數會定義 complete 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CONNECT" name="CONNECT" object="[flash.events.Event]" playername="" text="Event.CONNECT" tiptext="Event.CONNECT 常數會定義 connect 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:COPY" name="COPY" object="[flash.events.Event]" playername="" text="Event.COPY" tiptext="定義 copy 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:CUT" name="CUT" object="[flash.events.Event]" playername="" text="Event.CUT" tiptext="定義 cut 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:DEACTIVATE" name="DEACTIVATE" object="[flash.events.Event]" playername="" text="Event.DEACTIVATE" tiptext="Event.DEACTIVATE 常數會定義 deactivate 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:DISPLAYING" name="DISPLAYING" object="[flash.events.Event]" playername="" text="Event.DISPLAYING" tiptext="Event.DISPLAYING 常數會定義 displaying 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ENTER_FRAME" name="ENTER_FRAME" object="[flash.events.Event]" playername="" text="Event.ENTER_FRAME" tiptext="Event.ENTER_FRAME 常數會定義 enterFrame 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:EXITING" name="EXITING" object="[flash.events.Event]" playername="" text="Event.EXITING" tiptext="Event.EXITING 常數會定義 exiting 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:EXIT_FRAME" name="EXIT_FRAME" object="[flash.events.Event]" playername="" text="Event.EXIT_FRAME" tiptext="Event.EXIT_FRAME 常數會定義 exitFrame 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:FRAME_CONSTRUCTED" name="FRAME_CONSTRUCTED" object="[flash.events.Event]" playername="" text="Event.FRAME_CONSTRUCTED" tiptext="Event.FRAME_CONSTRUCTED 常數會定義 frameConstructed 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:FULLSCREEN" name="FULLSCREEN" object="[flash.events.Event]" playername="" text="Event.FULLSCREEN" tiptext="Event.FULL_SCREEN 常數會定義 fullScreen 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:HTML_BOUNDS_CHANGE" name="HTML_BOUNDS_CHANGE" object="[flash.events.Event]" playername="" text="Event.HTML_BOUNDS_CHANGE" tiptext="Event.HTML_BOUNDS_CHANGE 常數會定義 htmlBoundsChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:HTML_DOM_INITIALIZE" name="HTML_DOM_INITIALIZE" object="[flash.events.Event]" playername="" text="Event.HTML_DOM_INITIALIZE" tiptext="Event.HTML_DOM_INITIALIZE 常數會定義 htmlDOMInitialize 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:HTML_RENDER" name="HTML_RENDER" object="[flash.events.Event]" playername="" text="Event.HTML_RENDER" tiptext="Event.HTML_RENDER 常數會定義 htmlRender 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:ID3" name="ID3" object="[flash.events.Event]" playername="" text="Event.ID3" tiptext="Event.ID3 常數會定義 id3 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:INIT" name="INIT" object="[flash.events.Event]" playername="" text="Event.INIT" tiptext="Event.INIT 常數會定義 init 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:LOCATION_CHANGE" name="LOCATION_CHANGE" object="[flash.events.Event]" playername="" text="Event.LOCATION_CHANGE" tiptext="Event.LOCATION_CHANGE 常數會定義 locationChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:MOUSE_LEAVE" name="MOUSE_LEAVE" object="[flash.events.Event]" playername="" text="Event.MOUSE_LEAVE" tiptext="Event.MOUSE_LEAVE 常數會定義 mouseLeave 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:NETWORK_CHANGE" name="NETWORK_CHANGE" object="[flash.events.Event]" playername="" text="Event.NETWORK_CHANGE" tiptext="Event.NETWORK_CHANGE 常數會定義 networkChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:OPEN" name="OPEN" object="[flash.events.Event]" playername="" text="Event.OPEN" tiptext="Event.OPEN 常數會定義 open 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:PASTE" name="PASTE" object="[flash.events.Event]" playername="" text="Event.PASTE" tiptext="Event.PASTE 常數會定義 paste 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:REMOVED_FROM_STAGE" name="REMOVED_FROM_STAGE" object="[flash.events.Event]" playername="" text="Event.REMOVED_FROM_STAGE" tiptext="Event.REMOVED_FROM_STAGE 常數會定義 removedFromStage 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:REMOVED" name="REMOVED" object="[flash.events.Event]" playername="" text="Event.REMOVED" tiptext="Event.REMOVED 常數會定義 removed 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:RENDER" name="RENDER" object="[flash.events.Event]" playername="" text="Event.RENDER" tiptext="Event.RENDER 常數會定義 render 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:RESIZE" name="RESIZE" object="[flash.events.Event]" playername="" text="Event.RESIZE" tiptext="Event.RESIZE 常數會定義 resize 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SCROLL" name="SCROLL" object="[flash.events.Event]" playername="" text="Event.SCROLL" tiptext="Event.SCROLL 常數會定義 scroll 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SELECT_ALL" name="SELECT_ALL" object="[flash.events.Event]" playername="" text="Event.SELECT_ALL" tiptext="Event.SELECT_ALL 常數會定義 selectAll 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SELECT" name="SELECT" object="[flash.events.Event]" playername="" text="Event.SELECT" tiptext="Event.SELECT 常數會定義 select 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:SOUND_COMPLETE" name="SOUND_COMPLETE" object="[flash.events.Event]" playername="" text="Event.SOUND_COMPLETE" tiptext="Event.SOUND_COMPLETE 常數會定義 soundComplete 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:STANDARD_ERROR_CLOSE" name="STANDARD_ERROR_CLOSE" object="[flash.events.Event]" playername="" text="Event.STANDARD_ERROR_CLOSE" tiptext="Event.STANDARD_ERROR_CLOSE 常數會定義 standardErrorClose 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:STANDARD_INPUT_CLOSE" name="STANDARD_INPUT_CLOSE" object="[flash.events.Event]" playername="" text="Event.STANDARD_INPUT_CLOSE" tiptext="Event.STANDARD_INPUT_CLOSE 常數會定義 standardInputClose 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:STANDARD_OUTPUT_CLOSE" name="STANDARD_OUTPUT_CLOSE" object="[flash.events.Event]" playername="" text="Event.STANDARD_OUTPUT_CLOSE" tiptext="Event.STANDARD_OUTPUT_CLOSE 常數會定義 standardOutputClose 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:TAB_CHILDREN_CHANGE" name="TAB_CHILDREN_CHANGE" object="[flash.events.Event]" playername="" text="Event.TAB_CHILDREN_CHANGE" tiptext="Event.TAB_CHILDREN_CHANGE 常數會定義 tabChildrenChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:TAB_ENABLED_CHANGE" name="TAB_ENABLED_CHANGE" object="[flash.events.Event]" playername="" text="Event.TAB_ENABLED_CHANGE" tiptext="Event.TAB_ENABLED_CHANGE 常數會定義 tabEnabledChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:TAB_INDEX_CHANGE" name="TAB_INDEX_CHANGE" object="[flash.events.Event]" playername="" text="Event.TAB_INDEX_CHANGE" tiptext="Event.TAB_INDEX_CHANGE 常數會定義 tabIndexChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:UNLOAD" name="UNLOAD" object="[flash.events.Event]" playername="" text="Event.UNLOAD" tiptext="Event.UNLOAD 常數會定義 unload 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:USER_IDLE" name="USER_IDLE" object="[flash.events.Event]" playername="" text="Event.USER_IDLE" tiptext="Event.USER_IDLE 常數會定義 userIdle 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:Event:USER_PRESENT" name="USER_PRESENT" object="[flash.events.Event]" playername="" text="Event.USER_PRESENT" tiptext="Event.USER_PRESENT 常數會定義 userPresent 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:Event:bubbles:get" name="bubbles" object="[flash.events.Event]" playername="" text=".bubbles" tiptext="指出事件是否為反昇事件。" version=""/>

               <string helpurl="flash.events:Event:cancelable:get" name="cancelable" object="[flash.events.Event]" playername="" text=".cancelable" tiptext="指出是否可以避免與事件相關聯的行為。" version=""/>

               <string helpurl="flash.events:Event:currentTarget:get" name="currentTarget" object="[flash.events.Event]" playername="" text=".currentTarget" tiptext="主動使用事件偵聽程式處理 Event 物件的物件。" version=""/>

               <string helpurl="flash.events:Event:eventPhase:get" name="eventPhase" object="[flash.events.Event]" playername="" text=".eventPhase" tiptext="事件流程中的目前階段。" version=""/>

               <string helpurl="flash.events:Event:target:get" name="target" object="[flash.events.Event]" playername="" text=".target" tiptext="事件目標。" version=""/>

               <string helpurl="flash.events:Event:type:get" name="type" object="[flash.events.Event]" playername="" text=".type" tiptext="事件類型。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:EventDispatcher" id="[flash.events.EventDispatcher]" index="true" name="EventDispatcher" sort="true" tiptext="EventDispatcher 類別是所有傳送事件之執行階段類別的基底類別。">

            <folder helpurl="flash.events:EventDispatcher" id="Methods" name="方法" tiptext="EventDispatcher 類別的方法">

               <string constructor="true" helpurl="flash.events:EventDispatcher:EventDispatcher" name="EventDispatcher" object="[flash.events.EventDispatcher]" playername="" text="new EventDispatcher(%[目標:flash.events:IEventDispatcher=null]%)" tiptext="彙總 EventDispatcher 類別的實體。" version="4"/>

               <string helpurl="flash.events:EventDispatcher:addEventListener" name="addEventListener" object="[flash.events.EventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:EventDispatcher:dispatchEvent" name="dispatchEvent" object="[flash.events.EventDispatcher]" playername="" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="4"/>

               <string helpurl="flash.events:EventDispatcher:hasEventListener" name="hasEventListener" object="[flash.events.EventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:EventDispatcher:removeEventListener" name="removeEventListener" object="[flash.events.EventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:EventDispatcher:willTrigger" name="willTrigger" object="[flash.events.EventDispatcher]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:EventDispatcher" id="Events" name="事件" tiptext="EventDispatcher 類別的事件">

               <string helpurl="flash.events:EventDispatcher_flash.events.Event.DEACTIVATE_deactivate" name="deactivate" object="[flash.events.EventDispatcher]" playername="" 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=""/>

               <string helpurl="flash.events:EventDispatcher_flash.events.Event.ACTIVATE_activate" name="activate" object="[flash.events.EventDispatcher]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:EventPhase" id="[flash.events.EventPhase]" index="true" name="EventPhase" sort="true" tiptext="EventPhase 類別可提供 Event 類別的 eventPhase 屬性值。">

            <folder helpurl="flash.events:EventPhase" id="Properties" name="屬性" tiptext="EventPhase 類別的屬性">

               <string constant="true" helpurl="flash.events:EventPhase:AT_TARGET" name="AT_TARGET" object="[flash.events.EventPhase]" playername="" text="EventPhase.AT_TARGET" tiptext="目標階段，也就是事件流程的第二個階段。" version=""/>

               <string constant="true" helpurl="flash.events:EventPhase:BUBBLING_PHASE" name="BUBBLING_PHASE" object="[flash.events.EventPhase]" playername="" text="EventPhase.BUBBLING_PHASE" tiptext="反昇階段，也就是事件流程的第三個階段。" version=""/>

               <string constant="true" helpurl="flash.events:EventPhase:CAPTURING_PHASE" name="CAPTURING_PHASE" object="[flash.events.EventPhase]" playername="" text="EventPhase.CAPTURING_PHASE" tiptext="捕捉階段，也就是事件流程的第一個階段。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:FocusEvent" id="[flash.events.FocusEvent]" index="true" name="FocusEvent" sort="true" tiptext="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。">

            <folder helpurl="flash.events:FocusEvent" id="Methods" name="方法" tiptext="FocusEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:FocusEvent:FocusEvent" name="FocusEvent" object="[flash.events.FocusEvent]" playername="" 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]%)" tiptext="FocusEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:FocusEvent:clone" name="clone" object="[flash.events.FocusEvent]" playername="" 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"/>

               <string helpurl="flash.events:FocusEvent:toString" name="toString" object="[flash.events.FocusEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 FocusEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:FocusEvent" id="Properties" name="屬性" tiptext="FocusEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:FocusEvent:FOCUS_IN" name="FOCUS_IN" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.FOCUS_IN" tiptext="定義 focusIn 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:FocusEvent:FOCUS_OUT" name="FOCUS_OUT" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.FOCUS_OUT" tiptext="定義 focusOut 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:FocusEvent:KEY_FOCUS_CHANGE" name="KEY_FOCUS_CHANGE" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.KEY_FOCUS_CHANGE" tiptext="定義 keyFocusChange 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:FocusEvent:MOUSE_FOCUS_CHANGE" name="MOUSE_FOCUS_CHANGE" object="[flash.events.FocusEvent]" playername="" text="FocusEvent.MOUSE_FOCUS_CHANGE" tiptext="定義 mouseFocusChange 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:FocusEvent:direction:get" name="direction" object="[flash.events.FocusEvent]" playername="" text=".direction" tiptext="指定 focusIn 事件的焦點方向。" version=""/>

               <string helpurl="flash.events:FocusEvent:isRelatedObjectInaccessible:get" name="isRelatedObjectInaccessible" object="[flash.events.FocusEvent]" playername="" 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=""/>

               <string helpurl="flash.events:FocusEvent:keyCode:get" name="keyCode" object="[flash.events.FocusEvent]" playername="" text=".keyCode" tiptext="按下按鍵就會觸發 keyFocusChange 事件的按鍵碼值。" version=""/>

               <string helpurl="flash.events:FocusEvent:relatedObject:get" name="relatedObject" object="[flash.events.FocusEvent]" playername="" text=".relatedObject" tiptext="受到焦點變更影響的互補 InteractiveObject 實體的參照。" version=""/>

               <string helpurl="flash.events:FocusEvent:shiftKey:get" name="shiftKey" object="[flash.events.FocusEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ActivityEvent,flash.events:Event,Object" helpurl="flash.events:FullScreenEvent" id="[flash.events.FullScreenEvent]" index="true" name="FullScreenEvent" sort="true" tiptext="只要「舞台」進入或離開全螢幕顯示模式，Stage 物件就會傳送 FullScreenEvent 物件。">

            <folder helpurl="flash.events:FullScreenEvent" id="Methods" name="方法" tiptext="FullScreenEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:FullScreenEvent:FullScreenEvent" name="FullScreenEvent" object="[flash.events.FullScreenEvent]" playername="" text="new FullScreenEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,全螢幕:Boolean=false]%)" tiptext="FullScreenEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:FullScreenEvent:clone" name="clone" object="[flash.events.FullScreenEvent]" playername="" 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"/>

               <string helpurl="flash.events:FullScreenEvent:toString" name="toString" object="[flash.events.FullScreenEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 FullScreenEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:FullScreenEvent" id="Properties" name="屬性" tiptext="FullScreenEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:FullScreenEvent:FULL_SCREEN" name="FULL_SCREEN" object="[flash.events.FullScreenEvent]" playername="" text="FullScreenEvent.FULL_SCREEN" tiptext="FullScreenEvent.FULL_SCREEN 常數會定義 fullScreen 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:FullScreenEvent:fullScreen:get" name="fullScreen" object="[flash.events.FullScreenEvent]" playername="" text=".fullScreen" tiptext="指出 Stage 物件是處於全螢幕模式 (true) 或不是 (false)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:GeolocationEvent" id="[flash.events.GeolocationEvent]" index="true" name="GeolocationEvent" sort="true" 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。">

            <folder helpurl="flash.events:GeolocationEvent" id="Methods" name="方法" tiptext="GeolocationEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:GeolocationEvent:GeolocationEvent" name="GeolocationEvent" object="[flash.events.GeolocationEvent]" playername="" 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]%)" tiptext="GeolocationEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:GeolocationEvent:clone" name="clone" object="[flash.events.GeolocationEvent]" playername="" 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="4"/>

               <string helpurl="flash.events:GeolocationEvent:toString" name="toString" object="[flash.events.GeolocationEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 GeolocationEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:GeolocationEvent" id="Properties" name="屬性" tiptext="GeolocationEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:GeolocationEvent:UPDATE" name="UPDATE" object="[flash.events.GeolocationEvent]" playername="" text="GeolocationEvent.UPDATE" tiptext="定義 GeolocationEvent 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:altitude" name="altitude" object="[flash.events.GeolocationEvent]" playername="" text=".altitude" tiptext="高度 (以公尺為單位)。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:heading" name="heading" object="[flash.events.GeolocationEvent]" playername="" text=".heading" tiptext="移動方向 (以正北方作為基準) 整數角度。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:horizontalAccuracy" name="horizontalAccuracy" object="[flash.events.GeolocationEvent]" playername="" text=".horizontalAccuracy" tiptext="水平精確度 (以公尺為單位)。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:latitude" name="latitude" object="[flash.events.GeolocationEvent]" playername="" text=".latitude" tiptext="緯度 (角度)。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:longitude" name="longitude" object="[flash.events.GeolocationEvent]" playername="" text=".longitude" tiptext="經度 (角度)。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:speed" name="speed" object="[flash.events.GeolocationEvent]" playername="" text=".speed" tiptext="速度 (以公尺/秒為單位)。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:timestamp" name="timestamp" object="[flash.events.GeolocationEvent]" playername="" text=".timestamp" tiptext="從執行階段初始化之後，事件時間的毫秒數。" version=""/>

               <string helpurl="flash.events:GeolocationEvent:verticalAccuracy" name="verticalAccuracy" object="[flash.events.GeolocationEvent]" playername="" text=".verticalAccuracy" tiptext="垂直精確度 (以公尺為單位)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:GestureEvent" id="[flash.events.GestureEvent]" index="true" name="GestureEvent" sort="true" tiptext="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">

            <folder helpurl="flash.events:GestureEvent" id="Methods" name="方法" tiptext="GestureEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:GestureEvent:GestureEvent" name="GestureEvent" object="[flash.events.GestureEvent]" playername="" 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]%)" tiptext="GestureEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:GestureEvent:clone" name="clone" object="[flash.events.GestureEvent]" playername="" 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"/>

               <string helpurl="flash.events:GestureEvent:toString" name="toString" object="[flash.events.GestureEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 GestureEvent 物件所有屬性的字串。" version="4"/>

               <string helpurl="flash.events:GestureEvent:updateAfterEvent" name="updateAfterEvent" object="[flash.events.GestureEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:GestureEvent" id="Properties" name="屬性" tiptext="GestureEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:GestureEvent:GESTURE_TWO_FINGER_TAP" name="GESTURE_TWO_FINGER_TAP" object="[flash.events.GestureEvent]" playername="" text="GestureEvent.GESTURE_TWO_FINGER_TAP" tiptext="定義 GESTURE_TWO_FINGER_TAP 動作事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:GestureEvent:localX:get" name="localX" object="[flash.events.GestureEvent]" playername="" text=".localX" tiptext="相對於包含的 Sprite，事件發生的水平座標。" version=""/>

               <string helpurl="flash.events:GestureEvent:localY:get" name="localY" object="[flash.events.GestureEvent]" playername="" text=".localY" tiptext="相對於包含的 Sprite，事件發生的垂直座標。" version=""/>

               <string helpurl="flash.events:GestureEvent:phase:get" name="phase" object="[flash.events.GestureEvent]" playername="" text=".phase" tiptext="GesturePhase 類別的值指出觸控動作的進度 (開始、更新或結束)。" version=""/>

               <string helpurl="flash.events:GestureEvent:stageX:get" name="stageX" object="[flash.events.GestureEvent]" playername="" text=".stageX" tiptext="在全域「舞台」座標上，事件發生的水平座標。" version=""/>

               <string helpurl="flash.events:GestureEvent:stageY:get" name="stageY" object="[flash.events.GestureEvent]" playername="" text=".stageY" tiptext="在全域「舞台」座標上，事件發生的垂直座標。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.events:GesturePhase" id="[flash.events.GesturePhase]" index="true" name="GesturePhase" sort="true" 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。">

            <folder helpurl="flash.events:GesturePhase" id="Properties" name="屬性" tiptext="GesturePhase 類別的屬性">

               <string constant="true" helpurl="flash.events:GesturePhase:BEGIN" name="BEGIN" object="[flash.events.GesturePhase]" playername="" text="GesturePhase.BEGIN" tiptext="新動作的開始 (例如手指碰觸觸控螢幕)。" version=""/>

               <string constant="true" helpurl="flash.events:GesturePhase:END" name="END" object="[flash.events.GesturePhase]" playername="" text="GesturePhase.END" tiptext="新動作的結束 (例如手指離開觸控螢幕)。" version=""/>

               <string constant="true" helpurl="flash.events:GesturePhase:UPDATE" name="UPDATE" object="[flash.events.GesturePhase]" playername="" text="GesturePhase.UPDATE" tiptext="新動作的進行 (例如手指在觸控螢幕上移動)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:HTTPStatusEvent" id="[flash.events.HTTPStatusEvent]" index="true" name="HTTPStatusEvent" sort="true" tiptext="此應用程式會在網路要求傳回 HTTPstatus 代碼時傳送 HTTPStatusEvent 物件。">

            <folder helpurl="flash.events:HTTPStatusEvent" id="Methods" name="方法" tiptext="HTTPStatusEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:HTTPStatusEvent:HTTPStatusEvent" name="HTTPStatusEvent" object="[flash.events.HTTPStatusEvent]" playername="" text="new HTTPStatusEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,狀態:int=0]%)" tiptext="HTTPStatusEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:HTTPStatusEvent:clone" name="clone" object="[flash.events.HTTPStatusEvent]" playername="" 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"/>

               <string helpurl="flash.events:HTTPStatusEvent:toString" name="toString" object="[flash.events.HTTPStatusEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 HTTPStatusEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:HTTPStatusEvent" id="Properties" name="屬性" tiptext="HTTPStatusEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:HTTPStatusEvent:HTTP_RESPONSE_STATUS" name="HTTP_RESPONSE_STATUS" object="[flash.events.HTTPStatusEvent]" playername="" text="HTTPStatusEvent.HTTP_RESPONSE_STATUS" tiptext="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=""/>

               <string constant="true" helpurl="flash.events:HTTPStatusEvent:HTTP_STATUS" name="HTTP_STATUS" object="[flash.events.HTTPStatusEvent]" playername="" text="HTTPStatusEvent.HTTP_STATUS" tiptext="HTTPStatusEvent.HTTP_STATUS 常數會定義 httpStatus 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:HTTPStatusEvent:responseHeaders:get" name="responseHeaders" object="[flash.events.HTTPStatusEvent]" playername="" text=".responseHeaders" tiptext="回應所傳回 (做為 URLRequestHeader 物件的陣列) 的回應檔頭。" version=""/>

               <string helpurl="flash.events:HTTPStatusEvent:responseURL:get" name="responseURL" object="[flash.events.HTTPStatusEvent]" playername="" text=".responseURL" tiptext="傳回回應的 URL。" version=""/>

               <string helpurl="flash.events:HTTPStatusEvent:status:get" name="status" object="[flash.events.HTTPStatusEvent]" playername="" text=".status" tiptext="伺服器傳回的 HTTP 狀態碼。" version=""/>

            </folder>

         </folder>

         <folder helpurl="flash.events:IEventDispatcher" id="[flash.events.IEventDispatcher]" index="true" name="IEventDispatcher" sort="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。">

            <folder helpurl="flash.events:IEventDispatcher" id="Methods" name="方法" tiptext="IEventDispatcher 類別的方法">

               <string helpurl="flash.events:IEventDispatcher:addEventListener" name="addEventListener" object="[flash.events.IEventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:IEventDispatcher:dispatchEvent" name="dispatchEvent" object="[flash.events.IEventDispatcher]" playername="" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="將事件傳送至事件流程。" version="4"/>

               <string helpurl="flash.events:IEventDispatcher:hasEventListener" name="hasEventListener" object="[flash.events.IEventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:IEventDispatcher:removeEventListener" name="removeEventListener" object="[flash.events.IEventDispatcher]" playername="" 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"/>

               <string helpurl="flash.events:IEventDispatcher:willTrigger" name="willTrigger" object="[flash.events.IEventDispatcher]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:IMEEvent" id="[flash.events.IMEEvent]" index="true" name="IMEEvent" sort="true" tiptext="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。">

            <folder helpurl="flash.events:IMEEvent" id="Methods" name="方法" tiptext="IMEEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:IMEEvent:IMEEvent" name="IMEEvent" object="[flash.events.IMEEvent]" playername="" 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]%)" tiptext="IMEEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:IMEEvent:clone" name="clone" object="[flash.events.IMEEvent]" playername="" 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"/>

               <string helpurl="flash.events:IMEEvent:toString" name="toString" object="[flash.events.IMEEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 IMEEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:IMEEvent" id="Properties" name="屬性" tiptext="IMEEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:IMEEvent:IME_COMPOSITION" name="IME_COMPOSITION" object="[flash.events.IMEEvent]" playername="" text="IMEEvent.IME_COMPOSITION" tiptext="定義 imeComposition 事件物件的 type 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:IOErrorEvent" id="[flash.events.IOErrorEvent]" index="true" name="IOErrorEvent" sort="true" tiptext="當錯誤導致輸入或輸出作業失敗時，會傳送 IOErrorEvent 物件。">

            <folder helpurl="flash.events:IOErrorEvent" id="Methods" name="方法" tiptext="IOErrorEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:IOErrorEvent:IOErrorEvent" name="IOErrorEvent" object="[flash.events.IOErrorEvent]" playername="" text="new IOErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0]%)" tiptext="IOErrorEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:IOErrorEvent:clone" name="clone" object="[flash.events.IOErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:IOErrorEvent:toString" name="toString" object="[flash.events.IOErrorEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 IOErrorEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:IOErrorEvent" id="Properties" name="屬性" tiptext="IOErrorEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:IOErrorEvent:IO_ERROR" name="IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.IO_ERROR" tiptext="定義 ioError 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:IOErrorEvent:STANDARD_ERROR_IO_ERROR" name="STANDARD_ERROR_IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.STANDARD_ERROR_IO_ERROR" tiptext="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=""/>

               <string constant="true" helpurl="flash.events:IOErrorEvent:STANDARD_INPUT_IO_ERROR" name="STANDARD_INPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.STANDARD_INPUT_IO_ERROR" tiptext="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=""/>

               <string constant="true" helpurl="flash.events:IOErrorEvent:STANDARD_OUTPUT_IO_ERROR" name="STANDARD_OUTPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" playername="" text="IOErrorEvent.STANDARD_OUTPUT_IO_ERROR" tiptext="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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:KeyboardEvent" id="[flash.events.KeyboardEvent]" index="true" name="KeyboardEvent" sort="true" tiptext="會傳送 KeyboardEvent 物件來回應使用者的鍵盤輸入動作。">

            <folder helpurl="flash.events:KeyboardEvent" id="Methods" name="方法" tiptext="KeyboardEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:KeyboardEvent:KeyboardEvent" name="KeyboardEvent" object="[flash.events.KeyboardEvent]" playername="" 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]%)" tiptext="KeyboardEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:KeyboardEvent:clone" name="clone" object="[flash.events.KeyboardEvent]" playername="" 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"/>

               <string helpurl="flash.events:KeyboardEvent:toString" name="toString" object="[flash.events.KeyboardEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 KeyboardEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:KeyboardEvent" id="Properties" name="屬性" tiptext="KeyboardEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:KeyboardEvent:KEY_DOWN" name="KEY_DOWN" object="[flash.events.KeyboardEvent]" playername="" text="KeyboardEvent.KEY_DOWN" tiptext="KeyboardEvent.KEY_DOWN 常數會定義 keyDown 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:KeyboardEvent:KEY_UP" name="KEY_UP" object="[flash.events.KeyboardEvent]" playername="" text="KeyboardEvent.KEY_UP" tiptext="KeyboardEvent.KEY_UP 常數會定義 keyUp 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:charCode:get" name="charCode" object="[flash.events.KeyboardEvent]" playername="" text=".charCode" tiptext="包含按下或放開之按鍵的字元碼值。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:commandKey:get" name="commandKey" object="[flash.events.KeyboardEvent]" playername="" text=".commandKey" tiptext="指出 Command 鍵為作用中 (true) 或停用 (false)。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:controlKey:get" name="controlKey" object="[flash.events.KeyboardEvent]" playername="" text=".controlKey" tiptext="指出 Control 鍵為作用中 (true) 或停用 (false)。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:keyCode:get" name="keyCode" object="[flash.events.KeyboardEvent]" playername="" text=".keyCode" tiptext="按下或放開之按鍵的按鍵碼值。" version=""/>

               <string helpurl="flash.events:KeyboardEvent:keyLocation:get" name="keyLocation" object="[flash.events.KeyboardEvent]" playername="" text=".keyLocation" tiptext="指出鍵盤上的按鍵位置。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:MouseEvent" id="[flash.events.MouseEvent]" index="true" name="MouseEvent" sort="true" tiptext="每當發生滑鼠事件時，會將 MouseEvent 物件傳送至事件流程。">

            <folder helpurl="flash.events:MouseEvent" id="Methods" name="方法" tiptext="MouseEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:MouseEvent:MouseEvent" name="MouseEvent" object="[flash.events.MouseEvent]" playername="" 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]%)" tiptext="MouseEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:MouseEvent:clone" name="clone" object="[flash.events.MouseEvent]" playername="" 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"/>

               <string helpurl="flash.events:MouseEvent:toString" name="toString" object="[flash.events.MouseEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 MouseEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:MouseEvent" id="Properties" name="屬性" tiptext="MouseEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:MouseEvent:CLICK" name="CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.CLICK" tiptext="定義 click 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:CONTEXT_MENU" name="CONTEXT_MENU" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.CONTEXT_MENU" tiptext="定義 contextMenu 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:DOUBLE_CLICK" name="DOUBLE_CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.DOUBLE_CLICK" tiptext="定義 doubleClick 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MIDDLE_CLICK" name="MIDDLE_CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MIDDLE_CLICK" tiptext="定義 middleClick 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_DOWN" name="MIDDLE_MOUSE_DOWN" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MIDDLE_MOUSE_DOWN" tiptext="定義 middleMouseDown 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_UP" name="MIDDLE_MOUSE_UP" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MIDDLE_MOUSE_UP" tiptext="定義 middleMouseUp 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_DOWN" name="MOUSE_DOWN" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_DOWN" tiptext="定義 mouseDown 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_MOVE" name="MOUSE_MOVE" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_MOVE" tiptext="定義 mouseMove 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_OUT" name="MOUSE_OUT" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_OUT" tiptext="定義 mouseOut 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_OVER" name="MOUSE_OVER" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_OVER" tiptext="定義 mouseOver 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:MOUSE_UP" name="MOUSE_UP" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.MOUSE_UP" tiptext="定義 mouseUp 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:RIGHT_CLICK" name="RIGHT_CLICK" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.RIGHT_CLICK" tiptext="定義 rightClick 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_DOWN" name="RIGHT_MOUSE_DOWN" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.RIGHT_MOUSE_DOWN" tiptext="定義 rightMouseDown 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_UP" name="RIGHT_MOUSE_UP" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.RIGHT_MOUSE_UP" tiptext="定義 rightMouseUp 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:ROLL_OUT" name="ROLL_OUT" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.ROLL_OUT" tiptext="定義 rollOut 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:MouseEvent:ROLL_OVER" name="ROLL_OVER" object="[flash.events.MouseEvent]" playername="" text="MouseEvent.ROLL_OVER" tiptext="定義 rollOver 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:MouseEvent:altKey:get" name="altKey" object="[flash.events.MouseEvent]" playername="" text=".altKey" tiptext="指示清單 Alt 是否為作用中 (true) 或非作用中 (false)。" version=""/>

               <string helpurl="flash.events:MouseEvent:buttonDown:get" name="buttonDown" object="[flash.events.MouseEvent]" playername="" text=".buttonDown" tiptext="指出已按下主要滑鼠按鈕 (true) 或未按下 (false)。" version=""/>

               <string helpurl="flash.events:MouseEvent:clickCount:get" name="clickCount" object="[flash.events.MouseEvent]" playername="" text=".clickCount" tiptext="指出 mouse down 事件是否為多次點選中的其中一次。" version=""/>

               <string helpurl="flash.events:MouseEvent:commandKey:get" name="commandKey" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:controlKey:get" name="controlKey" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:ctrlKey:get" name="ctrlKey" object="[flash.events.MouseEvent]" playername="" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指出 Ctrl 鍵是否作用中 (true) 或停用 (false)。" version=""/>

               <string helpurl="flash.events:MouseEvent:delta:get" name="delta" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:isRelatedObjectInaccessible:get" name="isRelatedObjectInaccessible" object="[flash.events.MouseEvent]" playername="" 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=""/>

               <string helpurl="flash.events:MouseEvent:localX:get" name="localX" object="[flash.events.MouseEvent]" playername="" text=".localX" tiptext="相對於包含的 Sprite，事件發生的水平座標。" version=""/>

               <string helpurl="flash.events:MouseEvent:localY:get" name="localY" object="[flash.events.MouseEvent]" playername="" text=".localY" tiptext="相對於包含的 Sprite，事件發生的垂直座標。" version=""/>

               <string helpurl="flash.events:MouseEvent:relatedObject:get" name="relatedObject" object="[flash.events.MouseEvent]" playername="" text=".relatedObject" tiptext="與事件相關的顯示清單物件的參照。" version=""/>

               <string helpurl="flash.events:MouseEvent:shiftKey:get" name="shiftKey" object="[flash.events.MouseEvent]" playername="" text=".shiftKey" tiptext="指出 Shift 鍵為作用中 (true) 或停用 (false)。" version=""/>

               <string helpurl="flash.events:MouseEvent:stageX:get" name="stageX" object="[flash.events.MouseEvent]" playername="" text=".stageX" tiptext="在全域「舞台」座標上，事件發生的水平座標。" version=""/>

               <string helpurl="flash.events:MouseEvent:stageY:get" name="stageY" object="[flash.events.MouseEvent]" playername="" text=".stageY" tiptext="在全域「舞台」座標上，事件發生的垂直座標。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:NetStatusEvent" id="[flash.events.NetStatusEvent]" index="true" name="NetStatusEvent" sort="true" tiptext="當 NetConnection、NetStream 或 SharedObject 物件報告自身狀態時，會傳送 NetStatusEvent 物件。">

            <folder helpurl="flash.events:NetStatusEvent" id="Methods" name="方法" tiptext="NetStatusEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:NetStatusEvent:NetStatusEvent" name="NetStatusEvent" object="[flash.events.NetStatusEvent]" playername="" text="new NetStatusEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,資訊:Object=null]%)" tiptext="NetStatusEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:NetStatusEvent:clone" name="clone" object="[flash.events.NetStatusEvent]" playername="" 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"/>

               <string helpurl="flash.events:NetStatusEvent:toString" name="toString" object="[flash.events.NetStatusEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 NetStatusEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:NetStatusEvent" id="Properties" name="屬性" tiptext="NetStatusEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:NetStatusEvent:NET_STATUS" name="NET_STATUS" object="[flash.events.NetStatusEvent]" playername="" text="NetStatusEvent.NET_STATUS" tiptext="定義 netStatus 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:NetStatusEvent:info:get" name="info" object="[flash.events.NetStatusEvent]" playername="" text=".info" tiptext="具有說明物件狀態或錯誤情況之屬性的物件。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:GestureEvent,flash.events:Event,Object" helpurl="flash.events:PressAndTapGestureEvent" id="[flash.events.PressAndTapGestureEvent]" index="true" name="PressAndTapGestureEvent" sort="true" tiptext="PressAndTapGestureEvent 類別可讓您處理觸控裝置上的按下並輕點動作。">

            <folder helpurl="flash.events:PressAndTapGestureEvent" id="Methods" name="方法" tiptext="PressAndTapGestureEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:PressAndTapGestureEvent:PressAndTapGestureEvent" name="PressAndTapGestureEvent" object="[flash.events.PressAndTapGestureEvent]" playername="" 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]%)" tiptext="PressAndTapGestureEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:PressAndTapGestureEvent:clone" name="clone" object="[flash.events.PressAndTapGestureEvent]" playername="" 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"/>

               <string helpurl="flash.events:PressAndTapGestureEvent:toString" name="toString" object="[flash.events.PressAndTapGestureEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 PressAndTapGestureEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:PressAndTapGestureEvent" id="Properties" name="屬性" tiptext="PressAndTapGestureEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:PressAndTapGestureEvent:GESTURE_PRESS_AND_TAP" name="GESTURE_PRESS_AND_TAP" object="[flash.events.PressAndTapGestureEvent]" playername="" text="PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP" tiptext="定義 GESTURE_PRESS_AND_TAP 觸控事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapLocalX:get" name="tapLocalX" object="[flash.events.PressAndTapGestureEvent]" playername="" text=".tapLocalX" tiptext="相對於包含的互動式物件，事件發生的水平座標。" version=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapLocalY:get" name="tapLocalY" object="[flash.events.PressAndTapGestureEvent]" playername="" text=".tapLocalY" tiptext="相對於包含的互動式物件，事件發生的垂直座標。" version=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapStageX:get" name="tapStageX" object="[flash.events.PressAndTapGestureEvent]" playername="" text=".tapStageX" tiptext="在全域舞台座標上，發生輕點觸碰的水平座標。 " version=""/>

               <string helpurl="flash.events:PressAndTapGestureEvent:tapStageY:get" name="tapStageY" object="[flash.events.PressAndTapGestureEvent]" playername="" text=".tapStageY" tiptext="在全域舞台座標上，發生輕點觸碰的垂直座標。 " version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:ProgressEvent" id="[flash.events.ProgressEvent]" index="true" name="ProgressEvent" sort="true" 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。">

