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Adobe Flash CS4 ProfessionalAdobe Flash CS4 Professional - PC - DVD-ROM - Universal English

Complete package, 1 user: Standard

Adobe Flash CS4 Professional software is the industry-leading authoring environment for creating engaging interactive experiences. Deliver to audiences across platforms and devices. Gain complete control over individual animation attributes with object-based animation, which applies tweens directly to objects instead of to keyframes. Easily make changes to motion with Bezier handles. Animate 2D objects through 3D space with exciting new 3D translation and rotation tools, which allow you to anima... Read more
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Manual

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User reviews and opinions

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Comments to date: 3. Page 1 of 1. Average Rating:
bbreme 9:21am on Tuesday, July 20th, 2010 
Last December, I got Flash CS4 for a Christmas present. Last December, I got Flash CS4 for a Christmas present.
janb 5:41pm on Wednesday, June 9th, 2010 
Last December, I got Flash CS4 for a Christma...  Great quality animations, nice interface. Adobe has totally missed the boat. By attempting to ball things to all types of users they have ruined a solid animation platform.
Negrolend 5:05am on Thursday, May 6th, 2010 
Best audio editing for non-specialists We purchased this version to replace a lost CS3 product I used for sound editing at work.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc1

About importing Photoshop PSD files
Flash lets you import Photoshop PSD files and preserves most of your artwork's data. The PSD Importer also lets you control how your Photoshop artwork is imported into Flash, letting you specify how to import specific objects in a PSD file, as well as specifying that the PSD file be converted to a Flash movie clip. The Flash PSD Importer provides the following key features:
PSD files imported into Flash maintain their color fidelity from Photoshop. Preserves editability of blend modes that both Flash and Photoshop have in common. Smart Objects in the PSD file are rasterized, and imported into Flash as bitmaps which preserves object transparency. Converts the PSD file layers to individual Flash layers or keyframes or imports the PSD file as a single bitmap image, in which case Flash flattens (rasterizes) the file. Drag-and-drop from Photoshop to Flash invokes the PSD file importer, letting you choose how to import your Photoshop artwork.
For a video tutorial about designing websites with Photoshop and Flash, see www.adobe.com/go/vid0201.
USING FLASH CS4 PROFESSIONAL 80
Compatibility between Flash and Photoshop Certain visual attributes can either not be accurately imported, or, after they are imported, lose their ability to be further edited in the Flash authoring environment. The PSD Importer provides you with several options to import and place artwork to best maintain its visual appearance and editability. However, certain visual attributes cannot be preserved. Use the following guidelines to improve the appearance of PSD files imported into Flash:
Flash supports only the RGB color space, and not the CMYK color space, which is common in printing. Flash can convert CMYK images to RGB; however, colors are better preserved if you convert CMYK colors to RGB in Photoshop. Flash can import the following Photoshop blend modes, and maintain their editability: Normal, Darken, Multiply, Lighten, Screen, Hard Light, Difference, and Overlay.
If you use a blend mode that Flash does not support, you can rasterize the layer to maintain its visual appearance, or remove the blend mode from the layer.
Flash cannot import Photoshop Smart Objects as editable objects. To preserve the visual attributes of Smart Objects, they are rasterized and imported into Flash as bitmaps. Flash can only import the first frame of Photoshop Video layers. Image and Fill layers are always rasterized when imported into Flash. PNG objects in Photoshop are converted to JPG files when imported into Flash. Transparency in the original PNG is preserved in the resulting JPG file. Photoshop does a better job of scaling bitmap images than Flash. If you know that you plan to scale a bitmap that is coming from Photoshop into Flash, scale the bitmap in Photoshop before importing it into Flash. When importing objects containing transparent areas as flattened bitmaps, any objects on the layers behind the transparent portion of the object will be visible through the transparent areaassuming the objects behind the object containing transparency are also being imported. To prevent this, import only the transparent object as a flattened bitmap.

