Hi. My name is
Martin Legris and I thought that I would spend some time and create a site that offers a directory of the best resources to learn ActionScript 3 (all flavors) quickly and effectively.
I have some nice ideas for this site, and I will work on it when I get the time. For now, I started to gather content, so here is pure content (and nothing else!). If you would like to propose a tutorial, please email me
at mlegris _(at)_ newcommerce {dot} ca. Thank you!

Events indicate when something happen. Clicking on a button indicates a "click" event. When an external text file loads into the Flash player, there's a "complete" event indicating that the contents of that text file have been completely read into the player.
Virtually all ActionScript is executed based on events. Whether it's an event handler used to run code when a button is clicked or just commands written on the timeline in frames (executed during the event of the Flash player displaying that frame), you're writing code that reacts to events.
[Beginner] by Trevor McCauley
This article describes the new multi-touch APIs available in Adobe Flash Player 10.1 beta and Adobe AIR 2 beta. As more platforms become multi-touch enabled, and as users increasingly expect to be able to interact with devices using touch interactions, the Flash Platform will provide developers with the easiest and most efficient way to deliver ubiquitous touch-enabled experiences.
[Intermediate] by Christian Cantrell
First, to use multi-touch you need to have multi-touch enabled hardware; and a multi-touch enabled OS. For the purpose of development (and it proved to be the most stable platform) I used a HP TouchSmart TX2 which quite honestly is nothing impressive except for its resistive Touch Screen that is developed by nTrig. This touchscreen reportedly supports 4 simultaneous touch points.
The Adobe demo took place on a HP TouchSmart PC. This PC reportedly supports 2 simultaneous touch points through its NextWindow technology.
[Advanced] by Martin Legris
As mentioned, the single "controversial" part of my talk at Flash on the Beach this year was in questioning polling for input in Flash games. In truth, it was hardly controversial. No death threats. No twitter-based lynch mobs. Just that a couple of guys came up to me and politely expressed disagreement later, and we had a conversation about it. But, as said conversations were done later in the evening at the Old Ship, I thought it might be worth discussing in a clearer state of mind.
So the idea is that I said I thought it was better, i.e. more efficient, to use events for keyboard and mouse input, rather than polling. A few people have made keyboard manager classes which allow you to check which keys are down. You can then poll this class to see if the navigation / action keys you are interested in are currently down, and act accordingly. If you are doing this in the game loop, this is going to happen on every frame or interval, and to me, this does not make sense.
[Advanced] by Keith Peters
In this installment I will cover the TouchEvent and how it is intertwined with MouseEvent. First you need to understand that touches will fire MouseEvent's too. You will get a TouchEvent first, then a MouseEvent. This can prove annoying in some cases, and good in others.
For the complete listing of TouchEvent's as well as some basic description of the information it carries please refer to this page.
[Advanced] by Martin Legris