            <folder helpurl="flash.events:ProgressEvent" id="Methods" name="方法" tiptext="ProgressEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:ProgressEvent:ProgressEvent" name="ProgressEvent" object="[flash.events.ProgressEvent]" playername="" 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]%)" tiptext="ProgressEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:ProgressEvent:clone" name="clone" object="[flash.events.ProgressEvent]" playername="" 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"/>

               <string helpurl="flash.events:ProgressEvent:toString" name="toString" object="[flash.events.ProgressEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 ProgressEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:ProgressEvent" id="Properties" name="屬性" tiptext="ProgressEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:ProgressEvent:PROGRESS" name="PROGRESS" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.PROGRESS" tiptext="定義 progress 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:SOCKET_DATA" name="SOCKET_DATA" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.SOCKET_DATA" tiptext="定義 socketData 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:STANDARD_ERROR_DATA" name="STANDARD_ERROR_DATA" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.STANDARD_ERROR_DATA" tiptext="定義 standardErrorData 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:STANDARD_INPUT_PROGRESS" name="STANDARD_INPUT_PROGRESS" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.STANDARD_INPUT_PROGRESS" tiptext="定義 standardInputProgress 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:ProgressEvent:STANDARD_OUTPUT_DATA" name="STANDARD_OUTPUT_DATA" object="[flash.events.ProgressEvent]" playername="" text="ProgressEvent.STANDARD_OUTPUT_DATA" tiptext="定義 standardOutputData 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:ProgressEvent:bytesLoaded:get" name="bytesLoaded" object="[flash.events.ProgressEvent]" playername="" 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=""/>

               <string helpurl="flash.events:ProgressEvent:bytesTotal:get" name="bytesTotal" object="[flash.events.ProgressEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" helpurl="flash.events:SecurityErrorEvent" id="[flash.events.SecurityErrorEvent]" index="true" name="SecurityErrorEvent" sort="true" tiptext="物件會傳送 SecurityErrorEvent 物件，報告發生了安全性錯誤。">

            <folder helpurl="flash.events:SecurityErrorEvent" id="Methods" name="方法" tiptext="SecurityErrorEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:SecurityErrorEvent:SecurityErrorEvent" name="SecurityErrorEvent" object="[flash.events.SecurityErrorEvent]" playername="" text="new SecurityErrorEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String,ID:int=0]%)" tiptext="SecurityErrorEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:SecurityErrorEvent:clone" name="clone" object="[flash.events.SecurityErrorEvent]" playername="" 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"/>

               <string helpurl="flash.events:SecurityErrorEvent:toString" name="toString" object="[flash.events.SecurityErrorEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 SecurityErrorEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:SecurityErrorEvent" id="Properties" name="屬性" tiptext="SecurityErrorEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:SecurityErrorEvent:SECURITY_ERROR" name="SECURITY_ERROR" object="[flash.events.SecurityErrorEvent]" playername="" text="SecurityErrorEvent.SECURITY_ERROR" tiptext="SecurityErrorEvent.SECURITY_ERROR 常數會定義 securityError 事件物件的 type 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:StatusEvent" id="[flash.events.StatusEvent]" index="true" name="StatusEvent" sort="true" tiptext="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。">

            <folder helpurl="flash.events:StatusEvent" id="Methods" name="方法" tiptext="StatusEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:StatusEvent:StatusEvent" name="StatusEvent" object="[flash.events.StatusEvent]" playername="" text="new StatusEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,程式碼:String,層級:String]%)" tiptext="StatusEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:StatusEvent:clone" name="clone" object="[flash.events.StatusEvent]" playername="" 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"/>

               <string helpurl="flash.events:StatusEvent:toString" name="toString" object="[flash.events.StatusEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 StatusEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:StatusEvent" id="Properties" name="屬性" tiptext="StatusEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:StatusEvent:STATUS" name="STATUS" object="[flash.events.StatusEvent]" playername="" text="StatusEvent.STATUS" tiptext="定義 status 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:StatusEvent:code:get" name="code" object="[flash.events.StatusEvent]" playername="" text=".code" tiptext="物件的狀態說明。" version=""/>

               <string helpurl="flash.events:StatusEvent:level:get" name="level" object="[flash.events.StatusEvent]" playername="" text=".level" tiptext="訊息的類別，例如 &quot;status&quot;、&quot;warning&quot; 或 &quot;error&quot;。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:SyncEvent" id="[flash.events.SyncEvent]" index="true" name="SyncEvent" sort="true" tiptext="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。">

            <folder helpurl="flash.events:SyncEvent" id="Methods" name="方法" tiptext="SyncEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:SyncEvent:SyncEvent" name="SyncEvent" object="[flash.events.SyncEvent]" playername="" text="new SyncEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,變更清單:Array=null]%)" tiptext="SyncEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:SyncEvent:clone" name="clone" object="[flash.events.SyncEvent]" playername="" 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"/>

               <string helpurl="flash.events:SyncEvent:toString" name="toString" object="[flash.events.SyncEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 SyncEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:SyncEvent" id="Properties" name="屬性" tiptext="SyncEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:SyncEvent:SYNC" name="SYNC" object="[flash.events.SyncEvent]" playername="" text="SyncEvent.SYNC" tiptext="定義 sync 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:SyncEvent:changeList:get" name="changeList" object="[flash.events.SyncEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:TextEvent" id="[flash.events.TextEvent]" index="true" name="TextEvent" sort="true" 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。">

            <folder helpurl="flash.events:TextEvent" id="Methods" name="方法" tiptext="TextEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:TextEvent:TextEvent" name="TextEvent" object="[flash.events.TextEvent]" playername="" text="new TextEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false,文字:String]%)" tiptext="TextEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:TextEvent:clone" name="clone" object="[flash.events.TextEvent]" playername="" 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"/>

               <string helpurl="flash.events:TextEvent:toString" name="toString" object="[flash.events.TextEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 TextEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:TextEvent" id="Properties" name="屬性" tiptext="TextEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:TextEvent:LINK" name="LINK" object="[flash.events.TextEvent]" playername="" text="TextEvent.LINK" tiptext="定義 link 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TextEvent:TEXT_INPUT" name="TEXT_INPUT" object="[flash.events.TextEvent]" playername="" text="TextEvent.TEXT_INPUT" tiptext="定義 textInput 事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:TextEvent:text:get" name="text" object="[flash.events.TextEvent]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:TimerEvent" id="[flash.events.TimerEvent]" index="true" name="TimerEvent" sort="true" 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。">

            <folder helpurl="flash.events:TimerEvent" id="Methods" name="方法" tiptext="TimerEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:TimerEvent:TimerEvent" name="TimerEvent" object="[flash.events.TimerEvent]" playername="" text="new TimerEvent(%類型:String[,反昇:Boolean=false,可取消:Boolean=false]%)" tiptext="TimerEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:TimerEvent:clone" name="clone" object="[flash.events.TimerEvent]" playername="" 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"/>

               <string helpurl="flash.events:TimerEvent:toString" name="toString" object="[flash.events.TimerEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 TimerEvent 物件所有屬性的字串。" version="4"/>

               <string helpurl="flash.events:TimerEvent:updateAfterEvent" name="updateAfterEvent" object="[flash.events.TimerEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:TimerEvent" id="Properties" name="屬性" tiptext="TimerEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:TimerEvent:TIMER_COMPLETE" name="TIMER_COMPLETE" object="[flash.events.TimerEvent]" playername="" text="TimerEvent.TIMER_COMPLETE" tiptext="定義 timerComplete 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TimerEvent:TIMER" name="TIMER" object="[flash.events.TimerEvent]" playername="" text="TimerEvent.TIMER" tiptext="定義 timer 事件物件的 type 屬性值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:Event,Object" helpurl="flash.events:TouchEvent" id="[flash.events.TouchEvent]" index="true" name="TouchEvent" sort="true" tiptext="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。">

            <folder helpurl="flash.events:TouchEvent" id="Methods" name="方法" tiptext="TouchEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:TouchEvent:TouchEvent" name="TouchEvent" object="[flash.events.TouchEvent]" playername="" 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]%)" tiptext="TouchEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:TouchEvent:clone" name="clone" object="[flash.events.TouchEvent]" playername="" 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"/>

               <string helpurl="flash.events:TouchEvent:toString" name="toString" object="[flash.events.TouchEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 TouchEvent 物件所有屬性的字串。" version="4"/>

               <string helpurl="flash.events:TouchEvent:updateAfterEvent" name="updateAfterEvent" object="[flash.events.TouchEvent]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.events:TouchEvent" id="Properties" name="屬性" tiptext="TouchEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_BEGIN" name="TOUCH_BEGIN" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_BEGIN" tiptext="定義 TOUCH_BEGIN 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_END" name="TOUCH_END" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_END" tiptext="定義 TOUCH_END 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_MOVE" name="TOUCH_MOVE" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_MOVE" tiptext="定義 TOUCH_MOVE 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_OUT" name="TOUCH_OUT" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_OUT" tiptext="定義 TOUCH_OUT 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_OVER" name="TOUCH_OVER" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_OVER" tiptext="定義 TOUCH_OVER 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OUT" name="TOUCH_ROLL_OUT" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_ROLL_OUT" tiptext="定義 TOUCH_ROLL_OUT 事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OVER" name="TOUCH_ROLL_OVER" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_ROLL_OVER" tiptext="定義 TOUCH_ROLL_OVER 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TouchEvent:TOUCH_TAP" name="TOUCH_TAP" object="[flash.events.TouchEvent]" playername="" text="TouchEvent.TOUCH_TAP" tiptext="定義 TOUCH_TAP 觸控事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:TouchEvent:altKey:get" name="altKey" object="[flash.events.TouchEvent]" playername="" text=".altKey" tiptext="指示清單 Alt 是否為作用中 (true) 或非作用中 (false)。" version=""/>

               <string helpurl="flash.events:TouchEvent:commandKey:get" name="commandKey" object="[flash.events.TouchEvent]" playername="" text=".commandKey" tiptext="指出 Command 鍵是否啟動 (僅限Mac)。" version=""/>

               <string helpurl="flash.events:TouchEvent:controlKey:get" name="controlKey" object="[flash.events.TouchEvent]" playername="" 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=""/>

               <string helpurl="flash.events:TouchEvent:ctrlKey:get" name="ctrlKey" object="[flash.events.TouchEvent]" playername="" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指出 Ctrl 鍵是否作用中 (true) 或停用 (false)。" version=""/>

               <string helpurl="flash.events:TouchEvent:isPrimaryTouchPoint:get" name="isPrimaryTouchPoint" object="[flash.events.TouchEvent]" playername="" text=".isPrimaryTouchPoint" tiptext="指出第一個接觸點是否對應至滑鼠事件。" version=""/>

               <string helpurl="flash.events:TouchEvent:isRelatedObjectInaccessible:get" name="isRelatedObjectInaccessible" object="[flash.events.TouchEvent]" playername="" 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=""/>

               <string helpurl="flash.events:TouchEvent:localX:get" name="localX" object="[flash.events.TouchEvent]" playername="" text=".localX" tiptext="相對於包含的 Sprite，事件發生的水平座標。" version=""/>

               <string helpurl="flash.events:TouchEvent:localY:get" name="localY" object="[flash.events.TouchEvent]" playername="" text=".localY" tiptext="相對於包含的 Sprite，事件發生的垂直座標。" version=""/>

               <string helpurl="flash.events:TouchEvent:pressure:get" name="pressure" object="[flash.events.TouchEvent]" playername="" text=".pressure" tiptext="0.0 到 1.0 之間的值，指出與裝置的接觸力道。" version=""/>

               <string helpurl="flash.events:TouchEvent:relatedObject:get" name="relatedObject" object="[flash.events.TouchEvent]" playername="" text=".relatedObject" tiptext="與事件相關的顯示清單物件的參照。" version=""/>

               <string helpurl="flash.events:TouchEvent:shiftKey:get" name="shiftKey" object="[flash.events.TouchEvent]" playername="" text=".shiftKey" tiptext="指出 Shift 鍵為作用中 (true) 或停用 (false)。" version=""/>

               <string helpurl="flash.events:TouchEvent:sizeX:get" name="sizeX" object="[flash.events.TouchEvent]" playername="" text=".sizeX" tiptext="接觸區域的寬度。" version=""/>

               <string helpurl="flash.events:TouchEvent:sizeY:get" name="sizeY" object="[flash.events.TouchEvent]" playername="" text=".sizeY" tiptext="接觸區域的高度。" version=""/>

               <string helpurl="flash.events:TouchEvent:stageX:get" name="stageX" object="[flash.events.TouchEvent]" playername="" text=".stageX" tiptext="在全域「舞台」座標上，事件發生的水平座標。" version=""/>

               <string helpurl="flash.events:TouchEvent:stageY:get" name="stageY" object="[flash.events.TouchEvent]" playername="" text=".stageY" tiptext="在全域「舞台」座標上，事件發生的垂直座標。" version=""/>

               <string helpurl="flash.events:TouchEvent:touchPointID:get" name="touchPointID" object="[flash.events.TouchEvent]" playername="" text=".touchPointID" tiptext="指定給觸控點的專屬識別數字 (整數)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:GestureEvent,flash.events:Event,Object" helpurl="flash.events:TransformGestureEvent" id="[flash.events.TransformGestureEvent]" index="true" name="TransformGestureEvent" sort="true" tiptext="當裝置偵測到複雜的使用者接觸 (例如手指劃過觸控螢幕) 時，TransformGestureEvent 類別可以讓您處理裝置上的多點觸控事件。">

            <folder helpurl="flash.events:TransformGestureEvent" id="Methods" name="方法" tiptext="TransformGestureEvent 類別的方法">

               <string constructor="true" helpurl="flash.events:TransformGestureEvent:TransformGestureEvent" name="TransformGestureEvent" object="[flash.events.TransformGestureEvent]" playername="" 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]%)" tiptext="TransformGestureEvent 物件的建構函式。" version="4"/>

               <string helpurl="flash.events:TransformGestureEvent:clone" name="clone" object="[flash.events.TransformGestureEvent]" playername="" 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"/>

               <string helpurl="flash.events:TransformGestureEvent:toString" name="toString" object="[flash.events.TransformGestureEvent]" playername="" text=".toString(%%):String" tiptext="傳回包含 TransformGestureEvent 物件所有屬性的字串。" version="4"/>

            </folder>

            <folder helpurl="flash.events:TransformGestureEvent" id="Properties" name="屬性" tiptext="TransformGestureEvent 類別的屬性">

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_PAN" name="GESTURE_PAN" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_PAN" tiptext="定義 GESTURE_PAN 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_ROTATE" name="GESTURE_ROTATE" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_ROTATE" tiptext="定義 GESTURE_ROTATE 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_SWIPE" name="GESTURE_SWIPE" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_SWIPE" tiptext="定義 GESTURE_SWIPE 觸控事件物件的 type 屬性值。" version=""/>

               <string constant="true" helpurl="flash.events:TransformGestureEvent:GESTURE_ZOOM" name="GESTURE_ZOOM" object="[flash.events.TransformGestureEvent]" playername="" text="TransformGestureEvent.GESTURE_ZOOM" tiptext="定義 GESTURE_ZOOM 觸控事件物件的 type 屬性值。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:offsetX:get" name="offsetX" object="[flash.events.TransformGestureEvent]" playername="" text=".offsetX" tiptext="從上個動作事件之後，顯示物件的水平轉移。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:offsetY:get" name="offsetY" object="[flash.events.TransformGestureEvent]" playername="" text=".offsetY" tiptext="從上個動作事件之後，顯示物件的垂直轉移。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:rotation:get" name="rotation" object="[flash.events.TransformGestureEvent]" playername="" 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=""/>

               <string helpurl="flash.events:TransformGestureEvent:scaleX:get" name="scaleX" object="[flash.events.TransformGestureEvent]" playername="" text=".scaleX" tiptext="從上個動作事件之後，顯示物件的水平縮放。" version=""/>

               <string helpurl="flash.events:TransformGestureEvent:scaleY:get" name="scaleY" object="[flash.events.TransformGestureEvent]" playername="" text=".scaleY" tiptext="從上個動作事件之後，顯示物件的垂直縮放。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.external" id="flash.external" name="flash.external" sort="true" tiptext="flash.external 套件的類別">

         <folder asAncestors="Object" helpurl="flash.external:ExternalInterface" id="[flash.external.ExternalInterface]" index="true" name="ExternalInterface" sort="true" 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。">

            <folder helpurl="flash.external:ExternalInterface" id="Methods" name="方法" tiptext="ExternalInterface 類別的方法">

               <string helpurl="flash.external:ExternalInterface:addCallback" name="addCallback" object="[flash.external.ExternalInterface]" playername="" static="true" text="ExternalInterface.addCallback(%函數名稱:String,結束:Function%):void" tiptext="將 ActionScript 方法註冊為可從容器呼叫。" version="4"/>

               <string helpurl="flash.external:ExternalInterface:call" name="call" object="[flash.external.ExternalInterface]" playername="" static="true" text="ExternalInterface.call(%函數名稱:String,引數:長度不定的引數%)" tiptext="呼叫容器內的函數。" version="4"/>

            </folder>

            <folder helpurl="flash.external:ExternalInterface" id="Properties" name="屬性" tiptext="ExternalInterface 類別的屬性">

               <string helpurl="flash.external:ExternalInterface:marshallExceptions" name="marshallExceptions" object="[flash.external.ExternalInterface]" playername="" 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=""/>

               <string helpurl="flash.external:ExternalInterface:available:get" name="available" object="[flash.external.ExternalInterface]" playername="" 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=""/>

               <string helpurl="flash.external:ExternalInterface:objectID:get" name="objectID" object="[flash.external.ExternalInterface]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.geom" id="flash.geom" name="flash.geom" sort="true" tiptext="flash.geom 套件的類別">

         <folder asAncestors="Object" helpurl="flash.geom:ColorTransform" id="[flash.geom.ColorTransform]" index="true" name="ColorTransform" sort="true" tiptext="ColorTransform 類別可讓您調整顯示物件中的顏色值。">

            <folder helpurl="flash.geom:ColorTransform" id="Methods" name="方法" tiptext="ColorTransform 類別的方法">

               <string constructor="true" helpurl="flash.geom:ColorTransform:ColorTransform" name="ColorTransform" object="[flash.geom.ColorTransform]" playername="" 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]%)" tiptext="為顯示物件建立 ColorTransform 物件。" version="4"/>

               <string helpurl="flash.geom:ColorTransform:concat" name="concat" object="[flash.geom.ColorTransform]" playername="" 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"/>

               <string helpurl="flash.geom:ColorTransform:toString" name="toString" object="[flash.geom.ColorTransform]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.geom:ColorTransform" id="Properties" name="屬性" tiptext="ColorTransform 類別的屬性">

               <string helpurl="flash.geom:ColorTransform:alphaMultiplier" name="alphaMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".alphaMultiplier" tiptext="十進位值，將會和 Alpha 透明度色版值相乘。" version=""/>

               <string helpurl="flash.geom:ColorTransform:alphaOffset" name="alphaOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:blueMultiplier" name="blueMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".blueMultiplier" tiptext="十進位值，將會和藍色色版值相乘。" version=""/>

               <string helpurl="flash.geom:ColorTransform:blueOffset" name="blueOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:greenMultiplier" name="greenMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".greenMultiplier" tiptext="十進位值，將會和綠色色版值相乘。" version=""/>

               <string helpurl="flash.geom:ColorTransform:greenOffset" name="greenOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:redMultiplier" name="redMultiplier" object="[flash.geom.ColorTransform]" playername="" text=".redMultiplier" tiptext="十進位值，將會和紅色色版值相乘。" version=""/>

               <string helpurl="flash.geom:ColorTransform:redOffset" name="redOffset" object="[flash.geom.ColorTransform]" playername="" 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=""/>

               <string helpurl="flash.geom:ColorTransform:color:get" name="color" object="[flash.geom.ColorTransform]" playername="" text=".color" tiptext="ColorTransform 物件的 RGB 顏色數值。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Matrix" id="[flash.geom.Matrix]" index="true" name="Matrix" sort="true" 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。">

            <folder helpurl="flash.geom:Matrix" id="Methods" name="方法" tiptext="Matrix 類別的方法">

               <string constructor="true" helpurl="flash.geom:Matrix:Matrix" name="Matrix" object="[flash.geom.Matrix]" playername="" text="new Matrix(%[a:Number=1,b:Number=0,c:Number=0,d:Number=1,tx:Number=0,ty:Number=0]%)" tiptext="建立新的二維 Matrix 物件。" version="4"/>

               <string helpurl="flash.geom:Matrix:clone" name="clone" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:concat" name="concat" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:createBox" name="createBox" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:createGradientBox" name="createGradientBox" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:deltaTransformPoint" name="deltaTransformPoint" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:identity" name="identity" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:invert" name="invert" object="[flash.geom.Matrix]" playername="" text=".invert(%%):void" tiptext="會執行原始矩陣的反向轉換。" version="4"/>

               <string helpurl="flash.geom:Matrix:rotate" name="rotate" object="[flash.geom.Matrix]" playername="" text=".rotate(%角度:Number%):void" tiptext="會將旋轉轉換套用至 Matrix 物件。" version="4"/>

               <string helpurl="flash.geom:Matrix:scale" name="scale" object="[flash.geom.Matrix]" playername="" text=".scale(%sx:Number,sy:Number%):void" tiptext="會將縮放轉換套用至矩陣。" version="4"/>

               <string helpurl="flash.geom:Matrix:toString" name="toString" object="[flash.geom.Matrix]" playername="" text=".toString(%%):String" tiptext="傳回文字值，列出此 Matrix 物件的屬性。" version="4"/>

               <string helpurl="flash.geom:Matrix:transformPoint" name="transformPoint" object="[flash.geom.Matrix]" playername="" 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"/>

               <string helpurl="flash.geom:Matrix:translate" name="translate" object="[flash.geom.Matrix]" playername="" text=".translate(%dx:Number,dy:Number%):void" tiptext="沿著 x 和 y 軸轉譯矩陣。" version="4"/>

            </folder>

            <folder helpurl="flash.geom:Matrix" id="Properties" name="屬性" tiptext="Matrix 類別的屬性">

               <string helpurl="flash.geom:Matrix:a" name="a" object="[flash.geom.Matrix]" playername="" 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=""/>

               <string helpurl="flash.geom:Matrix:b" name="b" object="[flash.geom.Matrix]" playername="" 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=""/>

               <string helpurl="flash.geom:Matrix:c" name="c" object="[flash.geom.Matrix]" playername="" 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=""/>

               <string helpurl="flash.geom:Matrix:d" name="d" object="[flash.geom.Matrix]" playername="" 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=""/>

               <string helpurl="flash.geom:Matrix:tx" name="tx" object="[flash.geom.Matrix]" playername="" text=".tx" tiptext="要做為根據並沿著 x 軸轉譯每一個點的距離。" version=""/>

               <string helpurl="flash.geom:Matrix:ty" name="ty" object="[flash.geom.Matrix]" playername="" text=".ty" tiptext="要做為根據並沿著 y 軸轉譯每一個點的距離。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Point" id="[flash.geom.Point]" index="true" name="Point" sort="true" 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。">

            <folder helpurl="flash.geom:Point" id="Methods" name="方法" tiptext="Point 類別的方法">

               <string constructor="true" helpurl="flash.geom:Point:Point" name="Point" object="[flash.geom.Point]" playername="" text="new Point(%[x:Number=0,y:Number=0]%)" tiptext="建立新的點。" version="4"/>

               <string helpurl="flash.geom:Point:add" name="add" object="[flash.geom.Point]" playername="" text=".add(%v:flash.geom:Point%):flash.geom:Point" tiptext="對這點的座標增加另一點的座標，以建立新點。" version="4"/>

               <string helpurl="flash.geom:Point:clone" name="clone" object="[flash.geom.Point]" playername="" text=".clone(%%):flash.geom:Point" tiptext="會建立此 Point 物件的副本。" version="4"/>

               <string helpurl="flash.geom:Point:distance" name="distance" object="[flash.geom.Point]" playername="" static="true" text="Point.distance(%點1:flash.geom:點,點2:flash.geom:Point%):Number" tiptext="傳回介於 點1 和 點2 之間的距離。" version="4"/>

               <string helpurl="flash.geom:Point:equals" name="equals" object="[flash.geom.Point]" playername="" text=".equals(%比較:flash.geom:Point%):Boolean" tiptext="會判斷兩點是否相等。" version="4"/>

               <string helpurl="flash.geom:Point:interpolate" name="interpolate" object="[flash.geom.Point]" playername="" static="true" text="Point.interpolate(%點1:flash.geom:Point,點2:flash.geom:Point,f:Number%):flash.geom:Point" tiptext="決定指定兩點之間的一點。" version="4"/>

               <string helpurl="flash.geom:Point:normalize" name="normalize" object="[flash.geom.Point]" playername="" 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"/>

               <string helpurl="flash.geom:Point:offset" name="offset" object="[flash.geom.Point]" playername="" text=".offset(%dx:Number,dy:Number%):void" tiptext="以指定的量偏移 Point 物件。" version="4"/>

               <string helpurl="flash.geom:Point:polar" name="polar" object="[flash.geom.Point]" playername="" static="true" text="Point.polar(%長度:Number,角度:Number %):flash.geom:Point" tiptext="會將一對極座標轉換為一個迪卡兒點座標。" version="4"/>

               <string helpurl="flash.geom:Point:subtract" name="subtract" object="[flash.geom.Point]" playername="" text=".subtract(%v:flash.geom:Point%):flash.geom:Point" tiptext="從這點的座標減掉另一點的座標，以建立新點。" version="4"/>

               <string helpurl="flash.geom:Point:toString" name="toString" object="[flash.geom.Point]" playername="" text=".toString(%%):String" tiptext="傳回字串，含有 x 和 y 座標的值。" version="4"/>

            </folder>

            <folder helpurl="flash.geom:Point" id="Properties" name="屬性" tiptext="Point 類別的屬性">

               <string helpurl="flash.geom:Point:x" name="x" object="[flash.geom.Point]" playername="" text=".x" tiptext="點的水平座標。" version=""/>

               <string helpurl="flash.geom:Point:y" name="y" object="[flash.geom.Point]" playername="" text=".y" tiptext="點的垂直座標。" version=""/>

               <string helpurl="flash.geom:Point:length:get" name="length" object="[flash.geom.Point]" playername="" text=".length" tiptext="從 (0,0) 到這點的線段的長度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Rectangle" id="[flash.geom.Rectangle]" index="true" name="Rectangle" sort="true" 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。">

            <folder helpurl="flash.geom:Rectangle" id="Methods" name="方法" tiptext="Rectangle 類別的方法">

               <string constructor="true" helpurl="flash.geom:Rectangle:Rectangle" name="Rectangle" object="[flash.geom.Rectangle]" playername="" text="new Rectangle(%[x:Number=0,y:Number=0,寬度:Number=0,高度:Number=0]%)" 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"/>

               <string helpurl="flash.geom:Rectangle:clone" name="clone" object="[flash.geom.Rectangle]" playername="" text=".clone(%%):flash.geom:Rectangle" tiptext="傳回此 Rectangle 物件的副本。" version="4"/>

               <string helpurl="flash.geom:Rectangle:containsPoint" name="containsPoint" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:containsRect" name="containsRect" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:contains" name="contains" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:equals" name="equals" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:inflatePoint" name="inflatePoint" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:inflate" name="inflate" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:intersection" name="intersection" object="[flash.geom.Rectangle]" playername="" text=".intersection(%至交集:flash.geom:Rectangle%):flash.geom:Rectangle" tiptext="傳回交集區域。" version="4"/>

               <string helpurl="flash.geom:Rectangle:intersects" name="intersects" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:isEmpty" name="isEmpty" object="[flash.geom.Rectangle]" playername="" text=".isEmpty(%%):Boolean" tiptext="決定此 Rectangle 物件是否為空白。" version="4"/>

               <string helpurl="flash.geom:Rectangle:offsetPoint" name="offsetPoint" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:offset" name="offset" object="[flash.geom.Rectangle]" playername="" text=".offset(%dx:Number,dy:Number%):void" tiptext="調整 Rectangle 物件的位置。" version="4"/>

               <string helpurl="flash.geom:Rectangle:setEmpty" name="setEmpty" object="[flash.geom.Rectangle]" playername="" text=".setEmpty(%%):void" tiptext="將所有屬性設定為 0。" version="4"/>

               <string helpurl="flash.geom:Rectangle:toString" name="toString" object="[flash.geom.Rectangle]" playername="" 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"/>

               <string helpurl="flash.geom:Rectangle:union" name="union" object="[flash.geom.Rectangle]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.geom:Rectangle" id="Properties" name="屬性" tiptext="Rectangle 類別的屬性">

               <string helpurl="flash.geom:Rectangle:height" name="height" object="[flash.geom.Rectangle]" playername="" text=".height" tiptext="矩形的高度，以像素為單位。" version=""/>

               <string helpurl="flash.geom:Rectangle:width" name="width" object="[flash.geom.Rectangle]" playername="" text=".width" tiptext="矩形的寬度，以像素為單位。" version=""/>

               <string helpurl="flash.geom:Rectangle:x" name="x" object="[flash.geom.Rectangle]" playername="" text=".x" tiptext="矩形左上角的 x 座標。" version=""/>

               <string helpurl="flash.geom:Rectangle:y" name="y" object="[flash.geom.Rectangle]" playername="" text=".y" tiptext="矩形左上角的 y 座標。" version=""/>

               <string helpurl="flash.geom:Rectangle:bottomRight:get" name="bottomRight" object="[flash.geom.Rectangle]" playername="" 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=""/>

               <string helpurl="flash.geom:Rectangle:bottom:get" name="bottom" object="[flash.geom.Rectangle]" playername="" text=".bottom" tiptext="y 和高度屬性的和。" version=""/>

               <string helpurl="flash.geom:Rectangle:left:get" name="left" object="[flash.geom.Rectangle]" playername="" text=".left" tiptext="矩形左上角的 x 座標。" version=""/>

               <string helpurl="flash.geom:Rectangle:right:get" name="right" object="[flash.geom.Rectangle]" playername="" text=".right" tiptext="x 和寬度屬性的和。" version=""/>

               <string helpurl="flash.geom:Rectangle:size:get" name="size" object="[flash.geom.Rectangle]" playername="" text=".size" tiptext="Rectangle 物件的大小，以 Point 物件的 width 和 height 屬性值來表示。" version=""/>

               <string helpurl="flash.geom:Rectangle:topLeft:get" name="topLeft" object="[flash.geom.Rectangle]" playername="" 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=""/>

               <string helpurl="flash.geom:Rectangle:top:get" name="top" object="[flash.geom.Rectangle]" playername="" text=".top" tiptext="矩形左上角的 y 座標。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.geom:Transform" id="[flash.geom.Transform]" index="true" name="Transform" sort="true" 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。">

            <folder helpurl="flash.geom:Transform" id="Properties" name="屬性" tiptext="Transform 類別的屬性">

               <string helpurl="flash.geom:Transform:colorTransform:get" name="colorTransform" object="[flash.geom.Transform]" playername="" text=".colorTransform" tiptext="ColorTransform 物件，含有調整整個顯示物件中顏色的值。" version=""/>

               <string helpurl="flash.geom:Transform:concatenatedColorTransform:get" name="concatenatedColorTransform" object="[flash.geom.Transform]" playername="" 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=""/>

               <string helpurl="flash.geom:Transform:concatenatedMatrix:get" name="concatenatedMatrix" object="[flash.geom.Transform]" playername="" 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=""/>

               <string helpurl="flash.geom:Transform:matrix:get" name="matrix" object="[flash.geom.Transform]" playername="" 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=""/>

               <string helpurl="flash.geom:Transform:pixelBounds:get" name="pixelBounds" object="[flash.geom.Transform]" playername="" text=".pixelBounds" tiptext="Rectangle 物件，定義舞台上顯示物件的矩形邊界。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.media" id="flash.media" name="flash.media" sort="true" tiptext="flash.media 套件的類別">

         <folder asAncestors="Object" helpurl="flash.media:ID3Info" id="[flash.media.ID3Info]" index="true" name="ID3Info" sort="true" tiptext="ID3Info 類別包含反映 ID3 中繼資料的屬性。">

            <folder helpurl="flash.media:ID3Info" id="Properties" name="屬性" tiptext="ID3Info 類別的屬性">

               <string helpurl="flash.media:ID3Info:album" name="album" object="[flash.media.ID3Info]" playername="" text=".album" tiptext="專輯的名稱。對應至 ID3 2.0 標籤 TALB。" version=""/>

               <string helpurl="flash.media:ID3Info:artist" name="artist" object="[flash.media.ID3Info]" playername="" text=".artist" tiptext="藝人的姓名。對應至 ID3 2.0 標籤 TPE1。" version=""/>

               <string helpurl="flash.media:ID3Info:comment" name="comment" object="[flash.media.ID3Info]" playername="" text=".comment" tiptext="錄製的相關註解。對應至 ID3 2.0 標籤 COMM。" version=""/>

               <string helpurl="flash.media:ID3Info:genre" name="genre" object="[flash.media.ID3Info]" playername="" text=".genre" tiptext="歌曲的類型。對應至 ID3 2.0 標籤 TCON。" version=""/>

               <string helpurl="flash.media:ID3Info:songName" name="songName" object="[flash.media.ID3Info]" playername="" text=".songName" tiptext="歌曲的名稱。對應至 ID3 2.0 標籤 TIT2。" version=""/>

               <string helpurl="flash.media:ID3Info:track" name="track" object="[flash.media.ID3Info]" playername="" text=".track" tiptext="曲目編號。對應至 ID3 2.0 標籤 TRCK。" version=""/>

               <string helpurl="flash.media:ID3Info:year" name="year" object="[flash.media.ID3Info]" playername="" text=".year" tiptext="錄製的年份。對應至 ID3 2.0 標籤 TYER。" version=""/>

            </folder>

         </folder>

         <folder helpurl="flash.media" id="Methods" name="方法" tiptext="flash.media 套件的方法">

            <string helpurl="flash.media:scanHardware" name="scanHardware" playername="" 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="9"/>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.media:Sound" id="[flash.media.Sound]" index="true" name="Sound" sort="true" tiptext="Sound 類別可讓您使用應用程式中的聲音。">

            <folder helpurl="flash.media:Sound" id="Methods" name="方法" tiptext="Sound 類別的方法">

               <string constructor="true" helpurl="flash.media:Sound:Sound" name="Sound" object="[flash.media.Sound]" playername="" text="new Sound(%[串流:flash.net:URL 要求=null,內容:flash.media:SoundLoaderContext=null]%)" tiptext="建立新的 Sound 物件。" version="4"/>

               <string helpurl="flash.media:Sound:close" name="close" object="[flash.media.Sound]" playername="" text=".close(%%):void" tiptext="關閉串流，而導致資料的下載作業終止。" version="4"/>

               <string helpurl="flash.media:Sound:load" name="load" object="[flash.media.Sound]" playername="" 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"/>

               <string helpurl="flash.media:Sound:play" name="play" object="[flash.media.Sound]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.media:Sound" id="Properties" name="屬性" tiptext="Sound 類別的屬性">

               <string helpurl="flash.media:Sound:bytesLoaded:get" name="bytesLoaded" object="[flash.media.Sound]" playername="" text=".bytesLoaded" tiptext="會傳回此 Sound 物件中目前可用的位元組數目。" version=""/>

               <string helpurl="flash.media:Sound:bytesTotal:get" name="bytesTotal" object="[flash.media.Sound]" playername="" text=".bytesTotal" tiptext="會傳回此 Sound 物件中的位元組總數。" version=""/>

               <string helpurl="flash.media:Sound:id3:get" name="id3" object="[flash.media.Sound]" playername="" text=".id3" tiptext="會提供屬於 MP3 檔一部分之中繼資料的存取權限。" version=""/>

               <string helpurl="flash.media:Sound:isBuffering:get" name="isBuffering" object="[flash.media.Sound]" playername="" text=".isBuffering" tiptext="會傳回外部 MP3 檔的緩衝狀態。" version=""/>

               <string helpurl="flash.media:Sound:length:get" name="length" object="[flash.media.Sound]" playername="" text=".length" tiptext="目前聲音的長度，以毫秒為單位。" version=""/>

               <string helpurl="flash.media:Sound:url:get" name="url" object="[flash.media.Sound]" playername="" text=".url" tiptext="從中載入此聲音的 URL。" version=""/>

            </folder>

            <folder helpurl="flash.media:Sound" id="Events" name="事件" tiptext="Sound 類別的事件">

               <string helpurl="flash.media:Sound_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.Event.OPEN_open" name="open" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.Event.ID3_id3" name="id3" object="[flash.media.Sound]" playername="" 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=""/>

               <string helpurl="flash.media:Sound_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.media.Sound]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.media:SoundChannel" id="[flash.media.SoundChannel]" index="true" name="SoundChannel" sort="true" tiptext="SoundChannel 類別會控制應用程式中的聲音。">

            <folder helpurl="flash.media:SoundChannel" id="Methods" name="方法" tiptext="SoundChannel 類別的方法">

               <string helpurl="flash.media:SoundChannel:stop" name="stop" object="[flash.media.SoundChannel]" playername="" text=".stop(%%):void" tiptext="會停止在聲道中播放的聲音。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundChannel" id="Properties" name="屬性" tiptext="SoundChannel 類別的屬性">

