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33 Chapter 4: ActionScript language and syntax ActionScript 3.0 comprises both the core ActionScript language and the Adobe Flash Player Application Programming Interface (API). The core language is the part of ActionScript that implements the draft ECMAScript (ECMA-262), Edition 4 draft language specification. The Flash Player API provides programmatic access to Flash Player. This chapter provides a brief introduction to the core ActionScript language and syntax. After reading this chapter, you should have a basic understanding of how to work with data types and variables, how to use proper syntax, and how to control the flow of data in your program. Contents Language overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Objects and classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Packages and namespaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Data types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Syntax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Conditionals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Looping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Language overview Objects lie at the heart of the ActionScript 3.0 language--they are its fundamental building blocks. Every variable you declare, every function you write, and every class instance you create is an object. You can think of an Action- Script 3.0 program as a group of objects that carry out tasks, respond to events, and communicate with one another. Programmers familiar with object-oriented programming (OOP) in Java or C++ may think of objects as modules that contain two kinds of members: data stored in member variables or properties, and behavior accessible through methods. The ECMAScript edition 4 draft, the standard upon which ActionScript 3.0 is based, defines objects in a similar but slightly different way. In the ECMAScript draft, objects are simply collections of properties. These properties are containers that can hold not only data, but also functions or other objects. If a function is attached to an object in this way, it is called a method. While the ECMAScript draft definition may seem a little odd to programmers with a Java or C++ background, in practice, defining object types with ActionScript 3.0 classes is very similar to the way classes are defined in Java or C++. The distinction between the two definitions of object is important when discussing the ActionScript object model and other advanced topics, but in most other situations the term properties means class member variables as opposed to methods. The ActionScript 3.0 Language and Components Reference, for example, uses the term properties to mean variables or getter-setter properties. It uses the term methods to mean functions that are part of a class.