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Tiêu đề Controlling data
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Import an XML Document as a Data Type Before you can import an XML document, you need to create one.. You can test this by adding the following function to trace the contents of the XML

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There are several key ways to control data in

ActionScript 3.0 They include Arrays, Shared

Objects and XML An Array is the first method

you are likely to use in your ActionScript

code The role of an Array is to create a list of

data types in your code For example, you

may want to list the colors red, green, blue

and orange To do this you need to define a

new variable with the data type of Array:

var colorArray:Array = new Array("red", "green",

"blue", "orange");

You can see in this script that a set of four

items have been inserted into the Array You

can access the data in the Array with the

fol-lowing trace statement:

trace (colorArray);

The “push” property will allow you to add a

new item into your array:

colorArray.push("purple");

To remove the last item of an Array you can

use the Pop property

colorArray.pop();

What you will find is that Arrays are great

for manage simple lists Additional properties

allow you to remove specific values, to count

the number of values you have and to sort

your lists For more complex data you will

want to leverage the Local Data Storage or

XML

When you are counting the number of values in an Array you have to remember that Arrays always start with 0 For instance,

if you have five items in an array and tell the array to pull item 1, it will pull the second item This is because the first item has the registered value of 0

If you are developing an AIR solution you can take advantage of the SQL database built right into AIR The SQL database comes with support for the creation of tables, stored pro-cedures and SQL statements

Using Flash Cookies

The Flash Player can also store data locally in very much the same way that a cookie can be stored in a Web browser Flash does not call this cookies but Shared Objects An example

of Share Object ActionScript 3.0 is:

var mySO:SharedObject = SharedObject.getLocal("myFlashCookie");

mySO.data.now = new Date().time;

trace(mySO.data.now);

The Share Object is declared and given a name where it will be stored on the local computer You can now effectively target data

to this space that can be accessed if this com-puter comes back to this page at a later date

Controlling Data

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Manipulating XML with E4X

Flash has supported XML in one fashion or

another since Flash 5 Have you worked with

XML in ActionScript 2.0? It’s not pretty To our

relief, ActionScript 3.0 now supports the

ECMA XML standard called E4X You can now

more easily step through your XML

docu-ments You can also change the value of items

into an XML document What this means is

that you can load an XML document and then

modify the content For instance, you can

change Yellow to Blue

Import an XML Document as a Data Type

Before you can import an XML

document, you need to create one You

can use the following code and save it as

an XML document with the name

colors.xml

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

<pallette>

<color>Orange</color>

<color>Red</color>

<color>Yellow</color>

</pallette>

Click the File menu, click New, click

ActionScript 3.0, and then click OK

Click the File menu, and then click Save

to save the FLA file to the same folder as

the XML document

The first step is to create a new object to

manage the XML:

var myXml:XML;

The next step is to create a new

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xmlLoader.addEventListener (Event.COMPLETE,onXMLLoaded);

xmlLoader.load (new URLRequest("colors.xml"));

At this point you have loaded the XML successfully into Flash You can test this

by adding the following function to trace the contents of the XML document into your OutPut window

function onXMLLoaded(e:Event):void{

myXml = new XML(e.target.data);

trace(myXml);

}

You can now easily pull out a specific value For instance, add the following to the onXMLLoaded function to extract the third value in the XML file:

trace(myXml color[2]);

The double dots after the variable myXML allows you to step to the second value of your XML document All of this is so much easier

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Patterns are everywhere as you develop your

code This is clearly seen with the use of

Regular Expressions, a method for describing

the pattern of data you are looking to use

Using Regular Expressions you can now

eas-ily format form fields to correctly capture

date, ZIP or Credit Card numbers

To validate data meets a simple pattern you

need to create a string variable:

var myColor = "Orange";

Now create a new regular expression that is

looking for a simple pattern In this instance,

the pattern is that the myColor string value

must start with an “O”

var colorRegExp:RegExp = /O/;

You can write a trace script to test your

movie:

trace( colorRegExp.test( myColor ) );

The value in the Output panel is True

Let’s extend what you can do with Regular

Expressions by adding a pattern that looks for

an email address Start by adding a new

email string with a valid email address:

var email:String = "mdavid@matthewdavid.ws";