               <string helpurl="flash.media:SoundChannel:leftPeak:get" name="leftPeak" object="[flash.media.SoundChannel]" playername="" text=".leftPeak" tiptext="左聲道的目前振幅 (音量)，從 0 (靜音) 至 1 (最大振幅)。" version=""/>

               <string helpurl="flash.media:SoundChannel:position:get" name="position" object="[flash.media.SoundChannel]" playername="" 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=""/>

               <string helpurl="flash.media:SoundChannel:rightPeak:get" name="rightPeak" object="[flash.media.SoundChannel]" playername="" text=".rightPeak" tiptext="右聲道的目前振幅 (音量)，從 0 (靜音) 至 1 (最大振幅)。" version=""/>

               <string helpurl="flash.media:SoundChannel:soundTransform:get" name="soundTransform" object="[flash.media.SoundChannel]" playername="" text=".soundTransform" tiptext="指定給聲道的 SoundTransform 物件。" version=""/>

            </folder>

            <folder helpurl="flash.media:SoundChannel" id="Events" name="事件" tiptext="SoundChannel 類別的事件">

               <string helpurl="flash.media:SoundChannel_flash.events.Event.SOUND_COMPLETE_soundComplete" name="soundComplete" object="[flash.media.SoundChannel]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.media:SoundLoaderContext" id="[flash.media.SoundLoaderContext]" index="true" name="SoundLoaderContext" sort="true" tiptext="SoundLoaderContext 類別會提供載入聲音之檔案的安全性檢查。">

            <folder helpurl="flash.media:SoundLoaderContext" id="Methods" name="方法" tiptext="SoundLoaderContext 類別的方法">

               <string constructor="true" helpurl="flash.media:SoundLoaderContext:SoundLoaderContext" name="SoundLoaderContext" object="[flash.media.SoundLoaderContext]" playername="" text="new SoundLoaderContext(%[緩衝時間:Number=1000,檢查原則檔:Boolean=false]%)" tiptext="會建立新的 SoundLoaderContext 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundLoaderContext" id="Properties" name="屬性" tiptext="SoundLoaderContext 類別的屬性">

               <string helpurl="flash.media:SoundLoaderContext:bufferTime" name="bufferTime" object="[flash.media.SoundLoaderContext]" playername="" 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=""/>

               <string helpurl="flash.media:SoundLoaderContext:checkPolicyFile" name="checkPolicyFile" object="[flash.media.SoundLoaderContext]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.media:SoundMixer" id="[flash.media.SoundMixer]" index="true" name="SoundMixer" sort="true" 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。">

            <folder helpurl="flash.media:SoundMixer" id="Methods" name="方法" tiptext="SoundMixer 類別的方法">

               <string helpurl="flash.media:SoundMixer:stopAll" name="stopAll" object="[flash.media.SoundMixer]" playername="" static="true" text="SoundMixer.stopAll(%%):void" tiptext="停止目前正在播放的所有聲音。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundMixer" id="Properties" name="屬性" tiptext="SoundMixer 類別的屬性">

               <string helpurl="flash.media:SoundMixer:bufferTime:get" name="bufferTime" object="[flash.media.SoundMixer]" playername="" 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=""/>

               <string helpurl="flash.media:SoundMixer:soundTransform:get" name="soundTransform" object="[flash.media.SoundMixer]" playername="" text=".soundTransform" tiptext="可控制全域聲音屬性的 SoundTransform 物件。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.media:SoundTransform" id="[flash.media.SoundTransform]" index="true" name="SoundTransform" sort="true" tiptext="SoundTransform 類別含有音量和左右相位的屬性。">

            <folder helpurl="flash.media:SoundTransform" id="Methods" name="方法" tiptext="SoundTransform 類別的方法">

               <string constructor="true" helpurl="flash.media:SoundTransform:SoundTransform" name="SoundTransform" object="[flash.media.SoundTransform]" playername="" text="new SoundTransform(%[音量:Number=1,相位:Number=0]%)" tiptext="會建立 SoundTransform 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.media:SoundTransform" id="Properties" name="屬性" tiptext="SoundTransform 類別的屬性">

               <string helpurl="flash.media:SoundTransform:leftToLeft:get" name="leftToLeft" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:leftToRight:get" name="leftToRight" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:pan:get" name="pan" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:rightToLeft:get" name="rightToLeft" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:rightToRight:get" name="rightToRight" object="[flash.media.SoundTransform]" playername="" 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=""/>

               <string helpurl="flash.media:SoundTransform:volume:get" name="volume" object="[flash.media.SoundTransform]" playername="" text=".volume" tiptext="音量，範圍介於 0 (靜音) 到 1 (最大音量) 之間。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.media:Video" id="[flash.media.Video]" index="true" name="Video" sort="true" tiptext="Video 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。">

            <folder helpurl="flash.media:Video" id="Methods" name="方法" tiptext="Video 類別的方法">

               <string constructor="true" helpurl="flash.media:Video:Video" name="Video" object="[flash.media.Video]" playername="" text="new Video(%[寬度:int=320,高度:int=240]%)" tiptext="建立新的 Video 實體。" version="9"/>

               <string helpurl="flash.media:Video:attachNetStream" name="attachNetStream" object="[flash.media.Video]" playername="" 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"/>

               <string helpurl="flash.media:Video:clear" name="clear" object="[flash.media.Video]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.media:Video" id="Properties" name="屬性" tiptext="Video 類別的屬性">

               <string helpurl="flash.media:Video:deblocking:get" name="deblocking" object="[flash.media.Video]" playername="" 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=""/>

               <string helpurl="flash.media:Video:smoothing:get" name="smoothing" object="[flash.media.Video]" playername="" 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=""/>

               <string helpurl="flash.media:Video:videoHeight:get" name="videoHeight" object="[flash.media.Video]" playername="" text=".videoHeight" tiptext="指定視訊串流高度的整數，以像素為單位。" version=""/>

               <string helpurl="flash.media:Video:videoWidth:get" name="videoWidth" object="[flash.media.Video]" playername="" text=".videoWidth" tiptext="指定視訊串流寬度的整數，以像素為單位。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.net" id="flash.net" name="flash.net" sort="true" tiptext="flash.net 套件的類別">

         <folder helpurl="flash.net:IDynamicPropertyOutput" id="[flash.net.IDynamicPropertyOutput]" index="true" name="IDynamicPropertyOutput" sort="true" tiptext="此介面會控制動態物件之動態屬性的序列化。">

            <folder helpurl="flash.net:IDynamicPropertyOutput" id="Methods" name="方法" tiptext="IDynamicPropertyOutput 類別的方法">

               <string helpurl="flash.net:IDynamicPropertyOutput:writeDynamicProperty" name="writeDynamicProperty" object="[flash.net.IDynamicPropertyOutput]" playername="" 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"/>

            </folder>

         </folder>

         <folder helpurl="flash.net:IDynamicPropertyWriter" id="[flash.net.IDynamicPropertyWriter]" index="true" name="IDynamicPropertyWriter" sort="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。">

            <folder helpurl="flash.net:IDynamicPropertyWriter" id="Methods" name="方法" tiptext="IDynamicPropertyWriter 類別的方法">

               <string helpurl="flash.net:IDynamicPropertyWriter:writeDynamicProperties" name="writeDynamicProperties" object="[flash.net.IDynamicPropertyWriter]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:LocalConnection" id="[flash.net.LocalConnection]" index="true" name="LocalConnection" sort="true" tiptext="LocalConnection 類別可以讓您建立 LocalConnection 物件，用於叫用另一個 LocalConnection 物件。">

            <folder helpurl="flash.net:LocalConnection" id="Methods" name="方法" tiptext="LocalConnection 類別的方法">

               <string constructor="true" helpurl="flash.net:LocalConnection:LocalConnection" name="LocalConnection" object="[flash.net.LocalConnection]" playername="" text="new LocalConnection(%%)" tiptext="建立 LocalConnection 物件。" version="4"/>

               <string helpurl="flash.net:LocalConnection:allowDomain" name="allowDomain" object="[flash.net.LocalConnection]" playername="" 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"/>

               <string helpurl="flash.net:LocalConnection:allowInsecureDomain" name="allowInsecureDomain" object="[flash.net.LocalConnection]" playername="" 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"/>

               <string helpurl="flash.net:LocalConnection:close" name="close" object="[flash.net.LocalConnection]" playername="" text=".close(%%):void" tiptext="關閉 (中斷連線) LocalConnection 物件。" version="4"/>

               <string helpurl="flash.net:LocalConnection:connect" name="connect" object="[flash.net.LocalConnection]" playername="" 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"/>

               <string helpurl="flash.net:LocalConnection:send" name="send" object="[flash.net.LocalConnection]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.net:LocalConnection" id="Properties" name="屬性" tiptext="LocalConnection 類別的屬性">

               <string helpurl="flash.net:LocalConnection:client:get" name="client" object="[flash.net.LocalConnection]" playername="" text=".client" tiptext="指出要針對其叫用回呼方法的物件。" version=""/>

               <string helpurl="flash.net:LocalConnection:domain:get" name="domain" object="[flash.net.LocalConnection]" playername="" text=".domain" tiptext="字串，代表目前檔案所在位置的網域。" version=""/>

            </folder>

            <folder helpurl="flash.net:LocalConnection" id="Events" name="事件" tiptext="LocalConnection 類別的事件">

               <string helpurl="flash.net:LocalConnection_flash.events.StatusEvent.STATUS_status" name="status" object="[flash.net.LocalConnection]" playername="" 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=""/>

               <string helpurl="flash.net:LocalConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.LocalConnection]" playername="" 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=""/>

               <string helpurl="flash.net:LocalConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.LocalConnection]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:NetConnection" id="[flash.net.NetConnection]" index="true" name="NetConnection" sort="true" tiptext="NetConnection 類別會在 Flash Player 或 AIR 應用程式與 Flash Media Server 應用程式之間，或 Flash Player 或 AIR 應用程式與執行 Flash Remoting 的應用程式伺服器之間，建立雙向連線。">

            <folder helpurl="flash.net:NetConnection" id="Methods" name="方法" tiptext="NetConnection 類別的方法">

               <string constructor="true" helpurl="flash.net:NetConnection:NetConnection" name="NetConnection" object="[flash.net.NetConnection]" playername="" text="new NetConnection(%%)" tiptext="建立 NetConnection 物件" version="4"/>

               <string helpurl="flash.net:NetConnection:addHeader" name="addHeader" object="[flash.net.NetConnection]" playername="" 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"/>

               <string helpurl="flash.net:NetConnection:call" name="call" object="[flash.net.NetConnection]" playername="" 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 或正在執行 Flash Remoting 的應用程式伺服器上叫用命令或方法。" version="4"/>

               <string helpurl="flash.net:NetConnection:close" name="close" object="[flash.net.NetConnection]" playername="" text=".close(%%):void" tiptext="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"/>

               <string helpurl="flash.net:NetConnection:connect" name="connect" object="[flash.net.NetConnection]" playername="" text=".connect(%命令:String,引數:長度不定的引數%):void" tiptext="建立一個應用程式之間的雙向連線，以播放視訊或 MP3 檔案，或建立一個適合 RTMFP 對等群組通訊的雙向網路端點。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetConnection" id="Properties" name="屬性" tiptext="NetConnection 類別的屬性">

               <string helpurl="flash.net:NetConnection:client:get" name="client" object="[flash.net.NetConnection]" playername="" text=".client" tiptext="指出應該針對其叫用回呼方法的物件。" version=""/>

               <string helpurl="flash.net:NetConnection:connectedProxyType:get" name="connectedProxyType" object="[flash.net.NetConnection]" playername="" text=".connectedProxyType" tiptext="用於成功連線至 Flash Media Server 時所使用的 Proxy 類型。" version=""/>

               <string helpurl="flash.net:NetConnection:connected:get" name="connected" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection:defaultObjectEncoding:get" name="defaultObjectEncoding" object="[flash.net.NetConnection]" playername="" text=".defaultObjectEncoding" tiptext="NetConnection 物件的預設物件編碼。" version=""/>

               <string helpurl="flash.net:NetConnection:objectEncoding:get" name="objectEncoding" object="[flash.net.NetConnection]" playername="" text=".objectEncoding" tiptext="此 NetConnection 實體的物件編碼。" version=""/>

               <string helpurl="flash.net:NetConnection:proxyType:get" name="proxyType" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection:uri:get" name="uri" object="[flash.net.NetConnection]" playername="" text=".uri" tiptext="傳遞給 NetConnection.connect() 方法的 URI。" version=""/>

               <string helpurl="flash.net:NetConnection:usingTLS:get" name="usingTLS" object="[flash.net.NetConnection]" playername="" text=".usingTLS" tiptext="指出是否使用原本的「傳輸層安全性」(Transport Layer Security，TLS) 而非 HTTPS 建立安全的連線。" version=""/>

            </folder>

            <folder helpurl="flash.net:NetConnection" id="Events" name="事件" tiptext="NetConnection 類別的事件">

               <string helpurl="flash.net:NetConnection_flash.events.NetStatusEvent.NET_STATUS_netStatus" name="netStatus" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.NetConnection]" playername="" 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=""/>

               <string helpurl="flash.net:NetConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.NetConnection]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:NetStream" id="[flash.net.NetStream]" index="true" name="NetStream" sort="true" tiptext="NetStream 類別會在 AIR 或 Flash Player 應用程式與 Flash Media Server 之間，或在 AIR 或 Flash Player 應用程式與本機檔案系統間開啟單向連線。">

            <folder helpurl="flash.net:NetStream" id="Methods" name="方法" tiptext="NetStream 類別的方法">

               <string constructor="true" helpurl="flash.net:NetStream:NetStream" name="NetStream" object="[flash.net.NetStream]" playername="" text="new NetStream(%連線:flash.net:NetConnection[,對等ID:String=connectToFMS]%)" tiptext="建立一個可以透過特定 NetConnection 物件播放視訊檔的串流。" version="4"/>

               <string helpurl="flash.net:NetStream:close" name="close" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:onPeerConnect" name="onPeerConnect" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:pause" name="pause" object="[flash.net.NetStream]" playername="" text=".pause(%%):void" tiptext="暫停播放視訊串流。" version="4"/>

               <string helpurl="flash.net:NetStream:play2" name="play2" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:play" name="play" object="[flash.net.NetStream]" playername="" text=".play(%引數:長度不定的引數%):void" tiptext="從本機目錄或從 Flash Media Server 播放媒體檔案。" version="4"/>

               <string helpurl="flash.net:NetStream:preloadEmbeddedData" name="preloadEmbeddedData" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:receiveAudio" name="receiveAudio" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:receiveVideoFPS" name="receiveVideoFPS" object="[flash.net.NetStream]" playername="" text=".receiveVideoFPS(%FPS:Number%):void" tiptext="指定收到的視訊之影格速率。" version="4"/>

               <string helpurl="flash.net:NetStream:receiveVideo" name="receiveVideo" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:resume" name="resume" object="[flash.net.NetStream]" playername="" text=".resume(%%):void" tiptext="繼續播放已暫停的視訊串流。" version="4"/>

               <string helpurl="flash.net:NetStream:seek" name="seek" object="[flash.net.NetStream]" playername="" 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"/>

               <string helpurl="flash.net:NetStream:togglePause" name="togglePause" object="[flash.net.NetStream]" playername="" text=".togglePause(%%):void" tiptext="暫停或繼續播放串流。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetStream" id="Properties" name="屬性" tiptext="NetStream 類別的屬性">

               <string constant="true" helpurl="flash.net:NetStream:CONNECT_TO_FMS" name="CONNECT_TO_FMS" object="[flash.net.NetStream]" playername="" text="NetStream.CONNECT_TO_FMS" tiptext="靜態物件，做為 NetStream 實體建構函式的參數使用。" version=""/>

               <string constant="true" helpurl="flash.net:NetStream:DIRECT_CONNECTIONS" name="DIRECT_CONNECTIONS" object="[flash.net.NetStream]" playername="" text="NetStream.DIRECT_CONNECTIONS" tiptext="建立對等式發行者連線。" version=""/>

               <string helpurl="flash.net:NetStream:bufferLength:get" name="bufferLength" object="[flash.net.NetStream]" playername="" text=".bufferLength" tiptext="目前在緩衝區中的資料秒數。" version=""/>

               <string helpurl="flash.net:NetStream:bufferTime:get" name="bufferTime" object="[flash.net.NetStream]" playername="" text=".bufferTime" tiptext="指定串流開始顯示之前的緩衝資料時間長度。" version=""/>

               <string helpurl="flash.net:NetStream:bytesLoaded:get" name="bytesLoaded" object="[flash.net.NetStream]" playername="" text=".bytesLoaded" tiptext="已經載入應用程式中的資料位元組數目。" version=""/>

               <string helpurl="flash.net:NetStream:bytesTotal:get" name="bytesTotal" object="[flash.net.NetStream]" playername="" text=".bytesTotal" tiptext="所載入應用程式中的檔案位元組總數。" version=""/>

               <string helpurl="flash.net:NetStream:client:get" name="client" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:currentFPS:get" name="currentFPS" object="[flash.net.NetStream]" playername="" text=".currentFPS" tiptext="所顯示的每秒影格數。" version=""/>

               <string helpurl="flash.net:NetStream:info:get" name="info" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:liveDelay:get" name="liveDelay" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:maxPauseBufferTime:get" name="maxPauseBufferTime" object="[flash.net.NetStream]" playername="" text=".maxPauseBufferTime" tiptext="指定在暫停模式期間，訊息的緩衝時間長短 (秒)。" version=""/>

               <string helpurl="flash.net:NetStream:nearNonce:get" name="nearNonce" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream:objectEncoding:get" name="objectEncoding" object="[flash.net.NetStream]" playername="" text=".objectEncoding" tiptext="此 NetStream 物件的物件編碼 (AMF 版本)。" version=""/>

               <string helpurl="flash.net:NetStream:time:get" name="time" object="[flash.net.NetStream]" playername="" text=".time" tiptext="播放磁頭的位置，以秒為單位。" version=""/>

            </folder>

            <folder helpurl="flash.net:NetStream" id="Events" name="事件" tiptext="NetStream 類別的事件">

               <string helpurl="flash.net:NetStream_flash.events.DRMStatusEvent.DRM_STATUS_drmStatus" name="drmStatus" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.DRMErrorEvent.DRM_ERROR_drmError" name="drmError" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.DRMAuthenticateEvent.DRM_AUTHENTICATE_drmAuthenticate" name="drmAuthenticate" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onDRMContentData" name="onDRMContentData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onPlayStatus" name="onPlayStatus" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onCuePoint" name="onCuePoint" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onTextData" name="onTextData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onImageData" name="onImageData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onMetaData" name="onMetaData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream__onXMPData" name="onXMPData" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.NetStatusEvent.NET_STATUS_netStatus" name="netStatus" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.NetStream]" playername="" 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=""/>

               <string helpurl="flash.net:NetStream_flash.events.StatusEvent.STATUS_status" name="status" object="[flash.net.NetStream]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:NetStreamInfo" id="[flash.net.NetStreamInfo]" index="true" name="NetStreamInfo" sort="true" 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。">

            <folder helpurl="flash.net:NetStreamInfo" id="Methods" name="方法" tiptext="NetStreamInfo 類別的方法">

               <string helpurl="flash.net:NetStreamInfo:toString" name="toString" object="[flash.net.NetStreamInfo]" playername="" text=".toString(%%):String" tiptext="傳回文字值，其中列出此 NetStreamInfo 物件的屬性。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetStreamInfo" id="Properties" name="屬性" tiptext="NetStreamInfo 類別的屬性">

               <string helpurl="flash.net:NetStreamInfo:SRTT:get" name="SRTT" object="[flash.net.NetStreamInfo]" playername="" text=".SRTT" tiptext="指定 NetStream 工作階段的平滑往返時間。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:audioBufferByteLength:get" name="audioBufferByteLength" object="[flash.net.NetStreamInfo]" playername="" text=".audioBufferByteLength" tiptext="提供 NetStream 音效緩衝區大小 (以位元組為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:audioBufferLength:get" name="audioBufferLength" object="[flash.net.NetStreamInfo]" playername="" text=".audioBufferLength" tiptext="提供 NetStream 音效緩衝區大小 (以秒為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:audioByteCount:get" name="audioByteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:audioBytesPerSecond:get" name="audioBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:audioLossRate:get" name="audioLossRate" object="[flash.net.NetStreamInfo]" playername="" text=".audioLossRate" tiptext="指定 NetStream 工作階段的音效遺失。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:byteCount:get" name="byteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:currentBytesPerSecond:get" name="currentBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" text=".currentBytesPerSecond" tiptext="指定填滿 NetStream 緩衝區的速率 (以每秒位元組為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:dataBufferByteLength:get" name="dataBufferByteLength" object="[flash.net.NetStreamInfo]" playername="" text=".dataBufferByteLength" tiptext="提供 NetStream 資料緩衝區大小 (以位元組為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:dataBufferLength:get" name="dataBufferLength" object="[flash.net.NetStreamInfo]" playername="" text=".dataBufferLength" tiptext="提供 NetStream 資料緩衝區大小 (以秒為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:dataByteCount:get" name="dataByteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:dataBytesPerSecond:get" name="dataBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:droppedFrames:get" name="droppedFrames" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:maxBytesPerSecond:get" name="maxBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:playbackBytesPerSecond:get" name="playbackBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" text=".playbackBytesPerSecond" tiptext="傳回串流播放速率 (以每秒位元組為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:videoBufferByteLength:get" name="videoBufferByteLength" object="[flash.net.NetStreamInfo]" playername="" text=".videoBufferByteLength" tiptext="提供 NetStream 視訊緩衝區大小 (以位元組為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:videoBufferLength:get" name="videoBufferLength" object="[flash.net.NetStreamInfo]" playername="" text=".videoBufferLength" tiptext="提供 NetStream 視訊緩衝區大小 (以秒為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamInfo:videoByteCount:get" name="videoByteCount" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

               <string helpurl="flash.net:NetStreamInfo:videoBytesPerSecond:get" name="videoBytesPerSecond" object="[flash.net.NetStreamInfo]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:NetStreamPlayOptions" id="[flash.net.NetStreamPlayOptions]" index="true" name="NetStreamPlayOptions" sort="true" tiptext="NetStreamPlayOptions 類別會指定可傳遞給 NetStream.play2() 方法的各種選項。">

            <folder helpurl="flash.net:NetStreamPlayOptions" id="Methods" name="方法" tiptext="NetStreamPlayOptions 類別的方法">

               <string constructor="true" helpurl="flash.net:NetStreamPlayOptions:NetStreamPlayOptions" name="NetStreamPlayOptions" object="[flash.net.NetStreamPlayOptions]" playername="" text="new NetStreamPlayOptions(%%)" tiptext="建立 NetStreamPlayOptions 物件，以指定傳遞至 NetStream.play2() 方法的選項。" version="4"/>

            </folder>

            <folder helpurl="flash.net:NetStreamPlayOptions" id="Properties" name="屬性" tiptext="NetStreamPlayOptions 類別的屬性">

               <string helpurl="flash.net:NetStreamPlayOptions:len" name="len" object="[flash.net.NetStreamPlayOptions]" playername="" text=".len" tiptext="streamName 中指定之串流的播放持續時間 (以秒為單位)。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:offset" name="offset" object="[flash.net.NetStreamPlayOptions]" playername="" text=".offset" tiptext="串流播放的秒數，在此時間後應切換至新的串流。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:oldStreamName" name="oldStreamName" object="[flash.net.NetStreamPlayOptions]" playername="" text=".oldStreamName" tiptext="舊串流或從中轉場之串流的名稱。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:start" name="start" object="[flash.net.NetStreamPlayOptions]" playername="" text=".start" tiptext="streamName 的開始時間，以秒為單位。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:streamName" name="streamName" object="[flash.net.NetStreamPlayOptions]" playername="" text=".streamName" tiptext="要轉場到或播放的新串流名稱。" version=""/>

               <string helpurl="flash.net:NetStreamPlayOptions:transition" name="transition" object="[flash.net.NetStreamPlayOptions]" playername="" text=".transition" tiptext="播放或轉場到 streamName 的模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:NetStreamPlayTransitions" id="[flash.net.NetStreamPlayTransitions]" index="true" name="NetStreamPlayTransitions" sort="true" tiptext="NetStreamPlayTransitions 類別會指定可搭配 NetStreamPlayOptions.transition 屬性使用的有效字串。">

            <folder helpurl="flash.net:NetStreamPlayTransitions" id="Properties" name="屬性" tiptext="NetStreamPlayTransitions 類別的屬性">

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:APPEND_AND_WAIT" name="APPEND_AND_WAIT" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.APPEND_AND_WAIT" tiptext="建立播放清單，但是不從第一個串流開始播放。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:APPEND" name="APPEND" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.APPEND" tiptext="將串流加到播放清單，並從第一個串流開始播放。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:RESET" name="RESET" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.RESET" tiptext="清除任何先前的播放呼叫並立即播放指定的串流。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:RESUME" name="RESUME" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.RESUME" tiptext="從之前連線終止的點開始，透過新連線要求資料。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:STOP" name="STOP" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.STOP" tiptext="停止播放播放清單中的串流。" version=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:SWAP" name="SWAP" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.SWAP" 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=""/>

               <string constant="true" helpurl="flash.net:NetStreamPlayTransitions:SWITCH" name="SWITCH" object="[flash.net.NetStreamPlayTransitions]" playername="" text="NetStreamPlayTransitions.SWITCH" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.net" id="Methods" name="方法" tiptext="flash.net 套件的方法">

            <string helpurl="flash.net:getClassByAlias" name="getClassByAlias" playername="" 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"/>

            <string helpurl="flash.net:navigateToURL" name="navigateToURL" playername="" 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"/>

            <string helpurl="flash.net:registerClassAlias" name="registerClassAlias" playername="" 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"/>

            <string helpurl="flash.net:sendToURL" name="sendToURL" playername="" 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"/>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:ObjectEncoding" id="[flash.net.ObjectEncoding]" index="true" name="ObjectEncoding" sort="true" 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。">

            <folder helpurl="flash.net:ObjectEncoding" id="Properties" name="屬性" tiptext="ObjectEncoding 類別的屬性">

               <string constant="true" helpurl="flash.net:ObjectEncoding:AMF0" name="AMF0" object="[flash.net.ObjectEncoding]" playername="" text="ObjectEncoding.AMF0" tiptext="指定物件要使用 ActionScript 1.0 和 2.0 的 Action Message Format 進行序列化。" version=""/>

               <string constant="true" helpurl="flash.net:ObjectEncoding:AMF3" name="AMF3" object="[flash.net.ObjectEncoding]" playername="" text="ObjectEncoding.AMF3" tiptext="指定物件要使用 ActionScript 3.0 的 Action Message Format 進行序列化。" version=""/>

               <string constant="true" helpurl="flash.net:ObjectEncoding:DEFAULT" name="DEFAULT" object="[flash.net.ObjectEncoding]" playername="" text="ObjectEncoding.DEFAULT" tiptext="為目前的執行階段指定預設 (最新的) 格式 (Flash Player 或 AIR)。" version=""/>

               <string helpurl="flash.net:ObjectEncoding:dynamicPropertyWriter:get" name="dynamicPropertyWriter" object="[flash.net.ObjectEncoding]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:Responder" id="[flash.net.Responder]" index="true" name="Responder" sort="true" 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)。">

            <folder helpurl="flash.net:Responder" id="Methods" name="方法" tiptext="Responder 類別的方法">

               <string constructor="true" helpurl="flash.net:Responder:Responder" name="Responder" object="[flash.net.Responder]" playername="" text="new Responder(%結果:Function[,狀態Function=null]%)" tiptext="建立新的 Responder 物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:SharedObject" id="[flash.net.SharedObject]" index="true" name="SharedObject" sort="true" tiptext="SharedObject 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。">

            <folder helpurl="flash.net:SharedObject" id="Methods" name="方法" tiptext="SharedObject 類別的方法">

               <string helpurl="flash.net:SharedObject:clear" name="clear" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:close" name="close" object="[flash.net.SharedObject]" playername="" text=".close(%%):void" tiptext="關閉遠端共享物件與伺服器之間的連線。" version="4"/>

               <string helpurl="flash.net:SharedObject:connect" name="connect" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:flush" name="flush" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:getLocal" name="getLocal" object="[flash.net.SharedObject]" playername="" static="true" text="SharedObject.getLocal(%名稱:String[,localPath:String=null,安全性:Boolean=false]%):flash.net:SharedObject" 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"/>

               <string helpurl="flash.net:SharedObject:getRemote" name="getRemote" object="[flash.net.SharedObject]" playername="" static="true" 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" 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"/>

               <string helpurl="flash.net:SharedObject:send" name="send" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:setDirty" name="setDirty" object="[flash.net.SharedObject]" playername="" 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"/>

               <string helpurl="flash.net:SharedObject:setProperty" name="setProperty" object="[flash.net.SharedObject]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.net:SharedObject" id="Properties" name="屬性" tiptext="SharedObject 類別的屬性">

               <string helpurl="flash.net:SharedObject:client:get" name="client" object="[flash.net.SharedObject]" playername="" text=".client" tiptext="指出要針對其叫用回呼方法的物件。" version=""/>

               <string helpurl="flash.net:SharedObject:data:get" name="data" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject:defaultObjectEncoding:get" name="defaultObjectEncoding" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject:objectEncoding:get" name="objectEncoding" object="[flash.net.SharedObject]" playername="" text=".objectEncoding" tiptext="此共享物件的物件編碼 (AMF 版本)。" version=""/>

               <string helpurl="flash.net:SharedObject:size:get" name="size" object="[flash.net.SharedObject]" playername="" text=".size" tiptext="共享物件的目前大小，以位元組為單位。" version=""/>

               <string helpurl="flash.net:SharedObject:fps:set" name="fps" object="[flash.net.SharedObject]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.net:SharedObject" id="Events" name="事件" tiptext="SharedObject 類別的事件">

               <string helpurl="flash.net:SharedObject_flash.events.SyncEvent.SYNC_sync" name="sync" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject_flash.events.NetStatusEvent.NET_STATUS_netStatus" name="netStatus" object="[flash.net.SharedObject]" playername="" 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=""/>

               <string helpurl="flash.net:SharedObject_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" name="asyncError" object="[flash.net.SharedObject]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:SharedObjectFlushStatus" id="[flash.net.SharedObjectFlushStatus]" index="true" name="SharedObjectFlushStatus" sort="true" tiptext="SharedObjectFlushStatus 類別會提供呼叫 SharedObject.flush() 方法所傳回之程式碼的值。">

            <folder helpurl="flash.net:SharedObjectFlushStatus" id="Properties" name="屬性" tiptext="SharedObjectFlushStatus 類別的屬性">

               <string constant="true" helpurl="flash.net:SharedObjectFlushStatus:FLUSHED" name="FLUSHED" object="[flash.net.SharedObjectFlushStatus]" playername="" text="SharedObjectFlushStatus.FLUSHED" tiptext="指出清除作業已順利完成。" version=""/>

               <string constant="true" helpurl="flash.net:SharedObjectFlushStatus:PENDING" name="PENDING" object="[flash.net.SharedObjectFlushStatus]" playername="" text="SharedObjectFlushStatus.PENDING" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:Socket" id="[flash.net.Socket]" index="true" name="Socket" sort="true" 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。">

            <folder helpurl="flash.net:Socket" id="Methods" name="方法" tiptext="Socket 類別的方法">

               <string constructor="true" helpurl="flash.net:Socket:Socket" name="Socket" object="[flash.net.Socket]" playername="" text="new Socket(%[主機:String=null,連接埠:int=0]%)" tiptext="建立新的  Socket  物件。" version="4"/>

               <string helpurl="flash.net:Socket:close" name="close" object="[flash.net.Socket]" playername="" text=".close(%%):void" tiptext="關閉通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:connect" name="connect" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:flush" name="flush" object="[flash.net.Socket]" playername="" text=".flush(%%):void" tiptext="清除通訊端輸出緩衝區中累積的任何資料。" version="4"/>

               <string helpurl="flash.net:Socket:readBoolean" name="readBoolean" object="[flash.net.Socket]" playername="" text=".readBoolean(%%):Boolean" tiptext="從通訊端讀取 Boolean 值。" version="4"/>

               <string helpurl="flash.net:Socket:readByte" name="readByte" object="[flash.net.Socket]" playername="" text=".readByte(%%):int" tiptext="從通訊端讀取具有正負號的位元組。" version="4"/>

               <string helpurl="flash.net:Socket:readBytes" name="readBytes" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readDouble" name="readDouble" object="[flash.net.Socket]" playername="" text=".readDouble(%%):Number" tiptext="從通訊端讀取 IEEE 754 雙精度浮點數。" version="4"/>

               <string helpurl="flash.net:Socket:readFloat" name="readFloat" object="[flash.net.Socket]" playername="" text=".readFloat(%%):Number" tiptext="從通訊端讀取 IEEE 754 單精度浮點數。" version="4"/>

               <string helpurl="flash.net:Socket:readInt" name="readInt" object="[flash.net.Socket]" playername="" text=".readInt(%%):int" tiptext="從通訊端讀取具有正負號的 32 位元整數。" version="4"/>

               <string helpurl="flash.net:Socket:readMultiByte" name="readMultiByte" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readObject" name="readObject" object="[flash.net.Socket]" playername="" text=".readObject(%%)" tiptext="從通訊端讀取物件，並以 AMF 序列化格式編碼。" version="4"/>

               <string helpurl="flash.net:Socket:readShort" name="readShort" object="[flash.net.Socket]" playername="" text=".readShort(%%):int" tiptext="從通訊端讀取具有正負號的 16 位元整數。" version="4"/>

               <string helpurl="flash.net:Socket:readUTFBytes" name="readUTFBytes" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:readUTF" name="readUTF" object="[flash.net.Socket]" playername="" text=".readUTF(%%):String" tiptext="從通訊端讀取 UTF-8 字串。" version="4"/>

               <string helpurl="flash.net:Socket:readUnsignedByte" name="readUnsignedByte" object="[flash.net.Socket]" playername="" text=".readUnsignedByte(%%):uint" tiptext="從通訊端讀取無正負號的位元組。" version="4"/>

               <string helpurl="flash.net:Socket:readUnsignedInt" name="readUnsignedInt" object="[flash.net.Socket]" playername="" text=".readUnsignedInt(%%):uint" tiptext="從通訊端讀取無正負號的 32 位元整數。" version="4"/>

               <string helpurl="flash.net:Socket:readUnsignedShort" name="readUnsignedShort" object="[flash.net.Socket]" playername="" text=".readUnsignedShort(%%):uint" tiptext="從通訊端讀取無正負號的 16 位元整數。" version="4"/>

               <string helpurl="flash.net:Socket:writeBoolean" name="writeBoolean" object="[flash.net.Socket]" playername="" text=".writeBoolean(%值:Boolean%):void" tiptext="將 Boolean 值寫入通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:writeByte" name="writeByte" object="[flash.net.Socket]" playername="" text=".writeByte(%值:int%):void" tiptext="將位元組寫入通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:writeBytes" name="writeBytes" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeDouble" name="writeDouble" object="[flash.net.Socket]" playername="" text=".writeDouble(%值:Number%):void" tiptext="將 IEEE 754 雙精度浮點數寫入通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:writeFloat" name="writeFloat" object="[flash.net.Socket]" playername="" text=".writeFloat(%值:Number%):void" tiptext="將 IEEE 754 單精度浮點數寫入通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:writeInt" name="writeInt" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeMultiByte" name="writeMultiByte" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeObject" name="writeObject" object="[flash.net.Socket]" playername="" text=".writeObject(%物件:*%):void" tiptext="使用 AMF 序列化格式，將物件寫入通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:writeShort" name="writeShort" object="[flash.net.Socket]" playername="" text=".writeShort(%值:int%):void" tiptext="將 16 位元整數寫入通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:writeUTFBytes" name="writeUTFBytes" object="[flash.net.Socket]" playername="" text=".writeUTFBytes(%值:String%):void" tiptext="將 UTF-8 字串寫入通訊端。" version="4"/>

               <string helpurl="flash.net:Socket:writeUTF" name="writeUTF" object="[flash.net.Socket]" playername="" 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"/>

               <string helpurl="flash.net:Socket:writeUnsignedInt" name="writeUnsignedInt" object="[flash.net.Socket]" playername="" text=".writeUnsignedInt(%值:uint%):void" tiptext="將無正負號的 32 位元整數寫入通訊端。" version="4"/>

            </folder>

            <folder helpurl="flash.net:Socket" id="Properties" name="屬性" tiptext="Socket 類別的屬性">

               <string helpurl="flash.net:Socket:bytesAvailable:get" name="bytesAvailable" object="[flash.net.Socket]" playername="" text=".bytesAvailable" tiptext="可在輸入緩衝區中讀取之資料的位元組數。" version=""/>

               <string helpurl="flash.net:Socket:connected:get" name="connected" object="[flash.net.Socket]" playername="" text=".connected" tiptext="指出此 Socket 物件目前是否已連線。" version=""/>

               <string helpurl="flash.net:Socket:endian:get" name="endian" object="[flash.net.Socket]" playername="" text=".endian" tiptext="表示資料的位元組順序。" version=""/>

               <string helpurl="flash.net:Socket:objectEncoding:get" name="objectEncoding" object="[flash.net.Socket]" playername="" text=".objectEncoding" tiptext="控制寫入或讀取物件時使用的 AMF 版本。" version=""/>

