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	<title>leebrimelow.com</title>
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	<link>http://www.leebrimelow.com</link>
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		<title>New tutorial on creating object pools in AS3</title>
		<link>http://www.leebrimelow.com/?p=3332</link>
		<comments>http://www.leebrimelow.com/?p=3332#comments</comments>
		<pubDate>Wed, 16 May 2012 01:42:39 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3332</guid>
		<description><![CDATA[I just uploaded a new tutorial that shows you how to create and use object pools in AS3. In the example I am using Starling but the concepts carry over to any other framework or just the traditional display list. This concept is vital to get good performance for your games on mobile.]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://gotoandlearn.com/thumbs/objectpool.gif" style="border:1px solid black;margin-top:5px;padding:0;" class="alignleft" width="125" height="90" />I just <a href="http://www.gotoandlearn.com/play.php?id=160">uploaded a new tutorial</a> that shows you how to create and use object pools in AS3. In the example I am using Starling but the concepts carry over to any other framework or just the traditional display list. This concept is vital to get good performance for your games on mobile.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.leebrimelow.com/?feed=rss2&#038;p=3332</wfw:commentRss>
		<slash:comments>5</slash:comments>
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		<title>GreenSock tweening comes to JavaScript</title>
		<link>http://www.leebrimelow.com/?p=3325</link>
		<comments>http://www.leebrimelow.com/?p=3325#comments</comments>
		<pubDate>Tue, 15 May 2012 18:02:11 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[JS]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3325</guid>
		<description><![CDATA[Great news for those who are looking to get into JS animation. GreenSock, the creator of excellent libraries like TweenLite and TweenMax, has just released their new animation platform and it includes support for both Flash and HTML5. By the looks of the API, it makes animating DOM elements and CSS properties a breeze and [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://www.greensock.com/_img/icon-compatible-w.jpg" class="alignleft" width="118" height="124" style="margin-top:-15px;" />Great news for those who are looking to get into JS animation. <a href="http://www.greensock.com/v12/">GreenSock</a>, the creator of excellent libraries like <a href="http://www.greensock.com/tweenlite/">TweenLite</a> and <a href="http://www.greensock.com/tweenmax/">TweenMax</a>, has just released their <a href="http://www.greensock.com/v12/">new animation platform</a> and it includes support for both Flash and HTML5. By the looks of the API, it makes animating DOM elements and CSS properties a breeze and the performance looks amazing!</p>
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			<wfw:commentRss>http://www.leebrimelow.com/?feed=rss2&#038;p=3325</wfw:commentRss>
		<slash:comments>8</slash:comments>
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		<title>Flash Player 11.3 fullscreen keyboard input</title>
		<link>http://www.leebrimelow.com/?p=3311</link>
		<comments>http://www.leebrimelow.com/?p=3311#comments</comments>
		<pubDate>Tue, 10 Apr 2012 21:01:32 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[Flash Player]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3311</guid>
		<description><![CDATA[One of the greatest features in Flash Player 11.3 is the ability to accept full keyboard input while in fullscreen mode. This is really important for fullscreen games that need chat or other keyboard input. You can implement this feature very easily by using the FULL_SCREEN_INTERACTIVE mode. See below for the ActionScript code: 1stage.displayState = [...]]]></description>
			<content:encoded><![CDATA[<p>One of the greatest features in <a href="http://labs.adobe.com/downloads/flashplayer11-3.html">Flash Player 11.3</a> is the ability to accept full keyboard input while in fullscreen mode. This is really important for fullscreen games that need chat or other keyboard input. You can implement this feature very easily by using the <em>FULL_SCREEN_INTERACTIVE</em> mode. See below for the ActionScript code:</p>
<div class="codecolorer-container actionscript mac-classic" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:677px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br /></div></td><td><div class="actionscript codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #0066CC;">stage</span>.<span style="color: #006600;">displayState</span> = StageDisplayState.<span style="color: #006600;">FULL_SCREEN_INTERACTIVE</span>;</div></td></tr></tbody></table></div>
<p>Much like regular fullscreen mode, you need to add a parameter to your HTML code. See the code below:</p>