Specify the Selection, Subselection, and Lasso tool contact-sensitivity options when you create shapes using Object Drawing mode. By default, objects are only selected when the tools marquee rectangle completely surrounds the object. Deselecting this option selects entire objects when they are only partially enclosed by the selection marquee of the Selection, Subselection, or Lasso tools.
Selection, Subselection, and Lasso tool contact options
1 Select Edit > Preferences (Windows) or Flash > Preferences (Macintosh). 2 In the General category, do one of the following:
To select only objects and points that are completely enclosed by the selection marquee, deselect Contact-Sensitive Selection and Lasso tools. Points that lie within the selection area are still selected. To select objects or groups that are only partially enclosed by the selection marquee, select Contact-Sensitive Selection and Lasso tools.
Note: The Subselection tools use the same contact-sensitive setting.
USING FLASH CS4 PROFESSIONAL 98
Draw simple lines and shapes
Draw straight lines with the Line Segment tool
To draw one straight line segment at a time, use the Line tool.

1 Select the Line tool

2 Select Window > Properties and select stroke attributes.
Note: You cannot set fill attributes for the Line tool.
3 Click the Object Drawing button
in the Options section of the Tools panel to select either Merge or Object Drawing mode. When the Object Drawing button is depressed, the Line tool is in Object Drawing mode.
4 Position the pointer where the line is to begin, and drag to where the line is to end. To constrain the angle of the
line to multiples of 45, Shift-drag.
Adjust Stroke and Fill color on page 130 Drawing modes and graphic objects on page 94
Draw rectangles and ovals
The Oval and Rectangle tools let you create these basic geometric shapes, and apply strokes, fills, and specify rounded corners. In addition to the Merge and Object drawing modes, the Oval and Rectangle tools also provide the Primitive Object drawing mode. When you create rectangles or ovals using the Rectangle Primitive or Oval Primitive tools, Flash draws the shapes as separate objects not unlike the shapes you create using Object Drawing mode. The primitive shape tools let you specify the corner radius of rectangles, and the start and end angle and the inner radius of ovals using controls in the Property inspector. After you create a primitive shape, alter the radius and dimensions by selecting the shape on the Stage and adjusting the controls in the Property inspector. Note: When either of the Primitive Object drawing tools is selected, the Property inspector retains the values of the last primitive object that you edited. For example, if you modify a rectangle and then draw a second rectangle.

1 Select the path to modify. 2 Click and hold the mouse button on the Pen tool
, then select the Pen tool

, Add Anchor Point tool

, or the

Delete Anchor Point tool

3 To add an anchor point, position the pointer over a path segment, and click. To delete an anchor point, position
the pointer over an anchor point, and click.
Adjust anchor points on paths
When you draw a curve with the Pen tool, you create smooth pointsanchor points on a continuous, curved path. When you draw a straight line segment or a straight line connected to a curved segment, you create corner points anchor points on a straight path or at the juncture of a straight and a curved path. By default, selected smooth points appear as hollow circles, and selected corner points appear as hollow squares.
Dragging a direction point out of a corner point to create a smooth point.
Move or add anchor points To move an anchor point, drag the point with the Subselection tool
To nudge an anchor point or points, select the point or points with the Subselection tool and use the arrow keys to move the point or points. Shift-click to select multiple points. To add an anchor point, click a line segment with the Pen tool. A plus (+) sign appears next to the Pen tool if an anchor point can be added to the selected line segment. If the line segment is not yet selected, click it with the Pen tool to select it, and then add an anchor point.
Delete anchor points Deleting unneeded anchor points on a curved path optimizes the curve and reduces the resulting SWF file size.
To delete a corner point, click the point once with the Pen tool. A minus (-) sign appears next to the Pen tool if an anchor point can be deleted from the selected line segment. If the line segment is not yet selected, click it with the Pen tool to select it, and then delete the anchor point.
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To delete a smooth point, click the point once with the Pen tool. A minus (-) sign appears next to the Pen tool if an anchor point can be deleted from the selected line segment. If the line segment is not yet selected, click it with the Pen tool to select it, and then delete the corner point. (Click once to convert the point to a corner point, and once more to delete the point.)
Convert segments between straight and curved To convert segments in a line from straight segments to curve segments, convert corner points to smooth points. You can also do the reverse.
To convert a corner point to a smooth point, use the Subselection tool to select the point, then Alt-drag (Windows) or Option-drag (Macintosh) the point to place the tangent handles. To convert a smooth point to a corner point, click the point with the Pen tool. The carat ^ marker next to the pointer indicates when it is over the smooth point.