               <string helpurl="flash.net:Socket:timeout:get" name="timeout" object="[flash.net.Socket]" playername="" text=".timeout" tiptext="指出等待連線的毫秒數。" version=""/>

            </folder>

            <folder helpurl="flash.net:Socket" id="Events" name="事件" tiptext="Socket 類別的事件">

               <string helpurl="flash.net:Socket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.ProgressEvent.SOCKET_DATA_socketData" name="socketData" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.Event.CONNECT_connect" name="connect" object="[flash.net.Socket]" playername="" 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=""/>

               <string helpurl="flash.net:Socket_flash.events.Event.CLOSE_close" name="close" object="[flash.net.Socket]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:URLLoader" id="[flash.net.URLLoader]" index="true" name="URLLoader" sort="true" 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。">

            <folder helpurl="flash.net:URLLoader" id="Methods" name="方法" tiptext="URLLoader 類別的方法">

               <string constructor="true" helpurl="flash.net:URLLoader:URLLoader" name="URLLoader" object="[flash.net.URLLoader]" playername="" text="new URLLoader(%[要求:flash.net:URLRequest=null]%)" tiptext="建立 URLLoader 物件。" version="4"/>

               <string helpurl="flash.net:URLLoader:addEventListener" name="addEventListener" object="[flash.net.URLLoader]" playername="" 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"/>

               <string helpurl="flash.net:URLLoader:close" name="close" object="[flash.net.URLLoader]" playername="" text=".close(%%):void" tiptext="關閉進行中的載入作業。" version="4"/>

               <string helpurl="flash.net:URLLoader:load" name="load" object="[flash.net.URLLoader]" playername="" text=".load(%要求:flash.net:URLRequest%):void" tiptext="從指定的 URL 傳送並載入資料。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLLoader" id="Properties" name="屬性" tiptext="URLLoader 類別的屬性">

               <string helpurl="flash.net:URLLoader:bytesLoaded" name="bytesLoaded" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader:bytesTotal" name="bytesTotal" object="[flash.net.URLLoader]" playername="" text=".bytesTotal" tiptext="指出下載資料中的位元組總數。" version=""/>

               <string helpurl="flash.net:URLLoader:dataFormat" name="dataFormat" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader:data" name="data" object="[flash.net.URLLoader]" playername="" text=".data" tiptext="從載入作業接收的資料。" version=""/>

            </folder>

            <folder helpurl="flash.net:URLLoader" id="Events" name="事件" tiptext="URLLoader 類別的事件">

               <string helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" name="httpResponseStatus" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.net.URLLoader]" playername="" 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=""/>

               <string helpurl="flash.net:URLLoader_flash.events.Event.OPEN_open" name="open" object="[flash.net.URLLoader]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLLoaderDataFormat" id="[flash.net.URLLoaderDataFormat]" index="true" name="URLLoaderDataFormat" sort="true" tiptext="URLLoaderDataFormat 類別會提供一些值，以指定接收下載資料的方式。">

            <folder helpurl="flash.net:URLLoaderDataFormat" id="Properties" name="屬性" tiptext="URLLoaderDataFormat 類別的屬性">

               <string constant="true" helpurl="flash.net:URLLoaderDataFormat:BINARY" name="BINARY" object="[flash.net.URLLoaderDataFormat]" playername="" text="URLLoaderDataFormat.BINARY" tiptext="指定以原始二進位資料的形式接收下載的資料。" version=""/>

               <string constant="true" helpurl="flash.net:URLLoaderDataFormat:TEXT" name="TEXT" object="[flash.net.URLLoaderDataFormat]" playername="" text="URLLoaderDataFormat.TEXT" tiptext="指定以文字的形式接收下載的資料。" version=""/>

               <string constant="true" helpurl="flash.net:URLLoaderDataFormat:VARIABLES" name="VARIABLES" object="[flash.net.URLLoaderDataFormat]" playername="" text="URLLoaderDataFormat.VARIABLES" tiptext="指定以 URL 編碼的變數形式接收下載的資料。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequest" id="[flash.net.URLRequest]" index="true" name="URLRequest" sort="true" tiptext="URLRequest 類別會在單一 HTTP 要求中捕捉所有資訊。">

            <folder helpurl="flash.net:URLRequest" id="Methods" name="方法" tiptext="URLRequest 類別的方法">

               <string constructor="true" helpurl="flash.net:URLRequest:URLRequest" name="URLRequest" object="[flash.net.URLRequest]" playername="" text="new URLRequest(%[URL:String=null]%)" tiptext="建立 URLRequest 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLRequest" id="Properties" name="屬性" tiptext="URLRequest 類別的屬性">

               <string helpurl="flash.net:URLRequest:contentType:get" name="contentType" object="[flash.net.URLRequest]" playername="" text=".contentType" tiptext="data 屬性中內容的 MIME 內容類型。" version=""/>

               <string helpurl="flash.net:URLRequest:data:get" name="data" object="[flash.net.URLRequest]" playername="" text=".data" tiptext="其中包含要使用 URL 要求傳輸之資料的物件。" version=""/>

               <string helpurl="flash.net:URLRequest:digest:get" name="digest" object="[flash.net.URLRequest]" playername="" 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=""/>

               <string helpurl="flash.net:URLRequest:followRedirects:get" name="followRedirects" object="[flash.net.URLRequest]" playername="" text=".followRedirects" tiptext="指定要 (true) 或不要 (false) 遵守重新導向規定。" version=""/>

               <string helpurl="flash.net:URLRequest:method:get" name="method" object="[flash.net.URLRequest]" playername="" text=".method" tiptext="控制 HTTP 表單送出方法。" version=""/>

               <string helpurl="flash.net:URLRequest:requestHeaders:get" name="requestHeaders" object="[flash.net.URLRequest]" playername="" text=".requestHeaders" tiptext="要附加至 HTTP 要求之該 HTTP 要求檔頭的陣列。" version=""/>

               <string helpurl="flash.net:URLRequest:url:get" name="url" object="[flash.net.URLRequest]" playername="" text=".url" tiptext="要求的 URL。" version=""/>

               <string helpurl="flash.net:URLRequest:userAgent:get" name="userAgent" object="[flash.net.URLRequest]" playername="" text=".userAgent" tiptext="指定要用在 HTTP 要求中的使用者代理程式字串。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequestDefaults" id="[flash.net.URLRequestDefaults]" index="true" name="URLRequestDefaults" sort="true" 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。">

            <folder helpurl="flash.net:URLRequestDefaults" id="Methods" name="方法" tiptext="URLRequestDefaults 類別的方法">

               <string helpurl="flash.net:URLRequestDefaults:setLoginCredentialsForHost" name="setLoginCredentialsForHost" object="[flash.net.URLRequestDefaults]" playername="" static="true" text="URLRequestDefaults.setLoginCredentialsForHost(%主機名稱:String,使用者:String,密碼:String%)" tiptext="為選取的主機設定預設使用者與密碼憑證。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLRequestDefaults" id="Properties" name="屬性" tiptext="URLRequestDefaults 類別的屬性">

               <string helpurl="flash.net:URLRequestDefaults:authenticate:get" name="authenticate" object="[flash.net.URLRequestDefaults]" playername="" text=".authenticate" tiptext="URLRequest 物件之 authenticate 屬性的預設設定。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:cacheResponse:get" name="cacheResponse" object="[flash.net.URLRequestDefaults]" playername="" text=".cacheResponse" tiptext="URLRequest 物件之 cacheResponse 屬性的預設設定。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:followRedirects:get" name="followRedirects" object="[flash.net.URLRequestDefaults]" playername="" text=".followRedirects" tiptext="URLRequest 物件之 followRedirects 屬性的預設設定。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:manageCookies:get" name="manageCookies" object="[flash.net.URLRequestDefaults]" playername="" text=".manageCookies" tiptext="URLRequest 物件之 manageCookies 屬性的預設設定。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:useCache:get" name="useCache" object="[flash.net.URLRequestDefaults]" playername="" text=".useCache" tiptext="URLRequest 物件之 useCache 屬性的預設設定。" version=""/>

               <string helpurl="flash.net:URLRequestDefaults:userAgent:get" name="userAgent" object="[flash.net.URLRequestDefaults]" playername="" text=".userAgent" tiptext="URLRequest 物件之 userAgent 屬性的預設設定。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequestHeader" id="[flash.net.URLRequestHeader]" index="true" name="URLRequestHeader" sort="true" tiptext="URLRequestHeader 物件會封裝單一 HTTP 要求檔頭，而且包含名稱/值的配對。">

            <folder helpurl="flash.net:URLRequestHeader" id="Methods" name="方法" tiptext="URLRequestHeader 類別的方法">

               <string constructor="true" helpurl="flash.net:URLRequestHeader:URLRequestHeader" name="URLRequestHeader" object="[flash.net.URLRequestHeader]" playername="" text="new URLRequestHeader(%名稱:String,值:String%)" tiptext="建立會封裝單一 HTTP 要求檔頭的新 URLRequestHeader 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLRequestHeader" id="Properties" name="屬性" tiptext="URLRequestHeader 類別的屬性">

               <string helpurl="flash.net:URLRequestHeader:name" name="name" object="[flash.net.URLRequestHeader]" playername="" text=".name" tiptext="HTTP 要求檔頭名稱 (如 Content-Type 或 SOAPAction)。" version=""/>

               <string helpurl="flash.net:URLRequestHeader:value" name="value" object="[flash.net.URLRequestHeader]" playername="" text=".value" tiptext="與名稱屬性相關聯的值 (如 text/plain)。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLRequestMethod" id="[flash.net.URLRequestMethod]" index="true" name="URLRequestMethod" sort="true" tiptext="URLRequestMethod 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。">

            <folder helpurl="flash.net:URLRequestMethod" id="Properties" name="屬性" tiptext="URLRequestMethod 類別的屬性">

               <string constant="true" helpurl="flash.net:URLRequestMethod:GET" name="GET" object="[flash.net.URLRequestMethod]" playername="" text="URLRequestMethod.GET" tiptext="指定 URLRequest 物件為 GET。" version=""/>

               <string constant="true" helpurl="flash.net:URLRequestMethod:POST" name="POST" object="[flash.net.URLRequestMethod]" playername="" text="URLRequestMethod.POST" tiptext="指定 URLRequest 物件為 POST。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:URLStream" id="[flash.net.URLStream]" index="true" name="URLStream" sort="true" tiptext="URLStream 類別會提供對於下載 URL 的低階存取。">

            <folder helpurl="flash.net:URLStream" id="Methods" name="方法" tiptext="URLStream 類別的方法">

               <string helpurl="flash.net:URLStream:close" name="close" object="[flash.net.URLStream]" playername="" text=".close(%%):void" tiptext="立即關閉串流並取消下載作業。" version="4"/>

               <string helpurl="flash.net:URLStream:load" name="load" object="[flash.net.URLStream]" playername="" text=".load(%要求:flash.net:URLRequest%):void" tiptext="開始下載 request 參數中指定的 URL。" version="4"/>

               <string helpurl="flash.net:URLStream:readBoolean" name="readBoolean" object="[flash.net.URLStream]" playername="" text=".readBoolean(%%):Boolean" tiptext="從串流讀取 Boolean 值。" version="4"/>

               <string helpurl="flash.net:URLStream:readByte" name="readByte" object="[flash.net.URLStream]" playername="" text=".readByte(%%):int" tiptext="從串流讀取具有正負號的位元組。" version="4"/>

               <string helpurl="flash.net:URLStream:readBytes" name="readBytes" object="[flash.net.URLStream]" playername="" 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"/>

               <string helpurl="flash.net:URLStream:readDouble" name="readDouble" object="[flash.net.URLStream]" playername="" text=".readDouble(%%):Number" tiptext="從串流讀取 IEEE 754 雙精度浮點數。" version="4"/>

               <string helpurl="flash.net:URLStream:readFloat" name="readFloat" object="[flash.net.URLStream]" playername="" text=".readFloat(%%):Number" tiptext="從串流讀取 IEEE 754 單精度浮點數。" version="4"/>

               <string helpurl="flash.net:URLStream:readInt" name="readInt" object="[flash.net.URLStream]" playername="" text=".readInt(%%):int" tiptext="從串流讀取具有正負號的 32 位元整數。" version="4"/>

               <string helpurl="flash.net:URLStream:readMultiByte" name="readMultiByte" object="[flash.net.URLStream]" playername="" 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"/>

               <string helpurl="flash.net:URLStream:readObject" name="readObject" object="[flash.net.URLStream]" playername="" text=".readObject(%%)" tiptext="從通訊端讀取物件，以 Action Message Format (AMF) 編碼。" version="4"/>

               <string helpurl="flash.net:URLStream:readShort" name="readShort" object="[flash.net.URLStream]" playername="" text=".readShort(%%):int" tiptext="從串流讀取具有正負號的 16 位元整數。" version="4"/>

               <string helpurl="flash.net:URLStream:readUTFBytes" name="readUTFBytes" object="[flash.net.URLStream]" playername="" 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"/>

               <string helpurl="flash.net:URLStream:readUTF" name="readUTF" object="[flash.net.URLStream]" playername="" text=".readUTF(%%):String" tiptext="從串流讀取 UTF-8 字串。" version="4"/>

               <string helpurl="flash.net:URLStream:readUnsignedByte" name="readUnsignedByte" object="[flash.net.URLStream]" playername="" text=".readUnsignedByte(%%):uint" tiptext="從串流讀取無正負號的位元組。" version="4"/>

               <string helpurl="flash.net:URLStream:readUnsignedInt" name="readUnsignedInt" object="[flash.net.URLStream]" playername="" text=".readUnsignedInt(%%):uint" tiptext="從串流讀取無正負號的 32 位元整數。" version="4"/>

               <string helpurl="flash.net:URLStream:readUnsignedShort" name="readUnsignedShort" object="[flash.net.URLStream]" playername="" text=".readUnsignedShort(%%):uint" tiptext="從串流讀取無正負號的 16 位元整數。" version="4"/>

            </folder>

            <folder helpurl="flash.net:URLStream" id="Properties" name="屬性" tiptext="URLStream 類別的屬性">

               <string helpurl="flash.net:URLStream:bytesAvailable:get" name="bytesAvailable" object="[flash.net.URLStream]" playername="" text=".bytesAvailable" tiptext="傳回可在輸入緩衝區中讀取之資料的位元組數。" version=""/>

               <string helpurl="flash.net:URLStream:connected:get" name="connected" object="[flash.net.URLStream]" playername="" text=".connected" tiptext="指出此 URLStream 物件目前是否已連線。" version=""/>

               <string helpurl="flash.net:URLStream:endian:get" name="endian" object="[flash.net.URLStream]" playername="" text=".endian" tiptext="表示資料的位元組順序。" version=""/>

               <string helpurl="flash.net:URLStream:objectEncoding:get" name="objectEncoding" object="[flash.net.URLStream]" playername="" text=".objectEncoding" tiptext="控制寫入或讀取物件時使用的 Action Message Format (AMF) 版本。" version=""/>

            </folder>

            <folder helpurl="flash.net:URLStream" id="Events" name="事件" tiptext="URLStream 類別的事件">

               <string helpurl="flash.net:URLStream_flash.events.ProgressEvent.PROGRESS_progress" name="progress" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.Event.OPEN_open" name="open" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" name="httpResponseStatus" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" name="httpStatus" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.URLStream]" playername="" 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=""/>

               <string helpurl="flash.net:URLStream_flash.events.Event.COMPLETE_complete" name="complete" object="[flash.net.URLStream]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.net:URLVariables" id="[flash.net.URLVariables]" index="true" name="URLVariables" sort="true" tiptext="URLVariables 類別可讓您在應用程式和伺服器之間傳輸變數。">

            <folder helpurl="flash.net:URLVariables" id="Methods" name="方法" tiptext="URLVariables 類別的方法">

               <string constructor="true" helpurl="flash.net:URLVariables:URLVariables" name="URLVariables" object="[flash.net.URLVariables]" playername="" text="new URLVariables(%[來源:String=null]%)" tiptext="建立新的 URLVariables 物件。" version="4"/>

               <string helpurl="flash.net:URLVariables:decode" name="decode" object="[flash.net.URLVariables]" playername="" 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"/>

               <string helpurl="flash.net:URLVariables:toString" name="toString" object="[flash.net.URLVariables]" playername="" 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"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.net:XMLSocket" id="[flash.net.XMLSocket]" index="true" name="XMLSocket" sort="true" 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。">

            <folder helpurl="flash.net:XMLSocket" id="Methods" name="方法" tiptext="XMLSocket 類別的方法">

               <string constructor="true" helpurl="flash.net:XMLSocket:XMLSocket" name="XMLSocket" object="[flash.net.XMLSocket]" playername="" text="new XMLSocket(%[主機:String=null,連接埠:int=0]%):void" tiptext="建立新的 XMLSocket 物件。" version="4"/>

               <string helpurl="flash.net:XMLSocket:close" name="close" object="[flash.net.XMLSocket]" playername="" text=".close(%%):void" tiptext="關閉 XMLSocket 物件所指定的連線。" version="4"/>

               <string helpurl="flash.net:XMLSocket:connect" name="connect" object="[flash.net.XMLSocket]" playername="" 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"/>

               <string helpurl="flash.net:XMLSocket:send" name="send" object="[flash.net.XMLSocket]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.net:XMLSocket" id="Properties" name="屬性" tiptext="XMLSocket 類別的屬性">

               <string helpurl="flash.net:XMLSocket:connected:get" name="connected" object="[flash.net.XMLSocket]" playername="" text=".connected" tiptext="指出此 XMLSocket 物件目前是否已連線。" version=""/>

               <string helpurl="flash.net:XMLSocket:timeout:get" name="timeout" object="[flash.net.XMLSocket]" playername="" text=".timeout" tiptext="指出等待連線的毫秒數。" version=""/>

            </folder>

            <folder helpurl="flash.net:XMLSocket" id="Events" name="事件" tiptext="XMLSocket 類別的事件">

               <string helpurl="flash.net:XMLSocket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" name="securityError" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.IOErrorEvent.IO_ERROR_ioError" name="ioError" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.DataEvent.DATA_data" name="data" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.Event.CONNECT_connect" name="connect" object="[flash.net.XMLSocket]" playername="" 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=""/>

               <string helpurl="flash.net:XMLSocket_flash.events.Event.CLOSE_close" name="close" object="[flash.net.XMLSocket]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.sensors" id="flash.sensors" name="flash.sensors" sort="true" tiptext="flash.sensors 套件的類別">

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.sensors:Accelerometer" id="[flash.sensors.Accelerometer]" index="true" name="Accelerometer" sort="true" 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。">

            <folder helpurl="flash.sensors:Accelerometer" id="Methods" name="方法" tiptext="Accelerometer 類別的方法">

               <string constructor="true" helpurl="flash.sensors:Accelerometer:Accelerometer" name="Accelerometer" object="[flash.sensors.Accelerometer]" playername="" text="new Accelerometer(%%)" tiptext="會建立新的 Accelerometer 實體。" version="4"/>

               <string helpurl="flash.sensors:Accelerometer:setRequestedUpdateInterval" name="setRequestedUpdateInterval" object="[flash.sensors.Accelerometer]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.sensors:Accelerometer" id="Properties" name="屬性" tiptext="Accelerometer 類別的屬性">

               <string helpurl="flash.sensors:Accelerometer:isSupported:get" name="isSupported" object="[flash.sensors.Accelerometer]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.sensors:Accelerometer" id="Events" name="事件" tiptext="Accelerometer 類別的事件">

               <string helpurl="flash.sensors:Accelerometer_flash.events.AccelerometerEvent.UPDATE_update" name="update" object="[flash.sensors.Accelerometer]" playername="" text=".addEventListener(%類型:String=AccelerometerEvent.UPDATE{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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.sensors:Geolocation" id="[flash.sensors.Geolocation]" index="true" name="Geolocation" sort="true" tiptext="Geolocation 類別會傳送事件以回應裝置的位置感應器。">

            <folder helpurl="flash.sensors:Geolocation" id="Methods" name="方法" tiptext="Geolocation 類別的方法">

               <string constructor="true" helpurl="flash.sensors:Geolocation:Geolocation" name="Geolocation" object="[flash.sensors.Geolocation]" playername="" text="new Geolocation(%%)" tiptext="會建立新的 Geolocation 實體。" version="4"/>

               <string helpurl="flash.sensors:Geolocation:setRequestedUpdateInterval" name="setRequestedUpdateInterval" object="[flash.sensors.Geolocation]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.sensors:Geolocation" id="Properties" name="屬性" tiptext="Geolocation 類別的屬性">

               <string helpurl="flash.sensors:Geolocation:isSupported:get" name="isSupported" object="[flash.sensors.Geolocation]" playername="" text=".isSupported" tiptext="裝置可以使用位置感應器 (true)；否則為 false。" version=""/>

            </folder>

            <folder helpurl="flash.sensors:Geolocation" id="Events" name="事件" tiptext="Geolocation 類別的事件">

               <string helpurl="flash.sensors:Geolocation__status" name="status" object="[flash.sensors.Geolocation]" playername="" text=".addEventListener(%類型:String=StatusEvent.StatusEvent{StatusEvent.StatusEvent,GeolocationEvent.GeolocationEvent},偵聽程式: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=""/>

               <string helpurl="flash.sensors:Geolocation__update" name="update" object="[flash.sensors.Geolocation]" playername="" text=".addEventListener(%類型:String=GeolocationEvent.GeolocationEvent{StatusEvent.StatusEvent,GeolocationEvent.GeolocationEvent},偵聽程式: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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.system" id="flash.system" name="flash.system" sort="true" tiptext="flash.system 套件的類別">

         <folder asAncestors="Object" helpurl="flash.system:ApplicationDomain" id="[flash.system.ApplicationDomain]" index="true" name="ApplicationDomain" sort="true" tiptext="ApplicationDomain 類別是分離之類別定義群組的容器。">

            <folder helpurl="flash.system:ApplicationDomain" id="Methods" name="方法" tiptext="ApplicationDomain 類別的方法">

               <string constructor="true" helpurl="flash.system:ApplicationDomain:ApplicationDomain" name="ApplicationDomain" object="[flash.system.ApplicationDomain]" playername="" text="new ApplicationDomain(%[父網域:flash.system:ApplicationDomain=null]%)" tiptext="建立新的應用程式網域。" version="4"/>

               <string helpurl="flash.system:ApplicationDomain:getDefinition" name="getDefinition" object="[flash.system.ApplicationDomain]" playername="" 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"/>

               <string helpurl="flash.system:ApplicationDomain:hasDefinition" name="hasDefinition" object="[flash.system.ApplicationDomain]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.system:ApplicationDomain" id="Properties" name="屬性" tiptext="ApplicationDomain 類別的屬性">

               <string helpurl="flash.system:ApplicationDomain:MIN_DOMAIN_MEMORY_LENGTH:get" name="MIN_DOMAIN_MEMORY_LENGTH" object="[flash.system.ApplicationDomain]" playername="" text=".MIN_DOMAIN_MEMORY_LENGTH" tiptext="取得用做 ApplicationDomain.domainMemory 所需的最小記憶體物件長度。" version=""/>

               <string helpurl="flash.system:ApplicationDomain:currentDomain:get" name="currentDomain" object="[flash.system.ApplicationDomain]" playername="" 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=""/>

               <string helpurl="flash.system:ApplicationDomain:domainMemory:get" name="domainMemory" object="[flash.system.ApplicationDomain]" playername="" 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=""/>

               <string helpurl="flash.system:ApplicationDomain:parentDomain:get" name="parentDomain" object="[flash.system.ApplicationDomain]" playername="" text=".parentDomain" tiptext="取得此應用程式網域的父網域。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:Capabilities" id="[flash.system.Capabilities]" index="true" name="Capabilities" sort="true" 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。">

            <folder helpurl="flash.system:Capabilities" id="Properties" name="屬性" tiptext="Capabilities 類別的屬性">

               <string helpurl="flash.system:Capabilities:avHardwareDisable:get" name="avHardwareDisable" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasAccessibility:get" name="hasAccessibility" object="[flash.system.Capabilities]" playername="" text=".hasAccessibility" tiptext="指定系統是 (true) 否 (false) 支援與輔助功能工具的通訊。" version=""/>

               <string helpurl="flash.system:Capabilities:hasAudioEncoder:get" name="hasAudioEncoder" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasAudio:get" name="hasAudio" object="[flash.system.Capabilities]" playername="" text=".hasAudio" tiptext="指定系統是否擁有音效功能。" version=""/>

               <string helpurl="flash.system:Capabilities:hasEmbeddedVideo:get" name="hasEmbeddedVideo" object="[flash.system.Capabilities]" playername="" text=".hasEmbeddedVideo" tiptext="指定系統是 (true) 否 (false) 支援內嵌視訊。" version=""/>

               <string helpurl="flash.system:Capabilities:hasIME:get" name="hasIME" object="[flash.system.Capabilities]" playername="" text=".hasIME" tiptext="指定系統是 (true) 否 (false) 安裝輸入法編輯器 (IME)。" version=""/>

               <string helpurl="flash.system:Capabilities:hasMP3:get" name="hasMP3" object="[flash.system.Capabilities]" playername="" text=".hasMP3" tiptext="指定系統是 (true) 否 (false) 具有 MP3 解碼器。" version=""/>

               <string helpurl="flash.system:Capabilities:hasPrinting:get" name="hasPrinting" object="[flash.system.Capabilities]" playername="" text=".hasPrinting" tiptext="指定系統是 (true) 否 (false) 支援列印。" version=""/>

               <string helpurl="flash.system:Capabilities:hasScreenBroadcast:get" name="hasScreenBroadcast" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasScreenPlayback:get" name="hasScreenPlayback" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:hasStreamingAudio:get" name="hasStreamingAudio" object="[flash.system.Capabilities]" playername="" text=".hasStreamingAudio" tiptext="指定系統是 (true) 否 (false) 可以播放串流音效。" version=""/>

               <string helpurl="flash.system:Capabilities:hasStreamingVideo:get" name="hasStreamingVideo" object="[flash.system.Capabilities]" playername="" text=".hasStreamingVideo" tiptext="指定系統是 (true) 否 (false) 可以播放串流視訊。" version=""/>

               <string helpurl="flash.system:Capabilities:hasTLS:get" name="hasTLS" object="[flash.system.Capabilities]" playername="" text=".hasTLS" tiptext="指定系統是 (true) 否 (false) 支援透過 NetConnection 之原生 SSL 通訊端。" version=""/>

               <string helpurl="flash.system:Capabilities:hasVideoEncoder:get" name="hasVideoEncoder" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:isDebugger:get" name="isDebugger" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:isEmbeddedInAcrobat:get" name="isEmbeddedInAcrobat" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:language:get" name="language" object="[flash.system.Capabilities]" playername="" text=".language" tiptext="指定執行內容之系統的語言碼。" version=""/>

               <string helpurl="flash.system:Capabilities:localFileReadDisable:get" name="localFileReadDisable" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:manufacturer:get" name="manufacturer" object="[flash.system.Capabilities]" playername="" 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=""/>

               <string helpurl="flash.system:Capabilities:maxLevelIDC:get" name="maxLevelIDC" object="[flash.system.Capabilities]" playername="" text=".maxLevelIDC" tiptext="擷取用戶端硬體可支援的最高 H.264 等級 IDC。" version=""/>

               <string helpurl="flash.system:Capabilities:os:get" name="os" object="[flash.system.Capabilities]" playername="" text=".os" tiptext="指定目前的作業系統。" version=""/>

               <string helpurl="flash.system:Capabilities:pixelAspectRatio:get" name="pixelAspectRatio" object="[flash.system.Capabilities]" playername="" text=".pixelAspectRatio" tiptext="指定螢幕的像素比例。" version=""/>

               <string helpurl="flash.system:Capabilities:playerType:get" name="playerType" object="[flash.system.Capabilities]" playername="" text=".playerType" tiptext="指定執行階段環境的類型。" version=""/>

               <string helpurl="flash.system:Capabilities:screenColor:get" name="screenColor" object="[flash.system.Capabilities]" playername="" text=".screenColor" tiptext="指定螢幕顏色。" version=""/>

               <string helpurl="flash.system:Capabilities:screenDPI:get" name="screenDPI" object="[flash.system.Capabilities]" playername="" text=".screenDPI" tiptext="指定螢幕解析度的每吋點數 (dpi)，以像素為單位。" version=""/>

               <string helpurl="flash.system:Capabilities:screenResolutionX:get" name="screenResolutionX" object="[flash.system.Capabilities]" playername="" text=".screenResolutionX" tiptext="指定螢幕的最大水平解析度。" version=""/>

               <string helpurl="flash.system:Capabilities:screenResolutionY:get" name="screenResolutionY" object="[flash.system.Capabilities]" playername="" text=".screenResolutionY" tiptext="指定螢幕的最大垂直解析度。" version=""/>

               <string helpurl="flash.system:Capabilities:serverString:get" name="serverString" object="[flash.system.Capabilities]" playername="" text=".serverString" tiptext="URL 編碼的字串，會指定每個 Capabilities 屬性的值。" version=""/>

               <string helpurl="flash.system:Capabilities:touchscreenType:get" name="touchscreenType" object="[flash.system.Capabilities]" playername="" text=".touchscreenType" tiptext="指定支援的觸控螢幕類型 (如果有的話)。" version=""/>

               <string helpurl="flash.system:Capabilities:version:get" name="version" object="[flash.system.Capabilities]" playername="" text=".version" tiptext="指定 Flash Player 或 Adobe&amp;#xAE; AIR&amp;#xAE; 平台和版本資訊。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.system:LoaderContext,Object" helpurl="flash.system:JPEGLoaderContext" id="[flash.system.JPEGLoaderContext]" index="true" name="JPEGLoaderContext" sort="true" tiptext="JPEGLoaderContext 類別包含的屬性可在載入 JPEG 影像時，啟用消除馬賽克濾鏡。">

            <folder helpurl="flash.system:JPEGLoaderContext" id="Methods" name="方法" tiptext="JPEGLoaderContext 類別的方法">

               <string constructor="true" helpurl="flash.system:JPEGLoaderContext:JPEGLoaderContext" name="JPEGLoaderContext" object="[flash.system.JPEGLoaderContext]" playername="" 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]%)" tiptext="以指定之設定建立新的 JPEGLoaderContext 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.system:JPEGLoaderContext" id="Properties" name="屬性" tiptext="JPEGLoaderContext 類別的屬性">

               <string helpurl="flash.system:JPEGLoaderContext:deblockingFilter" name="deblockingFilter" object="[flash.system.JPEGLoaderContext]" playername="" text=".deblockingFilter" tiptext="指定消除馬賽克濾鏡的強度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:LoaderContext" id="[flash.system.LoaderContext]" index="true" name="LoaderContext" sort="true" 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。">

            <folder helpurl="flash.system:LoaderContext" id="Methods" name="方法" tiptext="LoaderContext 類別的方法">

               <string constructor="true" helpurl="flash.system:LoaderContext:LoaderContext" name="LoaderContext" object="[flash.system.LoaderContext]" playername="" 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]%)" tiptext="以指定之設定建立新的 LoaderContext 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.system:LoaderContext" id="Properties" name="屬性" tiptext="LoaderContext 類別的屬性">

               <string helpurl="flash.system:LoaderContext:allowLoadBytesCodeExecution" name="allowLoadBytesCodeExecution" object="[flash.system.LoaderContext]" playername="" text=".allowLoadBytesCodeExecution" tiptext="指定您是否可以使用 Loader物件的 loadBytes() 方法，利用執行碼 (例如 SWF 檔案) 來載入內容。" version=""/>

               <string helpurl="flash.system:LoaderContext:applicationDomain" name="applicationDomain" object="[flash.system.LoaderContext]" playername="" text=".applicationDomain" tiptext="指定要用於 Loader.load() 或 Loader.loadBytes() 方法的應用程式網域。" version=""/>

               <string helpurl="flash.system:LoaderContext:checkPolicyFile" name="checkPolicyFile" object="[flash.system.LoaderContext]" playername="" 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=""/>

               <string helpurl="flash.system:LoaderContext:securityDomain" name="securityDomain" object="[flash.system.LoaderContext]" playername="" text=".securityDomain" tiptext="指定要用於 Loader.load() 作業的安全性網域。" version=""/>

            </folder>

         </folder>

         <folder helpurl="flash.system" id="Methods" name="方法" tiptext="flash.system 套件的方法">

            <string helpurl="flash.system:fscommand" name="fscommand" playername="" 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"/>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:Security" id="[flash.system.Security]" index="true" name="Security" sort="true" 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。">

            <folder helpurl="flash.system:Security" id="Methods" name="方法" tiptext="Security 類別的方法">

               <string helpurl="flash.system:Security:allowDomain" name="allowDomain" object="[flash.system.Security]" playername="" static="true" text="Security.allowDomain(%網域:長度不定的引數%):void" tiptext="可讓 SWF 檔和 HTML 檔存取呼叫之 SWF 檔中的物件和變數。" version="4"/>

               <string helpurl="flash.system:Security:allowInsecureDomain" name="allowInsecureDomain" object="[flash.system.Security]" playername="" static="true" text="Security.allowInsecureDomain(%網域:長度不定的引數%):void" 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"/>

               <string helpurl="flash.system:Security:loadPolicyFile" name="loadPolicyFile" object="[flash.system.Security]" playername="" static="true" text="Security.loadPolicyFile(%URL:String%):void" tiptext="在 url 參數指定的位置尋找原則檔案。" version="4"/>

               <string helpurl="flash.system:Security:showSettings" name="showSettings" object="[flash.system.Security]" playername="" static="true" text="Security.showSettings(%[面板:String=default]%):void" tiptext="在 Flash Player 中顯示「安全性設定」面板。" version="4"/>

            </folder>

            <folder helpurl="flash.system:Security" id="Properties" name="屬性" tiptext="Security 類別的屬性">

               <string constant="true" helpurl="flash.system:Security:APPLICATION" name="APPLICATION" object="[flash.system.Security]" playername="" text="Security.APPLICATION" 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=""/>

               <string constant="true" helpurl="flash.system:Security:LOCAL_TRUSTED" name="LOCAL_TRUSTED" object="[flash.system.Security]" playername="" text="Security.LOCAL_TRUSTED" 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=""/>

               <string constant="true" helpurl="flash.system:Security:LOCAL_WITH_FILE" name="LOCAL_WITH_FILE" object="[flash.system.Security]" playername="" text="Security.LOCAL_WITH_FILE" tiptext="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=""/>

               <string constant="true" helpurl="flash.system:Security:LOCAL_WITH_NETWORK" name="LOCAL_WITH_NETWORK" object="[flash.system.Security]" playername="" text="Security.LOCAL_WITH_NETWORK" tiptext="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=""/>

               <string constant="true" helpurl="flash.system:Security:REMOTE" name="REMOTE" object="[flash.system.Security]" playername="" text="Security.REMOTE" 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=""/>

               <string helpurl="flash.system:Security:exactSettings:get" name="exactSettings" object="[flash.system.Security]" playername="" 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=""/>

               <string helpurl="flash.system:Security:sandboxType:get" name="sandboxType" object="[flash.system.Security]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:SecurityDomain" id="[flash.system.SecurityDomain]" index="true" name="SecurityDomain" sort="true" 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。">

            <folder helpurl="flash.system:SecurityDomain" id="Properties" name="屬性" tiptext="SecurityDomain 類別的屬性">

               <string helpurl="flash.system:SecurityDomain:currentDomain:get" name="currentDomain" object="[flash.system.SecurityDomain]" playername="" text=".currentDomain" tiptext="取得目前的安全性網域。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:SecurityPanel" id="[flash.system.SecurityPanel]" index="true" name="SecurityPanel" sort="true" 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。">

            <folder helpurl="flash.system:SecurityPanel" id="Properties" name="屬性" tiptext="SecurityPanel 類別的屬性">

               <string constant="true" helpurl="flash.system:SecurityPanel:CAMERA" name="CAMERA" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.CAMERA" tiptext="當傳遞至 Security.showSettings() 時，會顯示 Flash Player 設定中的「攝影機」面板。" version=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:DEFAULT" name="DEFAULT" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.DEFAULT" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:DISPLAY" name="DISPLAY" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.DISPLAY" tiptext="當傳遞至 Security.showSettings() 時，會顯示「Flash Player 設定」中的「顯示」面板。" version=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:LOCAL_STORAGE" name="LOCAL_STORAGE" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.LOCAL_STORAGE" tiptext="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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:MICROPHONE" name="MICROPHONE" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.MICROPHONE" tiptext="當傳遞至 Security.showSettings() 時，會顯示 Flash Player 設定中的「麥克風」面板。" version=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:PRIVACY" name="PRIVACY" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.PRIVACY" 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=""/>

               <string constant="true" helpurl="flash.system:SecurityPanel:SETTINGS_MANAGER" name="SETTINGS_MANAGER" object="[flash.system.SecurityPanel]" playername="" text="SecurityPanel.SETTINGS_MANAGER" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.system:System" id="[flash.system.System]" index="true" name="System" sort="true" tiptext="System 類別包含與本機設定及作業相關的屬性。">

            <folder helpurl="flash.system:System" id="Methods" name="方法" tiptext="System 類別的方法">

               <string helpurl="flash.system:System:gc" name="gc" object="[flash.system.System]" playername="" static="true" text="System.gc(%%):void" tiptext="強制進行記憶體回收程序。" version="4"/>