<div class="codecolorer-container xml mac-classic" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:677px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br /></div></td><td><div class="xml codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;param</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;allowFullScreenInteractive&quot;</span> <span style="color: #000066;">value</span>=<span style="color: #ff0000;">&quot;true&quot;</span> <span style="color: #000000; font-weight: bold;">/&gt;</span></span></div></td></tr></tbody></table></div>
<p>When your application goes fullscreen, the user will be presented with an overlay at the top of the screen telling them that they are in fullscreen. They need to click the <em>Allow</em> button in order to be able to accept keyboard input. See the overlay below.</p>
<p><img src="http://www.leebrimelow.com/wp-content/uploads/2012/04/overlay.gif" alt="" title="overlay" width="680" height="51" class="alignnone size-full wp-image-3318" /></p>
<p>You can see a <a href="http://leebrimelow.com/flash/fullkeys/">working demo</a> of this new fullscreen mode <a href="http://leebrimelow.com/flash/fullkeys/">here</a>. Just be sure to have <a href="http://labs.adobe.com/downloads/flashplayer11-3.html">Flash Player 11.3 installed</a> from Adobe Labs.</p>
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			<wfw:commentRss>http://www.leebrimelow.com/?feed=rss2&#038;p=3311</wfw:commentRss>
		<slash:comments>23</slash:comments>
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		<title>An unofficial premium feature FAQ</title>
		<link>http://www.leebrimelow.com/?p=3304</link>
		<comments>http://www.leebrimelow.com/?p=3304#comments</comments>
		<pubDate>Thu, 29 Mar 2012 21:15:02 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3304</guid>
		<description><![CDATA[I thought it would be useful to address some of the questions and concerns that I have been hearing over the last couple of days surrounding premium features. So you&#8217;re charging people to make Flash games now? No not at all. It is only the combined use of the domain memory opcodes in conjunction with [...]]]></description>
			<content:encoded><![CDATA[<p>I thought it would be useful to address some of the questions and concerns that I have been hearing over the last couple of days surrounding premium features.</p>
<p><strong>So you&#8217;re charging people to make Flash games now?</strong><br />
No not at all. It is only the combined use of the domain memory opcodes in conjunction with Stage3D GPU that is subjected to the license. Tools that produce console-quality 3D games like Unity use this technology combination, so in that case, you would need a license. Rovio on the other hand, wouldn&#8217;t have needed a license to deliver the awesome Stage3D version of Angry Birds to Facebook as they don&#8217;t use the domain memory opcodes.  </p>
<p><strong>Why would anyone want to pay 30% to Apple and then another 9% to Adobe?</strong><br />
Nobody would do that, myself included. That is why none of this applies to creating AIR applications for the desktop or for mobile app stores. Use the Alchemy opcodes in conjunction with Stage3D as much as you want in AIR, license-free.</p>
<p><strong>Do I need to pay to get the license to use the premium features?</strong><br />
No you don&#8217;t pay anything to get the license and it will enable you deploy content using the opcodes and Stage3D GPU to the release Flash Player. If your game is using this combination and it generates revenue over $50,000 then the 9% revenue share would kick in.</p>
<p><strong>Let&#8217;s say my game generates over $50,000, will Adobe take 9% of that first $50,000?</strong><br />
No the 9% only applies to what you make after that.</p>
<p><strong>So basically I have to pay Adobe to make my game not slow?</strong><br />
Again that is totally false. It is only the combined use of the domain memory APIs with Stage3D GPU that falls under the license. My question to you would be, can you not make a super high-performance game using Stage3D? Angry Birds uses Starling and Stage3D and does not use opcodes at all. In fact the overwhelming majority of games will never need this.</p>
<p><strong>If I&#8217;m building a game for a client that uses the opcodes and Stage3D GPU will I have to transfer my license to them upon completion?</strong><br />
In this case you the developer would not need a license because everything will work as expected in the debug player. It is only the compilation to the release player that will require the license.</p>
<p><strong>What happens if I don&#8217;t get a license but still use this combination in my game?</strong><br />
In the debug player everything will work fine but there will be a watermark letting you know that you&#8217;re using it. In the release player everything will work except you will be running Stage3D in software mode rather than on the GPU.</p>
<p><strong>Is there an easy way to tell if a game is using premium features?</strong><br />
