explicitMinHeight of 10, but the way to change that is not very straightforward. Here's the easiest solution I found:import mx.controls.VScrollBar;
import mx.core.mx_internal;
public class MyVScrollBar extends mx.controls.VScrollBar
{
    public function MyVScrollBar()
    {
        super();
    }
    public override function set pageSize( value:Number ):void {
        super.pageSize = value;
        updateThumbHeight();
    }
    [...]
    public override function setScrollProperties( 
            pageSize:Number,
            minScrollPosition:Number,
            maxScrollPosition:Number,
            pageScrollSize:Number = 0 
    ):void {
        super.setScrollProperties( 
            pageSize, 
            minScrollPosition, 
            maxScrollPosition, 
            pageScrollSize 
        );
        updateThumbHeight();
    }
    private function updateThumbHeight():void {
        if ( mx_internal::scrollThumb ) {
            mx_internal::scrollThumb.explicitMinHeight = 40;
        }
    }
}mx_internal namespace to access its scrollThumb property, which is an instance of ScrollThumb class. Now it's just a matter of setting explicitMinHeight whenever one of the scroll properties is changed. I only show pageSize, but the other properties in setScrollProperties() should also be overridden.Math.max() to prevent the thumb from getting too tiny (again), we're set! Change the last function to this:    private function updateThumbHeight():void {
        if ( mx_internal::scrollThumb ) {
            mx_internal::scrollThumb.explicitMinHeight = 
                Math.max( height - maxScrollPosition, 40 );
        }
    }explicitMinHeight does a lot of work for us, adjusting the rest of the scroll properties as necessary. Other height-related properties do not work as well. mx_internal, it's actually a member modifier, like private or public. All the properties you see in the Flex debugger with a yellow rhombus are mx_internal properties. For a more in-depth look, check out When and how to use mx_internal in Flex at Code Of Doom.Etiquetas: actionscript, howto