               <string helpurl="flash.system:System:pause" name="pause" object="[flash.system.System]" playername="" static="true" text="System.pause(%%):void" tiptext="暫停 Flash Player 或 AIR Debug Launcher (ADL)。" version="4"/>

               <string helpurl="flash.system:System:resume" name="resume" object="[flash.system.System]" playername="" static="true" text="System.resume(%%):void" tiptext="呼叫 System.pause() 之後繼續執行應用程式。" version="4"/>

            </folder>

            <folder helpurl="flash.system:System" id="Properties" name="屬性" tiptext="System 類別的屬性">

               <string helpurl="flash.system:System:ime:get" name="ime" object="[flash.system.System]" playername="" text=".ime" tiptext="目前安裝的系統 IME。" version=""/>

               <string helpurl="flash.system:System:totalMemory:get" name="totalMemory" object="[flash.system.System]" playername="" 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=""/>

               <string helpurl="flash.system:System:useCodePage:get" name="useCodePage" object="[flash.system.System]" playername="" text=".useCodePage" tiptext="Boolean 值，決定用來解譯外部文字檔的字碼頁。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.text" id="flash.text" name="flash.text" sort="true" tiptext="flash.text 套件的類別">

         <folder asAncestors="Object" helpurl="flash.text:Font" id="[flash.text.Font]" index="true" name="Font" sort="true" tiptext="Font 類別的用途為管理 SWF 檔中的嵌入字體。">

            <folder helpurl="flash.text:Font" id="Methods" name="方法" tiptext="Font 類別的方法">

               <string helpurl="flash.text:Font:enumerateFonts" name="enumerateFonts" object="[flash.text.Font]" playername="" static="true" text="Font.enumerateFonts(%[列舉裝置字體:Boolean=false]%):Array" tiptext="指定是否要提供目前可用內嵌字體的清單。" version="4"/>

               <string helpurl="flash.text:Font:hasGlyphs" name="hasGlyphs" object="[flash.text.Font]" playername="" 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"/>

               <string helpurl="flash.text:Font:registerFont" name="registerFont" object="[flash.text.Font]" playername="" static="true" text="Font.registerFont(%字體:Class%):void" tiptext="在全域字體清單中註冊字體類別。" version="4"/>

            </folder>

            <folder helpurl="flash.text:Font" id="Properties" name="屬性" tiptext="Font 類別的屬性">

               <string helpurl="flash.text:Font:fontName:get" name="fontName" object="[flash.text.Font]" playername="" text=".fontName" tiptext="內嵌字體的名稱。" version=""/>

               <string helpurl="flash.text:Font:fontStyle:get" name="fontStyle" object="[flash.text.Font]" playername="" text=".fontStyle" tiptext="字體的樣式。" version=""/>

               <string helpurl="flash.text:Font:fontType:get" name="fontType" object="[flash.text.Font]" playername="" text=".fontType" tiptext="字體的類型。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:FontType" id="[flash.text.FontType]" index="true" name="FontType" sort="true" 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。">

            <folder helpurl="flash.text:FontType" id="Properties" name="屬性" tiptext="FontType 類別的屬性">

               <string constant="true" helpurl="flash.text:FontType:DEVICE" name="DEVICE" object="[flash.text.FontType]" playername="" text="FontType.DEVICE" tiptext="指出這是裝置字體。" version=""/>

               <string constant="true" helpurl="flash.text:FontType:EMBEDDED_CFF" name="EMBEDDED_CFF" object="[flash.text.FontType]" playername="" text="FontType.EMBEDDED_CFF" tiptext="指出這是內嵌 CFF 字體。" version=""/>

               <string constant="true" helpurl="flash.text:FontType:EMBEDDED" name="EMBEDDED" object="[flash.text.FontType]" playername="" text="FontType.EMBEDDED" tiptext="指出這是內嵌字體。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.text:StaticText" id="[flash.text.StaticText]" index="true" name="StaticText" sort="true" tiptext="這個類別代表顯示清單中的 StaticText 物件。">

            <folder helpurl="flash.text:StaticText" id="Properties" name="屬性" tiptext="StaticText 類別的屬性">

               <string helpurl="flash.text:StaticText:text:get" name="text" object="[flash.text.StaticText]" playername="" text=".text" tiptext="傳回靜態文字欄位的目前文字。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.text:StyleSheet" id="[flash.text.StyleSheet]" index="true" name="StyleSheet" sort="true" 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。">

            <folder helpurl="flash.text:StyleSheet" id="Methods" name="方法" tiptext="StyleSheet 類別的方法">

               <string constructor="true" helpurl="flash.text:StyleSheet:StyleSheet" name="StyleSheet" object="[flash.text.StyleSheet]" playername="" text="new StyleSheet(%%)" tiptext="建立新的 StyleSheet 物件。" version="4"/>

               <string helpurl="flash.text:StyleSheet:clear" name="clear" object="[flash.text.StyleSheet]" playername="" text=".clear(%%):void" tiptext="從樣式表物件移除所有樣式。" version="4"/>

               <string helpurl="flash.text:StyleSheet:getStyle" name="getStyle" object="[flash.text.StyleSheet]" playername="" 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"/>

               <string helpurl="flash.text:StyleSheet:parseCSS" name="parseCSS" object="[flash.text.StyleSheet]" playername="" 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"/>

               <string helpurl="flash.text:StyleSheet:setStyle" name="setStyle" object="[flash.text.StyleSheet]" playername="" 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"/>

               <string helpurl="flash.text:StyleSheet:transform" name="transform" object="[flash.text.StyleSheet]" playername="" text=".transform(%格式物件:Object%):flash.text:TextFormat" tiptext="擴充 CSS 解析功能。" version="4"/>

            </folder>

            <folder helpurl="flash.text:StyleSheet" id="Properties" name="屬性" tiptext="StyleSheet 類別的屬性">

               <string helpurl="flash.text:StyleSheet:styleNames:get" name="styleNames" object="[flash.text.StyleSheet]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.text:TextField" id="[flash.text.TextField]" index="true" name="TextField" sort="true" tiptext="您可以使用 TextField 類別，建立用於顯示和輸入文字的顯示物件。">

            <folder helpurl="flash.text:TextField" id="Methods" name="方法" tiptext="TextField 類別的方法">

               <string constructor="true" helpurl="flash.text:TextField:TextField" name="TextField" object="[flash.text.TextField]" playername="" text="new TextField(%%)" tiptext="建立新的 TextField 實體。" version="4"/>

               <string helpurl="flash.text:TextField:appendText" name="appendText" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getCharBoundaries" name="getCharBoundaries" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getCharIndexAtPoint" name="getCharIndexAtPoint" object="[flash.text.TextField]" playername="" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="傳回字元的索引值 (從零開始)。" version="4"/>

               <string helpurl="flash.text:TextField:getFirstCharInParagraph" name="getFirstCharInParagraph" object="[flash.text.TextField]" playername="" text=".getFirstCharInParagraph(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="4"/>

               <string helpurl="flash.text:TextField:getImageReference" name="getImageReference" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getLineIndexAtPoint" name="getLineIndexAtPoint" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getLineIndexOfChar" name="getLineIndexOfChar" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getLineLength" name="getLineLength" object="[flash.text.TextField]" playername="" text=".getLineLength(%行索引:int%):int" tiptext="傳回特定文字行中的字元數。" version="4"/>

               <string helpurl="flash.text:TextField:getLineMetrics" name="getLineMetrics" object="[flash.text.TextField]" playername="" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="傳回關於指定之文字行的公制字資訊。" version="4"/>

               <string helpurl="flash.text:TextField:getLineOffset" name="getLineOffset" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:getLineText" name="getLineText" object="[flash.text.TextField]" playername="" text=".getLineText(%行索引:int%):String" tiptext="指定之字行所包含的文字字串。" version="4"/>

               <string helpurl="flash.text:TextField:getParagraphLength" name="getParagraphLength" object="[flash.text.TextField]" playername="" text=".getParagraphLength(%字元索引:int%):int" tiptext="字元的索引值 (從零開始)。" version="4"/>

               <string helpurl="flash.text:TextField:getTextFormat" name="getTextFormat" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:isFontCompatible" name="isFontCompatible" object="[flash.text.TextField]" playername="" static="true" text="TextField.isFontCompatible(%字體名稱:String,fontStyle: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 時，則傳回 true。" version="4"/>

               <string helpurl="flash.text:TextField:replaceSelectedText" name="replaceSelectedText" object="[flash.text.TextField]" playername="" text=".replaceSelectedText(%值:String%):void" tiptext="以值參數的內容取代目前的選取範圍。" version="4"/>

               <string helpurl="flash.text:TextField:replaceText" name="replaceText" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:setSelection" name="setSelection" object="[flash.text.TextField]" playername="" 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"/>

               <string helpurl="flash.text:TextField:setTextFormat" name="setTextFormat" object="[flash.text.TextField]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text:TextField" id="Properties" name="屬性" tiptext="TextField 類別的屬性">

               <string helpurl="flash.text:TextField:alwaysShowSelection:get" name="alwaysShowSelection" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:autoSize:get" name="autoSize" object="[flash.text.TextField]" playername="" text=".autoSize" tiptext="控制文字欄位的自動調整大小和對齊方式。" version=""/>

               <string helpurl="flash.text:TextField:backgroundColor:get" name="backgroundColor" object="[flash.text.TextField]" playername="" text=".backgroundColor" tiptext="文字欄位背景的顏色。" version=""/>

               <string helpurl="flash.text:TextField:background:get" name="background" object="[flash.text.TextField]" playername="" text=".background" tiptext="指定文字欄位是否具有背景填色。" version=""/>

               <string helpurl="flash.text:TextField:borderColor:get" name="borderColor" object="[flash.text.TextField]" playername="" text=".borderColor" tiptext="文字欄位邊框的顏色。" version=""/>

               <string helpurl="flash.text:TextField:border:get" name="border" object="[flash.text.TextField]" playername="" text=".border" tiptext="指定文字欄位是否具有邊框。" version=""/>

               <string helpurl="flash.text:TextField:bottomScrollV:get" name="bottomScrollV" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:caretIndex:get" name="caretIndex" object="[flash.text.TextField]" playername="" text=".caretIndex" tiptext="插入點 (跳脫字元) 位置的索引。" version=""/>

               <string helpurl="flash.text:TextField:condenseWhite:get" name="condenseWhite" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:defaultTextFormat:get" name="defaultTextFormat" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:displayAsPassword:get" name="displayAsPassword" object="[flash.text.TextField]" playername="" text=".displayAsPassword" tiptext="指定文字欄位是否為密碼文字欄位。" version=""/>

               <string helpurl="flash.text:TextField:embedFonts:get" name="embedFonts" object="[flash.text.TextField]" playername="" text=".embedFonts" tiptext="會指定是否要使用內嵌的字體外框顯示。" version=""/>

               <string helpurl="flash.text:TextField:htmlText:get" name="htmlText" object="[flash.text.TextField]" playername="" text=".htmlText" tiptext="包含 HTML 表示形式的文字欄位內容。" version=""/>

               <string helpurl="flash.text:TextField:length:get" name="length" object="[flash.text.TextField]" playername="" text=".length" tiptext="文字欄位中的字元數。" version=""/>

               <string helpurl="flash.text:TextField:maxChars:get" name="maxChars" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:maxScrollH:get" name="maxScrollH" object="[flash.text.TextField]" playername="" text=".maxScrollH" tiptext="scrollH 的最大值。" version=""/>

               <string helpurl="flash.text:TextField:maxScrollV:get" name="maxScrollV" object="[flash.text.TextField]" playername="" text=".maxScrollV" tiptext="scrollV 的最大值。" version=""/>

               <string helpurl="flash.text:TextField:multiline:get" name="multiline" object="[flash.text.TextField]" playername="" text=".multiline" tiptext="指出欄位是否為多行文字欄位。" version=""/>

               <string helpurl="flash.text:TextField:numLines:get" name="numLines" object="[flash.text.TextField]" playername="" text=".numLines" tiptext="定義多行文字欄位中的文字行數。" version=""/>

               <string helpurl="flash.text:TextField:restrict:get" name="restrict" object="[flash.text.TextField]" playername="" text=".restrict" tiptext="指出使用者能夠輸入文字欄位中的字元組。" version=""/>

               <string helpurl="flash.text:TextField:scrollH:get" name="scrollH" object="[flash.text.TextField]" playername="" text=".scrollH" tiptext="目前的水平捲動位置。" version=""/>

               <string helpurl="flash.text:TextField:scrollV:get" name="scrollV" object="[flash.text.TextField]" playername="" text=".scrollV" tiptext="文字欄位中文字的垂直位置。" version=""/>

               <string helpurl="flash.text:TextField:selectable:get" name="selectable" object="[flash.text.TextField]" playername="" text=".selectable" tiptext="指出文字欄位是否可選取的 Boolean。" version=""/>

               <string helpurl="flash.text:TextField:selectionBeginIndex:get" name="selectionBeginIndex" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:selectionEndIndex:get" name="selectionEndIndex" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField:styleSheet:get" name="styleSheet" object="[flash.text.TextField]" playername="" text=".styleSheet" tiptext="將樣式表附加至文字欄位。" version=""/>

               <string helpurl="flash.text:TextField:textColor:get" name="textColor" object="[flash.text.TextField]" playername="" text=".textColor" tiptext="文字欄位中文字的顏色，以十六進位格式表示。" version=""/>

               <string helpurl="flash.text:TextField:textHeight:get" name="textHeight" object="[flash.text.TextField]" playername="" text=".textHeight" tiptext="文字的高度，以像素為單位。" version=""/>

               <string helpurl="flash.text:TextField:textWidth:get" name="textWidth" object="[flash.text.TextField]" playername="" text=".textWidth" tiptext="文字的寬度，以像素為單位。" version=""/>

               <string helpurl="flash.text:TextField:text:get" name="text" object="[flash.text.TextField]" playername="" text=".text" tiptext="做為文字欄位中目前文字的字串。" version=""/>

               <string helpurl="flash.text:TextField:type:get" name="type" object="[flash.text.TextField]" playername="" text=".type" tiptext="文字欄位的類型。" version=""/>

               <string helpurl="flash.text:TextField:wordWrap:get" name="wordWrap" object="[flash.text.TextField]" playername="" text=".wordWrap" tiptext="指出文字欄位是否具有文字換行功能的 Boolean 值。" version=""/>

            </folder>

            <folder helpurl="flash.text:TextField" id="Events" name="事件" tiptext="TextField 類別的事件">

               <string helpurl="flash.text:TextField_flash.events.TextEvent.TEXT_INPUT_textInput" name="textInput" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField_flash.events.Event.SCROLL_scroll" name="scroll" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField_flash.events.TextEvent.LINK_link" name="link" object="[flash.text.TextField]" playername="" 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=""/>

               <string helpurl="flash.text:TextField_flash.events.Event.CHANGE_change" name="change" object="[flash.text.TextField]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFieldAutoSize" id="[flash.text.TextFieldAutoSize]" index="true" name="TextFieldAutoSize" sort="true" tiptext="TextFieldAutoSize 類別是常數值的列舉，用於設定 TextField 類別的 autoSize 屬性。">

            <folder helpurl="flash.text:TextFieldAutoSize" id="Properties" name="屬性" tiptext="TextFieldAutoSize 類別的屬性">

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:CENTER" name="CENTER" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.CENTER" tiptext="指定會將文字視為置中對齊的文字。" version=""/>

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:LEFT" name="LEFT" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.LEFT" 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=""/>

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:NONE" name="NONE" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.NONE" tiptext="指定不發生調整大小的行為。" version=""/>

               <string constant="true" helpurl="flash.text:TextFieldAutoSize:RIGHT" name="RIGHT" object="[flash.text.TextFieldAutoSize]" playername="" text="TextFieldAutoSize.RIGHT" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFieldType" id="[flash.text.TextFieldType]" index="true" name="TextFieldType" sort="true" tiptext="TextFieldType 類別是常數值的列舉，用於設定 TextField 類別的 type 屬性。">

            <folder helpurl="flash.text:TextFieldType" id="Properties" name="屬性" tiptext="TextFieldType 類別的屬性">

               <string constant="true" helpurl="flash.text:TextFieldType:DYNAMIC" name="DYNAMIC" object="[flash.text.TextFieldType]" playername="" text="TextFieldType.DYNAMIC" tiptext="用於指定 dynamic TextField。" version=""/>

               <string constant="true" helpurl="flash.text:TextFieldType:INPUT" name="INPUT" object="[flash.text.TextFieldType]" playername="" text="TextFieldType.INPUT" tiptext="用於指定 input TextField。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFormat" id="[flash.text.TextFormat]" index="true" name="TextFormat" sort="true" tiptext="TextFormat 類別表示字元的格式資訊。">

            <folder helpurl="flash.text:TextFormat" id="Methods" name="方法" tiptext="TextFormat 類別的方法">

               <string constructor="true" helpurl="flash.text:TextFormat:TextFormat" name="TextFormat" object="[flash.text.TextFormat]" playername="" 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]%)" tiptext="建立含有指定屬性的 TextFormat 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.text:TextFormat" id="Properties" name="屬性" tiptext="TextFormat 類別的屬性">

               <string helpurl="flash.text:TextFormat:align:get" name="align" object="[flash.text.TextFormat]" playername="" text=".align" tiptext="指出段落的對齊方式。" version=""/>

               <string helpurl="flash.text:TextFormat:blockIndent:get" name="blockIndent" object="[flash.text.TextFormat]" playername="" text=".blockIndent" tiptext="指出區塊縮排，以像素為單位。" version=""/>

               <string helpurl="flash.text:TextFormat:bold:get" name="bold" object="[flash.text.TextFormat]" playername="" text=".bold" tiptext="指定文字是否為粗體。" version=""/>

               <string helpurl="flash.text:TextFormat:bullet:get" name="bullet" object="[flash.text.TextFormat]" playername="" text=".bullet" tiptext="指出文字是項目清單的一部分。" version=""/>

               <string helpurl="flash.text:TextFormat:color:get" name="color" object="[flash.text.TextFormat]" playername="" text=".color" tiptext="指出文字的顏色。" version=""/>

               <string helpurl="flash.text:TextFormat:font:get" name="font" object="[flash.text.TextFormat]" playername="" text=".font" tiptext="這個文字格式的文字字體名稱，以字串表示。" version=""/>

               <string helpurl="flash.text:TextFormat:indent:get" name="indent" object="[flash.text.TextFormat]" playername="" text=".indent" tiptext="指出段落中從左方邊界到第一個字元的縮排。" version=""/>

               <string helpurl="flash.text:TextFormat:italic:get" name="italic" object="[flash.text.TextFormat]" playername="" text=".italic" tiptext="指出在此文字格式中的文字是否為斜體。" version=""/>

               <string helpurl="flash.text:TextFormat:leading:get" name="leading" object="[flash.text.TextFormat]" playername="" text=".leading" tiptext="整數，表示行與行之間垂直空間 (稱為「行距」) 的量。" version=""/>

               <string helpurl="flash.text:TextFormat:leftMargin:get" name="leftMargin" object="[flash.text.TextFormat]" playername="" text=".leftMargin" tiptext="段落的左方邊界，以像素為單位。" version=""/>

               <string helpurl="flash.text:TextFormat:rightMargin:get" name="rightMargin" object="[flash.text.TextFormat]" playername="" text=".rightMargin" tiptext="段落的右方邊界，以像素為單位。" version=""/>

               <string helpurl="flash.text:TextFormat:size:get" name="size" object="[flash.text.TextFormat]" playername="" text=".size" tiptext="這種文字格式的文字大小 (像素)。" version=""/>

               <string helpurl="flash.text:TextFormat:tabStops:get" name="tabStops" object="[flash.text.TextFormat]" playername="" text=".tabStops" tiptext="指定自訂定位停駐點為非負值整數的陣列。" version=""/>

               <string helpurl="flash.text:TextFormat:target:get" name="target" object="[flash.text.TextFormat]" playername="" text=".target" tiptext="指出顯示超連結的目標視窗。" version=""/>

               <string helpurl="flash.text:TextFormat:underline:get" name="underline" object="[flash.text.TextFormat]" playername="" 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=""/>

               <string helpurl="flash.text:TextFormat:url:get" name="url" object="[flash.text.TextFormat]" playername="" text=".url" tiptext="指出此文字格式中之文字的目標 URL。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextFormatAlign" id="[flash.text.TextFormatAlign]" index="true" name="TextFormatAlign" sort="true" tiptext="TextFormatAlign 類別能提供 TextFormat 類別中文字對齊設定的值。">

            <folder helpurl="flash.text:TextFormatAlign" id="Properties" name="屬性" tiptext="TextFormatAlign 類別的屬性">

               <string constant="true" helpurl="flash.text:TextFormatAlign:CENTER" name="CENTER" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.CENTER" tiptext="常數，讓文字欄位內的文字置中對齊。" version=""/>

               <string constant="true" helpurl="flash.text:TextFormatAlign:JUSTIFY" name="JUSTIFY" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.JUSTIFY" tiptext="常數，對齊文字欄位內的文字。" version=""/>

               <string constant="true" helpurl="flash.text:TextFormatAlign:LEFT" name="LEFT" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.LEFT" tiptext="常數，讓文字欄位內的文字靠左對齊。" version=""/>

               <string constant="true" helpurl="flash.text:TextFormatAlign:RIGHT" name="RIGHT" object="[flash.text.TextFormatAlign]" playername="" text="TextFormatAlign.RIGHT" tiptext="常數，讓文字欄位內的文字靠右對齊。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextLineMetrics" id="[flash.text.TextLineMetrics]" index="true" name="TextLineMetrics" sort="true" 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。">

            <folder helpurl="flash.text:TextLineMetrics" id="Methods" name="方法" tiptext="TextLineMetrics 類別的方法">

               <string constructor="true" helpurl="flash.text:TextLineMetrics:TextLineMetrics" name="TextLineMetrics" object="[flash.text.TextLineMetrics]" playername="" text="new TextLineMetrics(%x:Number,寬度:Number,高度:Number,上緣:Number,下緣:Number,間距:Number%)" 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"/>

            </folder>

            <folder helpurl="flash.text:TextLineMetrics" id="Properties" name="屬性" tiptext="TextLineMetrics 類別的屬性">

               <string helpurl="flash.text:TextLineMetrics:ascent" name="ascent" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:descent" name="descent" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:height" name="height" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:leading" name="leading" object="[flash.text.TextLineMetrics]" playername="" text=".leading" tiptext="間距值是文字行之間的垂直距離度量。" version=""/>

               <string helpurl="flash.text:TextLineMetrics:width" name="width" object="[flash.text.TextLineMetrics]" playername="" 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=""/>

               <string helpurl="flash.text:TextLineMetrics:x" name="x" object="[flash.text.TextLineMetrics]" playername="" text=".x" tiptext="x 值是第一個字元的左邊位置，以像素為單位。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text:TextSnapshot" id="[flash.text.TextSnapshot]" index="true" name="TextSnapshot" sort="true" tiptext="您可以使用 TextSnapshot 物件，進行處理影片片段中的靜態文字。">

            <folder helpurl="flash.text:TextSnapshot" id="Methods" name="方法" tiptext="TextSnapshot 類別的方法">

               <string helpurl="flash.text:TextSnapshot:findText" name="findText" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getSelectedText" name="getSelectedText" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getSelected" name="getSelected" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getTextRunInfo" name="getTextRunInfo" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:getText" name="getText" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:hitTestTextNearPos" name="hitTestTextNearPos" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:setSelectColor" name="setSelectColor" object="[flash.text.TextSnapshot]" playername="" 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"/>

               <string helpurl="flash.text:TextSnapshot:setSelected" name="setSelected" object="[flash.text.TextSnapshot]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text:TextSnapshot" id="Properties" name="屬性" tiptext="TextSnapshot 類別的屬性">

               <string helpurl="flash.text:TextSnapshot:charCount:get" name="charCount" object="[flash.text.TextSnapshot]" playername="" text=".charCount" tiptext="TextSnapshot 物件中的字元數。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.text.engine" id="flash.text.engine" name="flash.text.engine" sort="true" tiptext="flash.text.engine 套件的類別">

         <folder asAncestors="Object" helpurl="flash.text.engine:BreakOpportunity" id="[flash.text.engine.BreakOpportunity]" index="true" name="BreakOpportunity" sort="true" tiptext="BreakOpportunity 類別是用於設定 ElementFormat 類別之 breakOpportunity 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:BreakOpportunity" id="Properties" name="屬性" tiptext="BreakOpportunity 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:ALL" name="ALL" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.ALL" 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=""/>

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:ANY" name="ANY" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.ANY" tiptext="將 ContentElement 物件中的任何字元視為斷行機會。" version=""/>

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:AUTO" name="AUTO" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.AUTO" tiptext="以 Unicode 字元屬性做為斷行機會的基礎。" version=""/>

               <string constant="true" helpurl="flash.text.engine:BreakOpportunity:NONE" name="NONE" object="[flash.text.engine.BreakOpportunity]" playername="" text="BreakOpportunity.NONE" tiptext="不將 ContentElement 物件中的任何字元視為斷行機會。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:CFFHinting" id="[flash.text.engine.CFFHinting]" index="true" name="CFFHinting" sort="true" tiptext="CFFHinting 類別會定義用於 FontDescription 類別的 CFF 提示值。">

            <folder helpurl="flash.text.engine:CFFHinting" id="Properties" name="屬性" tiptext="CFFHinting 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:CFFHinting:HORIZONTAL_STEM" name="HORIZONTAL_STEM" object="[flash.text.engine.CFFHinting]" playername="" text="CFFHinting.HORIZONTAL_STEM" tiptext="讓強制水平詞幹符合像素格線，以提高易讀性。" version=""/>

               <string constant="true" helpurl="flash.text.engine:CFFHinting:NONE" name="NONE" object="[flash.text.engine.CFFHinting]" playername="" text="CFFHinting.NONE" tiptext="未套用提示。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:ContentElement" id="[flash.text.engine.ContentElement]" index="true" name="ContentElement" sort="true" tiptext="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。">

            <folder helpurl="flash.text.engine:ContentElement" id="Methods" name="方法" tiptext="ContentElement 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:ContentElement:ContentElement" name="ContentElement" object="[flash.text.engine.ContentElement]" playername="" text="new ContentElement(%[元素格式:flash.text.engine:ElementFormat=null,事件鏡像:flash.events:EventDispatcher=null,文字旋轉:String=rotate0]%)" tiptext="呼叫 new ContentElement() 建構函式會擲回 ArgumentError 例外。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:ContentElement" id="Properties" name="屬性" tiptext="ContentElement 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:ContentElement:GRAPHIC_ELEMENT" name="GRAPHIC_ELEMENT" object="[flash.text.engine.ContentElement]" playername="" text="ContentElement.GRAPHIC_ELEMENT" tiptext="指出文字內有圖像元素存在。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:userData" name="userData" object="[flash.text.engine.ContentElement]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ContentElement:elementFormat:get" name="elementFormat" object="[flash.text.engine.ContentElement]" playername="" text=".elementFormat" tiptext="用於此元素的 ElementFormat 物件。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:eventMirror:get" name="eventMirror" object="[flash.text.engine.ContentElement]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ContentElement:groupElement:get" name="groupElement" object="[flash.text.engine.ContentElement]" playername="" text=".groupElement" tiptext="包含此元素的 GroupElement 物件，如果它不在群組中則為 null。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:rawText:get" name="rawText" object="[flash.text.engine.ContentElement]" playername="" text=".rawText" tiptext="元素中的文字副本，包括任何 U+FDEF 字元。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:textBlockBeginIndex:get" name="textBlockBeginIndex" object="[flash.text.engine.ContentElement]" playername="" text=".textBlockBeginIndex" tiptext="此元素之第一個字元的文字區塊內的索引。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:textBlock:get" name="textBlock" object="[flash.text.engine.ContentElement]" playername="" text=".textBlock" tiptext="此元素所屬的 TextBlock。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:textRotation:get" name="textRotation" object="[flash.text.engine.ContentElement]" playername="" text=".textRotation" tiptext="套用至元素的旋轉 (將元素當成一個單位來旋轉)。" version=""/>

               <string helpurl="flash.text.engine:ContentElement:text:get" name="text" object="[flash.text.engine.ContentElement]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:DigitCase" id="[flash.text.engine.DigitCase]" index="true" name="DigitCase" sort="true" tiptext="DigitCase 類別是用於設定 ElementFormat 類別之 digitCase 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:DigitCase" id="Properties" name="屬性" tiptext="DigitCase 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:DigitCase:DEFAULT" name="DEFAULT" object="[flash.text.engine.DigitCase]" playername="" text="DigitCase.DEFAULT" tiptext="用來指定預設的數字大小寫。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitCase:LINING" name="LINING" object="[flash.text.engine.DigitCase]" playername="" text="DigitCase.LINING" tiptext="用來指定全高數字大小寫。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitCase:OLD_STYLE" name="OLD_STYLE" object="[flash.text.engine.DigitCase]" playername="" text="DigitCase.OLD_STYLE" tiptext="用來指定變高數字大小寫。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:DigitWidth" id="[flash.text.engine.DigitWidth]" index="true" name="DigitWidth" sort="true" tiptext="DigitWidth 類別是用於設定 ElementFormat 類別之 digitWidth 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:DigitWidth" id="Properties" name="屬性" tiptext="DigitWidth 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:DigitWidth:DEFAULT" name="DEFAULT" object="[flash.text.engine.DigitWidth]" playername="" text="DigitWidth.DEFAULT" tiptext="用來指定預設的數字寬度。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitWidth:PROPORTIONAL" name="PROPORTIONAL" object="[flash.text.engine.DigitWidth]" playername="" text="DigitWidth.PROPORTIONAL" tiptext="用來指定等比數字寬度。" version=""/>

               <string constant="true" helpurl="flash.text.engine:DigitWidth:TABULAR" name="TABULAR" object="[flash.text.engine.DigitWidth]" playername="" text="DigitWidth.TABULAR" tiptext="用來指定定寬數字寬度。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:TextJustifier,Object" helpurl="flash.text.engine:EastAsianJustifier" id="[flash.text.engine.EastAsianJustifier]" index="true" name="EastAsianJustifier" sort="true" tiptext="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。">

            <folder helpurl="flash.text.engine:EastAsianJustifier" id="Methods" name="方法" tiptext="EastAsianJustifier 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:EastAsianJustifier:EastAsianJustifier" name="EastAsianJustifier" object="[flash.text.engine.EastAsianJustifier]" playername="" text="new EastAsianJustifier(%[地區:String=ja,齊行:String=allButLast,齊行樣式:String=pushInKinsoku]%)" tiptext="建立 EastAsianJustifier 物件。" version="4"/>

               <string helpurl="flash.text.engine:EastAsianJustifier:clone" name="clone" object="[flash.text.engine.EastAsianJustifier]" playername="" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="建構 EastAsianJustifier 的已複製副本。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:EastAsianJustifier" id="Properties" name="屬性" tiptext="EastAsianJustifier 類別的屬性">

               <string helpurl="flash.text.engine:EastAsianJustifier:justificationStyle:get" name="justificationStyle" object="[flash.text.engine.EastAsianJustifier]" playername="" text=".justificationStyle" tiptext="指定文字區塊中文字所適用的齊行樣式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:ElementFormat" id="[flash.text.engine.ElementFormat]" index="true" name="ElementFormat" sort="true" tiptext="ElementFormat 類別代表可套用至 ContentElement 的格式資訊。">

            <folder helpurl="flash.text.engine:ElementFormat" id="Methods" name="方法" tiptext="ElementFormat 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:ElementFormat:ElementFormat" name="ElementFormat" object="[flash.text.engine.ElementFormat]" playername="" 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]%)" tiptext="建立 ElementFormat 物件。" version="4"/>

               <string helpurl="flash.text.engine:ElementFormat:clone" name="clone" object="[flash.text.engine.ElementFormat]" playername="" text=".clone(%%):flash.text.engine:ElementFormat" tiptext="建構 ElementFormat 的未鎖定、已複製副本。" version="4"/>

               <string helpurl="flash.text.engine:ElementFormat:getFontMetrics" name="getFontMetrics" object="[flash.text.engine.ElementFormat]" playername="" text=".getFontMetrics(%%):flash.text.engine:FontMetrics" tiptext="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"/>

            </folder>

            <folder helpurl="flash.text.engine:ElementFormat" id="Properties" name="屬性" tiptext="ElementFormat 類別的屬性">

               <string helpurl="flash.text.engine:ElementFormat:alignmentBaseline:get" name="alignmentBaseline" object="[flash.text.engine.ElementFormat]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ElementFormat:alpha:get" name="alpha" object="[flash.text.engine.ElementFormat]" playername="" text=".alpha" tiptext="指定受此物件影響之線條元素的透明度。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:baselineShift:get" name="baselineShift" object="[flash.text.engine.ElementFormat]" playername="" text=".baselineShift" tiptext="指出元素的基線位移 (以像素為單位)。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:breakOpportunity:get" name="breakOpportunity" object="[flash.text.engine.ElementFormat]" playername="" text=".breakOpportunity" tiptext="套用到此文字的斷行機會。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:color:get" name="color" object="[flash.text.engine.ElementFormat]" playername="" text=".color" tiptext="指出文字的顏色。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:digitCase:get" name="digitCase" object="[flash.text.engine.ElementFormat]" playername="" text=".digitCase" tiptext="用於此文字的數字大小寫。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:digitWidth:get" name="digitWidth" object="[flash.text.engine.ElementFormat]" playername="" text=".digitWidth" tiptext="用於此文字的數字寬度。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:dominantBaseline:get" name="dominantBaseline" object="[flash.text.engine.ElementFormat]" playername="" text=".dominantBaseline" tiptext="指定要做為主基線的基線類型。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:fontDescription:get" name="fontDescription" object="[flash.text.engine.ElementFormat]" playername="" text=".fontDescription" tiptext="其屬性會描述字體的一種物件。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:fontSize:get" name="fontSize" object="[flash.text.engine.ElementFormat]" playername="" text=".fontSize" tiptext="文字大小 (像素)。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:kerning:get" name="kerning" object="[flash.text.engine.ElementFormat]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ElementFormat:ligatureLevel:get" name="ligatureLevel" object="[flash.text.engine.ElementFormat]" playername="" text=".ligatureLevel" tiptext="用於此文字的連字層級。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:locale:get" name="locale" object="[flash.text.engine.ElementFormat]" playername="" text=".locale" tiptext="文字的地區。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:locked:get" name="locked" object="[flash.text.engine.ElementFormat]" playername="" text=".locked" tiptext="指出 ElementFormat 是否被鎖住。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:textRotation:get" name="textRotation" object="[flash.text.engine.ElementFormat]" playername="" text=".textRotation" tiptext="設定套用到個別字符的旋轉。" version=""/>

               <string helpurl="flash.text.engine:ElementFormat:trackingLeft:get" name="trackingLeft" object="[flash.text.engine.ElementFormat]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ElementFormat:trackingRight:get" name="trackingRight" object="[flash.text.engine.ElementFormat]" playername="" 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=""/>

               <string helpurl="flash.text.engine:ElementFormat:typographicCase:get" name="typographicCase" object="[flash.text.engine.ElementFormat]" playername="" text=".typographicCase" tiptext="用於此文字的印刷大小寫。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontDescription" id="[flash.text.engine.FontDescription]" index="true" name="FontDescription" sort="true" tiptext="FontDescription 類別代表描述字體所需的資訊。">

            <folder helpurl="flash.text.engine:FontDescription" id="Methods" name="方法" tiptext="FontDescription 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:FontDescription:FontDescription" name="FontDescription" object="[flash.text.engine.FontDescription]" playername="" 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]%)" tiptext="建立 FontDescription 物件。" version="4"/>

               <string helpurl="flash.text.engine:FontDescription:clone" name="clone" object="[flash.text.engine.FontDescription]" playername="" text=".clone(%%):flash.text.engine:FontDescription" tiptext="建構 FontDescription 的未鎖定、已複製副本。" version="4"/>

               <string helpurl="flash.text.engine:FontDescription:isFontCompatible" name="isFontCompatible" object="[flash.text.engine.FontDescription]" playername="" static="true" text="FontDescription.isFontCompatible(%字體名稱:String,字體粗細:String,字體型態:String%):Boolean" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:FontDescription" id="Properties" name="屬性" tiptext="FontDescription 類別的屬性">

               <string helpurl="flash.text.engine:FontDescription:cffHinting:get" name="cffHinting" object="[flash.text.engine.FontDescription]" playername="" text=".cffHinting" tiptext="用於此文字的 CFF 提示類型。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:fontLookup:get" name="fontLookup" object="[flash.text.engine.FontDescription]" playername="" text=".fontLookup" tiptext="指定字體查詢的方式。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:fontName:get" name="fontName" object="[flash.text.engine.FontDescription]" playername="" text=".fontName" tiptext="要使用的字體名稱，或是以逗號分隔的字體名稱清單。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:fontPosture:get" name="fontPosture" object="[flash.text.engine.FontDescription]" playername="" text=".fontPosture" tiptext="指定字體型態。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:fontWeight:get" name="fontWeight" object="[flash.text.engine.FontDescription]" playername="" text=".fontWeight" tiptext="指定字體粗細。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:locked:get" name="locked" object="[flash.text.engine.FontDescription]" playername="" text=".locked" tiptext="指出 FontDescription 是否已鎖定。" version=""/>

               <string helpurl="flash.text.engine:FontDescription:renderingMode:get" name="renderingMode" object="[flash.text.engine.FontDescription]" playername="" text=".renderingMode" tiptext="用於此文字的顯示模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontLookup" id="[flash.text.engine.FontLookup]" index="true" name="FontLookup" sort="true" tiptext="FontLookup 類別是與 FontDescription.fontLookup 搭配使用的常數值列舉。">

