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Flash Reference Guide

📄 Contents

  1. Flash Guide 2006
  2. Welcome to the New Flash Reference Guide
  3. Flash Design Guide
  4. Introduction To Flash
  5. Working with the Authoring Tool
  6. Working with Templates
  7. FreeHand for the Power User
  8. Creating Animation with Fireworks
  9. Creating Animation in Flash
  10. Animating Text
  11. Working With Layers and Keyframes
  12. Working With Tweens
  13. Quickly Add Keyframes to Tweens
  14. Using Animation Paths
  15. Using Flash's Onion Skinning Tools
  16. Publishing Your Animation
  17. Preloading for Non-Programmers
  18. Drawing in Flash
  19. Using the Library
  20. Organizing Animations With Storyboards
  21. Working With Masks
  22. Making 2D Look 3D
  23. Working With Text
  24. Working With Input Text Fields
  25. Working With Dynamic Text
  26. Working with Text: Advanced Text Treatment With CSS
  27. Working With Text: Embedding Fonts
  28. Flash Interactive Developer Guide
  29. What is an Interactive Developer?
  30. Creating Flash Projects
  31. Using Form Applications
  32. Working with Form Components
  33. Setting up a Movie for Design and Animation
  34. Setting up a Movie for Programming
  35. Working with Components
  36. ActionScript Fundamentals
  37. Intro to Working With Arrays
  38. Understanding The Three Types of Arrays
  39. Control Data Stored in Arrays
  40. The Eolas Solution
  41. Intro to Flash Player 9
  42. Working with Strings
  43. Creating ActionScript Transitions
  44. Working with Boolean Objects in ActionScript
  45. Optimizing Delivery
  46. Working with Numbers in ActionScript
  47. Working with the Number Class
  48. Flash Professional 9 Preview
  49. Adobe Takes ActionScript Open Source
  50. Flash Rich Media Guide
  51. Pros and Cons of Flash 8 Video
  52. Using SMIL in Flash Video 8
  53. Stream an MP3 Audio File to Your Flash Movie
  54. Flash 8
  55. Introduction to Flash 8
  56. Advanced Text Rendering
  57. Using BitmapData Class in Your ActionScript
  58. The CacheAsBitmap Property
  59. Bitmap Rendering Improvements and Blend Modes
  60. Using The ExternalInterface Class
  61. Using Filters
  62. Downloading and Uploading Files with ActionScript
  63. Runtime Support for GIF and PNG Files
  64. Garbage Collection in Flash 8
  65. Using Enhanced Gradients
  66. Using Scale 9
  67. Stroke Enhancements in Flash 8
  68. Video Support in Flash 8
  69. How to Create a Slideshow
  70. Creating Dynamic Text in Flash
  71. Flash 3-D–Taking Flash to the Third Dimension!
  72. Object Collision Detection with Flash
  73. Create a Quiz With The Flash Quiz Template
  74. Working with Flash
  75. Uses for Flash
  76. Beyond Flash
  77. Flash Reference Guide
  78. Informit Articles and Sample Chapters
  79. Books
  80. Online Resources
  81. Blogs and Discussion
  82. Tools and Downloads
  83. Summary
  84. Flash MX Interface
  85. Welcome to Flash: the Designers' and Developers' Tool
  86. Using the Stage
  87. Panels, Panels Everywhere
  88. Using the Tools Pane
  89. Using the Property Inspector
  90. Using the Timeline Panel
  91. Using the Library
  92. Adding Interaction through the Actions Panel
  93. Integrating with Studio MX
  94. Saving and Publishing Flash Movies
  95. Informit Articles and Sample Chapters
  96. Books
  97. Online Resources
  98. Summary
  99. Drawing in Flash
  100. Shape Tools
  101. Applying Color
  102. Informit Articles and Sample Chapters
  103. Tools and Downloads
  104. Summary
  105. Flash Bitmaps
  106. Importing Bitmaps
  107. Exporting Bitmap Images
  108. Converting Bitmap Images to Vector Illustrations
  109. Informit Articles and Sample Chapters
  110. Online Resources
  111. Tools and Downloads
  112. Summary
  113. Flash Text and Text Fields
  114. Text Types
  115. Input Text
  116. Online Resources
  117. Tools and Downloads
  118. Summary
  119. Using the Library
  120. Library Organization
  121. Creating Instances
  122. Informit Articles and Sample Chapters
  123. Books
  124. Online Resources
  125. Summary
  126. Flash Animation
  127. Controlling Time
  128. Keyframe Animation
  129. Tweening
  130. Text Animation with Flash
  131. Informit Articles and Sample Chapters
  132. Books
  133. Online Resources
  134. Summary
  135. Flash Audio
  136. Using Audio in Flash
  137. Importing
  138. Linking to MP3
  139. Publishing Audio
  140. Streaming MP3 from the Flash Communication Server
