Macromedia Flash 8 - Developing Flash Lite 2 X Applications
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Macromedia Flash 8 - Developing Flash Lite 2 X Applications
User reviews and opinions
| dominik |
10:59pm on Thursday, October 7th, 2010 ![]() |
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| rbiz |
5:54pm on Saturday, July 31st, 2010 ![]() |
| Does this device have any real flaws? Lets address some real shortcomings of the iPad. you will love the 9 inches screen. You will enjoy the touchscreen experience with iPad Fast, Lightweight, Compact The iPad is exactly what I expected, easy to use, very well executed so long as you understand that it is mainly a device to consume media. | |
| hthb |
2:44pm on Thursday, July 22nd, 2010 ![]() |
| Overpriced content consumption table. Very responsive touch screen, high res screen Content Consumption only. Not great value for money. No camera. | |
| tapia |
6:30am on Wednesday, June 9th, 2010 ![]() |
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Documents

The tabIndex property is not supported on devices that support four-way navigation, but tabEnabled and tabChildren are, which is different from how these properties work in Flash desktop applications.
For an example that uses four-way navigation, see the Flash Lite Samples and Tutorials page at www.adobe.com/go/learn_flt_samples_and_tutorials. Locate the.zip file for your version of ActionScript, download and decompress the.zip file, and then navigate to the Samples folder to access the sample file named 4-way.fla,
Four-way navigation with wraparound functions like a combination of standard four-way navigation and two-way navigation. Like standard four-way navigation described previously, users change keypad focus using the devices four-way navigation keys. The difference is that, similar to two-way navigation, keypad focus wraps around to the object on the opposite side of the screen. For example, in the image below, the button with the current keypad focus is located at the bottom-left corner of the screen. If the user presses the down navigation key, the next button to receive focus is located in the middle of the top row of buttons.
Next button to receive focus after user presses down navigation key
Button with current focus
You can test the behavior of two-way and four-way navigation modes in the Adobe Device Central emulator using the samples named 2-way.fla and 4-way.fla located at www.adobe.com/go/learn_flt_samples_and_tutorials. On the Samples and Tutorials page, locate, download and decompress the.zip file for your Flash Lite version, and then navigate to the Samples folder to access the samples. Each sample file consists of the same three-by-three grid of buttons, as discussed previously. The only difference between the sample files is that each FLA file is configured to target a combination of device and Flash Lite content type that supports the navigation mode (two-way or four-way). To use each sample file, open it in Flash and test it in the Adobe Device Central emulator (select Control > Test Movie). Click the arrow keys on the emulators keypad (or press the arrow keys on your keyboard) to see how each navigation mode affects user navigation.
Array of buttons in sample file
// Define onSetFocus method: focusListener.onSetFocus = function (oldFocus, newFocus) { // Enable/disable selection indicator: if (newFocus instanceof TextField) { // Set border color of text field with new focus to red: newFocus.borderColor = 0xFF0000; } if (oldFocus != undefined && oldFocus instanceof TextField) { // Set border color of text field with old focus to black: oldFocus.borderColor = 0x000000; } }; // Add listener to Selection object: Selection.addListener (focusListener); // Set initial focus when application loads: Selection.setFocus (inputTxt_1); // Enable full-screen mode: fscommand2 ("FullScreen", true); 7. 8.
Save your changes and test the application in the emulator (Control > Test Movie). Press the emulators down and up arrow keys to switch keypad focus between the two text fields. The text field with focus should have a red border, and the text field without focus should have a black border. Press the select key when a text field has focus to make the text input dialog box appear.
About controlling tab order in two-way navigation
Two-way navigation in Flash Lite is analogous to tab navigation in Flash, and therefore supports the tabIndex property that allows you to specifically set the tab order of buttons, movie clips, and input text fields. On devices that support four-way navigation, the tabIndex property is not supported, so its not possible to set tab order using the tabIndex property for four-way navigation. To control tab order in two-way navigation, you assign each objects tabIndex property a number that specifies the objects order in the default navigation. For example, suppose that an application contains a button (my_button), a movie clip (my_movieclip), and an input text field (my_inputTxt). The following code establishes the tab order so that the button gets focus first, then the movie clip, and finally the input text field.
my_button.tabIndex = 1; my_movieclip.tabEnabled = true; my_movieclip.tabIndex = 2; my_inputTxt.tabIndex = 3;
Handling key and button events
Event handlers and event listeners specify how the application will respond to user- and system-generated occurrences. For example, when a button has focus and the user presses the select key, an onPress event is generated. In addition to using default navigation and responding to related events, a Flash Lite application can listen for and respond to keypress events. Not all devices and content types support all device keys. For example, on a device that supports two-way navigation (see Default navigation modes on page 16) Flash Lite doesnt generate keypress events for the left and right arrow keys. For a list of keys and description of their availability, see Keys supported by Flash Lite on page 14. This section contains the following topics:
Handling button events on page 23 Creating a simple menu using buttons and default navigation on page 26 Using a key listener to handle keypress events on page 31 Using the soft keys on page 32
3. 4. 5. 6.