            <folder helpurl="flash.text.engine:FontLookup" id="Properties" name="屬性" tiptext="FontLookup 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:FontLookup:DEVICE" name="DEVICE" object="[flash.text.engine.FontLookup]" playername="" text="FontLookup.DEVICE" tiptext="用來指出裝置字體查詢。" version=""/>

               <string constant="true" helpurl="flash.text.engine:FontLookup:EMBEDDED_CFF" name="EMBEDDED_CFF" object="[flash.text.engine.FontLookup]" playername="" text="FontLookup.EMBEDDED_CFF" tiptext="用來指出內嵌 CFF (壓縮字體格式) 字體查詢。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontMetrics" id="[flash.text.engine.FontMetrics]" index="true" name="FontMetrics" sort="true" tiptext="FontMetrics 類別包括有關字體的度量與偏移資訊。">

            <folder helpurl="flash.text.engine:FontMetrics" id="Methods" name="方法" tiptext="FontMetrics 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:FontMetrics:FontMetrics" name="FontMetrics" object="[flash.text.engine.FontMetrics]" playername="" 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%)" tiptext="建立 FontMetrics 物件。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:FontMetrics" id="Properties" name="屬性" tiptext="FontMetrics 類別的屬性">

               <string helpurl="flash.text.engine:FontMetrics:emBox" name="emBox" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:strikethroughOffset" name="strikethroughOffset" object="[flash.text.engine.FontMetrics]" playername="" text=".strikethroughOffset" tiptext="strikethroughOffset 值是刪除線之羅馬基線的建議垂直偏移值。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:strikethroughThickness" name="strikethroughThickness" object="[flash.text.engine.FontMetrics]" playername="" text=".strikethroughThickness" tiptext="strikethroughThickness 值是刪除線的建議粗細。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:subscriptOffset" name="subscriptOffset" object="[flash.text.engine.FontMetrics]" playername="" text=".subscriptOffset" tiptext="subscriptOffset 值是下標之羅馬字基線的建議垂直偏移值。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:subscriptScale" name="subscriptScale" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:superscriptOffset" name="superscriptOffset" object="[flash.text.engine.FontMetrics]" playername="" text=".superscriptOffset" tiptext="superscriptOffset 值是上標之羅馬字基線的建議垂直偏移值。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:superscriptScale" name="superscriptScale" object="[flash.text.engine.FontMetrics]" playername="" 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=""/>

               <string helpurl="flash.text.engine:FontMetrics:underlineOffset" name="underlineOffset" object="[flash.text.engine.FontMetrics]" playername="" text=".underlineOffset" tiptext="underlineOffset 值是底線之羅馬字基線的建議垂直偏移值。" version=""/>

               <string helpurl="flash.text.engine:FontMetrics:underlineThickness" name="underlineThickness" object="[flash.text.engine.FontMetrics]" playername="" text=".underlineThickness" tiptext="underlineThickness 值是底線的建議粗細。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontPosture" id="[flash.text.engine.FontPosture]" index="true" name="FontPosture" sort="true" tiptext="FontPosture 類別是 FontDescription.fontPosture 設定文字為斜體或正常的常數值列舉。">

            <folder helpurl="flash.text.engine:FontPosture" id="Properties" name="屬性" tiptext="FontPosture 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:FontPosture:ITALIC" name="ITALIC" object="[flash.text.engine.FontPosture]" playername="" text="FontPosture.ITALIC" tiptext="用來指出斜體的字體型態。" version=""/>

               <string constant="true" helpurl="flash.text.engine:FontPosture:NORMAL" name="NORMAL" object="[flash.text.engine.FontPosture]" playername="" text="FontPosture.NORMAL" tiptext="用來指出正常的字體型態。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:FontWeight" id="[flash.text.engine.FontWeight]" index="true" name="FontWeight" sort="true" tiptext="FontWeight 類別是與 FontDescription.fontWeight 搭配使用的常數值列舉。">

            <folder helpurl="flash.text.engine:FontWeight" id="Properties" name="屬性" tiptext="FontWeight 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:FontWeight:BOLD" name="BOLD" object="[flash.text.engine.FontWeight]" playername="" text="FontWeight.BOLD" tiptext="用來指出粗體的字體粗細。" version=""/>

               <string constant="true" helpurl="flash.text.engine:FontWeight:NORMAL" name="NORMAL" object="[flash.text.engine.FontWeight]" playername="" text="FontWeight.NORMAL" tiptext="用來指出正常的字體粗細。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:ContentElement,Object" helpurl="flash.text.engine:GraphicElement" id="[flash.text.engine.GraphicElement]" index="true" name="GraphicElement" sort="true" tiptext="GraphicElement 類別代表 TextBlock 或 GroupElement 物件中的圖像元素。">

            <folder helpurl="flash.text.engine:GraphicElement" id="Methods" name="方法" tiptext="GraphicElement 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:GraphicElement:GraphicElement" name="GraphicElement" object="[flash.text.engine.GraphicElement]" playername="" 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]%)" tiptext="建立新的 GraphicElement 實體。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:GraphicElement" id="Properties" name="屬性" tiptext="GraphicElement 類別的屬性">

               <string helpurl="flash.text.engine:GraphicElement:elementHeight:get" name="elementHeight" object="[flash.text.engine.GraphicElement]" playername="" text=".elementHeight" tiptext="要保留給此行之圖像的高度 (以像素為單位)。" version=""/>

               <string helpurl="flash.text.engine:GraphicElement:elementWidth:get" name="elementWidth" object="[flash.text.engine.GraphicElement]" playername="" text=".elementWidth" tiptext="要保留給此行之圖像的寬度 (以像素為單位)。" version=""/>

               <string helpurl="flash.text.engine:GraphicElement:graphic:get" name="graphic" object="[flash.text.engine.GraphicElement]" playername="" text=".graphic" tiptext="要當做 GraphicElement 之圖像使用的 DisplayObject。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:ContentElement,Object" helpurl="flash.text.engine:GroupElement" id="[flash.text.engine.GroupElement]" index="true" name="GroupElement" sort="true" tiptext="GroupElement 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。">

            <folder helpurl="flash.text.engine:GroupElement" id="Methods" name="方法" tiptext="GroupElement 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:GroupElement:GroupElement" name="GroupElement" object="[flash.text.engine.GroupElement]" playername="" text="new GroupElement(%[元素:Vector$flash.text.engine:ContentElement=null,元素格式:flash.text.engine:ElementFormat=null,事件鏡像:flash.events:EventDispatcher=null,文字旋轉:String=rotate0]%)" tiptext="建立新的 GroupElement 實體。" version="4"/>

               <string helpurl="flash.text.engine:GroupElement:getElementAtCharIndex" name="getElementAtCharIndex" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:getElementAt" name="getElementAt" object="[flash.text.engine.GroupElement]" playername="" text=".getElementAt(%索引:int%):flash.text.engine:ContentElement" tiptext="從群組內擷取元素。" version="4"/>

               <string helpurl="flash.text.engine:GroupElement:getElementIndex" name="getElementIndex" object="[flash.text.engine.GroupElement]" playername="" text=".getElementIndex(%元素:flash.text.engine:ContentElement%):int" tiptext="傳回 element 參數所指定之元素索引。" version="4"/>

               <string helpurl="flash.text.engine:GroupElement:groupElements" name="groupElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:mergeTextElements" name="mergeTextElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:replaceElements" name="replaceElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

               <string helpurl="flash.text.engine:GroupElement:setElements" name="setElements" object="[flash.text.engine.GroupElement]" playername="" text=".setElements(%值:Vector$flash.text.engine:ContentElement%):void" tiptext="將群組內的元素設定為向量的內容。" version="4"/>

               <string helpurl="flash.text.engine:GroupElement:splitTextElement" name="splitTextElement" object="[flash.text.engine.GroupElement]" playername="" text=".splitTextElement(%元素索引:int,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"/>

               <string helpurl="flash.text.engine:GroupElement:ungroupElements" name="ungroupElements" object="[flash.text.engine.GroupElement]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:GroupElement" id="Properties" name="屬性" tiptext="GroupElement 類別的屬性">

               <string helpurl="flash.text.engine:GroupElement:elementCount:get" name="elementCount" object="[flash.text.engine.GroupElement]" playername="" text=".elementCount" tiptext="群組中的元素數目。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:JustificationStyle" id="[flash.text.engine.JustificationStyle]" index="true" name="JustificationStyle" sort="true" tiptext="JustificationStyle 類別是用於設定 EastAsianJustifier 類別之 justificationStyle 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:JustificationStyle" id="Properties" name="屬性" tiptext="JustificationStyle 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:JustificationStyle:PRIORITIZE_LEAST_ADJUSTMENT" name="PRIORITIZE_LEAST_ADJUSTMENT" object="[flash.text.engine.JustificationStyle]" playername="" text="JustificationStyle.PRIORITIZE_LEAST_ADJUSTMENT" tiptext="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=""/>

               <string constant="true" helpurl="flash.text.engine:JustificationStyle:PUSH_IN_KINSOKU" name="PUSH_IN_KINSOKU" object="[flash.text.engine.JustificationStyle]" playername="" text="JustificationStyle.PUSH_IN_KINSOKU" tiptext="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=""/>

               <string constant="true" helpurl="flash.text.engine:JustificationStyle:PUSH_OUT_ONLY" name="PUSH_OUT_ONLY" object="[flash.text.engine.JustificationStyle]" playername="" text="JustificationStyle.PUSH_OUT_ONLY" tiptext="依據展開行來指定齊行。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:Kerning" id="[flash.text.engine.Kerning]" index="true" name="Kerning" sort="true" tiptext="Kerning 類別是與 ElementFormat.kerning 搭配使用的常數值列舉。">

            <folder helpurl="flash.text.engine:Kerning" id="Properties" name="屬性" tiptext="Kerning 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:Kerning:AUTO" name="AUTO" object="[flash.text.engine.Kerning]" playername="" text="Kerning.AUTO" 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=""/>

               <string constant="true" helpurl="flash.text.engine:Kerning:OFF" name="OFF" object="[flash.text.engine.Kerning]" playername="" text="Kerning.OFF" tiptext="用來指出已停用字距微調。" version=""/>

               <string constant="true" helpurl="flash.text.engine:Kerning:ON" name="ON" object="[flash.text.engine.Kerning]" playername="" text="Kerning.ON" tiptext="用來指出已啟用字距微調。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:LigatureLevel" id="[flash.text.engine.LigatureLevel]" index="true" name="LigatureLevel" sort="true" tiptext="LigatureLevel 類別是用於設定 ElementFormat 類別之 ligatureLevel 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:LigatureLevel" id="Properties" name="屬性" tiptext="LigatureLevel 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:COMMON" name="COMMON" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.COMMON" tiptext="用來指定常用連字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:EXOTIC" name="EXOTIC" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.EXOTIC" tiptext="用來指定外來字連字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:MINIMUM" name="MINIMUM" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.MINIMUM" tiptext="用來指定最少連字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:NONE" name="NONE" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.NONE" tiptext="用來指定無連字。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LigatureLevel:UNCOMMON" name="UNCOMMON" object="[flash.text.engine.LigatureLevel]" playername="" text="LigatureLevel.UNCOMMON" tiptext="用來指定不常用連字。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:LineJustification" id="[flash.text.engine.LineJustification]" index="true" name="LineJustification" sort="true" tiptext="LineJustification 類別是用於設定 TextJustifier 子類別之 lineJustfication 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:LineJustification" id="Properties" name="屬性" tiptext="LineJustification 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:LineJustification:ALL_BUT_LAST" name="ALL_BUT_LAST" object="[flash.text.engine.LineJustification]" playername="" text="LineJustification.ALL_BUT_LAST" tiptext="對齊所有的行，但不包括最後一行。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LineJustification:ALL_INCLUDING_LAST" name="ALL_INCLUDING_LAST" object="[flash.text.engine.LineJustification]" playername="" text="LineJustification.ALL_INCLUDING_LAST" tiptext="對齊所有的行。" version=""/>

               <string constant="true" helpurl="flash.text.engine:LineJustification:UNJUSTIFIED" name="UNJUSTIFIED" object="[flash.text.engine.LineJustification]" playername="" text="LineJustification.UNJUSTIFIED" tiptext="不對齊任何行。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:RenderingMode" id="[flash.text.engine.RenderingMode]" index="true" name="RenderingMode" sort="true" tiptext="RenderingMode 類別可提供用於 FontDescription 類別的顯示模式值。">

            <folder helpurl="flash.text.engine:RenderingMode" id="Properties" name="屬性" tiptext="RenderingMode 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:RenderingMode:CFF" name="CFF" object="[flash.text.engine.RenderingMode]" playername="" text="RenderingMode.CFF" tiptext="將顯示模式設定為 CFF (壓縮字體格式)。" version=""/>

               <string constant="true" helpurl="flash.text.engine:RenderingMode:NORMAL" name="NORMAL" object="[flash.text.engine.RenderingMode]" playername="" text="RenderingMode.NORMAL" tiptext="將顯示模式設定為 Flash Player 7 和舊版使用的顯示模式。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:TextJustifier,Object" helpurl="flash.text.engine:SpaceJustifier" id="[flash.text.engine.SpaceJustifier]" index="true" name="SpaceJustifier" sort="true" tiptext="SpaceJustifier 類別代表控制文字區塊內文字行齊行選項的屬性。">

            <folder helpurl="flash.text.engine:SpaceJustifier" id="Methods" name="方法" tiptext="SpaceJustifier 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:SpaceJustifier:SpaceJustifier" name="SpaceJustifier" object="[flash.text.engine.SpaceJustifier]" playername="" text="new SpaceJustifier(%[地區:String=en,齊行:String=unjustified,字母間距:Boolean=false]%)" tiptext="建立 SpaceJustifier 物件。" version="4"/>

               <string helpurl="flash.text.engine:SpaceJustifier:clone" name="clone" object="[flash.text.engine.SpaceJustifier]" playername="" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="建構 SpaceJustifier 的已複製副本。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:SpaceJustifier" id="Properties" name="屬性" tiptext="SpaceJustifier 類別的屬性">

               <string helpurl="flash.text.engine:SpaceJustifier:letterSpacing:get" name="letterSpacing" object="[flash.text.engine.SpaceJustifier]" playername="" text=".letterSpacing" tiptext="指定是否要在對齊過程中使用字母間距。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TabAlignment" id="[flash.text.engine.TabAlignment]" index="true" name="TabAlignment" sort="true" tiptext="TabAlignment 類別是用於設定 TabStop 類別之 tabAlignment 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:TabAlignment" id="Properties" name="屬性" tiptext="TabAlignment 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:TabAlignment:CENTER" name="CENTER" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.CENTER" tiptext="將定位文字的中心放置於定位停駐點。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TabAlignment:DECIMAL" name="DECIMAL" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.DECIMAL" tiptext="將定位文字的對齊字符放置於定位停駐點。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TabAlignment:END" name="END" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.END" tiptext="將定位文字的結尾放置於定位停駐點。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TabAlignment:START" name="START" object="[flash.text.engine.TabAlignment]" playername="" text="TabAlignment.START" tiptext="將定位文字的開頭放置於定位停駐點。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TabStop" id="[flash.text.engine.TabStop]" index="true" name="TabStop" sort="true" tiptext="TabStop 類別代表文字區塊內定位停駐點的屬性。">

            <folder helpurl="flash.text.engine:TabStop" id="Methods" name="方法" tiptext="TabStop 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:TabStop:TabStop" name="TabStop" object="[flash.text.engine.TabStop]" playername="" text="new TabStop(%[對齊:String=start,位置:Number=0.0,小數點對齊字符:String]%)" tiptext="建立新的 TabStop。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:TabStop" id="Properties" name="屬性" tiptext="TabStop 類別的屬性">

               <string helpurl="flash.text.engine:TabStop:alignment:get" name="alignment" object="[flash.text.engine.TabStop]" playername="" text=".alignment" tiptext="指定此定位停駐點的定位對齊。" version=""/>

               <string helpurl="flash.text.engine:TabStop:decimalAlignmentToken:get" name="decimalAlignmentToken" object="[flash.text.engine.TabStop]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TabStop:position:get" name="position" object="[flash.text.engine.TabStop]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextBaseline" id="[flash.text.engine.TextBaseline]" index="true" name="TextBaseline" sort="true" tiptext="TextBaseline 類別是用於設定 ElementFormat 類別之 dominantBaseline 和 alignmentBaseline 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:TextBaseline" id="Properties" name="屬性" tiptext="TextBaseline 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:TextBaseline:ASCENT" name="ASCENT" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.ASCENT" tiptext="指定上緣基線。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:DESCENT" name="DESCENT" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.DESCENT" tiptext="指定下緣基線。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_BOTTOM" name="IDEOGRAPHIC_BOTTOM" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.IDEOGRAPHIC_BOTTOM" tiptext="指定表意下基線。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_CENTER" name="IDEOGRAPHIC_CENTER" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.IDEOGRAPHIC_CENTER" tiptext="指定表意中央基線。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_TOP" name="IDEOGRAPHIC_TOP" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.IDEOGRAPHIC_TOP" tiptext="指定表意上基線。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:ROMAN" name="ROMAN" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.ROMAN" tiptext="指定羅馬字基線。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextBaseline:USE_DOMINANT_BASELINE" name="USE_DOMINANT_BASELINE" object="[flash.text.engine.TextBaseline]" playername="" text="TextBaseline.USE_DOMINANT_BASELINE" tiptext="指定 alignmentBaseline 與 dominantBaseline 相同。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextBlock" id="[flash.text.engine.TextBlock]" index="true" name="TextBlock" sort="true" tiptext="TextBlock 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。">

            <folder helpurl="flash.text.engine:TextBlock" id="Methods" name="方法" tiptext="TextBlock 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:TextBlock:TextBlock" name="TextBlock" object="[flash.text.engine.TextBlock]" playername="" 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]%)" tiptext="建立 TextBlock 物件。" version="4"/>

               <string helpurl="flash.text.engine:TextBlock:createTextLine" name="createTextLine" object="[flash.text.engine.TextBlock]" playername="" text=".createTextLine(%[上一行:flash.text.engine:TextLine=null,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"/>

               <string helpurl="flash.text.engine:TextBlock:findNextAtomBoundary" name="findNextAtomBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:findNextWordBoundary" name="findNextWordBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:findPreviousAtomBoundary" name="findPreviousAtomBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:findPreviousWordBoundary" name="findPreviousWordBoundary" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:getTextLineAtCharIndex" name="getTextLineAtCharIndex" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:recreateTextLine" name="recreateTextLine" object="[flash.text.engine.TextBlock]" playername="" 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="指示文字重複使用現有的文字行，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"/>

               <string helpurl="flash.text.engine:TextBlock:releaseLineCreationData" name="releaseLineCreationData" object="[flash.text.engine.TextBlock]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextBlock:releaseLines" name="releaseLines" object="[flash.text.engine.TextBlock]" playername="" text=".releaseLines(%第一行:flash.text.engine:TextLine,最後一行: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"/>

            </folder>

            <folder helpurl="flash.text.engine:TextBlock" id="Properties" name="屬性" tiptext="TextBlock 類別的屬性">

               <string helpurl="flash.text.engine:TextBlock:userData" name="userData" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:applyNonLinearFontScaling:get" name="applyNonLinearFontScaling" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:baselineFontDescription:get" name="baselineFontDescription" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:baselineFontSize:get" name="baselineFontSize" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:baselineZero:get" name="baselineZero" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:bidiLevel:get" name="bidiLevel" object="[flash.text.engine.TextBlock]" playername="" text=".bidiLevel" tiptext="指定文字區塊內之文字的預設雙向內嵌層級。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:content:get" name="content" object="[flash.text.engine.TextBlock]" playername="" text=".content" tiptext="保留文字區塊的內容。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:firstInvalidLine:get" name="firstInvalidLine" object="[flash.text.engine.TextBlock]" playername="" text=".firstInvalidLine" tiptext="識別在文字區塊中，TextLine.validity 不等於 TextLineValidity.VALID 的第一行。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:firstLine:get" name="firstLine" object="[flash.text.engine.TextBlock]" playername="" text=".firstLine" tiptext="TextBlock 中的第一個 TextLine (如果有的話)。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:lastLine:get" name="lastLine" object="[flash.text.engine.TextBlock]" playername="" text=".lastLine" tiptext="TextBlock 中的最後一個 TextLine (如果有的話)。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:lineRotation:get" name="lineRotation" object="[flash.text.engine.TextBlock]" playername="" text=".lineRotation" tiptext="將文字區塊中的文字行當成一個單位來旋轉。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:tabStops:get" name="tabStops" object="[flash.text.engine.TextBlock]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextBlock:textJustifier:get" name="textJustifier" object="[flash.text.engine.TextBlock]" playername="" text=".textJustifier" tiptext="指定建立字行時要使用的 TextJustifier。" version=""/>

               <string helpurl="flash.text.engine:TextBlock:textLineCreationResult:get" name="textLineCreationResult" object="[flash.text.engine.TextBlock]" playername="" text=".textLineCreationResult" tiptext="指出 createTextLine() 作業的結果。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.text.engine:ContentElement,Object" helpurl="flash.text.engine:TextElement" id="[flash.text.engine.TextElement]" index="true" name="TextElement" sort="true" tiptext="TextElement 類別代表格式化文字的字串。">

            <folder helpurl="flash.text.engine:TextElement" id="Methods" name="方法" tiptext="TextElement 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:TextElement:TextElement" name="TextElement" object="[flash.text.engine.TextElement]" playername="" 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]%)" tiptext="建立新的 TextElement 實體。" version="4"/>

               <string helpurl="flash.text.engine:TextElement:replaceText" name="replaceText" object="[flash.text.engine.TextElement]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:TextElement" id="Properties" name="屬性" tiptext="TextElement 類別的屬性">

               <string helpurl="flash.text.engine:TextElement:text:set" name="text" object="[flash.text.engine.TextElement]" playername="" text=".text" tiptext="接收屬於元素內容的文字。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextJustifier" id="[flash.text.engine.TextJustifier]" index="true" name="TextJustifier" sort="true" 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。">

            <folder helpurl="flash.text.engine:TextJustifier" id="Methods" name="方法" tiptext="TextJustifier 類別的方法">

               <string constructor="true" helpurl="flash.text.engine:TextJustifier:TextJustifier" name="TextJustifier" object="[flash.text.engine.TextJustifier]" playername="" text="new TextJustifier(%地區:String,齊行:String%)" tiptext="呼叫新的 TextJustifier() 建構函式會擲回 ArgumentError 例外。" version="4"/>

               <string helpurl="flash.text.engine:TextJustifier:clone" name="clone" object="[flash.text.engine.TextJustifier]" playername="" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="建構 TextJustifier 的已複製副本。" version="4"/>

               <string helpurl="flash.text.engine:TextJustifier:getJustifierForLocale" name="getJustifierForLocale" object="[flash.text.engine.TextJustifier]" playername="" static="true" text="TextJustifier.getJustifierForLocale(%地區:String%):flash.text.engine:TextJustifier" tiptext="建構適合指定之地區使用的預設 TextJustifier 子類別。" version="4"/>

            </folder>

            <folder helpurl="flash.text.engine:TextJustifier" id="Properties" name="屬性" tiptext="TextJustifier 類別的屬性">

               <string helpurl="flash.text.engine:TextJustifier:lineJustification:get" name="lineJustification" object="[flash.text.engine.TextJustifier]" playername="" text=".lineJustification" tiptext="指定文字區塊中文字所適用的齊行。" version=""/>

               <string helpurl="flash.text.engine:TextJustifier:locale:get" name="locale" object="[flash.text.engine.TextJustifier]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" helpurl="flash.text.engine:TextLine" id="[flash.text.engine.TextLine]" index="true" name="TextLine" sort="true" tiptext="TextLine 類別是用來顯示顯示清單上的文字。">

            <folder helpurl="flash.text.engine:TextLine" id="Methods" name="方法" tiptext="TextLine 類別的方法">

               <string helpurl="flash.text.engine:TextLine:getAtomBidiLevel" name="getAtomBidiLevel" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomBounds" name="getAtomBounds" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomCenter" name="getAtomCenter" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomGraphic" name="getAtomGraphic" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomIndexAtCharIndex" name="getAtomIndexAtCharIndex" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomIndexAtPoint" name="getAtomIndexAtPoint" object="[flash.text.engine.TextLine]" playername="" text=".getAtomIndexAtPoint(%舞台X:Number,舞台Y:Number%):int" tiptext="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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomTextBlockBeginIndex" name="getAtomTextBlockBeginIndex" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomTextBlockEndIndex" name="getAtomTextBlockEndIndex" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getAtomTextRotation" name="getAtomTextRotation" object="[flash.text.engine.TextLine]" playername="" text=".getAtomTextRotation(%Atom索引:int%):String" tiptext="取得位於指定索引處之 Atom 的旋轉。" version="4"/>

               <string helpurl="flash.text.engine:TextLine:getAtomWordBoundaryOnLeft" name="getAtomWordBoundaryOnLeft" object="[flash.text.engine.TextLine]" playername="" 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"/>

               <string helpurl="flash.text.engine:TextLine:getBaselinePosition" name="getBaselinePosition" object="[flash.text.engine.TextLine]" playername="" text=".getBaselinePosition(%基線:String%):Number" tiptext="取得相對於 TextBlock.baselineZero 的指定基線位置。" version="4"/>

               <string helpurl="flash.text.engine:TextLine:getMirrorRegion" name="getMirrorRegion" object="[flash.text.engine.TextLine]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.text.engine:TextLine" id="Properties" name="屬性" tiptext="TextLine 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:TextLine:MAX_LINE_WIDTH" name="MAX_LINE_WIDTH" object="[flash.text.engine.TextLine]" playername="" text="TextLine.MAX_LINE_WIDTH" tiptext="文字行的最大要求寬度 (以像素為單位)。" version=""/>

               <string helpurl="flash.text.engine:TextLine:userData" name="userData" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:ascent:get" name="ascent" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:atomCount:get" name="atomCount" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:descent:get" name="descent" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:hasGraphicElement:get" name="hasGraphicElement" object="[flash.text.engine.TextLine]" playername="" text=".hasGraphicElement" tiptext="指出文字行是否包含任何圖像元素。" version=""/>

               <string helpurl="flash.text.engine:TextLine:mirrorRegions:get" name="mirrorRegions" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:nextLine:get" name="nextLine" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:previousLine:get" name="previousLine" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:rawTextLength:get" name="rawTextLength" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:specifiedWidth:get" name="specifiedWidth" object="[flash.text.engine.TextLine]" playername="" text=".specifiedWidth" tiptext="當 TextBlock.createTextLine() 方法建立此行時，為其指定的寬度。" version=""/>

               <string helpurl="flash.text.engine:TextLine:textBlockBeginIndex:get" name="textBlockBeginIndex" object="[flash.text.engine.TextLine]" playername="" text=".textBlockBeginIndex" tiptext="文字區塊的原始文字中該行第一個字元的索引。" version=""/>

               <string helpurl="flash.text.engine:TextLine:textBlock:get" name="textBlock" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:textHeight:get" name="textHeight" object="[flash.text.engine.TextLine]" playername="" text=".textHeight" tiptext="文字行的邏輯高度，等於 ascent + descent。" version=""/>

               <string helpurl="flash.text.engine:TextLine:textWidth:get" name="textWidth" object="[flash.text.engine.TextLine]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLine:unjustifiedTextWidth:get" name="unjustifiedTextWidth" object="[flash.text.engine.TextLine]" playername="" text=".unjustifiedTextWidth" tiptext="字行未對齊時的寬度。" version=""/>

               <string helpurl="flash.text.engine:TextLine:validity:get" name="validity" object="[flash.text.engine.TextLine]" playername="" text=".validity" tiptext="指定文字行的目前有效性。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextLineCreationResult" id="[flash.text.engine.TextLineCreationResult]" index="true" name="TextLineCreationResult" sort="true" tiptext="TextLineCreationResult 類別是與 TextBlock.textLineCreationResult 搭配使用的常數值列舉。">

            <folder helpurl="flash.text.engine:TextLineCreationResult" id="Properties" name="屬性" tiptext="TextLineCreationResult 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:COMPLETE" name="COMPLETE" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.COMPLETE" tiptext="指出未建立字行，因為區塊中的所有文字都已經斷行。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:EMERGENCY" name="EMERGENCY" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.EMERGENCY" 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=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:INSUFFICIENT_WIDTH" name="INSUFFICIENT_WIDTH" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.INSUFFICIENT_WIDTH" tiptext="指出未建立字行，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=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineCreationResult:SUCCESS" name="SUCCESS" object="[flash.text.engine.TextLineCreationResult]" playername="" text="TextLineCreationResult.SUCCESS" tiptext="指出該行已經成功斷行。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextLineMirrorRegion" id="[flash.text.engine.TextLineMirrorRegion]" index="true" name="TextLineMirrorRegion" sort="true" 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。">

            <folder helpurl="flash.text.engine:TextLineMirrorRegion" id="Properties" name="屬性" tiptext="TextLineMirrorRegion 類別的屬性">

               <string helpurl="flash.text.engine:TextLineMirrorRegion:bounds:get" name="bounds" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".bounds" tiptext="鏡像區域的邊界 (相對於此文字行)。" version=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:element:get" name="element" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".element" tiptext="ContentElement 物件，鏡像區域就是從這個物件所衍生。" version=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:mirror:get" name="mirror" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".mirror" tiptext="EventDispatcher 物件，影響鏡像區域的事件將會鏡像到該物件。" version=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:nextRegion:get" name="nextRegion" object="[flash.text.engine.TextLineMirrorRegion]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:previousRegion:get" name="previousRegion" object="[flash.text.engine.TextLineMirrorRegion]" playername="" 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=""/>

               <string helpurl="flash.text.engine:TextLineMirrorRegion:textLine:get" name="textLine" object="[flash.text.engine.TextLineMirrorRegion]" playername="" text=".textLine" tiptext="包含這個鏡像區域的 TextLine。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextLineValidity" id="[flash.text.engine.TextLineValidity]" index="true" name="TextLineValidity" sort="true" tiptext="TextLineValidity 類別是用於設定 TextLine 類別之 validity 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:TextLineValidity" id="Properties" name="屬性" tiptext="TextLineValidity 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:INVALID" name="INVALID" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.INVALID" tiptext="指定此行無效。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:POSSIBLY_INVALID" name="POSSIBLY_INVALID" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.POSSIBLY_INVALID" tiptext="指定文字行可能無效。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:STATIC" name="STATIC" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.STATIC" tiptext="指定此行是靜態的，而且此行與文字區塊之間的連線已經切斷。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextLineValidity:VALID" name="VALID" object="[flash.text.engine.TextLineValidity]" playername="" text="TextLineValidity.VALID" tiptext="指定文字行有效。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TextRotation" id="[flash.text.engine.TextRotation]" index="true" name="TextRotation" sort="true" tiptext="TextRotation 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()。">

            <folder helpurl="flash.text.engine:TextRotation" id="Properties" name="屬性" tiptext="TextRotation 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:TextRotation:AUTO" name="AUTO" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.AUTO" 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=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_0" name="ROTATE_0" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_0" tiptext="指定不進行任何旋轉。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_180" name="ROTATE_180" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_180" tiptext="指定 180 度旋轉。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_270" name="ROTATE_270" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_270" tiptext="指定順時針方向的 270 度旋轉。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TextRotation:ROTATE_90" name="ROTATE_90" object="[flash.text.engine.TextRotation]" playername="" text="TextRotation.ROTATE_90" tiptext="指定順時針方向的 90 度旋轉。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.text.engine:TypographicCase" id="[flash.text.engine.TypographicCase]" index="true" name="TypographicCase" sort="true" tiptext="TypographicCase 類別是用於設定 ElementFormat 類別之 typographicCase 屬性的常數值列舉。">

            <folder helpurl="flash.text.engine:TypographicCase" id="Properties" name="屬性" tiptext="TypographicCase 類別的屬性">

               <string constant="true" helpurl="flash.text.engine:TypographicCase:CAPS_AND_SMALL_CAPS" name="CAPS_AND_SMALL_CAPS" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.CAPS_AND_SMALL_CAPS" tiptext="指定所有小寫字元在輸出時使用小型大寫字字符。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:CAPS" name="CAPS" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.CAPS" tiptext="指定大寫字元會在輸出時調整間距。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:DEFAULT" name="DEFAULT" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.DEFAULT" tiptext="指定預設的印刷大小寫。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:LOWERCASE" name="LOWERCASE" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.LOWERCASE" tiptext="指定所有字元在輸出時使用小寫字符。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:SMALL_CAPS" name="SMALL_CAPS" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.SMALL_CAPS" tiptext="指定大寫字元在輸出時使用小型大寫字字符。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:TITLE" name="TITLE" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.TITLE" tiptext="指定大寫字元在輸出時使用標題字符。" version=""/>

               <string constant="true" helpurl="flash.text.engine:TypographicCase:UPPERCASE" name="UPPERCASE" object="[flash.text.engine.TypographicCase]" playername="" text="TypographicCase.UPPERCASE" tiptext="指定所有字元在輸出時使用大寫字符。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.ui" id="flash.ui" name="flash.ui" sort="true" tiptext="flash.ui 套件的類別">

         <folder asAncestors="Object" helpurl="flash.ui:Keyboard" id="[flash.ui.Keyboard]" index="true" name="Keyboard" sort="true" tiptext="Keyboard 類別可用來建立使用者能以標準鍵盤控制的介面。">

            <folder helpurl="flash.ui:Keyboard" id="Properties" name="屬性" tiptext="Keyboard 類別的屬性">