  141. Informit Articles and Sample Chapters
  142. Online Resources
  143. Summary
  144. Video in Flash
  145. Video
  146. Flash Video
  147. Spark Codec
  148. Exporting Video
  149. Informit Articles and Sample Chapters
  150. Blog and Discussion
  151. Summary
  152. Flash Components
  153. Attaching Components to Movies
  154. Creating a Component
  155. Informit Articles and Sample Chapters
  156. Tools and Downloads
  157. Summary
  158. Exporting and Optimization
  159. Connecting Flash to the Internet
  160. Loading SWF Movies
  161. Sharing Fonts Between Movies
  162. Reusing Your ActionScripts
  163. Using Third-Party Tools
  164. Informit Articles and Sample Chapters
  165. Online Resources
  166. Tools and Downloads
  167. Summary
  168. Introduction to Design in Flash
  169. Introduction to Design
  170. Fundamental Design Concepts
  171. Breaking Up the Screen
  172. Branding
  173. Adding Forms to Movies
  174. Developing with ActionScript
  175. Introduction to Programming within Flash MX 2004
  176. Using ActionScript to Extend the Functionality of Flash
  177. ActionScript Fundamentals
  178. Using the Actions Panel
  179. Using the Reference Panel
  180. Rapidly Adding ActionScript with the Behaviors Panel
  181. Event Handling within ActionScript
  182. Timeline Events
  183. Triggering Events through User Interaction
  184. Flash MX 2004 Pro
  185. Summary
  186. Creating Interactive Movies
  187. Giving Users a Choice
  188. What it All Comes Down to
  189. Summary
  190. Testing your Flash Movies
  191. Naming Conventions
  192. Syntax Checker
  193. Testing your movies
  194. Summary
  195. Debugging
  196. Using the "Debugger"
  197. Reviewing ActionScript Error Codes
  198. Summary
  199. Using ActionScript to Control Your Movies
  200. Setting Up Your Movies for Interaction
  201. Making Movie Clips Behave Like Buttons
  202. Controlling Multiple Movie Clips
  203. Applying Different Types of Events to a Movie Clip
  204. Summary
  205. Using ActionScript to Control Text
  206. How ActionScript Can Control Text
  207. Using Cascading Style Sheets within Flash MX 2004 Dynamic Text Boxes
  208. Applying CSS formatting with ActionScript
  209. Where Do You Go Now?
  210. The Differences Between ActionScript 1 and ActionScript 2
  211. Working with Classes
  212. Which Version of the Flash Player should you use?
  213. What’s Next?
  214. Using Pre-Built Classes In Flash MX 2004
  215. Using a Class in ActionScript
  216. The List of Core Classes
  217. Flash Player-Specific Classes
  218. Summary
  219. Creating Your Own Classes
  220. Creating a Custom Class
  221. Working with External Data in Flash
  222. Why Use XML in Flash?
  223. Integrating Flash and XML
  224. Visual Elements
  225. Adding the ActionScript
  226. Future Shock
  227. Using Components
  228. Begin Using Components
  229. Building an Application with Components
  230. Gluing Components Together with ActionScript
  231. Summary
  232. Informit Articles and Sample Chapters
  233. Books and e-Books
  234. Online Resources
  235. Rich Internet Applications
  236. Introduction to Rich Internet Applications
  237. Why Use Flash for Building Application Solutions?
  238. Building Applications with Flash
  239. Getting Started
  240. Using Flash Variables
  241. Working with Parameters in the Object and Embed HTML Tags
  242. Linking data with Flashvars
  243. Getting Data Into Flash: Loading External SWF and JPG Files
  244. Why You Should Separate Your Files
  245. Loading Movies into Levels and Target Movie Clips
  246. Summary
  247. Loading SWF and JPG Images
  248. Working With XML: What is XML, and How Does it Relate to Flash?
  249. A Brief History of XML
  250. Why Structuring Your Data is Always a Good Thing
  251. How XML Came to Flash
  252. Summary
  253. Working with XML: Good XML vs. Bad XML
  254. Good Places to Start
  255. Writing Good XML
  256. XML Tools
  257. The Next Step - Using XML in your Flash Applications
  258. Working with XML: Loading XML into Flash
  259. Integrating Flash and XML
  260. Visual Elements
  261. ActionScript
  262. Future Shock
  263. Working with XML — Dynamically Building XML with .NET, ColdFusion, Java, and PHP
  264. ColdFusion
  265. .NET
  266. Java
  267. PHP
  268. Summary
  269. Working with XML — Web Services
  270. SOAP Support in Flash MX 2004
  271. Using Components to Bind Web Services into your Applications
  272. Summary
  273. Working with Data — Working with XML