My colleague Renaun Erickson has a <a href="http://renaun.com/blog/2012/03/how-to-know-that-your-flash-content-requires-a-premium-feature-license/">great post on how to do that</a>.</p>
<p><strong>Isn&#8217;t this what the open-source and standards communities have been warning us about?</strong><br />
If the concern is that Flash is controlled by a single company, then yes that is true. In my opinion that is also the reason Flash has been so incredibly successful. With that being said, we are making huge contributions to web standards and browser technology. A lot of these things will help the future of HTML5 gaming as well. But putting aside ideology for a moment, if you want to build the best game possible and put it in front of the most people possible then Flash is the best technology by far and it is only going to get better!   </p>
<p><strong>What if I use a library in my Stage3D GPU game that uses the domain memory opcodes?</strong><br />
Then you would need a license. The fact that it is a separate library does not exempt you. But let&#8217;s take Box2D for example. There is both a pure AS3 and an Alchemy version. In many developer&#8217;s tests, including Rovio&#8217;s when they were building Angry Birds, they find the AS3 version to be equivalent or even faster than the Alchemy version in many cases. What&#8217;s my point? Don&#8217;t assume you will need to use the domain memory opcodes. It is primarily for the console-quality games that come out of Unity and in the building of things like the Unreal Tournament 3 demo from Epic.</p>
<p><strong>You guys suck at PR!</strong><br />
The Flash Player on mobile and the open-sourcing of Flex were not handled well at all and we have made some significant changes to improve on those failures. I personally think this announcement was made very well, despite what you may think of the actual content. We had lots of detailed information available from the start and have been very straight-forward. But I&#8217;m on the inside looking out <img src='http://www.leebrimelow.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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		<slash:comments>72</slash:comments>
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		<title>Quick comments about Unity and premium features</title>
		<link>http://www.leebrimelow.com/?p=3297</link>
		<comments>http://www.leebrimelow.com/?p=3297#comments</comments>
		<pubDate>Wed, 28 Mar 2012 18:44:45 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3297</guid>
		<description><![CDATA[I&#8217;m sitting at the Seattle airport at the moment but I just wanted to clarify a couple of things about the announcements we made last night. Firstly we announced that we now have a partnership in place with Unity. Our teams working together will make their Flash export feature even better in the future. Big [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m sitting at the Seattle airport at the moment but I just wanted to clarify a couple of things about the announcements we made last night. Firstly we announced that we now have a partnership in place with Unity. Our teams working together will make their Flash export feature even better in the future. Big shout out to <a href="http://unitzeroone.com/blog/">Ralph</a> and the Unity for their awesome work on it! </p>
<p>The second thing we announced is a new premium feature model for the desktop browser runtime. This model is there to allow Adobe to make revenue from large, web-based Flash games like the ones that we expect to come out of Unity and other tools. Building a real game platform means that we have to be able to make revenue to fund its development. When talking with game companies at GDC, most prefer this model because they are much more confident about deploying to a platform that we are actively making money from.  </p>
<p>So in a nutshell this is what the premium features mean. If you create a game that uses Stage3D GPU <strong>AND</strong> uses the Alchemy opcodes then you will need to get a license key from Adobe. Then if your game makes over $50,000 in revenue, your game will subject to a 9% revenue share that you will pay to Adobe. This does not apply at all to Adobe AIR. So you can use Stage3D and the opcodes as much as you want with no license. I have seen a lot of chatter online basically saying that people will have to pay a cut to Adobe in addition to the cut Apple and Google take. This is completely false. There is <strong>NO</strong> licensing needed when deploying to mobile.</p>
<p>I know there are a tons of edge cases here surrounding the use of the opcodes and I will be writing more in-depth about them very soon. Read through the two links below to get more details.</p>
<p><a href="http://www.adobe.com/devnet/flashplayer/articles/premium-features.html">Premium features overview</a><br />
<a href="http://www.adobe.com/devnet/flashplayer/articles/premium-features-licensing-faq.html">Premium features FAQ</a></p>