The first frame is the Up state, representing the button whenever the pointer is not over the button. The second frame is the Over state, representing the buttons appearance when the pointer is over the button. The third frame is the Down state, representing the buttons appearance as it is clicked. The fourth frame is the Hit state, defining the area that responds to the mouse click. This area is invisible in the SWF file.
You create a button using a movie clip symbol or a button component. Using each type of button has advantages. Creating a button using a movie clip lets you add more frames to the button or add more complex animation. However, movie clip buttons have a larger file size than button symbols. Using a button component allows you to bind the button to other components and share and display data in an application. Button components also include prebuilt features, such as accessibility support, and can be customized. Button components include the Button, RadioButton, and CheckBox. For more information, see Button component in ActionScript 2.0 Components Language Reference at http://www.adobe.com/go/learn_fl_cs4_as2clr_en or Use the Button component in Using ActionScript 3.0 Components. To create a button:
1 Select Edit > Deselect All to ensure that nothing is selected on the Stage.
USING FLASH CS4 PROFESSIONAL 165
2 Select Insert > New Symbol, or press Control+F8 (Windows) or Command+F8 (Macintosh).
To create the button, you convert the button frames to keyframes.
3 In the Create New Symbol dialog box, enter a name for the new button symbol. For the symbol Type, select Button.
Flash switches to symbol-editing mode. The Timeline header changes to display four consecutive frames labeled Up, Over, Down, and Hit. The first frame, Up, is a blank keyframe.
4 To create the Up state button image, select the Up frame in the Timeline and then use the drawing tools, import a
graphic, or place an instance of another symbol on the Stage. You can use a graphic or movie clip symbol in a button, but you cannot use another button in a button. Use a movie clip symbol to animate the button.
5 Click the Over frame, and select Insert > Timeline > Keyframe.
Flash inserts a keyframe that duplicates the contents of the Up frame.
6 Change or edit the button image for the Over state. 7 Repeat steps 5 and 6 for the Down frame and the Hit frames.
The Hit frame is not visible on the Stage, but it defines the area of the button that responds when clicked. The graphic for the Hit frame must be a solid area large enough to encompass all the graphic elements of the Up, Down, and Over frames. It can also be larger than the visible button. If you do not specify a Hit frame, the image for the Up state is used as the Hit frame. To create a disjoint rollover, in which moving the pointer over a button causes another graphic on the Stage to change, place the Hit frame in a different location than the other button frames.

3 To add a path to the motion guide layer to guide the classic tween, select the motion guide layer and use the Pen,
Pencil, Line, Circle, Rectangle, or Brush tool to draw the desired path. You can also paste a stroke onto the motion guide layer.
4 Drag the object you are tweening to snap it to the beginning of the line in the first frame, and to the end of the line

in the last frame.