               <string constant="true" helpurl="flash.ui:Keyboard:ALTERNATE" name="ALTERNATE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.ALTERNATE" tiptext="與 Alternate (Option) 鍵的按鍵碼值有關聯的常數 (18)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:A" name="A" object="[flash.ui.Keyboard]" playername="" text="Keyboard.A" tiptext="與 A 鍵的按鍵碼值有關聯的常數 (65)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:BACKQUOTE" name="BACKQUOTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.BACKQUOTE" tiptext="與 ` 鍵的按鍵碼值有關聯的常數 (192)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:BACKSLASH" name="BACKSLASH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.BACKSLASH" tiptext="與 \ 鍵的按鍵碼值有關聯的常數 (220)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:BACKSPACE" name="BACKSPACE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.BACKSPACE" tiptext="與 Backspace 鍵的按鍵碼值有關聯的常數 (8)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:B" name="B" object="[flash.ui.Keyboard]" playername="" text="Keyboard.B" tiptext="與 B 鍵的按鍵碼值有關聯的常數 (66)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:CAPS_LOCK" name="CAPS_LOCK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.CAPS_LOCK" tiptext="與 Caps Lock 鍵的按鍵碼值有關聯的常數 (20)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:COMMAND" name="COMMAND" object="[flash.ui.Keyboard]" playername="" text="Keyboard.COMMAND" tiptext="與 Mac Command 鍵有關聯的常數 (15)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:COMMA" name="COMMA" object="[flash.ui.Keyboard]" playername="" text="Keyboard.COMMA" tiptext="與 , 鍵的按鍵碼值有關聯的常數 (188)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:CONTROL" name="CONTROL" object="[flash.ui.Keyboard]" playername="" text="Keyboard.CONTROL" tiptext="與 Control 鍵的按鍵碼值有關聯的常數 (17)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:CharCodeStrings" name="CharCodeStrings" object="[flash.ui.Keyboard]" playername="" text="Keyboard.CharCodeStrings" tiptext="包含所有已定義按鍵名稱常數的陣列。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:C" name="C" object="[flash.ui.Keyboard]" playername="" text="Keyboard.C" tiptext="與 C 鍵的按鍵碼值有關聯的常數 (67)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:DELETE" name="DELETE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.DELETE" tiptext="與 Delete 鍵的按鍵碼值有關聯的常數 (46)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:DOWN" name="DOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.DOWN" tiptext="與向下鍵的按鍵碼值有關聯的常數 (40)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:D" name="D" object="[flash.ui.Keyboard]" playername="" text="Keyboard.D" tiptext="與 D 鍵的按鍵碼值有關聯的常數 (68)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:END" name="END" object="[flash.ui.Keyboard]" playername="" text="Keyboard.END" tiptext="與 End 鍵的按鍵碼值有關聯的常數 (35)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:ENTER" name="ENTER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.ENTER" tiptext="與 Enter 鍵的按鍵碼值有關聯的常數 (13)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:EQUAL" name="EQUAL" object="[flash.ui.Keyboard]" playername="" text="Keyboard.EQUAL" tiptext="與 = 鍵的按鍵碼值有關聯的常數 (187)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:ESCAPE" name="ESCAPE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.ESCAPE" tiptext="與 Escape 鍵的按鍵碼值有關聯的常數 (27)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:E" name="E" object="[flash.ui.Keyboard]" playername="" text="Keyboard.E" tiptext="與 E 鍵的按鍵碼值有關聯的常數 (69)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F10" name="F10" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F10" tiptext="與 F10 鍵的按鍵碼值有關聯的常數 (121)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F11" name="F11" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F11" tiptext="與 F11 鍵的按鍵碼值有關聯的常數 (122)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F12" name="F12" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F12" tiptext="與 F12 鍵的按鍵碼值有關聯的常數 (123)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F13" name="F13" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F13" tiptext="與 F13 鍵的按鍵碼值有關聯的常數 (124)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F14" name="F14" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F14" tiptext="與 F14 鍵的按鍵碼值有關聯的常數 (125)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F15" name="F15" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F15" tiptext="與 F15 鍵的按鍵碼值有關聯的常數 (126)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F1" name="F1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F1" tiptext="與 F1 鍵的按鍵碼值有關聯的常數 (112)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F2" name="F2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F2" tiptext="與 F2 鍵的按鍵碼值有關聯的常數 (113)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F3" name="F3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F3" tiptext="與 F3 鍵的按鍵碼值有關聯的常數 (114)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F4" name="F4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F4" tiptext="與 F4 鍵的按鍵碼值有關聯的常數 (115)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F5" name="F5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F5" tiptext="與 F5 鍵的按鍵碼值有關聯的常數 (116)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F6" name="F6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F6" tiptext="與 F6 鍵的按鍵碼值有關聯的常數 (117)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F7" name="F7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F7" tiptext="與 F7 鍵的按鍵碼值有關聯的常數 (118)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F8" name="F8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F8" tiptext="與 F8 鍵的按鍵碼值有關聯的常數 (119)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F9" name="F9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F9" tiptext="與 F9 鍵的按鍵碼值有關聯的常數 (120)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:F" name="F" object="[flash.ui.Keyboard]" playername="" text="Keyboard.F" tiptext="與 F 鍵的按鍵碼值有關聯的常數 (70)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:G" name="G" object="[flash.ui.Keyboard]" playername="" text="Keyboard.G" tiptext="與 G 鍵的按鍵碼值有關聯的常數 (71)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:HOME" name="HOME" object="[flash.ui.Keyboard]" playername="" text="Keyboard.HOME" tiptext="與 Home 鍵的按鍵碼值有關聯的常數 (36)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:H" name="H" object="[flash.ui.Keyboard]" playername="" text="Keyboard.H" tiptext="與 H 鍵的按鍵碼值有關聯的常數 (72)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:INSERT" name="INSERT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.INSERT" tiptext="與 Insert 鍵的按鍵碼值有關聯的常數 (45)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:I" name="I" object="[flash.ui.Keyboard]" playername="" text="Keyboard.I" tiptext="與 I 鍵的按鍵碼值有關聯的常數 (73)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:J" name="J" object="[flash.ui.Keyboard]" playername="" text="Keyboard.J" tiptext="與 J 鍵的按鍵碼值有關聯的常數 (74)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_BEGIN" name="KEYNAME_BEGIN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_BEGIN" tiptext="開始鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_BREAK" name="KEYNAME_BREAK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_BREAK" tiptext="Break 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_CLEARDISPLAY" name="KEYNAME_CLEARDISPLAY" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_CLEARDISPLAY" tiptext="清除顯示鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_CLEARLINE" name="KEYNAME_CLEARLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_CLEARLINE" tiptext="清除行鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DELETECHAR" name="KEYNAME_DELETECHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DELETECHAR" tiptext="刪除字元鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DELETELINE" name="KEYNAME_DELETELINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DELETELINE" tiptext="刪除行鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DELETE" name="KEYNAME_DELETE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DELETE" tiptext="Delete 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_DOWNARROW" name="KEYNAME_DOWNARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_DOWNARROW" tiptext="向下鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_END" name="KEYNAME_END" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_END" tiptext="End 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_EXECUTE" name="KEYNAME_EXECUTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_EXECUTE" tiptext="執行鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F10" name="KEYNAME_F10" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F10" tiptext="F10 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F11" name="KEYNAME_F11" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F11" tiptext="F11 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F12" name="KEYNAME_F12" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F12" tiptext="F12 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F13" name="KEYNAME_F13" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F13" tiptext="F13 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F14" name="KEYNAME_F14" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F14" tiptext="F14 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F15" name="KEYNAME_F15" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F15" tiptext="F15 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F16" name="KEYNAME_F16" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F16" tiptext="F16 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F17" name="KEYNAME_F17" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F17" tiptext="F17 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F18" name="KEYNAME_F18" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F18" tiptext="F18 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F19" name="KEYNAME_F19" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F19" tiptext="F19 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F1" name="KEYNAME_F1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F1" tiptext="F1 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F20" name="KEYNAME_F20" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F20" tiptext="F20 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F21" name="KEYNAME_F21" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F21" tiptext="F21 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F22" name="KEYNAME_F22" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F22" tiptext="F22 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F23" name="KEYNAME_F23" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F23" tiptext="F23 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F24" name="KEYNAME_F24" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F24" tiptext="F24 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F25" name="KEYNAME_F25" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F25" tiptext="F25 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F26" name="KEYNAME_F26" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F26" tiptext="F26 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F27" name="KEYNAME_F27" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F27" tiptext="F27 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F28" name="KEYNAME_F28" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F28" tiptext="F28 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F29" name="KEYNAME_F29" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F29" tiptext="F29 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F2" name="KEYNAME_F2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F2" tiptext="F2 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F30" name="KEYNAME_F30" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F30" tiptext="" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F31" name="KEYNAME_F31" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F31" tiptext="F31 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F32" name="KEYNAME_F32" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F32" tiptext="F32 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F33" name="KEYNAME_F33" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F33" tiptext="F33 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F34" name="KEYNAME_F34" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F34" tiptext="F34 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F35" name="KEYNAME_F35" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F35" tiptext="F35 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F3" name="KEYNAME_F3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F3" tiptext="F3 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F4" name="KEYNAME_F4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F4" tiptext="F4 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F5" name="KEYNAME_F5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F5" tiptext="F5 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F6" name="KEYNAME_F6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F6" tiptext="F6 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F7" name="KEYNAME_F7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F7" tiptext="F7 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F8" name="KEYNAME_F8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F8" tiptext="F8 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_F9" name="KEYNAME_F9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_F9" tiptext="F9 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_FIND" name="KEYNAME_FIND" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_FIND" tiptext="尋找鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_HELP" name="KEYNAME_HELP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_HELP" tiptext="說明鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_HOME" name="KEYNAME_HOME" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_HOME" tiptext="Home 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_INSERTCHAR" name="KEYNAME_INSERTCHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_INSERTCHAR" tiptext="插入字元鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_INSERTLINE" name="KEYNAME_INSERTLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_INSERTLINE" tiptext="插入行鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_INSERT" name="KEYNAME_INSERT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_INSERT" tiptext="Insert 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_LEFTARROW" name="KEYNAME_LEFTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_LEFTARROW" tiptext="向左鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_MENU" name="KEYNAME_MENU" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_MENU" tiptext="選單鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_MODESWITCH" name="KEYNAME_MODESWITCH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_MODESWITCH" tiptext="模式切換鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_NEXT" name="KEYNAME_NEXT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_NEXT" tiptext="「下一個」鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PAGEDOWN" name="KEYNAME_PAGEDOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PAGEDOWN" tiptext="Page Down 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PAGEUP" name="KEYNAME_PAGEUP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PAGEUP" tiptext="Page Up 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PAUSE" name="KEYNAME_PAUSE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PAUSE" tiptext="Pause 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PREV" name="KEYNAME_PREV" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PREV" tiptext="「上一個」鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PRINTSCREEN" name="KEYNAME_PRINTSCREEN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PRINTSCREEN" tiptext="Print Screen 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_PRINT" name="KEYNAME_PRINT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_PRINT" tiptext="列印鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_REDO" name="KEYNAME_REDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_REDO" tiptext="重做鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_RESET" name="KEYNAME_RESET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_RESET" tiptext="重設鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_RIGHTARROW" name="KEYNAME_RIGHTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_RIGHTARROW" tiptext="向右鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SCROLLLOCK" name="KEYNAME_SCROLLLOCK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SCROLLLOCK" tiptext="Scroll Lock 鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SELECT" name="KEYNAME_SELECT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SELECT" tiptext="選取鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_STOP" name="KEYNAME_STOP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_STOP" tiptext="停止鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SYSREQ" name="KEYNAME_SYSREQ" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SYSREQ" tiptext="系統要求鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_SYSTEM" name="KEYNAME_SYSTEM" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_SYSTEM" tiptext="系統鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_UNDO" name="KEYNAME_UNDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_UNDO" tiptext="還原鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_UPARROW" name="KEYNAME_UPARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_UPARROW" tiptext="向上鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:KEYNAME_USER" name="KEYNAME_USER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.KEYNAME_USER" tiptext="使用者鍵" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:K" name="K" object="[flash.ui.Keyboard]" playername="" text="Keyboard.K" tiptext="與 K 鍵的按鍵碼值有關聯的常數 (75)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:LEFTBRACKET" name="LEFTBRACKET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.LEFTBRACKET" tiptext="與 [ 鍵的按鍵碼值有關聯的常數 (219)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:LEFT" name="LEFT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.LEFT" tiptext="與向左鍵的按鍵碼值有關聯的常數 (37)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:L" name="L" object="[flash.ui.Keyboard]" playername="" text="Keyboard.L" tiptext="與 L 鍵的按鍵碼值有關聯的常數 (76)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:MINUS" name="MINUS" object="[flash.ui.Keyboard]" playername="" text="Keyboard.MINUS" tiptext="與 - 鍵的按鍵碼值有關聯的常數 (189)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:M" name="M" object="[flash.ui.Keyboard]" playername="" text="Keyboard.M" tiptext="與 M 鍵的按鍵碼值有關聯的常數 (77)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_0" name="NUMBER_0" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_0" tiptext="與 0 鍵的按鍵碼值有關聯的常數 (48)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_1" name="NUMBER_1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_1" tiptext="與 1 鍵的按鍵碼值有關聯的常數 (49)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_2" name="NUMBER_2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_2" tiptext="與 2 鍵的按鍵碼值有關聯的常數 (50)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_3" name="NUMBER_3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_3" tiptext="與 3 鍵的按鍵碼值有關聯的常數 (51)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_4" name="NUMBER_4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_4" tiptext="與 4 鍵的按鍵碼值有關聯的常數 (52)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_5" name="NUMBER_5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_5" tiptext="與 5 鍵的按鍵碼值有關聯的常數 (53)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_6" name="NUMBER_6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_6" tiptext="與 6 鍵的按鍵碼值有關聯的常數 (54)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_7" name="NUMBER_7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_7" tiptext="與 7 鍵的按鍵碼值有關聯的常數 (55)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_8" name="NUMBER_8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_8" tiptext="與 8 鍵的按鍵碼值有關聯的常數 (56)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMBER_9" name="NUMBER_9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMBER_9" tiptext="與 9 鍵的按鍵碼值有關聯的常數 (57)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_0" name="NUMPAD_0" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_0" tiptext="與數字鍵台上數字 0 鍵的按鍵碼值有關聯的常數 (96)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_1" name="NUMPAD_1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_1" tiptext="與數字鍵台上數字 1 鍵的按鍵碼值有關聯的常數 (97)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_2" name="NUMPAD_2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_2" tiptext="與數字鍵台上數字 2 鍵的按鍵碼值有關聯的常數 (98)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_3" name="NUMPAD_3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_3" tiptext="與數字鍵台上數字 3 鍵的按鍵碼值有關聯的常數 (99)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_4" name="NUMPAD_4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_4" tiptext="與數字鍵台上數字 4 鍵的按鍵碼值有關聯的常數 (100)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_5" name="NUMPAD_5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_5" tiptext="與數字鍵台上數字 5 鍵的按鍵碼值有關聯的常數 (101)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_6" name="NUMPAD_6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_6" tiptext="與數字鍵台上數字 6 鍵的按鍵碼值有關聯的常數 (102)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_7" name="NUMPAD_7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_7" tiptext="與數字鍵台上數字 7 鍵的按鍵碼值有關聯的常數 (103)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_8" name="NUMPAD_8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_8" tiptext="與數字鍵台上數字 8 鍵的按鍵碼值有關聯的常數 (104)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_9" name="NUMPAD_9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_9" tiptext="與數字鍵台上數字 9 鍵的按鍵碼值有關聯的常數 (105)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_ADD" name="NUMPAD_ADD" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_ADD" tiptext="與數字鍵台上加號鍵的按鍵碼值有關聯的常數 (107)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_DECIMAL" name="NUMPAD_DECIMAL" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_DECIMAL" tiptext="與數字鍵台上小數點鍵的按鍵碼值有關聯的常數 (110)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_DIVIDE" name="NUMPAD_DIVIDE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_DIVIDE" tiptext="與數字鍵台上除號鍵的按鍵碼值有關聯的常數 (111)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_ENTER" name="NUMPAD_ENTER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_ENTER" tiptext="與數字鍵台上 Enter 鍵的按鍵碼值有關聯的常數 (108)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_MULTIPLY" name="NUMPAD_MULTIPLY" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_MULTIPLY" tiptext="與數字鍵台上乘號鍵的按鍵碼值有關聯的常數 (106)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD_SUBTRACT" name="NUMPAD_SUBTRACT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD_SUBTRACT" tiptext="與數字鍵台上減號鍵的按鍵碼值有關聯的常數 (109)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:NUMPAD" name="NUMPAD" object="[flash.ui.Keyboard]" playername="" text="Keyboard.NUMPAD" tiptext="與數字鍵台的虛擬按鍵碼有關聯的常數 (21)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:N" name="N" object="[flash.ui.Keyboard]" playername="" text="Keyboard.N" tiptext="與 N 鍵的按鍵碼值有關聯的常數 (78)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:O" name="O" object="[flash.ui.Keyboard]" playername="" text="Keyboard.O" tiptext="與 O 鍵的按鍵碼值有關聯的常數 (79)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:PAGE_DOWN" name="PAGE_DOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.PAGE_DOWN" tiptext="與 Page Down 鍵的按鍵碼值有關聯的常數 (34)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:PAGE_UP" name="PAGE_UP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.PAGE_UP" tiptext="與 Page Up 鍵的按鍵碼值有關聯的常數 (33)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:PERIOD" name="PERIOD" object="[flash.ui.Keyboard]" playername="" text="Keyboard.PERIOD" tiptext="與 鍵的按鍵碼值有關聯的常數。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:P" name="P" object="[flash.ui.Keyboard]" playername="" text="Keyboard.P" tiptext="與 P 鍵的按鍵碼值有關聯的常數 (80)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:QUOTE" name="QUOTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.QUOTE" tiptext="與 ' 鍵的按鍵碼值有關聯的常數 (222)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:Q" name="Q" object="[flash.ui.Keyboard]" playername="" text="Keyboard.Q" tiptext="與 Q 鍵的按鍵碼值有關聯的常數 (81)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:RIGHTBRACKET" name="RIGHTBRACKET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.RIGHTBRACKET" tiptext="與 ] 鍵的按鍵碼值有關聯的常數 (221)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:RIGHT" name="RIGHT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.RIGHT" tiptext="與向右鍵的按鍵碼值有關聯的常數 (39)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:R" name="R" object="[flash.ui.Keyboard]" playername="" text="Keyboard.R" tiptext="與 R 鍵的按鍵碼值有關聯的常數 (82)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SEMICOLON" name="SEMICOLON" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SEMICOLON" tiptext="與 ; 鍵的按鍵碼值有關聯的常數 (186)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SHIFT" name="SHIFT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SHIFT" tiptext="與 Shift 鍵的按鍵碼值有關聯的常數 (16)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SLASH" name="SLASH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SLASH" tiptext="與 / 鍵的按鍵碼值有關聯的常數 (191)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:SPACE" name="SPACE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.SPACE" tiptext="與空白鍵的按鍵碼值有關聯的常數 (32)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_BEGIN" name="STRING_BEGIN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_BEGIN" tiptext="OS X Unicode 開始常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_BREAK" name="STRING_BREAK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_BREAK" tiptext="OS X Unicode Break 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_CLEARDISPLAY" name="STRING_CLEARDISPLAY" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_CLEARDISPLAY" tiptext="OS X Unicode 清除顯示常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_CLEARLINE" name="STRING_CLEARLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_CLEARLINE" tiptext="OS X Unicode 清除行常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DELETECHAR" name="STRING_DELETECHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DELETECHAR" tiptext="OS X Unicode 刪除字元常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DELETELINE" name="STRING_DELETELINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DELETELINE" tiptext="OS X Unicode 刪除行常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DELETE" name="STRING_DELETE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DELETE" tiptext="OS X Unicode Delete 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_DOWNARROW" name="STRING_DOWNARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_DOWNARROW" tiptext="OS X Unicode 向下常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_END" name="STRING_END" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_END" tiptext="OS X Unicode End 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_EXECUTE" name="STRING_EXECUTE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_EXECUTE" tiptext="OS X Unicode 執行常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F10" name="STRING_F10" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F10" tiptext="OS X Unicode F10 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F11" name="STRING_F11" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F11" tiptext="OS X Unicode F11 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F12" name="STRING_F12" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F12" tiptext="OS X Unicode F12 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F13" name="STRING_F13" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F13" tiptext="OS X Unicode F13 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F14" name="STRING_F14" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F14" tiptext="OS X Unicode F14 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F15" name="STRING_F15" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F15" tiptext="OS X Unicode F15 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F16" name="STRING_F16" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F16" tiptext="OS X Unicode F16 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F17" name="STRING_F17" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F17" tiptext="OS X Unicode F17 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F18" name="STRING_F18" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F18" tiptext="OS X Unicode F18 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F19" name="STRING_F19" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F19" tiptext="OS X Unicode F19 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F1" name="STRING_F1" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F1" tiptext="OS X Unicode F1 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F20" name="STRING_F20" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F20" tiptext="OS X Unicode F20 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F21" name="STRING_F21" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F21" tiptext="OS X Unicode F21 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F22" name="STRING_F22" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F22" tiptext="OS X Unicode F22 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F23" name="STRING_F23" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F23" tiptext="OS X Unicode F23 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F24" name="STRING_F24" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F24" tiptext="OS X Unicode F24 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F25" name="STRING_F25" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F25" tiptext="OS X Unicode F25 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F26" name="STRING_F26" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F26" tiptext="OS X Unicode F26 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F27" name="STRING_F27" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F27" tiptext="OS X Unicode F27 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F28" name="STRING_F28" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F28" tiptext="OS X Unicode F28 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F29" name="STRING_F29" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F29" tiptext="OS X Unicode F29 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F2" name="STRING_F2" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F2" tiptext="OS X Unicode F2 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F30" name="STRING_F30" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F30" tiptext="OS X Unicode F30 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F31" name="STRING_F31" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F31" tiptext="OS X Unicode F31 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F32" name="STRING_F32" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F32" tiptext="OS X Unicode F32 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F33" name="STRING_F33" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F33" tiptext="OS X Unicode F33 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F34" name="STRING_F34" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F34" tiptext="OS X Unicode F34 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F35" name="STRING_F35" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F35" tiptext="OS X Unicode F35 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F3" name="STRING_F3" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F3" tiptext="OS X Unicode F3 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F4" name="STRING_F4" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F4" tiptext="OS X Unicode F4 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F5" name="STRING_F5" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F5" tiptext="OS X Unicode F5 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F6" name="STRING_F6" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F6" tiptext="OS X Unicode F6 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F7" name="STRING_F7" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F7" tiptext="OS X Unicode F7 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F8" name="STRING_F8" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F8" tiptext="OS X Unicode F8 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_F9" name="STRING_F9" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_F9" tiptext="OS X Unicode F9 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_FIND" name="STRING_FIND" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_FIND" tiptext="OS X Unicode 尋找常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_HELP" name="STRING_HELP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_HELP" tiptext="OS X Unicode 說明常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_HOME" name="STRING_HOME" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_HOME" tiptext="OS X Unicode Home 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_INSERTCHAR" name="STRING_INSERTCHAR" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_INSERTCHAR" tiptext="OS X Unicode 插入字元常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_INSERTLINE" name="STRING_INSERTLINE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_INSERTLINE" tiptext="OS X Unicode 插入行常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_INSERT" name="STRING_INSERT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_INSERT" tiptext="OS X Unicode Insert 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_LEFTARROW" name="STRING_LEFTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_LEFTARROW" tiptext="OS X Unicode 向左常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_MENU" name="STRING_MENU" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_MENU" tiptext="OS X Unicode 選單常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_MODESWITCH" name="STRING_MODESWITCH" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_MODESWITCH" tiptext="OS X Unicode 模式切換常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_NEXT" name="STRING_NEXT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_NEXT" tiptext="OS X Unicode「下一個」常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PAGEDOWN" name="STRING_PAGEDOWN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PAGEDOWN" tiptext="OS X Unicode Page Down 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PAGEUP" name="STRING_PAGEUP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PAGEUP" tiptext="OS X Unicode Page Up 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PAUSE" name="STRING_PAUSE" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PAUSE" tiptext="OS X Unicode Pause 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PREV" name="STRING_PREV" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PREV" tiptext="OS X Unicode「上一個」常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PRINTSCREEN" name="STRING_PRINTSCREEN" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PRINTSCREEN" tiptext="OS X Unicode Print Screen 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_PRINT" name="STRING_PRINT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_PRINT" tiptext="OS X Unicode 列印常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_REDO" name="STRING_REDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_REDO" tiptext="OS X Unicode 重做常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_RESET" name="STRING_RESET" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_RESET" tiptext="OS X Unicode 重設常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_RIGHTARROW" name="STRING_RIGHTARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_RIGHTARROW" tiptext="OS X Unicode 向右常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SCROLLLOCK" name="STRING_SCROLLLOCK" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SCROLLLOCK" tiptext="OS X Unicode Scroll Lock 常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SELECT" name="STRING_SELECT" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SELECT" tiptext="OS X Unicode 選取常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_STOP" name="STRING_STOP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_STOP" tiptext="OS X Unicode 停止常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SYSREQ" name="STRING_SYSREQ" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SYSREQ" tiptext="OS X Unicode 系統要求常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_SYSTEM" name="STRING_SYSTEM" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_SYSTEM" tiptext="OS X Unicode 系統常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_UNDO" name="STRING_UNDO" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_UNDO" tiptext="OS X Unicode 還原常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_UPARROW" name="STRING_UPARROW" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_UPARROW" tiptext="OS X Unicode 向上常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:STRING_USER" name="STRING_USER" object="[flash.ui.Keyboard]" playername="" text="Keyboard.STRING_USER" tiptext="OS X Unicode 使用者常數" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:S" name="S" object="[flash.ui.Keyboard]" playername="" text="Keyboard.S" tiptext="與 S 鍵的按鍵碼值有關聯的常數 (83)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:TAB" name="TAB" object="[flash.ui.Keyboard]" playername="" text="Keyboard.TAB" tiptext="與 Tab 鍵的按鍵碼值有關聯的常數 (9)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:T" name="T" object="[flash.ui.Keyboard]" playername="" text="Keyboard.T" tiptext="與 T 鍵的按鍵碼值有關聯的常數 (84)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:UP" name="UP" object="[flash.ui.Keyboard]" playername="" text="Keyboard.UP" tiptext="與向上鍵的按鍵碼值有關聯的常數 (38)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:U" name="U" object="[flash.ui.Keyboard]" playername="" text="Keyboard.U" tiptext="與 U 鍵的按鍵碼值有關聯的常數 (85)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:V" name="V" object="[flash.ui.Keyboard]" playername="" text="Keyboard.V" tiptext="與 V 鍵的按鍵碼值有關聯的常數 (86)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:W" name="W" object="[flash.ui.Keyboard]" playername="" text="Keyboard.W" tiptext="與 W 鍵的按鍵碼值有關聯的常數 (87)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:X" name="X" object="[flash.ui.Keyboard]" playername="" text="Keyboard.X" tiptext="與 X 鍵的按鍵碼值有關聯的常數 (88)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:Y" name="Y" object="[flash.ui.Keyboard]" playername="" text="Keyboard.Y" tiptext="與 Y 鍵的按鍵碼值有關聯的常數 (89)。" version=""/>

               <string constant="true" helpurl="flash.ui:Keyboard:Z" name="Z" object="[flash.ui.Keyboard]" playername="" text="Keyboard.Z" tiptext="與 Z 鍵的按鍵碼值有關聯的常數 (90)。" version=""/>

               <string helpurl="flash.ui:Keyboard:capsLock:get" name="capsLock" object="[flash.ui.Keyboard]" playername="" text=".capsLock" tiptext="指定啟動 (true) 或不啟動 (false) Caps Lock 鍵。" version=""/>

               <string helpurl="flash.ui:Keyboard:numLock:get" name="numLock" object="[flash.ui.Keyboard]" playername="" text=".numLock" tiptext="指定啟動 (true) 或不啟動 (false) Num Lock 鍵。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.ui:Multitouch" id="[flash.ui.Multitouch]" index="true" name="Multitouch" sort="true" 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，包括具有二或更多觸控點的接觸 (例如，在觸控螢幕上的使用者多支手指)。">

            <folder helpurl="flash.ui:Multitouch" id="Properties" name="屬性" tiptext="Multitouch 類別的屬性">

               <string helpurl="flash.ui:Multitouch:inputMode:get" name="inputMode" object="[flash.ui.Multitouch]" playername="" text=".inputMode" tiptext="識別處理觸控與動作事件的多重觸控模式。" version=""/>

               <string helpurl="flash.ui:Multitouch:maxTouchPoints:get" name="maxTouchPoints" object="[flash.ui.Multitouch]" playername="" text=".maxTouchPoints" tiptext="目前環境支援的同時觸控點數目上限。" version=""/>

               <string helpurl="flash.ui:Multitouch:supportedGestures:get" name="supportedGestures" object="[flash.ui.Multitouch]" playername="" 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=""/>

               <string helpurl="flash.ui:Multitouch:supportsGestureEvents:get" name="supportsGestureEvents" object="[flash.ui.Multitouch]" playername="" 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=""/>

               <string helpurl="flash.ui:Multitouch:supportsTouchEvents:get" name="supportsTouchEvents" object="[flash.ui.Multitouch]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.ui:MultitouchInputMode" id="[flash.ui.MultitouchInputMode]" index="true" name="MultitouchInputMode" sort="true" tiptext="MultitouchInputMode 類別可提供 flash.ui.Multitouch 類別的 inputMode 屬性值。">

            <folder helpurl="flash.ui:MultitouchInputMode" id="Properties" name="屬性" tiptext="MultitouchInputMode 類別的屬性">

               <string constant="true" helpurl="flash.ui:MultitouchInputMode:GESTURE" name="GESTURE" object="[flash.ui.MultitouchInputMode]" playername="" text="MultitouchInputMode.GESTURE" 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=""/>

               <string constant="true" helpurl="flash.ui:MultitouchInputMode:NONE" name="NONE" object="[flash.ui.MultitouchInputMode]" playername="" text="MultitouchInputMode.NONE" 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=""/>

               <string constant="true" helpurl="flash.ui:MultitouchInputMode:TOUCH_POINT" name="TOUCH_POINT" object="[flash.ui.MultitouchInputMode]" playername="" text="MultitouchInputMode.TOUCH_POINT" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.utils" id="flash.utils" name="flash.utils" sort="true" tiptext="flash.utils 套件的類別">

         <folder asAncestors="Object" helpurl="flash.utils:ByteArray" id="[flash.utils.ByteArray]" index="true" name="ByteArray" sort="true" 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。">

            <folder helpurl="flash.utils:ByteArray" id="Methods" name="方法" tiptext="ByteArray 類別的方法">

               <string constructor="true" helpurl="flash.utils:ByteArray:ByteArray" name="ByteArray" object="[flash.utils.ByteArray]" playername="" text="new ByteArray(%%)" 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"/>

               <string helpurl="flash.utils:ByteArray:clear" name="clear" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:deflate" name="deflate" object="[flash.utils.ByteArray]" playername="" text=".deflate(%%):void" tiptext="使用 deflate 壓縮演算法來壓縮位元組陣列。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readBoolean" name="readBoolean" object="[flash.utils.ByteArray]" playername="" text=".readBoolean(%%):Boolean" tiptext="從位元組串流讀取 Boolean 值。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readByte" name="readByte" object="[flash.utils.ByteArray]" playername="" text=".readByte(%%):int" tiptext="從位元組串流讀取具有正負號的位元組。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readBytes" name="readBytes" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readDouble" name="readDouble" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readFloat" name="readFloat" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readInt" name="readInt" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readMultiByte" name="readMultiByte" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readObject" name="readObject" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readShort" name="readShort" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readUTFBytes" name="readUTFBytes" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:readUTF" name="readUTF" object="[flash.utils.ByteArray]" playername="" text=".readUTF(%%):String" tiptext="從位元組串流讀取 UTF-8 字串。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readUnsignedByte" name="readUnsignedByte" object="[flash.utils.ByteArray]" playername="" text=".readUnsignedByte(%%):uint" tiptext="從位元組串流讀取無正負號的位元組。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readUnsignedInt" name="readUnsignedInt" object="[flash.utils.ByteArray]" playername="" text=".readUnsignedInt(%%):uint" tiptext="從位元組串流讀取無正負號的 32 位元整數。" version="4"/>

               <string helpurl="flash.utils:ByteArray:readUnsignedShort" name="readUnsignedShort" object="[flash.utils.ByteArray]" playername="" text=".readUnsignedShort(%%):uint" tiptext="從位元組串流讀取無正負號的 16 位元整數。" version="4"/>

               <string helpurl="flash.utils:ByteArray:toString" name="toString" object="[flash.utils.ByteArray]" playername="" text=".toString(%%):String" tiptext="將位元組陣列轉換為字串。" version="4"/>

               <string helpurl="flash.utils:ByteArray:uncompress" name="uncompress" object="[flash.utils.ByteArray]" playername="" text=".uncompress(%[演算法:String=unknown]%):void" tiptext="解壓縮位元組陣列。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeBoolean" name="writeBoolean" object="[flash.utils.ByteArray]" playername="" text=".writeBoolean(%值:Boolean%):void" tiptext="寫入 Boolean 值。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeByte" name="writeByte" object="[flash.utils.ByteArray]" playername="" text=".writeByte(%值:int%):void" tiptext="將位元組寫入位元組串流。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeBytes" name="writeBytes" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeDouble" name="writeDouble" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeFloat" name="writeFloat" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeInt" name="writeInt" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeMultiByte" name="writeMultiByte" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeObject" name="writeObject" object="[flash.utils.ByteArray]" playername="" 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"/>

               <string helpurl="flash.utils:ByteArray:writeShort" name="writeShort" object="[flash.utils.ByteArray]" playername="" text=".writeShort(%值:int%):void" tiptext="將 16 位元整數寫入位元組串流。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeUTFBytes" name="writeUTFBytes" object="[flash.utils.ByteArray]" playername="" text=".writeUTFBytes(%值:String%):void" tiptext="將 UTF-8 字串寫入位元組串流。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeUTF" name="writeUTF" object="[flash.utils.ByteArray]" playername="" text=".writeUTF(%值:String%):void" tiptext="將 UTF-8 字串寫入位元組串流。" version="4"/>

               <string helpurl="flash.utils:ByteArray:writeUnsignedInt" name="writeUnsignedInt" object="[flash.utils.ByteArray]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.utils:ByteArray" id="Properties" name="屬性" tiptext="ByteArray 類別的屬性">

               <string helpurl="flash.utils:ByteArray:bytesAvailable:get" name="bytesAvailable" object="[flash.utils.ByteArray]" playername="" 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=""/>

               <string helpurl="flash.utils:ByteArray:defaultObjectEncoding:get" name="defaultObjectEncoding" object="[flash.utils.ByteArray]" playername="" 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=""/>

               <string helpurl="flash.utils:ByteArray:endian:get" name="endian" object="[flash.utils.ByteArray]" playername="" 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=""/>

               <string helpurl="flash.utils:ByteArray:length:get" name="length" object="[flash.utils.ByteArray]" playername="" text=".length" tiptext="ByteArray 物件的長度，以位元組為單位。" version=""/>

               <string helpurl="flash.utils:ByteArray:objectEncoding:get" name="objectEncoding" object="[flash.utils.ByteArray]" playername="" 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=""/>

               <string helpurl="flash.utils:ByteArray:position:get" name="position" object="[flash.utils.ByteArray]" playername="" 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=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.utils:Dictionary" id="[flash.utils.Dictionary]" index="true" name="Dictionary" sort="true" 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 (===)。">

            <folder helpurl="flash.utils:Dictionary" id="Methods" name="方法" tiptext="Dictionary 類別的方法">

               <string constructor="true" helpurl="flash.utils:Dictionary:Dictionary" name="Dictionary" object="[flash.utils.Dictionary]" playername="" text="new Dictionary(%[弱識別碼:Boolean=false]%)" tiptext="建立新的 Dictionary 物件。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.utils:Endian" id="[flash.utils.Endian]" index="true" name="Endian" sort="true" 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。">

            <folder helpurl="flash.utils:Endian" id="Properties" name="屬性" tiptext="Endian 類別的屬性">

               <string constant="true" helpurl="flash.utils:Endian:BIG_ENDIAN" name="BIG_ENDIAN" object="[flash.utils.Endian]" playername="" text="Endian.BIG_ENDIAN" 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=""/>

               <string constant="true" helpurl="flash.utils:Endian:LITTLE_ENDIAN" name="LITTLE_ENDIAN" object="[flash.utils.Endian]" playername="" text="Endian.LITTLE_ENDIAN" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.utils:IDataInput" id="[flash.utils.IDataInput]" index="true" name="IDataInput" sort="true" tiptext="IDataInput 介面會提供一組方法，以讀取二進位資料。">

            <folder helpurl="flash.utils:IDataInput" id="Methods" name="方法" tiptext="IDataInput 類別的方法">

               <string helpurl="flash.utils:IDataInput:readBoolean" name="readBoolean" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readByte" name="readByte" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readBytes" name="readBytes" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readDouble" name="readDouble" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readFloat" name="readFloat" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readInt" name="readInt" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readMultiByte" name="readMultiByte" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readObject" name="readObject" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readShort" name="readShort" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUTFBytes" name="readUTFBytes" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUTF" name="readUTF" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUnsignedByte" name="readUnsignedByte" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUnsignedInt" name="readUnsignedInt" object="[flash.utils.IDataInput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataInput:readUnsignedShort" name="readUnsignedShort" object="[flash.utils.IDataInput]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.utils:IDataInput" id="Properties" name="屬性" tiptext="IDataInput 類別的屬性">

               <string helpurl="flash.utils:IDataInput:bytesAvailable:get" name="bytesAvailable" object="[flash.utils.IDataInput]" playername="" text=".bytesAvailable" tiptext="傳回可在輸入緩衝區中讀取之資料的位元組數。" version=""/>

               <string helpurl="flash.utils:IDataInput:endian:get" name="endian" object="[flash.utils.IDataInput]" playername="" 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=""/>

               <string helpurl="flash.utils:IDataInput:objectEncoding:get" name="objectEncoding" object="[flash.utils.IDataInput]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.utils:IDataOutput" id="[flash.utils.IDataOutput]" index="true" name="IDataOutput" sort="true" tiptext="IDataOutput 介面會提供一組方法，以寫入二進位資料。">

            <folder helpurl="flash.utils:IDataOutput" id="Methods" name="方法" tiptext="IDataOutput 類別的方法">

               <string helpurl="flash.utils:IDataOutput:writeBoolean" name="writeBoolean" object="[flash.utils.IDataOutput]" playername="" text=".writeBoolean(%值:Boolean%):void" tiptext="寫入 Boolean 值。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeByte" name="writeByte" object="[flash.utils.IDataOutput]" playername="" text=".writeByte(%值:int%):void" tiptext="寫入位元組。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeBytes" name="writeBytes" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeDouble" name="writeDouble" object="[flash.utils.IDataOutput]" playername="" text=".writeDouble(%值:Number%):void" tiptext="寫入 IEEE 754 雙精度 (64 位元) 浮點數。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeFloat" name="writeFloat" object="[flash.utils.IDataOutput]" playername="" text=".writeFloat(%值:Number%):void" tiptext="寫入 IEEE 754 單精度 (32 位元) 浮點數。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeInt" name="writeInt" object="[flash.utils.IDataOutput]" playername="" text=".writeInt(%值:int%):void" tiptext="寫入 32 位元的具有正負號整數。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeMultiByte" name="writeMultiByte" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeObject" name="writeObject" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeShort" name="writeShort" object="[flash.utils.IDataOutput]" playername="" text=".writeShort(%值:int%):void" tiptext="寫入 16 位元整數。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeUTFBytes" name="writeUTFBytes" object="[flash.utils.IDataOutput]" playername="" text=".writeUTFBytes(%值:String%):void" tiptext="寫入 UTF-8 字串。" version="4"/>

               <string helpurl="flash.utils:IDataOutput:writeUTF" name="writeUTF" object="[flash.utils.IDataOutput]" playername="" 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"/>

               <string helpurl="flash.utils:IDataOutput:writeUnsignedInt" name="writeUnsignedInt" object="[flash.utils.IDataOutput]" playername="" text=".writeUnsignedInt(%值:uint%):void" tiptext="寫入 32 位元的無正負號整數。" version="4"/>

            </folder>

            <folder helpurl="flash.utils:IDataOutput" id="Properties" name="屬性" tiptext="IDataOutput 類別的屬性">

               <string helpurl="flash.utils:IDataOutput:endian:get" name="endian" object="[flash.utils.IDataOutput]" playername="" 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=""/>

               <string helpurl="flash.utils:IDataOutput:objectEncoding:get" name="objectEncoding" object="[flash.utils.IDataOutput]" playername="" 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=""/>

            </folder>

         </folder>

         <folder helpurl="flash.utils:IExternalizable" id="[flash.utils.IExternalizable]" index="true" name="IExternalizable" sort="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。">

