That article looks like it's geared towards desktop applications, and it makes sure the window never gets bigger than the original size.
You will read, any minute now, that a lot of people set the stage to not scale, and then use layout code to position the interface to look right, and will even take note of the DPI of the device to make sure that buttons are the right physical size. That's fine for typical utility apps, but if you have a detailed illustrated background, or any sort of fixed bitmap art, it may not be the right way to solve the problem.
The way I solve the problem is to not do any scaling at all, I leave that up to Flash, but I have spare content off the edges of the stage, that will be revealed on wider or taller screens.
The first time I used that approach I made the Flash stage be 480x320, and had extra content above and below the stage, to a total height of 360. That single file would exactly fit the iPhone screen and also the different aspect ratio iPad. On the iPad you would see the extra content.
That works fine if you layout for the widest device, and a have extra content for the less wide devices, but there is only one device less wide than the iPhone, the iPad. So now I have switched the technique to horizontal.
My stage is now 1024x768, and there is a lot of extra content off the left and right edges. I have enough there that it will still fill the screen on the widest device, which is the new Samsung Galaxy Nexus.