The most extraordinary flaws in this book are the constant references to files on a non existent CD. Each chapter has a selection of code examples that are accessible from a CD. However, the CD doesn't exist, and it beggars belief that the book made it all through proofing into print without this error being caught. There is no errata slip, and no mention of a website that might have the missing files (if you visit the author's own website, the files will be found). Moreover some of the code examples appear to be from the author's earlier Flash 5 book on game creation. There are also glitches in some of the books' code snippets (quotes added, and typos).
My overall impression of the book (I began skimming it after I discovered the CD flaw) is that it is easy to read, but not to follow. The CD flaw is so ubiquitous throughout the text, that one wonders whether Sam's shouldn't reimburse everyone who bought the book, or at least pencil them in for a reprint. Nearly every chapter references the contents of at least one CD file, but fails to replicate the code example on the page you're reading.
Another flaw is the lack of good software engineering practices to use with Flash. One of my biggest headaches in dealing with graduates that have 'mastered' Flash outside of Computer Science, is their lack of an understanding of structured programming. The book misses an opportunity to address these principles early on.
If the flaws above were fixed, this could be a great book. Until then I would not be happy to recommend it to a student. Incidentally, the publishers still haven't replied to a complaint I emailed about the proof reading and missing CD.