MACROMEDIA FLASH MX 2004-ACTIONSCRIPT LANGUAGE Reference page 1008

Actionscript language reference
Table of Contents

Advertisement

Instead of using
cumbersome to type, you can create a local variable and store the path in the variable, which you
can then reuse in your code, as shown in the following ActionScript:
var shortcut = this._parent._parent.name_txt;
shortcut.text = "Hank";
shortcut.autoSize = true;
For more information on best practices in writing code and code readability, see
"Avoiding the with statement," on page 87
Example
The following example sets the
instructs
someOther_mc
with (someOther_mc) {
_x = 50;
_y = 100;
gotoAndStop(3);
}
The following code snippet shows how to write the preceding code without using a
statement.
someOther_mc._x = 50;
someOther_mc._y = 100;
someOther_mc.gotoAndStop(3);
The
statement is useful for accessing multiple items in a scope chain list simultaneously. In
with
the following example, the built-in
as a default object resolves the identifiers
Math
, respectively. The identifiers
Math.PI
object, but because they exist in the object activation scope of the function
to the corresponding local variables.
function polar(r:Number):Void {
var a:Number, x:Number, y:Number;
with (Math) {
a = PI*pow(r, 2);
x = r*cos(PI);
y = r*sin(PI/2);
}
trace("area = "+a);
trace("x = "+x);
trace("y = "+y);
}
polar(3);
The following result is displayed in the Output panel.
area = 28.2743338823081
x = -3
y = 3
See also
tellTarget
1008
Chapter 2: ActionScript Language Reference
, you can use direct paths. If you find that paths are long and
with()
and
_x
to go to Frame 3 and stop.
Math
a
of Using ActionScript in Flash.
properties of the
_y
someOther_mc
object is placed at the front of the scope chain. Setting
,
, and
cos
sin
,
,
, and
are not methods or properties of the
x
y
r
Chapter 3,
instance, and then
to
,
PI
Math.cos
Math.sin
polar()
with
, and
Math
, they resolve

Advertisement

Table of Contents
loading

This manual is also suitable for:

Flash mx

Table of Contents