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		<slash:comments>31</slash:comments>
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		<title>We&#8217;re coming to Seattle, Denver, Vegas, Tempe, Nashville, Atlanta, St.Paul, and NYC!</title>
		<link>http://www.leebrimelow.com/?p=3286</link>
		<comments>http://www.leebrimelow.com/?p=3286#comments</comments>
		<pubDate>Thu, 22 Mar 2012 05:12:16 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[Conferences]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3286</guid>
		<description><![CDATA[I&#8217;m excited to announce that I will be visiting user groups and/or agencies in Seattle, Denver, Las Vegas, Tempe, Nashville, Atlanta, St. Paul, and New York City over the next month. I will be joined in many of the cities by Mike Chambers. I will be talking about all of the new gaming-related stuff we [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.leebrimelow.com/wp-content/uploads/2012/03/usa.gif" alt="" title="usa" width="680" height="150" class="alignnone size-full wp-image-3291" /></p>
<p>I&#8217;m excited to announce that I will be visiting user groups and/or agencies in Seattle, Denver, Las Vegas, Tempe, Nashville, Atlanta, St. Paul, and New York City over the next month. I will be joined in many of the cities by <a href="http://mikechambers.com">Mike Chambers</a>. I will be talking about all of the new gaming-related stuff we are working on and Mike will cover the Flash roadmap. Some of the cities have registration links below. I will update with the other links as soon as I get them.</p>
<ul>
<li>March 27 : Seattle</li>
<li>April 3 : Denver <em>(<a href="http://ria5280.org/calendar/event/2012/4/3/325423">Register</a>)</em></li>
<li>April 4 : Las Vegas</li>
<li>April 5 : Tempe</li>
<li>April 9 : Nashville <em>(<a href="http://meetu.ps/89800">Register</a>)</em></li>
<li>April 10 : Atlanta <em>(<a href="http://www.meetup.com/Adobe-User-Group-of-Atlanta/events/56200162/">Register</a>)</em></li>
<li>April 11 : St. Paul <em>(<a href="http://www.mnswf.com/">Register</a>)</em></li>
<li>April 12 : New York City</li>
</ul>
<p>I hope to see you there!<br />
Lee</p>
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		<title>Free iOS Game Center ANE now available!</title>
		<link>http://www.leebrimelow.com/?p=3276</link>
		<comments>http://www.leebrimelow.com/?p=3276#comments</comments>
		<pubDate>Thu, 15 Mar 2012 04:36:49 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3276</guid>
		<description><![CDATA[I have talked quite a bit about the great gaming-related native extensions that have been released by Milkman Games. Well now, Richard Lord, a very talented game developer based out of the UK, has released a free and open-source extension that enables you to tap into Game Center on iOS. Big thanks to Richard for [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.leebrimelow.com/wp-content/uploads/2012/03/gamecenter2.jpg" alt="" title="gamecenter" width="148" height="146" class="alignleft size-full wp-image-3283" />I have talked quite a bit about the great gaming-related native extensions that have been released by <a href="http://www.milkmangames.com/blog/tools/">Milkman Games</a>. Well now, <a href="http://www.richardlord.net/">Richard Lord</a>, a very talented game developer based out of the UK, has released a free and open-source extension that enables you to tap into Game Center on iOS. Big thanks to Richard for creating this free extension. Go on over to GitHub and <a href="https://github.com/StickSports/ANE-Game-Center">grab the extension</a> and also check out the source if you&#8217;re curious.</p>
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		<title>Adobe Shadow for multi-screen web development</title>
		<link>http://www.leebrimelow.com/?p=3273</link>
		<comments>http://www.leebrimelow.com/?p=3273#comments</comments>
		<pubDate>Tue, 13 Mar 2012 20:41:02 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[HTML5]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3273</guid>
		<description><![CDATA[We have been making some awesome progress on the HTML side of the house recently. One of the most impressive is Adobe Shadow. This allows you to easily view and inspect your web content on multiple devices without having to even touch them. I just spent the last couple of weeks building our new gaming [...]]]></description>
			<content:encoded><![CDATA[<p>We have been making some awesome progress on the HTML side of the house recently. One of the most impressive is <a href="http://labs.adobe.com/technologies/shadow/">Adobe Shadow</a>. This allows you to easily view and inspect your web content on multiple devices without having to even touch them. I just spent the last couple of weeks building our <a href="http://gaming.adobe.com">new gaming site</a> and I&#8217;m kicking myself for not using this. Check out the video below for an explanation of what it does.</p>
