Code for a 10x10 multiplication table in flash as3,
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Creating a 10x10 Multiplication Table in Flash AS3

Learn how to dynamically generate and display a 10x10 multiplication table using ActionScript 3.0 in Adobe Flash.
Generating dynamic content is a fundamental skill in ActionScript 3.0. This article will guide you through the process of creating a 10x10 multiplication table, displaying it on the Flash stage. We'll cover basic display object manipulation, loops, and string concatenation to achieve a clear and functional output. This example is perfect for understanding how to programmatically create UI elements and manage their layout.
Understanding the Core Logic
A multiplication table is essentially a grid where each cell contains the product of its row and column indices. For a 10x10 table, we'll need two nested loops: one for the rows (multiplicands) and one for the columns (multipliers). Inside these loops, we'll calculate the product and then display it. The challenge lies in arranging these results neatly on the Flash stage.
flowchart TD A[Start Application] --> B{Initialize Display Objects} B --> C{Outer Loop: Multiplicand (1 to 10)} C --> D{Inner Loop: Multiplier (1 to 10)} D --> E[Calculate Product: Multiplicand * Multiplier] E --> F[Create TextField for Product] F --> G[Position TextField on Stage] G --> H{Inner Loop End?} H -- No --> D H -- Yes --> I{Outer Loop End?} I -- No --> C I -- Yes --> J[End Application]
Flowchart of the multiplication table generation process
Setting Up the Flash Project
Before writing the ActionScript code, ensure you have a new Flash (AS3) project. You can either create a new .fla
file and attach the ActionScript to the main timeline, or create a separate .as
class file and set it as the document class. For simplicity, we'll assume the code is placed directly on the main timeline's ActionScript layer.
import flash.text.TextField;
import flash.text.TextFormat;
import flash.display.Sprite;
var startX:int = 20;
var startY:int = 20;
var cellWidth:int = 40;
var cellHeight:int = 25;
var fontSize:int = 12;
var tfFormat:TextFormat = new TextFormat();
tfFormat.size = fontSize;
tfFormat.align = "center";
// Create a container for the table to keep it organized
var tableContainer:Sprite = new Sprite();
addChild(tableContainer);
for (var i:int = 1; i <= 10; i++) // Multiplicand (rows)
{
for (var j:int = 1; j <= 10; j++) // Multiplier (columns)
{
var product:int = i * j;
var tf:TextField = new TextField();
tf.text = String(product);
tf.width = cellWidth;
tf.height = cellHeight;
tf.x = startX + (j - 1) * cellWidth;
tf.y = startY + (i - 1) * cellHeight;
tf.border = true;
tf.borderColor = 0xCCCCCC;
tf.setTextFormat(tfFormat);
tf.mouseEnabled = false; // Prevent interaction
tableContainer.addChild(tf);
}
}
TextField
objects before the main loops.Explanation of the Code
The code initializes several variables to control the layout and appearance of the table, such as startX
, startY
for positioning, cellWidth
, cellHeight
for cell dimensions, and fontSize
for text size. A TextFormat
object is created to ensure consistent text styling, particularly centering the numbers within each cell.
A Sprite
named tableContainer
is used to group all the TextField
objects. This makes it easier to move or scale the entire table later if needed. The nested for
loops iterate from 1 to 10 for both the multiplicand (i
) and the multiplier (j
). Inside the loops, the product is calculated, and a new TextField
is created for each result. The TextField
's x
and y
properties are calculated to position it correctly in the grid, and border
and borderColor
are set for visual separation. Finally, setTextFormat
applies the defined styling, and mouseEnabled
is set to false
to prevent accidental interaction with the text fields.
Sprite
as a container for dynamically generated display objects is a good practice for organization and performance, especially when dealing with many objects. It allows you to manipulate the entire group as a single unit.