Made to Order Software Corporation
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IMPORTANT
Pop one string from the stack. If the string is the empty string, then the next actions apply to the main movie. Otherwise it is the name of a Sprite1 and the followings actions apply to that Sprite only.
The variable references within the following f_size bytes of action are taken as names of members of the specified object o1. When no member of that name is available in that object, the previous With, or the corresponding global variable is queried. This is similar to the Pascal language with instruction or to the Set Target (dynamic) for movies.
Change the quality level from low to high and vice versa. At this time, not sure what happens if you use medium!
Note that the quality is defined on the root only and affects the entire output.
Newer SWF versions (since version 5) should use the movie quality variable member instead of this direct action.
If the string f_target is the empty string, then the next actions apply to the main movie.
Otherwise it is the name of a Sprite and the followings actions apply to that Sprite only.
In order to use a dynamic name for the target, use Set Target (dynamic) instead.
Pop a value a1 representing the new member value.
Pop one string or integer a2 representing the name of the member to modified or create.
Finally, pop an object reference o3.
If the member a2 doesn't exists yet, create it.
Finally, sets the object member a2 to the value a1.
Pop one number representing the maximum value (not included) that the random() function can return, push the generated value on the stack. n1 should not be zero or negative.
Since version 5, you should use the Math.rand() member function instead of this action.
Pop the class name for the new object to create. Pop the number of arguments. Pop each argument (if i2 is zero, then no arguments are popped.) Create an object of class s1. Call the constructor function (which has the same name as the object class: s1). The result of the constructor is discarded. Push the created object on the stack. The object should then be saved in a variable or object member.
This action declares an object as a sub-class of one or more interfaces. The syntax here is simple, the real implementation is quite unbelievably difficult to fathom.
The following shows you how you can add an implements of interfaces "A" and "B" to the class "C". Notice that class "C" needs to already exist. Here we assume that all classes are defined in the global scope.