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    <p>Well, at the root of your Flash content is a stage object (an instance of the <a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/display/Stage.html" rel="nofollow noreferrer">Stage</a> class). That stage is the root node of a tree of display objects, any of which can contain graphical assets (lines, text fields, etc.) or other display objects. How Flash "works" is that, X times per second, the Flash player draws that entire display tree onto the screen. The player also collects user input (<a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/events/KeyboardEvent.html" rel="nofollow noreferrer">KeyboardEvents</a>, etc.) from the OS and delivers them to any object that has registered for them.</p> <p>Your job as a content creator, then, is to populate this Stage with children (of type <a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/display/DisplayObject.html" rel="nofollow noreferrer">DisplayObject</a> or any subclass), which the Flash engine will draw onto the screen for you. You can populate it with low-level children like Sprite and MovieClip and TextField, which are the basic building blocks of Flash content, or you can instantiate things like <a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/fl/controls/ScrollBar.html" rel="nofollow noreferrer">ScrollBar</a> or <a href="http://help.adobe.com/en_US/AS3LCR/Flash_10.0/fl/controls/DataGrid.html" rel="nofollow noreferrer">DataGrid</a>, which are higher-level components with the usual complex inner workings. </p> <p>And of course you can extend any of these classes to include your own custom visuals or class logic, or create non-visual classes that aren't part of the display tree. And you can load in other flash content, or make HTTP connections, etc. etc.</p> <p>That's all assuming you mean AS3. Does that help? If not you're going to have to make your question more specific. ;)</p>
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