- Introduction
- Chapter 1: Handling events
- Chapter 2: Display programming
- Chapter 3: Working with geometry
- Chapter 4: Using the drawing API
- Basics of the drawing API
- Understanding the Graphics class
- Drawing lines and curves
- Drawing shapes using built-in methods
- Creating gradient lines and fills
- Using the Math class with drawing methods
- Animating with the drawing API #* Drawing API example: Algorithmic Visual Generator
- Advanced use of the drawing API
- Chapter 5: Working with bitmaps
#* Chapter 14: Filtering display objects
#* Chapter 17: Working with motion tweens
#* Chapter 20: Basics of Working with text
#* Chapter 25: Working with video
#* Chapter 29: Basics of user interaction
- Chapter 34: Accelerometer input
- Chapter 38: Working with the file system
- Using the FileReference class
- Using the native file system API
- Native file system basics
- Working with File objects in OpenFL
- Getting file system information
- Working with directories
- Working with files
- Workflow for reading and writing files
- FileStream open modes
- Initializing a FileStream object, and opening and closing files
- The position property of a FileStream object
- The read buffer and the bytesAvailable property of a FileStream object
- Asynchronous programming and the events generated by a FileStream object opened asynchronously
- Data formats, and choosing the read and write methods to use
- Using the load() and save() methods #* Chapter 39: Storing local data
#* Chapter 42: Basics of networking and communication
#* Chapter 47: Using the external API
#* Chapter 49: Client system environment