  274. XML In Flash
  275. Writing XML In Flash
  276. Building Trees of Data with XML
  277. Working with Data: Pushing Data back to the Server with Load Vars
  278. Setting up the Database
  279. Writing the VB.NET Code
  280. Creating the Flash Movie
  281. Working with Data: Leveraging Persistent Connections
  282. Using XMLSocket Connections
  283. XMLSocket Server
  284. XMLSocket Security
  285. XMLSocket Class in Flash
  286. Creating a Pong Game with an XMLSocket Server
  287. Summary
  288. Flash Remoting
  289. What is Flash Remoting?
  290. Using Flash Remoting
  291. The Future of Flash Remoting
  292. Flash Remoting Links
  293. Working with Data: Macromedia Flex Presentation Server
  294. What Problem Does Flex Presentation Server Address?
  295. How does Flex work?
  296. Coding and Building Flex Applications
  297. Building Rich Internet Applications: Connecting Flash to a Database
  298. Using FlashVars
  299. Using LoadVars
  300. Loading XML
  301. Consuming a Web Service
  302. Live data connections with XMLSocket Connections
  303. Building Rich Internet Applications: Planning, Planning, Planning
  304. A Simple Plan
  305. Tools You Can Use
  306. Applying a Discipline
  307. Building Rich Internet Applications: Design Counts
  308. Do Not Be Afraid to Ask For Help
  309. What if You Do Not Have a Ben To Call
  310. Building Rich Internet Applications: Beyond the Movie Clip
  311. UI Components
  312. Data Components
  313. Media Components
  314. Manager Components
  315. Screen Components
  316. Building Rich Internet Applications: Using Macromedia Central
  317. What Central is All About
  318. Who is Using Central?
  319. Developing for Macromedia Central
  320. Next Steps You Need to Take
  321. Building Rich Internet Applications: Using Macromedia Flex
  322. Authoring with Flex
  323. Publishing with Flex
  324. Presenting the Solution: Delivering Flash Applications to the Web
  325. Flash's own Publishing Tools
  326. Using Dreamweaver
  327. Writing your Own HTML
  328. Presenting the Solution: Delivering Flash Over Non-PC Devices
  329. Using Macromedia's Flash Lite
  330. Programming for Flash Lite
  331. FlashCast
  332. Informit Articles and Sample Chapters
  333. Books and e-Books
  334. Flash for Designers: Rich Media Production
  335. Graphic Control in Flash
  336. Drawing in Flash
  337. Importing Vector Art
  338. Importing Raster
  339. Scripting Images
  340. Introduction to the Rich Media Production
  341. Using Video, Audio and Images in your Flash Movies
  342. Using SWF Flash Movies
  343. Using JPEG Images
  344. MP3 Sound Files
  345. Flash Video
  346. Using Components to Build Rich Media Solutions
  347. Using the Loader Component
  348. Using the Media Components
  349. Controlling Components with ActionScript
  350. Controlling the Loader Component
  351. Media Components
  352. Using Audio in Flash
  353. Linking to MP3
  354. ActionScript-Controlled Audio
  355. Volume Control
  356. Publishing Audio
  357. Summary
  358. Video in Flash
  359. Working with Video
  360. Controlling Video with Components
  361. Exporting Video
  362. Summary
  363. Choosing Which Version of Flash Communication Server to Use
  364. Server Requirements
  365. Installation
  366. Running Communication Server on Different OS Platforms
  367. Pitfalls to Watch for
  368. Summary
  369. Streaming Video
  370. Live Video
  371. Broadcast Video on Demand
  372. Flash Video Components
  373. The Communication Server MX Server Code for the VideoPlayBack Component
  374. Record Video with VideoRecord Communication Component
  375. Create A Video Conference
  376. Examining the VideoConferencing Component
  377. The Communication Server MX Server Code for the VideoConferencing Component
  378. Summary
  379. Using the Microphone and Camera Core Classes
  380. Microphone
  381. Camera
  382. Constructing Large Applications That Leverage Video and Audio
  383. Configuring the Server
  384. Creating the Movie
  385. Broadcasting
  386. Summary
  387. Informit Articles and Sample Chapters
  388. Books and e-Books
  389. Matthew's Predictions for 2006
  390. Matthew's Favorite Flash Books
  391. Matthew's Favorite Flash Web Resources
  392. Macromedia as Part of Adobe
  393. First Look: Flash Player 8
  394. First, the Facts
  395. What Macromedia Brings to the Table
  396. What Adobe Brings to the Table
  397. What the Two Companies Can Do for Each Other
  398. A Brief History of Flash