A graphic of a car snapped to the beginning of a guide stroke.
Note: For best snapping results, drag the symbol by its transformation point.
5 To hide the motion guide layer and the path so that only the objects movement is visible while you work, click in
the Eye column on the motion guide layer. The group or symbol follows the motion path when you play the animation.
USING FLASH CS4 PROFESSIONAL 215
Link layers to a motion guide layer
Drag an existing layer below the motion guide layer. The layer is indented under the motion guide layer. All objects on this layer automatically snap to the motion path. Create a new layer under the motion guide layer. Objects you tween on this layer are automatically tweened along the motion path. Select a layer below a motion guide layer. Select Modify > Timeline > Layer Properties, and select Guide.
Unlink layers from a motion guide layer
Select the layer to unlink and do one of the following:
Drag the layer above the motion guide layer. Select Modify > Timeline > Layer Properties, and select Normal as the layer type.
Paste classic tween properties
The Paste Motion command lets you copy a classic tween, and paste only specific properties to apply to another object.
1 Select the frames in the Timeline that contain the classic tween to copy. The frames you select must be on the same
layer, however, they do not have to span a single classic tween. The selection can span a tween, empty frames, or two or more tweens.
2 Select Edit > Timeline > Copy Motion. 3 Select the symbol instance to receive the copied classic tween. 4 Select Edit > Timeline > Paste Motion Special. Select the specific classic tween properties to paste to the symbol
instance. The classic tween properties are:
X Position How far an object moves in the x direction. Y Position How far an object moves in the y direction. Horizontal Scale The ratio between the current size of the object and its natural size in the horizontal direction (X). Vertical Scale Specifies the ratio between the current size of the object and its natural size in the vertical direction (Y). Rotation And Skew The rotation and skew of the object. These properties must be jointly applied to an object. Skew is a measurement of rotation in degrees, and when you rotate and skew, each property affects the other. Color All color values such as Tint, Brightness, and Alpha are applied to the object. Filters All filter values and changes for the selected span. If filters are applied to an object, the filter is pasted with all values intact, and its state (enabled or disabled) applies to the new object as well. Blend Mode Applies the blend mode of the object. Override Target Scale Properties When unchecked, specifies that all properties be pasted relative to the target object. When checked, this option overrides the scale properties of the target. Override Target Rotation And Skew Properties When unchecked, specifies that all properties be pasted relative to the target object. When checked, the pasted properties override the existing rotation and scale properties of the object.

To use both tags, position the embed tag before the closing object tag, as shown in the following example:
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100" height="100" codebase="http://fpdownload.adobe.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0"> <param name="movie" value="moviename.swf"> <param name="play" value="true"> <param name="loop" value="true"> <param name="quality" value="high"> <embed src="moviename.swf" width="100" height="100" play="true" loop="true" quality="high" pluginspage="http://www.adobe.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlas h"> </embed> </object>
Note: If you use the object and embed tags, use identical values for each attribute or parameter to ensure consistent playback across browsers. The swflash.cab#version=9,0,0,0 parameter is optional; only omit this parameter if you dont want to check for the version number.
USING FLASH CS4 PROFESSIONAL 392
Browsers that support windowless modes
Operating system Macintosh OS X 10.1.5 and 10.2 Internet Explorer 5.1 and 5.2 Netscape 7.0 and later Other
Opera 6 or later Mozilla 1.0 or later AOL/Compuserve Opera 6 and later Mozilla 1.0 and later AOL/Compuserve

Windows

5.0, 5.5, and 6.0

7.0 and later

Specify publish settings for Flash Player detection
Flash Player detection is available only for publish settings set to Flash Player 4 or later, and for SWF files embedded in the Flash Only or Flash HTTPS templates. Note: Flash Player 5 and later are installed on 98% of Internet-connected computers, making Flash Player detection a reasonable method to ensure that end users have the correct version of Flash installed to view your content. To detect the presence of Flash Player before allowing a browser to view SWF files that use the following templates, create a separate HTML page with its own SWF file to detect Flash Player before redirecting browsers to the HTML page that contains the Flash content. The following HTML templates do not support Flash Player detection because the JavaScript in these templates conflicts with the JavaScript used to detect the Flash Player:

1 Select File > Publish Settings, click Formats, and select GIF Image. 2 For the GIF filename, use the default filename or enter a new filename with the.gif extension. 3 Click GIF.
Dimensions Enter values for width and height in pixels for the exported bitmap image, or select Match Movie to make
the GIF the same size as the SWF file and maintain the aspect ratio of your original image.
Playback Determines whether Flash creates a still (Static) image or an animated GIF (Animation). If you select
Animation, select Loop Continuously or enter the number of repetitions.
4 To specify a range of appearance settings for the exported GIF file, select one of the following options:
Optimize Colors Removes any unused colors from a GIF files color table. This option reduces the file size without
affecting image quality, but slightly increases the memory requirements. This option has no effect on an adaptive palette. (An adaptive palette analyzes the colors in the image and creates a unique color table for the selected GIF file.)
Interlace Incrementally shows the exported GIF file in a browser as it downloads. Lets the user see basic graphic
content before the file completely downloads and can download the file faster over a slow network connection. Do not interlace an animated GIF image.
Smooth Applies anti-aliasing to an exported bitmap to produce a higher-quality bitmap image and improve text
display quality. However, smoothing might cause a halo of gray pixels to appear around an anti-aliased image placed on a colored background, and it increases the GIF file size. Export an image without smoothing if a halo appears or if youre placing a GIF transparency on a multicolored background.
Dither Solids Applies dithering to solid colors as well as gradients. Remove Gradients (Default is off) Converts all gradient fills in the SWF file to solid colors using the first color in the gradient. Gradients increase the size of a GIF file and are often poor quality. To prevent unexpected results, select the first color of your gradients carefully if you use this option.
5 To determine the transparency of the applications background and the way alpha settings are converted to GIF,