Next, create a new Regular Expression that is looking for a pattern structure in your email:

var emailRegExp:RegExp = /^([a-zA-Z0-9_-]+)@([a-zA-Z0-9.-]+)\.([a-zA-Z]{2,4})$/i;

The pattern is looking for a combination of alpha-numerical-special character formats separated by an “@” sign and suffix “.” Add the following trace statement to see whether

or not the pattern works:

trace( "Is this email valid? " + emailRegExp.test(

email ) ) Test the movie to view the following response

in the Output panel:

Is this email valid? True Change the email address to just “Matthew David” a pattern that does not match the Regular Expression When you test the movie you will see that the Regular Expression returns a false response

You can also get great information on how to structure regular expressions at:

http://www.regular-expressions.info

Using Regular Expressions

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Controlling Text

In many ways you do not need to work on the

Stage at all when using ActionScript 3.0 All

visual objects can be programmatically

cre-ated The easiest way to see this is in using

the Text object to create dynamic text fields on

the Stage

Create a Dynamic Text Field

Click the File menu, click New, click

ActionScript 3.0, and then click OK

Open the Properties panel

Click the Edit Class Definition button

(small pencil icon) in the Properties

inspector, enter a new class with the

name text, and then click OK

A new ActionScript file named text.as

opens

Add the libraries to be imported into

your file:

import flash.display.Sprite;

import flash.text.TextField;

import flash.text.TextFieldAutoSize;

import flash.text.TextFormat;

Insert a private variable that will be used

to define the dynamic text:

private var myTextField:TextField;

The following creates a basic string you

can insert into your texftfield:

private var someText:String = "Hello world.";

A private function is used to define the

physical position of the textfield on the

screen

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private function configuretext():void {

myTextField = new TextField();

myTextField.y = 200;

myTextField.x = 100;

A textFormat object is used to format the visual properties of the text For instance, the following textFormat object sets the font to “_sans”, the color black and font size 15:

var format:TextFormat = new TextFormat();

format.font = "_sans";

format.color = 0x000000;

format.size = 15;

myTextField.defaultTextFormat = format;

addChild(myTextField);

The final two public functions tie the text string to the new formatted text field:

public function text() {

configuretext();

setValueOfTextField(someText);

} public function setValueOfTextField (str:String):void

{

myTextField.text = str;

} Click the Control menu, point to Test Movie, and then click Test to display a text string added to your screen

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As with the text object, you can create images

dynamically in ActionScript 3.0 There are

sev-eral different types of image you can create

that include traditional Movie Clips and

Graphics You can now also create a new type

of image called a Sprite Essentially, a Sprite

is the same as a Movie Clip with the

excep-tion that it does not contain timeline funcexcep-tion-

function-ality Sprite’s can be created by invoking the

new Sprite Object Class and then adding

properties to the object

Add a Square Shaped Sprite to the Stage

Add the following ActionScript to create

a new Sprite with the name

myFirstSprite

var myFirstSprite:Sprite = new Sprite();

addChild(myFirstSprite);

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The following ActionScript formats the size, fill/outline color, and position of the Sprite:

myFirstSprite.graphics.lineStyle(3,0xFF6600);

myFirstSprite.graphics.beginFill(0xFF0000);

myFirstSprite.graphics.drawRect(0,0,100,100);

myFirstSprite.graphics.endFill();

Click the Control menu, point to Test Movie, and then click Test to view the rectangle on the screen

The following ActionScript applies a fade

in transition effect to your new Sprite

myFirstSprite.addEventListener (Event.ENTER_FRAME, fadeInSprite);

myFirstSprite.alpha = 0;

function fadeInSprite(event:Event) {

myFirstSprite.alpha += 0.01;

if(myFirstSprite.alpha >= 1) {

myFirstSprite.removeEventListener (Event.ENTER_FRAME, fadeInSprite);

} } You can do a lot with ActionScript constructed images Working with the all the different objects available to you in ActionScript 3.0 you have almost no limits to what you can create using Flash

4 3 2 Drawing with the Shape Class

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