So far, you have learned how to create a Library. What makes the Library useful is what it can do with media within Flash. Flash comes with a number of tools that enable you to create graphics, and the Library gives you the tools that allow you to store and reuse the art work you create.

Media, such as graphics, are stored in the Library. Once in the Library, the graphic can be dragged onto the Stage. However, the trick is that the object you drag onto the Stage is not the original version of the graphic; it is a copy that is called an instance. If you drag a second copy of a graphic from the Library, you add a second instance on the Stage. You can drag as many instances onto the Stage as you like. As you do this, you do not increase the overall file size of the movie. Isn't that cool?

To give you an idea of how this works, in the following exercise you will draw an object on the Stage and then save it to the Library:

  1. Select File, New From Templates. Choose the Library template you created earlier. Click OK. The Library template opens in edit mode.

  2. Select the Rectangle tool. On the Stage, draw a rectangle with the Rectangle tool.

  3. Highlight all the objects on the Stage by selecting Edit, Select All. The rectangle shape is now highlighted. You can also double-click the rectangle to select both the stroke and fill.

  4. Press F8 to convert the shape to a symbol, which is the name given to an object that will be placed into the Library. Name the new object rectangle_gr. The _gr is a suffix I add to all graphic symbols. You do not need to do this, but I find it easier to track down files when I use a naming convention.

  5. Below the name field is a Behavior section, which allows you to determine what type of symbol is being added to the Library. You are given three different options: Movie Clip, Button, and Graphic. Select Graphic and then choose OK. A new symbol appears in the Library.

  6. As I mentioned earlier, I am a bit of a neat freak, so let's start with some good habits. The new graphic instance is the root of the Library. That is, the file is not hidden within any of the folders. You will now click and drag the graphic symbol and drop it onto the Graphic folder. When you release your cursor, the Graphic folder expands, and the new graphic symbol is now within the folder. The Use Count for the symbol is 1 because you have only one instance of the Library item on the Stage.

  7. Click and drag an instance of rectangle_gr away from the Library onto the Stage. You now have two copies of the rectangle_gr graphic on the Stage. The Use Count now says 2. Drag on five more copies of the graphic. Each time you add a new instance, you do not increase the overall size of the movie. Add as many as you like.

  8. The power of instances now starts to come forward. Select one of the instances of the rectangle_gr graphic on the Stage. Select the Free Transform tool and resize the graphic. It changes shape independently of the other instances. Select a second instance on the Stage and resize that. Keep doing that until you have five or six instances as different shapes.