USING FLASH CS4 PROFESSIONAL 409
JPEG width JPEG height JPEG filename PNG width PNG height PNG filename

$JW $JH $JN $PW $PH $PN

Using shorthand template variables The $PO (for object tags) and $PE (for embed tags) template variables are useful shorthand elements. Each variable causes Flash to insert into a template any nondefault values for some of the most common object and embed parameters, including PLAY ($PL), QUALITY ($QU), SCALE ($SC), SALIGN ($SA), WMODE ($WM), DEVICEFONT ($DE), and BGCOLOR ($BG). Sample HTML template The following Default.HTML template file in Flash includes many of the commonly used template variables:
$TTFlash Only $DS Display Adobe SWF file in HTML. $DF <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> $CS <title>$TI</title> </head> <body bgcolor="$BG"> <!--url's used in the movie--> $MU <!--text used in the movie--> $MT <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.adobe.com/pub/shockwave/cabs/flash/swflash.cab#version=7,0,0,0" width="$WI" height="$HE" id="$TI" align="$HA"> <param name="allowScriptAccess" value="sameDomain" /> $PO <embed $PEwidth="$WI" height="$HE" name="$TI" align="$HA" allowScriptAccess="sameDomain" type="application/x-shockwave-flash" pluginspage="http://www.adobe.com/go/getflashplayer" /> </object> </body> </html>
Specify publish settings for HTML documents on page 384
USING FLASH CS4 PROFESSIONAL 410
Create an image map to substitute for a SWF file
Flash can generate an image map to show any image and maintain the function of buttons that link to URLs. When an HTML template includes the $IM template variable, Flash inserts the image map code. The $IU variable identifies the name of the GIF, JPEG, or PNG file.
1 In your document, select the keyframe to use for the image map and label it #Map in the frame Property inspector
(Window > Properties). Use any keyframe with buttons that have attached ActionScript 1.0 or 2.0 getURL actions. If you dont create a frame label, Flash creates an image map using the buttons in the last frame of the SWF file. This option generates an embedded image map, not an embedded SWF file.
2 To select the frame to show the image map, do one of the following:
For PNG or GIF files, label the frame to appear as #Static. For JPEG, during the publish operation, place the playhead on the frame to be used for display.
3 In an HTML editor, open the HTML template youll modify. 4 Save your template. 5 Select File > Publish Settings, click Format, select a format for the image map, and click OK.

3 Click export.

Windows AVI (Windows)
Exports a document as a Windows video but discards any interactivity. Good for opening a Flash animation in a videoediting application. Because AVI is a bitmap-based format, documents that contain long or high-resolution animations can quickly become very large. The Export Windows AVI dialog box has the following options:
Dimensions Specifies a width and height, in pixels, for the frames of an AVI movie. Specify only the width or the
height; the other dimension is automatically set to maintain the aspect ratio of your original document. To set both the width and the height, deselect Maintain Aspect Ratio.
Video Format Selects a color depth. Some applications do not yet support the Windows 32-bpc image format. If this
format presents problems, use the older 24-bpc format.
Compress Video Select standard AVI compression options. Smooth Applies anti-aliasing to the exported AVI movie. Anti-aliasing produces a higher-quality bitmap image, but
it can cause a halo of gray pixels to appear around images when placed over a colored background. Deselect if a halo appears.
Sound Format Set the sample rate and size of the sound track, and whether to export in mono or stereo. The smaller
the sample rate and size, the smaller the exported file, with a possible trade-off in sound quality.
About compressing sounds for export on page 278

