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Extra resources for Adobe Flex 2 - Programming ActionScript 3.0

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85 Looping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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. 0 program as a group of objects that carry out tasks, respond to events, and communicate with one another.

For example, if you define a namespace example1, you can add a method called myFunction() using example1 as an attribute, as the following example shows: namespace example1; class someClass { example1 myFunction() {} } Declaring the myFunction() method using the namespace example1 as an attribute means that the method belongs to the example1 namespace. You should bear in mind the following when applying namespaces: ■ You can apply only one namespace to each declaration. ■ There is no way to apply a namespace attribute to more than one definition at a time.

35 Objects and classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Packages and namespaces . . . . . . . . . . . . . . . . . . . . . . . . 38 Variables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Data types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Syntax . . . . . . . . . . . . .

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