• Introduction
  • Chapter 1: Handling events
    • Basics of handling events
    • The event flow
    • Event objects
    • Event listeners
  • Chapter 2: Display programming
    • Basics of display programming
    • Core display classes
    • Advantages of the display list approach
    • Working with display objects
      • Properties and methods of the DisplayObject class
      • Adding display objects to the display list
      • Working with display object containers
      • Traversing the display list
      • Setting Stage properties
      • Handling events for display objects
      • Choosing a DisplayObject subclass
    • Manipulating display objects
      • Changing position
      • Panning and scrolling display objects
      • Manipulating size and scaling objects
      • Caching display objects
      • Setting an opaque background color
      • Applying blending modes
      • Adjusting DisplayObject colors
      • Rotating objects
      • Fading objects
      • Masking display objects
    • Animating objects
    • Loading display content dynamically
      • Loading display objects
      • Monitoring loading progress
      • Specifying loading context
  • Chapter 3: Working with geometry
    • Basics of geometry
    • Using Point objects
    • Using Rectangle objects
    • Using Matrix objects
  • 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
    • Advanced use of the drawing API
      • Drawing paths
      • Defining winding rules
      • Using graphics data classes
      • About using drawTriangles()
  • Chapter 5: Working with bitmaps
    • Basics of working with bitmaps
    • The Bitmap and BitmapData classes
    • Manipulating pixels
    • Copying bitmap data
    • Compressing bitmap data
    • Making textures with noise functions
    • Scrolling bitmaps
    • Working with bitmap assets
  • Chapter 6: Working with movie clips
    • Basics of movie clips
    • Working with MovieClip objects
    • Controlling movie clip playback
    • Creating MovieClip objects with Haxe
  • Chapter 21: Using the TextField class
    • Displaying text
    • Selecting and manipulating text
    • Capturing text input
    • Restricting text input
    • Formatting text
    • Advanced text rendering
    • Working with static text
    • Working with font assets
  • Chapter 24: Working with sound
    • Basics of working with sound
    • Understanding the sound architecture
    • Loading external sound files
    • Working with sound assets
    • Working with dynamically generated audio
    • Playing sounds
    • Controlling sound volume and panning
  • Chapter 30: Keyboard input
    • Capturing keyboard input
  • Chapter 31: Mouse input
    • Capturing mouse input
  • Chapter 32: Touch, multitouch and gesture input
    • Touch support discovery
    • Touch event handling
    • Troubleshooting
  • Chapter 33: Copy and paste
    • Reading from and writing to the system clipboard
  • Chapter 34: Accelerometer input
    • Detecting accelerometer changes
  • 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 41: Working with byte arrays
    • Reading a writing a byte array
    • Working with byte array assets
  • Chapter 44: HTTP communications
    • Loading external data
    • Web service requests
      • REST-style web service requests
      • XML-RPC web service requests
      • SOAP web service requests
  • Published with HonKit

Using the native file system API

Using the native file system API

The OpenFL native file system API includes the following classes:

  • File

  • FileMode

  • FileStream

The file system API lets you do the following (and more):

  • Copy, create, delete, and move files and directories

  • Get information about files and directories

  • Read and write files

More Help topics

  • Native file system basics
  • Working with File objects in OpenFL
  • Getting file system information
  • Working with directories
  • Working with files
  • 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

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