WAV audio (Windows)

Exports only the sound file of the current document to a single WAV file. You can specify the sound format of the new file. To determine the sampling frequency, bit rate, and stereo or mono setting of the exported sound, select Sound Format. To exclude events sounds from the exported file, select Ignore Event Sounds.
Chapter 17: Best practices
Adobe Flash CS4 Professional contains features and capabilities that make it a flexible tool and allow more than one way to do the same thing in Flash. Over time, the Flash community has developed preferred methods for accomplishing many common tasks. Best practices encourage consistency when you work on Flash or ActionScript documents, share FLA or ActionScript files, work on applications, and when you are learning or teaching Flash and ActionScript.

Structuring FLA files

Organizing timelines and the library
Frames and layers on a timeline show you where assets are placed and determine how your document works. How a timeline and the library are set up and used affect the entire FLA file and its overall usability. The following guidelines help you author content efficiently, and let other authors who use your FLA documents have a greater understanding of how the document is structured.

models contents. The interface specifies how the models data is presented and outputs the view for the user to use, and lets the user access or manipulate the applications data. If the model changes, the view updates to reflect those changes by either pushing or pulling data (sending or requesting data). If you create a hybrid web application (for example, one that includes Flash interacting with other applications on the page), consider the multiple interfaces as part of the view in the design pattern. The MVC design pattern supports handling a variety of views.
USING FLASH CS4 PROFESSIONAL 429
The controller Handles the requirements of the model and view to process and display data, and typically contains a
lot of code. It calls any part of the model, depending on user requests from the interface (or view), and contains code thats specific to the application. Because this code is specific to the application, it is usually not reusable. However, the other components in the design pattern are reusable. The controller does not process or output any data, but it takes the request from the user and decides what part of the model or view components it needs to call, and determines where to send the data and what formatting is applied to the returned data. The controller ensures that views have access to parts of the model data that they must display. The controller typically transmits and responds to changes that involve the model and view. Each part of the model is built as a self-contained component in the overall process. If you change one part of the model (for example, you might rework the interface), the other parts of the process do not usually need modification, which reduces problems. If your design pattern is created correctly, you can change the view without reworking the model or controller. If your application does not use MVC, making changes anywhere can cause a rippling effect across all your code, which requires many more changes than if you were using a specific design pattern. An important reason to use the MVC pattern is to separate data and logic from the user interface. By separating these parts of the process, you can have several different graphical interfaces that use the same model and unformatted data. This means that you can use your application with different Flash interfaces, such as an interface for the web, one for Pocket PC, a version for cell phones, and perhaps an HTML version that doesnt use Flash at all. Separating data from the rest of the application can greatly reduce the time it takes to develop, test, and even update more than one client interface. Similarly, adding new front ends for the same application is easier if you have an existing model to use. Only use MVC if you build a large or complex application, such as an e-commerce website or an e-learning application. Using the architecture requires planning and understanding how Flash and this design pattern work. Carefully consider how the different pieces interact with each other; this typically involves testing and debugging. When you use MVC, testing and debugging are more involved and difficult than in typical Flash applications. If you build an application in which you need the additional complexity, consider using MVC to organize your work.