            <folder helpurl="flash.utils:IExternalizable" id="Methods" name="方法" tiptext="IExternalizable 類別的方法">

               <string helpurl="flash.utils:IExternalizable:readExternal" name="readExternal" object="[flash.utils.IExternalizable]" playername="" 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"/>

               <string helpurl="flash.utils:IExternalizable:writeExternal" name="writeExternal" object="[flash.utils.IExternalizable]" playername="" 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"/>

            </folder>

         </folder>

         <folder helpurl="flash.utils" id="Methods" name="方法" tiptext="flash.utils 套件的方法">

            <string helpurl="flash.utils:describeType" name="describeType" playername="" 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"/>

            <string helpurl="flash.utils:escapeMultiByte" name="escapeMultiByte" playername="" 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"/>

            <string helpurl="flash.utils:getAliasName" name="getAliasName" playername="" text="getAliasName(%值:*%):String" tiptext="" version=""/>

            <string helpurl="flash.utils:getDefinitionByName" name="getDefinitionByName" playername="" text="getDefinitionByName(%名稱:String%):Object" tiptext="傳回 name 參數所指定之類別的類別物件參照。" version="4"/>

            <string helpurl="flash.utils:getQualifiedClassName" name="getQualifiedClassName" playername="" text="getQualifiedClassName(%值:*%):String" tiptext="傳回物件的完整類別名稱。" version="4"/>

            <string helpurl="flash.utils:getQualifiedSuperclassName" name="getQualifiedSuperclassName" playername="" 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"/>

            <string helpurl="flash.utils:getTimer" name="getTimer" playername="" text="getTimer(%%):int" tiptext="用於計算相對時間。" version="4"/>

            <string helpurl="flash.utils:unescapeMultiByte" name="unescapeMultiByte" playername="" 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"/>

            <string helpurl="flash.utils:clearInterval" name="clearInterval" playername="" text="clearInterval(%id:uint%):void" tiptext="取消指定的 setInterval() 呼叫。" version="9"/>

            <string helpurl="flash.utils:clearTimeout" name="clearTimeout" playername="" text="clearTimeout(%id:uint%):void" tiptext="取消指定的 setTimeout() 呼叫。" version="9"/>

            <string helpurl="flash.utils:setInterval" name="setInterval" playername="" 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"/>

            <string helpurl="flash.utils:setTimeout" name="setTimeout" playername="" 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"/>

         </folder>

         <folder asAncestors="Object" helpurl="flash.utils:Proxy" id="[flash.utils.Proxy]" index="true" name="Proxy" sort="true" 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。">

            <folder helpurl="flash.utils:Proxy" id="Methods" name="方法" tiptext="Proxy 類別的方法">

               <string helpurl="flash.utils:Proxy:callProperty" name="callProperty" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:deleteProperty" name="deleteProperty" object="[flash.utils.Proxy]" playername="" text=".deleteProperty(%名稱:*%):Boolean" tiptext="覆寫要求以刪除屬性。" version="4"/>

               <string helpurl="flash.utils:Proxy:getDescendants" name="getDescendants" object="[flash.utils.Proxy]" playername="" text=".getDescendants(%名稱:*%)" tiptext="覆寫 descendant 運算子的使用。" version="4"/>

               <string helpurl="flash.utils:Proxy:getProperty" name="getProperty" object="[flash.utils.Proxy]" playername="" text=".getProperty(%名稱:*%)" tiptext="覆寫對屬性值的任何要求。" version="4"/>

               <string helpurl="flash.utils:Proxy:hasProperty" name="hasProperty" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:isAttribute" name="isAttribute" object="[flash.utils.Proxy]" playername="" text=".isAttribute(%名稱:*%):Boolean" tiptext="檢查提供的 QName 是否也會標記為屬性。" version="4"/>

               <string helpurl="flash.utils:Proxy:nextNameIndex" name="nextNameIndex" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:nextName" name="nextName" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:nextValue" name="nextValue" object="[flash.utils.Proxy]" playername="" 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"/>

               <string helpurl="flash.utils:Proxy:setProperty" name="setProperty" object="[flash.utils.Proxy]" playername="" text=".setProperty(%名稱:*,值:*%):void" tiptext="覆寫呼叫以變更屬性的值。" version="4"/>

            </folder>

         </folder>

         <folder asAncestors="flash.events:EventDispatcher,Object" helpurl="flash.utils:Timer" id="[flash.utils.Timer]" index="true" name="Timer" sort="true" tiptext="Timer 類別是計時器介面，可讓您在指定的時間序列執行程式碼。">

            <folder helpurl="flash.utils:Timer" id="Methods" name="方法" tiptext="Timer 類別的方法">

               <string constructor="true" helpurl="flash.utils:Timer:Timer" name="Timer" object="[flash.utils.Timer]" playername="" text="new Timer(%延誤:Number[,重複計數:int=0]%)" tiptext="以指定的 delay 和 repeatCount 狀態建構新的 Timer 物件。" version="4"/>

               <string helpurl="flash.utils:Timer:reset" name="reset" object="[flash.utils.Timer]" playername="" 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"/>

               <string helpurl="flash.utils:Timer:start" name="start" object="[flash.utils.Timer]" playername="" text=".start(%%):void" tiptext="啟動計時器 (如果計時器尚未執行)。" version="4"/>

               <string helpurl="flash.utils:Timer:stop" name="stop" object="[flash.utils.Timer]" playername="" text=".stop(%%):void" tiptext="停止計時器。" version="4"/>

            </folder>

            <folder helpurl="flash.utils:Timer" id="Properties" name="屬性" tiptext="Timer 類別的屬性">

               <string helpurl="flash.utils:Timer:currentCount:get" name="currentCount" object="[flash.utils.Timer]" playername="" text=".currentCount" tiptext="計時器自從零啟動後觸發的總次數。" version=""/>

               <string helpurl="flash.utils:Timer:delay:get" name="delay" object="[flash.utils.Timer]" playername="" text=".delay" tiptext="計時器事件彼此之間的延遲時間，以毫秒為單位。" version=""/>

               <string helpurl="flash.utils:Timer:repeatCount:get" name="repeatCount" object="[flash.utils.Timer]" playername="" text=".repeatCount" tiptext="計時器設定執行的總次數。" version=""/>

               <string helpurl="flash.utils:Timer:running:get" name="running" object="[flash.utils.Timer]" playername="" 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=""/>

            </folder>

            <folder helpurl="flash.utils:Timer" id="Events" name="事件" tiptext="Timer 類別的事件">

               <string helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_COMPLETE_timerComplete" name="timerComplete" object="[flash.utils.Timer]" playername="" 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=""/>

               <string helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_timer" name="timer" object="[flash.utils.Timer]" playername="" 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=""/>

            </folder>

         </folder>

      </folder>

      <folder helpurl="flash.xml" id="flash.xml" name="flash.xml" sort="true" tiptext="flash.xml 套件的類別">

         <folder asAncestors="flash.xml:XMLNode,Object" helpurl="flash.xml:XMLDocument" id="[flash.xml.XMLDocument]" index="true" name="XMLDocument" sort="true" tiptext="XMLDocument 類別代表存在於 ActionScript 2.0 中的舊版 XML 物件。">

            <folder helpurl="flash.xml:XMLDocument" id="Methods" name="方法" tiptext="XMLDocument 類別的方法">

               <string constructor="true" helpurl="flash.xml:XMLDocument:XMLDocument" name="XMLDocument" object="[flash.xml.XMLDocument]" playername="" text="new XMLDocument(%[來源:String=null]%)" tiptext="建立新的 XMLDocument 物件。" version="4"/>

               <string helpurl="flash.xml:XMLDocument:createElement" name="createElement" object="[flash.xml.XMLDocument]" playername="" 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"/>

               <string helpurl="flash.xml:XMLDocument:createTextNode" name="createTextNode" object="[flash.xml.XMLDocument]" playername="" 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"/>

               <string helpurl="flash.xml:XMLDocument:parseXML" name="parseXML" object="[flash.xml.XMLDocument]" playername="" 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"/>

               <string helpurl="flash.xml:XMLDocument:toString" name="toString" object="[flash.xml.XMLDocument]" playername="" text=".toString(%%):String" tiptext="傳回 XML 物件的字串形式。" version="4"/>

            </folder>

            <folder helpurl="flash.xml:XMLDocument" id="Properties" name="屬性" tiptext="XMLDocument 類別的屬性">

               <string helpurl="flash.xml:XMLDocument:docTypeDecl" name="docTypeDecl" object="[flash.xml.XMLDocument]" playername="" text=".docTypeDecl" tiptext="指定有關 XML 文件之 DOCTYPE 宣告的資訊。" version=""/>

               <string helpurl="flash.xml:XMLDocument:idMap" name="idMap" object="[flash.xml.XMLDocument]" playername="" text=".idMap" tiptext="包含具有一個指定 ID 屬性的 XML 之節點的物件。" version=""/>

               <string helpurl="flash.xml:XMLDocument:ignoreWhite" name="ignoreWhite" object="[flash.xml.XMLDocument]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLDocument:xmlDecl" name="xmlDecl" object="[flash.xml.XMLDocument]" playername="" text=".xmlDecl" tiptext="指定文件之 XML 宣告相關資訊的字串。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.xml:XMLNode" id="[flash.xml.XMLNode]" index="true" name="XMLNode" sort="true" 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。">

            <folder helpurl="flash.xml:XMLNode" id="Methods" name="方法" tiptext="XMLNode 類別的方法">

               <string constructor="true" helpurl="flash.xml:XMLNode:XMLNode" name="XMLNode" object="[flash.xml.XMLNode]" playername="" text="new XMLNode(%類型:uint,值:String%)" tiptext="建立新的 XMLNode 物件。" version="4"/>

               <string helpurl="flash.xml:XMLNode:appendChild" name="appendChild" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:cloneNode" name="cloneNode" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:getNamespaceForPrefix" name="getNamespaceForPrefix" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:getPrefixForNamespace" name="getPrefixForNamespace" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:hasChildNodes" name="hasChildNodes" object="[flash.xml.XMLNode]" playername="" text=".hasChildNodes(%%):Boolean" tiptext="指出指定的 XMLNode 物件是否具有子節點。" version="4"/>

               <string helpurl="flash.xml:XMLNode:insertBefore" name="insertBefore" object="[flash.xml.XMLNode]" playername="" 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"/>

               <string helpurl="flash.xml:XMLNode:removeNode" name="removeNode" object="[flash.xml.XMLNode]" playername="" text=".removeNode(%%):void" tiptext="將指定的 XML 物件從父節點移除。" version="4"/>

               <string helpurl="flash.xml:XMLNode:toString" name="toString" object="[flash.xml.XMLNode]" playername="" 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"/>

            </folder>

            <folder helpurl="flash.xml:XMLNode" id="Properties" name="屬性" tiptext="XMLNode 類別的屬性">

               <string helpurl="flash.xml:XMLNode:firstChild" name="firstChild" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:lastChild" name="lastChild" object="[flash.xml.XMLNode]" playername="" text=".lastChild" tiptext="XMLNode 值，會參照節點之子清單中的最後一個子節點。" version=""/>

               <string helpurl="flash.xml:XMLNode:nextSibling" name="nextSibling" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:nodeName" name="nodeName" object="[flash.xml.XMLNode]" playername="" text=".nodeName" tiptext="代表 XMLNode 物件之節點名稱的字串。" version=""/>

               <string helpurl="flash.xml:XMLNode:nodeType" name="nodeType" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:nodeValue" name="nodeValue" object="[flash.xml.XMLNode]" playername="" text=".nodeValue" tiptext="XMLDocument 物件的節點值。" version=""/>

               <string helpurl="flash.xml:XMLNode:parentNode" name="parentNode" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:previousSibling" name="previousSibling" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:attributes:get" name="attributes" object="[flash.xml.XMLNode]" playername="" text=".attributes" tiptext="包含指定之 XMLNode 實體之所有屬性的物件。" version=""/>

               <string helpurl="flash.xml:XMLNode:childNodes:get" name="childNodes" object="[flash.xml.XMLNode]" playername="" text=".childNodes" tiptext="指定之 XMLNode 物件的子系陣列。" version=""/>

               <string helpurl="flash.xml:XMLNode:localName:get" name="localName" object="[flash.xml.XMLNode]" playername="" text=".localName" tiptext="XML 節點名稱的區域名稱部分。" version=""/>

               <string helpurl="flash.xml:XMLNode:namespaceURI:get" name="namespaceURI" object="[flash.xml.XMLNode]" playername="" 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=""/>

               <string helpurl="flash.xml:XMLNode:prefix:get" name="prefix" object="[flash.xml.XMLNode]" playername="" text=".prefix" tiptext="XML 節點名稱的前置詞部分。" version=""/>

            </folder>

         </folder>

         <folder asAncestors="Object" helpurl="flash.xml:XMLNodeType" id="[flash.xml.XMLNodeType]" index="true" name="XMLNodeType" sort="true" tiptext="XMLNodeType 類別包含與 XMLNode.nodeType 搭配使用的常數。">

            <folder helpurl="flash.xml:XMLNodeType" id="Properties" name="屬性" tiptext="XMLNodeType 類別的屬性">

               <string constant="true" helpurl="flash.xml:XMLNodeType:ELEMENT_NODE" name="ELEMENT_NODE" object="[flash.xml.XMLNodeType]" playername="" text="XMLNodeType.ELEMENT_NODE" tiptext="指定節點為元素。" version=""/>

               <string constant="true" helpurl="flash.xml:XMLNodeType:TEXT_NODE" name="TEXT_NODE" object="[flash.xml.XMLNodeType]" playername="" text="XMLNodeType.TEXT_NODE" tiptext="指定節點為文字節點。" version=""/>

            </folder>

         </folder>

      </folder>

      <folder id="Language Elements" name="語言元素" sort="true" tiptext="在執行階段執行或指定動作的語言元素">

         <folder helpurl="statements:" id="Statements, Keywords &amp; Directives" name="陳述式、關鍵字和指令" sort="true" tiptext="要在運算式中使用的陳述式">

            <folder id="statement" name="陳述式" sort="true" tiptext="在執行階段執行或指定動作的語言元素。">

               <action helpurl="statements:break" id="break" name="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"/>

               <action helpurl="statements:case" id="case" name="case" quickey="ce" text="case condition :\n" tiptext="定義 switch 陳述式的條件。" version="9"/>

               <action helpurl="statements:continue" id="continue" name="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"/>

               <action helpurl="statements:default" id="default" name="default" quickey="dt" text="default :\n" tiptext="定義 switch 陳述式的 default case。" version="9"/>

               <action helpurl="statements:do..while" id="do while" name="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"/>

               <action helpurl="statements:else" id="else" name="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"/>

               <action helpurl="statements:for" id="for" name="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"/>

               <action helpurl="statements:for..in" id="for in" name="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"/>

               <action helpurl="statements:for each..in" id="for each in" name="for each..in" text="for each (% $迴圈指標$ in $物件$ %) {\n}\n" tiptext="重複執行集合中的項目。" version="9"/>

               <action helpurl="statements:if" id="if" name="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"/>

               <action helpurl="statements:label" id="label" name="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"/>

               <action helpurl="statements:return" id="return" name="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"/>

               <string helpurl="statements:super" name="super" text="super" tiptext="叫用方法或建構函式的父類別版本。" version="9"/>

               <action helpurl="statements:switch" id="switch" name="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"/>

               <action helpurl="statements:throw" id="throw" name="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"/>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:try" id="try" name="try" quickey="ty" text="try {\n}\n" tiptext="用例外處理嘗試執行程式區塊" version="7.0"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:catch" id="catch" name="catch" quickey="ch" text="catch (% 變數 %) {\n}\n" tiptext="捕捉例外" version="7.0"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:finally" id="finally" name="finally" quickey="fy" text="finally {\n}\n" tiptext="例外處理後執行程式碼" version="7.0"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_OFF">

                  <string helpurl="statements:try..catch..finally" 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"/>

               </ifmode>

               <ifmode mode="SCRIPT_ASSIST_ON">

                  <action helpurl="statements:evaluate" id="evaluate" name="evaluate" quickey="ev" text="" tiptext="評估自訂運算式" version="7.0"/>

               </ifmode>

               <action helpurl="statements:while" id="while" name="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"/>

               <action helpurl="statements:with" id="with" name="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"/>

            </folder>

            <folder id="definition keyword" name="定義關鍵字" sort="true" tiptext="用來定義實體，例如變數、函數、類別與介面。">

               <action helpurl="statements:class" id="class" name="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"/>

               <string helpurl="statements:extends" name="extends" text="extends" tiptext="定義本身為另一個類別之子類別的類別。" version="9"/>

               <action helpurl="statements:function" id="function" name="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"/>

               <string helpurl="statements:get" 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"/>

               <string helpurl="statements:implements" 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"/>

               <action helpurl="statements:interface" id="interface" name="interface" text="interface" tiptext="定義介面。" version="9"/>

               <string helpurl="statements:package" 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程式碼中。" version="9"/>

               <string helpurl="statements:namespace" name="namespace" text="namespace" tiptext="可讓您控制定義的可見性。" version="9"/>

               <string helpurl="statements:... (rest) parameter" 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"/>

               <string helpurl="statements:set" 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"/>

               <string helpurl="statements:const" 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"/>

               <action helpurl="statements:var" id="var" name="var" quickey="vr" text="var %%;\n" tiptext="指定變數。" version="9"/>

            </folder>

            <folder id="directive" name="指令" 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 helpurl="statements:default xml namespace" 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"/>

               <action helpurl="statements:import" id="import" name="import" text="import" tiptext="可讓程式碼使用類別與套件。" version="9"/>

               <action helpurl="statements:include" id="include" name="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程式碼的一部分。" version=""/>

               <string helpurl="statements:use namespace" 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"/>

            </folder>

            <folder id="attribute keyword" name="屬性關鍵字" 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 helpurl="statements:dynamic" 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"/>

               <string helpurl="statements:private" 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"/>

               <string helpurl="statements:protected" 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"/>

               <string helpurl="statements:native" 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"/>

               <string helpurl="statements:internal" 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"/>

               <string helpurl="statements:override" name="override" text="override" tiptext="指定某個方法會取代 (遮蔽) 繼承的方法。" version="9"/>

               <string helpurl="statements:final" name="final" text="final" tiptext="指定方法無法加以覆寫。" version="9"/>

               <string helpurl="statements:public" 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"/>

               <string helpurl="statements:static" 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"/>

            </folder>

            <folder id="primary expression keyword" name="主要運算式關鍵字" sort="true" tiptext="用來代表常值。">

               <string helpurl="statements:this" name="this" text="this" tiptext="對方法所包含之物件的參照。" version="9"/>

               <string helpurl="statements:false" name="false" text="false" tiptext="表示為 false 的 Boolean 值。" version="9"/>

               <string helpurl="statements:null" 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"/>

               <string helpurl="statements:true" name="true" text="true" tiptext="表示為 true 的 Boolean 值。" version="9"/>

            </folder>

            <folder id="namespace" name="命名空間" sort="true" tiptext="識別名稱的內容。">

               <string helpurl="statements:AS3" 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=""/>

               <string helpurl="statements:flash_proxy" name="flash_proxy" text="" tiptext="定義 Proxy 類別的方法。" version=""/>

               <string helpurl="statements:object_proxy" name="object_proxy" text="" tiptext="定義 ObjectProxy 類別的方法。" version=""/>

            </folder>

         </folder>

         <folder helpurl="operators:" name="運算子" sort="true" tiptext="用來組合、比較或修改值的符號式運算子">

            <folder name="其它" sort="false" tiptext="其他運算子">

               <string helpurl="operators:array access" 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"/>

               <string helpurl="operators:as" name="as" text="as" tiptext="檢查運算式是否與資料類型 datatype 相容。" version="9"/>

               <string helpurl="operators:comma" 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"/>

               <string helpurl="operators:conditional" 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"/>

               <string helpurl="operators:delete" 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"/>

               <string helpurl="operators:dot" 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"/>

               <string helpurl="operators:in" name="in" text="in" tiptext="檢查 運算式1 是否為 運算式2 的屬性。" version="9"/>

               <string helpurl="operators:instanceof" name="instanceof" text="instanceof" tiptext="評估物件是否屬於特定的類別。" version="9"/>

               <string helpurl="operators:is" 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"/>

               <string helpurl="operators:name qualifier" 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"/>

               <string helpurl="operators:new" 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"/>

               <string helpurl="operators:object initializer" 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"/>

               <string helpurl="operators:parentheses" 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"/>

               <string helpurl="operators:RegExp delimiter" 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"/>

               <string helpurl="operators:type" 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"/>

               <string helpurl="operators:typeof" name="typeof" text="typeof" tiptext="評估運算式並傳回指定其類型的字串。" version="9"/>

               <string helpurl="operators:void" 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"/>

            </folder>

            <folder name="邏輯" sort="false" tiptext="邏輯運算子">

               <string helpurl="operators:logical AND" 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"/>

               <string helpurl="operators:logical AND assignment" name="&amp;&amp;= (邏輯 AND 指定)" text="&amp;&amp;=" tiptext="將 expression1 &amp;amp;&amp;amp; expression2 的值指定給 expression1。" version="9"/>

               <string helpurl="operators:logical NOT" name="! (邏輯 NOT)" text="!" tiptext="將變數或運算式的 Boolean 值變成相反值。" version="9"/>

               <string helpurl="operators:logical OR" 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"/>

               <string helpurl="operators:logical OR assignment" name="||= (邏輯 OR 指定)" text="||=" tiptext="將 expression1 || expression2 的值指定給 expression1。" version="9"/>

            </folder>

            <folder name="比較" sort="false" tiptext="比較運算子">

               <string helpurl="operators:equality" name="== (相等)" text="==" tiptext="測試兩個運算式是否相等。" version="9"/>

               <string helpurl="operators:greater than" 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"/>

               <string helpurl="operators:greater than or equal to" name="&gt;= (大於或等於)" text="&gt;=" tiptext="比較兩個運算式並判斷 expression1 是否大於 expression2；如果是的話，該運算子會傳回 true。" version="9"/>

               <string helpurl="operators:inequality" name="!=  (不相等)" text="!=" tiptext="測試是否有相等 (== ) 運算子的相反值。" version="9"/>

               <string helpurl="operators:less than" 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"/>

               <string helpurl="operators:less than or equal to" 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"/>

               <string helpurl="operators:strict equality" 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"/>

               <string helpurl="operators:strict inequality" 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"/>

            </folder>

            <folder name="註解" sort="false" tiptext="註解運算子">

               <action helpurl="operators:block comment delimiter" id="comment" name="/*..*/ (區塊註解分隔符號)" text="/* %% */\n" tiptext="表示一行或多行程式碼註解。" version="9"/>

               <action helpurl="operators:line comment delimiter" id="comment" name="// (行註解分隔符號)" quickey="//" text="// %%\n" tiptext="指出程式碼註解的開頭。" version="9"/>

            </folder>

            <folder name="數學" sort="false" tiptext="數學運算子">

               <string helpurl="operators:addition" name="+ (加法)" text="+" tiptext="將數值運算式相加。" version="9"/>

               <string helpurl="operators:decrement" 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"/>

               <string helpurl="operators:division" name="/ (除法)" text="/" tiptext="將 運算式1 除以 運算式2。" version="9"/>

               <string helpurl="operators:increment" name="++ (遞增)" text="++" tiptext="前置遞增和後置遞增一的單元運算子，它會將運算式加上 1。" version="9"/>

               <string helpurl="operators:modulo" name="% (模除)" text="%" tiptext="計算 運算式1 除以 運算式2 所得的餘數。" version="9"/>

               <string helpurl="operators:multiplication" name="* (乘法)" text="*" tiptext="將兩個數值運算式相乘。" version="9"/>

               <string helpurl="operators:subtraction" name="- (減法)" text="-" tiptext="當做負號或用於減法。" version="9"/>

            </folder>

            <folder name="數學複合指定" sort="false" tiptext="複合數學運算子">

               <string helpurl="operators:addition assignment" 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"/>

               <string helpurl="operators:division assignment" 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"/>

               <string helpurl="operators:modulo assignment" 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"/>

               <string helpurl="operators:multiplication assignment" 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"/>

               <string helpurl="operators:subtraction assignment" 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"/>

            </folder>

            <folder name="位元" sort="false" tiptext="位元運算子">

               <string helpurl="operators:bitwise AND" 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"/>

               <string helpurl="operators:bitwise left shift" 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"/>

               <string helpurl="operators:bitwise NOT" 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"/>

               <string helpurl="operators:bitwise OR" 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"/>

               <string helpurl="operators:bitwise right shift" 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"/>

               <string helpurl="operators:bitwise unsigned right shift" 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"/>

               <string helpurl="operators:bitwise XOR" 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"/>

            </folder>

            <folder name="位元複合指定" sort="false" tiptext="複合位元運算子">

               <string helpurl="operators:bitwise AND assignment" 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"/>

               <string helpurl="operators:bitwise left shift and assignment" 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"/>

               <string helpurl="operators:bitwise OR assignment" 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"/>

               <string helpurl="operators:bitwise right shift and assignment" 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"/>

               <string helpurl="operators:bitwise unsigned right shift and assignment" 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"/>

               <string helpurl="operators:bitwise XOR assignment" 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"/>

            </folder>

            <folder name="字串" sort="false" tiptext="字串運算子">

               <string helpurl="operators:concatenation" name="+ (連接)" text="+" tiptext="連接 (組合) 字串。" version="9"/>

               <string helpurl="operators:concatenation assignment" 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"/>

               <string helpurl="operators:string delimiter" 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"/>

            </folder>

            <folder name="指定" sort="false" tiptext="指定運算子">

               <string helpurl="operators:assignment" 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"/>

            </folder>

            <folder name="XML" sort="false" tiptext="XML 運算子">

               <string helpurl="operators:attribute identifier" 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"/>

               <string helpurl="operators:braces (XML)" 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"/>

               <string helpurl="operators:brackets (XML)" name="[ ] (中括號 (XML))" text="[ ]" tiptext="存取 XML 或 XMLList 物件的屬性 (Property) 或屬性 (Attribute)。" version="9"/>

               <string helpurl="operators:concatenation (XMLList)" name="+ (連接 (XML清單))" text="+" tiptext="使用 XML + (連接) 運算子來連接 XMLList 物件。" version="9"/>

               <string helpurl="operators:concatenation assignment (XMLList)" name="+= (連接指定 (XML清單))" 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"/>

               <string helpurl="operators:delete (XML)" name="delete (XML)" text="delete (XML)" tiptext="刪除指定的 XML 元素或屬性。" version="9"/>

               <string helpurl="operators:descendant accessor" 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"/>

               <string helpurl="operators:dot (XML)" 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"/>

               <string helpurl="operators:parentheses (XML)" 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"/>

               <string helpurl="operators:XML literal tag delimiter" 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"/>

            </folder>

         </folder>

         <folder helpurl="specialTypes:" name="特殊類型" sort="true" tiptext="強制類型轉換的特殊類型">

            <string helpurl="specialTypes:*" name="*" text="*" tiptext="用來指定不具類型的屬性。" version="9"/>

            <string helpurl="specialTypes:void" name="void" object="void" text="void" tiptext="用來指定函數無法傳回任何值。" version="9"/>

            <string helpurl="specialTypes:Null" name="Null" object="Null" text="Null" tiptext="代表缺少值的特殊資料類型。" version="9"/>

         </folder>

      </folder>

   </actionspanel>

   <codehints>

      <package children="AccImpl,ButtonAccImpl,CheckBoxAccImpl,ComboBoxAccImpl,DataGridAccImpl,LabelButtonAccImpl,ListAccImpl,RadioButtonAccImpl,SelectableListAccImpl,TileListAccImpl,UIComponentAccImpl" name="fl.accessibility"/>

      <package children="BaseScrollPane,ScrollPane,UILoader" name="fl.containers"/>

      <package children="BaseButton,Button,ButtonLabelPlacement,CheckBox,ColorPicker,ComboBox,DataGrid,Label,LabelButton,List,NumericStepper,ProgressBar,ProgressBarDirection,ProgressBarMode,RadioButton,RadioButtonGroup,ScrollBar,ScrollBarDirection,ScrollPolicy,SelectableList,Slider,SliderDirection,TextArea,TextInput,TileList,UIScrollBar" name="fl.controls"/>

      <package children="DataGridCellEditor,DataGridColumn,HeaderRenderer" name="fl.controls.dataGridClasses"/>

      <package children="CellRenderer,ICellRenderer,ImageCell,ListData,TileListData" name="fl.controls.listClasses"/>

      <package children="IndeterminateBar" name="fl.controls.progressBarClasses"/>

      <package children="InvalidationType,UIComponent" name="fl.core"/>

      <package children="DataProvider,SimpleCollectionItem,TileListCollectionItem" name="fl.data"/>

      <package children="ColorPickerEvent,ComponentEvent,DataChangeEvent,DataChangeType,DataGridEvent,DataGridEventReason,InteractionInputType,ListEvent,RSLErrorEvent,RSLEvent,ScrollEvent,SliderEvent,SliderEventClickTarget" name="fl.events"/>

      <package children="IKArmature,IKBone,IKEvent,IKJoint,IKManager,IKMover" name="fl.ik"/>

      <package children="Locale" name="fl.lang"/>

      <package children="LivePreviewParent" name="fl.livepreview"/>

      <package children="FocusManager,IFocusManager,IFocusManagerComponent,IFocusManagerGroup,StyleManager" name="fl.managers"/>

      <package children="AdjustColor,Animator,Animator3D,AnimatorBase,AnimatorFactory,AnimatorFactory3D,AnimatorFactoryBase,AnimatorFactoryUniversal,AnimatorUniversal,BezierEase,BezierSegment,Color,ColorMatrix,CustomEase,DynamicMatrix,FunctionEase,ITween,Keyframe,KeyframeBase,MatrixTransformer,Motion,MotionBase,MotionEvent,RotateDirection,SimpleEase,Source,Tweenables" name="fl.motion"/>

      <package children="Back,Bounce,Circular,Cubic,Elastic,Exponential,Linear,Quadratic,Quartic,Quintic,Sine" name="fl.motion.easing"/>

      <package children="RSLInfo,RSLPreloader,SWZInfo" name="fl.rsl"/>

      <package children="TLFTextField" name="fl.text"/>

      <package children="Blinds,Fade,Fly,Iris,Photo,PixelDissolve,Rotate,Squeeze,Transition,TransitionManager,Tween,TweenEvent,Wipe,Zoom" name="fl.transitions"/>

      <package children="Back,Bounce,Elastic,None,Regular,Strong" name="fl.transitions.easing"/>

      <package children="AutoLayoutEvent,CaptionChangeEvent,CaptionTargetEvent,CuePointType,FLVPlayback,FLVPlaybackCaptioning,INCManager,IVPEvent,LayoutEvent,MetadataEvent,NCManager,NCManagerNative,SkinErrorEvent,SoundEvent,VideoAlign,VideoError,VideoEvent,VideoPlayer,VideoProgressEvent,VideoScaleMode,VideoState" name="fl.video"/>

      <package children="ActionScriptVersion,AVM1Movie,Bitmap,BitmapData,BitmapDataChannel,DisplayObject,DisplayObjectContainer,FrameLabel,GradientType,Graphics,InteractiveObject,Loader,LoaderInfo,MovieClip,NativeWindow,PixelSnapping,Scene,Shape,SimpleButton,Sprite,Stage,StageAlign,StageAspectRatio,StageDisplayState,StageOrientation,StageQuality,StageScaleMode,SWFVersion" name="flash.display"/>

      <package children="EOFError,IllegalOperationError,InvalidSWFError,IOError,MemoryError,ScriptTimeoutError,SQLError,SQLErrorOperation,StackOverflowError" name="flash.errors"/>

      <package children="AccelerometerEvent,AsyncErrorEvent,ContextMenuEvent,DataEvent,DatagramSocketDataEvent,DNSResolverEvent,ErrorEvent,Event,EventDispatcher,EventPhase,FileListEvent,FocusEvent,FullScreenEvent,GeolocationEvent,GestureEvent,GesturePhase,HTTPStatusEvent,IEventDispatcher,IMEEvent,InvokeEvent,IOErrorEvent,KeyboardEvent,MouseEvent,NativeProcessExitEvent,NetStatusEvent,OutputProgressEvent,ProgressEvent,SampleDataEvent,SecurityErrorEvent,ServerSocketConnectEvent,StageBoundsEvent,StageOrientationEvent,StatusEvent,StorageVolumeChangeEvent,SyncEvent,TextEvent,TimerEvent,TouchEvent,TransformGestureEvent,UncaughtErrorEvent,UncaughtErrorEvents" name="flash.events"/>

      <package children="ExternalInterface" name="flash.external"/>

      <package children="File,FileMode,FileStream,StorageVolume,StorageVolumeInfo" name="flash.filesystem"/>

      <package children="ColorTransform,Matrix,Matrix3D,Orientation3D,PerspectiveProjection,Point,Rectangle,Transform,Utils3D,Vector3D" name="flash.geom"/>

      <package children="Camera,ID3Info,MediaLibrary,Microphone,Sound,SoundChannel,SoundCodec,SoundLoaderContext,SoundMixer,SoundTransform,Video,scanHardware" name="flash.media"/>

      <package children="DatagramSocket,FileFilter,FileReference,FileReferenceList,GroupSpecifier,IDynamicPropertyOutput,IDynamicPropertyWriter,InterfaceAddress,IPVersion,LocalConnection,NetConnection,NetGroup,NetGroupInfo,NetGroupReceiveMode,NetGroupReplicationStrategy,NetGroupSendMode,NetGroupSendResult,NetStream,NetStreamInfo,NetStreamMulticastInfo,NetStreamPlayOptions,NetStreamPlayTransitions,NetworkInfo,NetworkInterface,ObjectEncoding,Responder,ServerSocket,SharedObject,SharedObjectFlushStatus,Socket,URLLoader,URLLoaderDataFormat,URLRequest,URLRequestDefaults,URLRequestHeader,URLRequestMethod,URLStream,URLVariables,XMLSocket,getClassByAlias,navigateToURL,registerClassAlias,sendToURL" name="flash.net"/>

      <package children="Accelerometer,Geolocation" name="flash.sensors"/>

      <package children="ApplicationDomain,Capabilities,IME,IMEConversionMode,JPEGLoaderContext,LoaderContext,Security,SecurityDomain,SecurityPanel,System,SystemUpdater,SystemUpdaterType,TouchscreenType,fscommand" name="flash.system"/>

      <package children="AntiAliasType,CSMSettings,Font,FontStyle,FontType,GridFitType,StaticText,StyleSheet,TextColorType,TextDisplayMode,TextExtent,TextField,TextFieldAutoSize,TextFieldType,TextFormat,TextFormatAlign,TextLineMetrics,TextRenderer,TextSnapshot" name="flash.text"/>

      <package children="BreakOpportunity,CFFHinting,ContentElement,DigitCase,DigitWidth,EastAsianJustifier,ElementFormat,FontDescription,FontLookup,FontMetrics,FontPosture,FontWeight,GraphicElement,GroupElement,JustificationStyle,Kerning,LigatureLevel,LineJustification,RenderingMode,SpaceJustifier,TabAlignment,TabStop,TextBaseline,TextBlock,TextElement,TextJustifier,TextLine,TextLineCreationResult,TextLineMirrorRegion,TextLineValidity,TextRotation,TypographicCase" name="flash.text.engine"/>

      <package children="ContextMenu,ContextMenuBuiltInItems,ContextMenuClipboardItems,ContextMenuItem,Keyboard,KeyboardType,KeyLocation,Mouse,MouseCursor,Multitouch,MultitouchInputMode" name="flash.ui"/>

      <package children="ByteArray,CompressionAlgorithm,Dictionary,Endian,IDataInput,IDataOutput,IExternalizable,Proxy,Timer,describeType,escapeMultiByte,getAliasName,getDefinitionByName,getQualifiedClassName,getQualifiedSuperclassName,getTimer,unescapeMultiByte,clearInterval,clearTimeout,setInterval,setTimeout" name="flash.utils"/>

      <package children="XMLDocument,XMLNode,XMLNodeType" name="flash.xml"/>

      <typeinfo object="flash.display.MovieClip" pattern="*_mc"/>

      <typeinfo object="Array" pattern="*_array"/>

      <typeinfo object="String" pattern="*_str"/>

      <typeinfo object="flash.display.SimpleButton" pattern="*_btn"/>

      <typeinfo object="flash.text.TextField" pattern="*_txt"/>

      <typeinfo object="flash.text.TextFormat" pattern="*_fmt"/>

      <typeinfo object="Date" pattern="*_date"/>

      <typeinfo object="flash.media.Sound" pattern="*_sound"/>

      <typeinfo object="XML" pattern="*_xml"/>

      <typeinfo object="flash.xml.XMLNode" pattern="*_xmlnode"/>

      <typeinfo object="flash.net.XMLSocket" pattern="*_xmlsocket"/>

      <typeinfo object="fl.motion.Color" pattern="*_color"/>

      <typeinfo object="Error" pattern="*_err"/>

      <typeinfo object="flash.net.LocalConnection" pattern="*_lc"/>

      <typeinfo object="flash.net.NetConnection" pattern="*_nc"/>

      <typeinfo object="flash.net.NetStream" pattern="*_ns"/>

      <typeinfo object="flash.net.SharedObject" pattern="*_so"/>

      <typeinfo object="flash.media.Video" pattern="*_video"/>

   </codehints>

</toolbox>