<p><iframe title="AdobeTV Video Player" width="680" height="390" src="http://tv.adobe.com/embed/877/12009/" frameborder="0" allowfullscreen scrolling="no"></iframe> </p>
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		<title>So much stuff to talk about</title>
		<link>http://www.leebrimelow.com/?p=3270</link>
		<comments>http://www.leebrimelow.com/?p=3270#comments</comments>
		<pubDate>Thu, 08 Mar 2012 17:54:20 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3270</guid>
		<description><![CDATA[I am finally back home from the European tour and I wanted to let you know about all kinds of cool things that have been happening with Flash. We are in the middle of GDC right now and the buzz around Flash is really exciting. Here we go. Stage3D on mobile is released You&#8217;ve been [...]]]></description>
			<content:encoded><![CDATA[<p>I am finally back home from the European tour and I wanted to let you know about all kinds of cool things that have been happening with Flash. We are in the middle of GDC right now and the buzz around Flash is really exciting. Here we go.</p>
<p><strong>Stage3D on mobile is released</strong><br />
You&#8217;ve been waiting patiently for a long time and now it is finally here. The <a href="http://labs.adobe.com/technologies/flashplatformruntimes/air3-2/">AIR 3.2 RC</a> is now on the Adobe Labs site. With this you can package your Stage3D content for iOS and Android. Now there are lots of optimization techniques to help you get your stuff running as fast as possible. Look for more details on those soon.</p>
<p><strong>Watch the Flash Gaming Summit keynote</strong><br />
Thibault and I did the keynote at FGS last Sunday and we talked about the latest stuff happening with the Flash Player. More specifically we showed some demos of Stage3D on mobile. <a href="https://partners-ar.adobeconnect.com/_a561260173/p84glz9113f/?launcher=false&#038;fcsContent=true&#038;pbMode=normal">Check out the video</a> to see how it runs.</p>
<p><strong>Epic launches Citadel demo</strong><br />
We have been demoing the Epic Citadel demo for a while now. Just yesterday they <a href="http://www.unrealengine.com/flash/">released this demo on the web</a> so everyone can play with it. Now this demo requires Flash Player 11.2 that you can <a href="http://labs.adobe.com/technologies/flashplatformruntimes/flashplayer11-2/">get on Adobe Labs</a>. Take it for a test drive!</p>
<p><strong>First Stage3D game hits the app store</strong><br />
<a href="http://itunes.apple.com/us/app/spaced-away/id485299549">Spaced Away</a> is a great game that has been in the iOS app store for a while now. Well <a href="http://www.falanxia.com/#home">Falanxia</a> has updated the game to take advantage of Stage3D. This is officially the first Stage3D game to be live on the store.</p>
<p><strong>New Adobe gaming site</strong><br />
Part of the reason I have been kind of quiet lately is because I was busy helping to build our new gaming micro-site. The new site, <a href="http://gaming.adobe.com">gaming.adobe.com</a>, is a place where people can get information about why people should be using Flash for their games. People have asked for this type of thing for a while and I&#8217;m psyched that it is finally here. I did all the HTML and visual design for the site.</p>
<p>I&#8217;m probably forgetting some stuff but I promise to be more active on the blog and gotoAndLearn once GDC comes to a close. </p>
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		<title>New tutorial on object-oriented JavaScript</title>
		<link>http://www.leebrimelow.com/?p=3264</link>
		<comments>http://www.leebrimelow.com/?p=3264#comments</comments>
		<pubDate>Wed, 01 Feb 2012 23:27:56 +0000</pubDate>
		<dc:creator>Lee Brimelow</dc:creator>
				<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.leebrimelow.com/?p=3264</guid>
		<description><![CDATA[Update: Many have pointed out that ActionScript is similar to JavaScript in its scoping. This is indeed correct. Sorry for the mixup. I just uploaded a new tutorial that covers a basic introduction of OOP with JavaScript. I show you how to create separate class files with private, public, and static properties and methods. As [...]]]></description>
			<content:encoded><![CDATA[<p><em><strong>Update: </strong>Many have pointed out that ActionScript is similar to JavaScript in its scoping. This is indeed correct. Sorry for the mixup.</em></p>
<p><img alt="" src="http://gotoandlearn.com/thumbs/oopjs.gif" style="border:1px solid black;margin-top:5px;padding:0;" class="alignleft" width="125" height="90" />I just <a href="http://www.gotoandlearn.com/play.php?id=159">uploaded a new tutorial</a> that covers a basic introduction of OOP with JavaScript. I show you how to create separate class files with private, public, and static properties and methods. As you will see, doing object-oriented programming in JavaScript is a lot less elegant than using languages like AS3, C#, and Java, but it can still be very powerful.</p>
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