Optimizing ActionScript for Flash Lite content on mobile devices
Because of the processing speed and memory limitations on most mobile devices, follow these guidelines when developing ActionScript for Flash Lite content used on mobile devices:
Keep the file and its code as simple as possible. Remove unused movie clips, delete unnecessary frame and code loops, and avoid too many frames or extraneous frames. Using FOR loops can be expensive because of the overhead incurred while the condition is checked with each iteration. When the costs of the iteration and the loop overhead are comparable, execute multiple operations individually instead of using a loop. The code may be longer, but performance will improve. Stop frame-based looping as soon as it is no longer needed. When possible, avoid string and array processing because it can be CPU-intensive.
USING FLASH CS4 PROFESSIONAL 449
Always try to access properties directly rather than using ActionScript getter and setter methods, which have more overhead than other method calls. Manage events wisely. Keep event listener arrays compact by using conditions to check whether a listener exists (is not null) before calling it. Clear any active intervals by calling clearInterval, and remove any active listeners by calling removeListener before removing content using unloadapplication or removeapplicationClip. Flash does not re-collect SWF data memory (for example, from intervals and listeners) if any ActionScript functions are still referring to the SWF data when a movie clip is unloaded. When variables are no longer needed, delete them or set them to null, which marks them for garbage collection. Deleting variables helps optimize memory use during run time, because unneeded assets are removed from the SWF file. It is better to delete variables than to set them to null. Explicitly remove listeners from objects by calling removeListener before garbage collection. If a function is being called dynamically and passing a fixed set of parameters, use call instead of apply. Make namespaces (such as paths) more compact to reduce startup time. Every level in the package is compiled to an IF statement and causes a new Object call, so having fewer levels in the path saves time. For example, a path with the levels com.xxx.yyy.aaa.bbb.ccc.funtionName causes an object to be instantiated for com.xxx.yyy.aaa.bbb.ccc. Some Flash developers use preprocessor software to reduce the path to a unique identifier, such as 58923409876.functionName, before compiling the SWF code. If a file consists of multiple SWF files that use the same ActionScript classes, exclude those classes from select SWF files during compilation. This can help reduce file download time and run-time memory requirements. Avoid using Object.watch and Object.unwatch, because every change to an object property requires the player to determine whether a change notification must be sent. If ActionScript code that executes on a keyframe in the timeline requires more than 1 second to complete, consider splitting up that code to execute over multiple keyframes. Remove trace statements from the code when publishing the SWF file. To do this, select the Omit Trace Actions check box on the Flash tab in the Publish Settings dialog box. Inheritance increases the number of method calls and uses more memory: a class that includes all the functionality it needs is more efficient at run time than a class that inherits some of its functionality from a superclass. Therefore, you may need to make a design trade-off between extensibility of classes and efficiency of code. When one SWF file loads another SWF file that contains a custom ActionScript class (for example, foo.bar.CustomClass) and then unloads the SWF file, the class definition remains in memory. To save memory, explicitly delete any custom classes in unloaded SWF files. Use the delete statement and specify the fully qualified class name, such as: delete foo.bar.CustomClass. Limit the use of global variables, because they are not marked for garbage collection if the movie clip that defined them is removed. Avoid using the standard user interface components (available in the Components panel in Flash). These components are designed to run on desktop computers and are not optimized to run on mobile devices. Whenever possible, avoid deeply nested functions. Avoid referencing nonexistent variables, objects, or functions. Compared to the desktop version of Flash Player, Flash Lite 2 looks up references to nonexistent variables slowly, which can significantly affect performance. Avoid defining functions using anonymous syntax. For example, myObj.eventName = function{.}. Explicitly defined functions are more efficient, such as function myFunc {.}; my Obj.eventName = myFunc;.