  9. From the Stage, select an instance of the rectangle_gr. From the Property Inspector, select the Color drop-down menu and choose Alpha from the drop-down list. Change the Alpha settings to 25%. Just this one instance of the graphic is now transparent. The tint and brightness can also be changed for any graphic instance for rectangle_gr symbol on the Stage.

  10. Select another instance of the rectangle_gr graphic. Right-click the symbol and choose Edit in Place, which enables you to edit the main symbol within the Library for rectangle_gr. Choose Edit, Select All to highlight the entire rectangle shape. Choose Delete to remove the shape. From the Tools panel, choose the Oval tool and draw an oval shape on the Stage. You see that all the instances of the rectangle_gr graphic are now ovals.

  11. Try creating more graphic symbols on the Stage to see how you can control them through the Library.

It is the Library's capability to control objects that make it so powerful. The graphic symbol is the most basic object you can create in the Flash Library. The following sections highlight objects you will find in the Library.

Graphics

As discussed, the graphics symbol is the most basic symbol and its function is to manage only single frame graphics.

When I work with Flash MX, I often use Adobe Illustrator and Macromedia Freehand to create the basic graphic files. These files can be imported directly into Flash through the File, Import feature. The Illustrator or Freehand files are normally only single frames. The first thing I do is to convert the imported graphics into Library symbols, which makes life just so much easier.

When you create graphics in the Library, add the suffix _gr. (An example name is rectangle_gr.)

Buttons

Ever want to create a simple button? The Button symbol is the one feature you need. By using it, you can create buttons that have four states: Up, Over, Down, and Hit Area. Each state can have its own graphic. You see the effect when you drag the button onto the Stage. When you move your cursor over the button, you see the different states change, depending on whether you have your cursor on the button or you are clicking it.

A second cool feature you get with buttons is the capability to attach ActionScript to the button. When a user interacts with the button (such as clicking it), an ActionScript is executed. It can be something as simple as jumping to a new section of the movie or as complicated as calculating formulae.

When you create buttons in the Library, add the suffix _btn. (An example name is clickMe_btn.)

Movie Clips

The most complicated and sophisticated symbol you will add to the Library is the Movie Clip symbol. What makes it so complicated is that each Movie Clip instance is its own Flash movie. Animation, timelines, and everything you have in a normal movie can be encapsulated within each Movie Clip.

If you come from the Web HTML design world to Flash, you can think of a Movie Clip as a separate browser window running within the main movie, but without the frames and with the capability to intelligently talk to the main movie through ActionScript. You will run into 101 uses for this symbol.

When you create Movie Clips in the Library, add the suffix _mc. (An example name is myFirstMovie_mc.)

I recommend that you place imported bitmap images within a Movie Clip so you can modify and apply image effects such as alpha levels, tint, and brightness.

Fonts

New to Flash MX is the capability to link fonts into your movie. With Flash's capability to embed a font into a movie, you may wonder why you need to add fonts as symbols to the Library. The reason is driven from large groups sharing Flash movies. I may not have all the fonts you have on your computer. When I open an FLA file that contains a custom font you created, I need to have your font installed on my computer to read the document correctly. If I don't, Flash replaces the font you used with one from my computer. Sharing a font in the Library prevents this from happening.

When you create graphics in the Library, add the suffix _ft. (An example name is garamondBlack_ft.)

Video

Another new feature of Flash MX is the inclusion of video, which is remarkable because the Flash Player is just over 300KB for Internet Explorer users; whereas video playback devices from RealNetworks, Apple, and Microsoft all generally come in over 10MB! When Flash is connected to the Flash MX Communication Server, you can deliver live video and audio through the Flash Player.

Flash allows you to import AVI, QuickTime, ASF, Flash video, and MPEG files.

When you add video in the Library add the suffix _video. (An example name is home_video.)

Audio

Audio support has been available within Flash for a number of years. With Flash MX, the support is extended to enable support for microphones and external MP3 files. The Flash Player now plays back MP3 encoded files and, through ActionScript, you can display ID3 Tag information embedded with any MP3 file.

Flash enables you to import WAV, ASF, AU, AIFF, and MP3 files. When you add audio in the Library, add the suffix _sound. (An example name is sound_sound.)

Practice using the Library panel to manage and organize your symbols. It really helps you control where the content is within the Library.

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