plug-ins in Adobe Store 4 pluginspage attribute 387 PNG files exporting 413 importing 65, 67 PNG filter options 396 publishing 395 PNG Import Settings dialog box 69 point size, choosing 254 Pointer tool, setting options for 97, 120 Polygon mode, for Lasso tool 119 PolyStar tool 101 preferences Bitmaps on clipboard 39 clipboard 39 Drawing Settings options 96 editing 40 Font Mapping Default 38 FreeHand Text on clipboard 40 general 39 Gradients on clipboard 39 Highlight Color 39 Named Anchor on Scenes 39 On Launch options 39 Pen tool 107 PICT settings for clipboard 40 Printing Options (Windows only) 39 PSD files 84 setting 37 Shift Select 39 Show Pen Preview option 108 Show Precise Cursors option 108 Show Solid Points option 108 Show Tooltips 39 Timeline options 39 Undo Levels 39 vertical text 250 warning 38 Preferences command 38 Premiere Pro. See Adobe Premiere Pro previewing with Publish Preview command 397 Print Margins command (Macintosh only) 50 printing actions 333 from authoring environment 50 FLA files 50 Flash Player context menu 52
Printing Options preference (Windows only) 39 PrintJob class addPage method 368 properties 368 send method 370 start method 367 using 367 projectors playing with stand-alone player 381 stand-alone movie 380 projects 52 closing 54 creating 53 Flash Project panel 52 opening 54 opening files 55 Project panel 52 renaming 55 properties sound 275 symbol instance 153 Properties tab, Debugger 354 Property inspector about 25 changing units in 124 font properties 255 instances, for 156 keyboard shortcuts 33 modifying document properties 45 moving objects 124 screens, for 323 sound properties 275 Stroke and Fill Color controls in 131 video, changing properties 292 Protect from Import option 383 PSD files importing 79 Publish options 84 Publish options, PSD files 84 Publish Preview command 397 publish settings ActionScript 371 generating HTML 384 modifying 371 Publishing Adobe AIR 398 publishing about 45 punctuation balance, checking for 344
USING FLASH CS4 PROFESSIONAL 464
Q quality attribute or parameter 388 Quality option, for mp3 sound compression 279 QUALITY parameter publish settings 385 QuickTime files, exporting 416 images, importing 65 movie 380 movies, importing sound only 274 QuickTime video exporting 295 Quit command 47 R Radial Gradient option 130 Raw compression, for sound 279 read me file 2 reading order in Accessibility panel 309 in ActionScript 314 default in Flash Player 309 Recognize Lines preference 97 Recognize Shapes preference 97 Rectangle tool about 98 Round Rectangle modifier 100 Redo command 29 redoing steps with the History panel 30 registering images from frame to frame 221 registration of software 1 registration point changing 151 displaying coordinates 156 relative target path 180 remote debugging 352, 363 Remove Frame command 173, 211 Remove Gradients option 393, 396 removing screens 322 renaming layers and layer folders 175 projects or project folders 55 reordering actions 338 Repeat command 29 repeating commands 32 steps 29

 

Technical specifications

Full description

Adobe Flash CS4 Professional software is the industry-leading authoring environment for creating engaging interactive experiences. Deliver to audiences across platforms and devices. Gain complete control over individual animation attributes with object-based animation, which applies tweens directly to objects instead of to keyframes. Easily make changes to motion with Bezier handles. Animate 2D objects through 3D space with exciting new 3D translation and rotation tools, which allow you to animate along the x, y, and z axes. Apply local or global transformation to any object. Create chain-like animation effects with a series of linked objects, or quickly distort a single shape using the new Bones tool. Turn symbols into instant design tools. Apply symbols in a variety of ways: Quickly create kaleidoscope-like effects and apply fills using the Deco tool, or randomly spray symbols across any defined area using the Spray Brush. Leverage the Adobe Media Encoder and experience advanced video capabilities including embedded cue points, alpha channel support, and high-quality video codecs. Deliver interactive experiences to the desktop with new integrated capability to publish to the Adobe AIR runtime. Boost your efficiency with intuitive panel docking and spring-loaded behaviors that streamline your interaction with tools throughout the Adobe Creative Suite editions. Continue to reach wide audiences around the world by delivering to the most popular media player on the Internet today: Adobe Flash Player.

General
CategoryCreativity application
SubcategoryCreativity - web design / publishing
Language(s)Universal English
Software
License TypeComplete package
License Qty1 user
License PricingStandard
PlatformWindows
Min Supported Color Depth16-bit (64K colors)
Distribution MediaDVD-ROM
Package TypeRetail
System Requirements
OS RequiredMicrosoft Windows XP SP2 or later, Microsoft Windows Vista Business SP1, Microsoft Windows Vista Home Premium SP1, Microsoft Windows Vista Ultimate SP1, Microsoft Windows Vista Enterprise SP1
Software RequirementsQuickTime 7.1.2
Peripheral / Interface DevicesDVD-ROM, XGA monitor
System Requirements DetailsMicrosoft Windows Vista / XP - 1 GHz - RAM 1 GB - HD 3.5 GB
Universal Product Identifiers
BrandAdobe Systems
Part Numbers65018219, 65018738
GTIN00883919161693

 

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