In the Timeline (Window > Timeline), select the layer named Menu Buttons. Drag an instance of the News Button symbol from the Library panel to the Stage. In the Property inspector, in the Instance Name text box, type btn_news. Repeat steps 4 and 5 for the Sports and Weather buttons, naming them btn_sports and btn_weather, respectively.
Align the three buttons vertically, as shown in the following example:
In the Tools panel, select the Text tool and create a text field along the bottom of the Stage. This text field displays a short message when the user rolls over each menu item. With the new text field still selected, do the following in the Property inspector:
Select Dynamic Text from the Text Type pop-up menu. Type txt_status in the Instance Name text box.
The Stage should look something like the following image:
10. In 11.
the Timeline, select Frame 1 in the layer named ActionScript.
Open the Actions panel (Window > Actions) and enter the following code:
// Disable the focus rectangle because buttons have an over state _focusRect = false; btn_news.onRollOver = function() { txt_status.text = "Press to select News" }
btn_news.onPress = function() { txt_status.text = "You selected News" } btn_sports.onRollOver = function() { txt_status.text = "Press to select Sports"; } btn_sports.onPress = function() { txt_status.text = "You selected Sports"; } btn_weather.onRollOver = function() { txt_status.text = "Press to select Weather"; } btn_weather.onPress = function() { txt_status.text = "You selected Weather"; }
12. Select
Control > Test Movie to preview the application in the emulator.
Click the down arrow key on the emulator with your mouse (or press the down arrow key on your computers keyboard) to navigate between menu options; to select a menu item, click the emulators select key by using your mouse (or press the Enter key on your computers keyboard).
Handling key events
Flash Lite generates key press events in response to the user pressing keys on their device. You can write key handler code to respond to these events For a list of the keys that Flash Lite supports, see Keys supported by Flash Lite on page 14. The following table lists commonly used device keys and the corresponding ActionScript key codes and key code constants for those keys:
Test the application by selecting Control > Test Movie. Press the four navigation keys on the emulators keypad (or the corresponding arrow keys on your keyboard) to make the circle move around the Stage.
Using the soft keys
To use the soft keys in your Flash Lite application, you must first call the SetSoftKeys command. Subsequently, Flash Lite generates an ExtendedKey.SOFT1 event when the user presses the left soft key and an ExtendedKey.SOFT2 event when the user presses the right soft key. You write ActionScript event handler code that responds to these events and takes the desired action. The SetSoftKeys command takes two parameters that specify the labels for the Left and right soft keys, respectively, that appear when your application is not running in full-screen mode. For applications running in full-screen mode, the labels that you specify are not visible, so you must create your own labels and position them on the Stage where the soft keys are located. For example, consider the following SetSoftKeys command call:
fscommand2("SetSoftKeys", "Options", "Exit");
The following example shows the result of using this command in an application running on an actual device in normal (not full-screen) mode:
Available screen area in non-full-screen applications
Soft key labels displayed by device
If you enable full-screen modethat is, if you call fscommand("fullscreen", true)the labels that you specify as parameters to the SetSoftKeys command are not visible. Consequently, in full-screen mode applications, you must create your own soft key labels, as shown in the following example:
Custom soft key labels
For more information about the SetSoftKeys command, see the fscommand2 entry in the Flash Lite 2.x ActionScript Language Reference.
To use the soft keys in an application:
function
Create a new document from the Flash Lite 2.0 template that you created in Creating a Flash Lite document template in Getting Started with Flash Lite 2.x, and save it as softkey.fla. Using the Text tool, create a static text field named Left and position it in the lower-left corner of the Stage, above the left soft key on the device.
Create another static text field named Right, and position it in the lower-right corner of the Stage, above the right soft key on the device. Using the Text tool, create a dynamic text field, and position it in the middle of the Stage. Your documents Stage should look like the following example:
Dynamic text field
Soft key labels
With the dynamic text field still selected, in the Property inspector, type status in the Instance Name text box. Open the Actions panel (Window > Actions) and, in the Timeline, select Frame 1 in Layer 1. In the Actions panel, type the following code:
fscommand2("SetSoftKeys", "Left", "Right"); fscommand2("FullScreen", true);
Create and register an object to respond to keypress events (see Using a key listener to handle keypress events on page 31) by entering the following code in the Actions panel:
var myListener:Object = new Object(); myListener.onKeyDown = function() { if (Key.getCode() == ExtendedKey.SOFT1) { // Handle left soft keypress event. status.text = "You pressed the Left soft key."; } else if (Key.getCode() == ExtendedKey.SOFT2) { // Handle right soft keypress event. status.text = "You pressed the Right soft key."; } }; Key.addListener(myListener);
Select Control > Test Movie to test the application in the emulator. To test the application, click the left and right soft keys on the emulator with your mouse, or press the Page Up and Page Down keys on your keyboard.
CHAPTER 3
Working with Text and Fonts
This chapter describes how you can add static and dynamic text fields and add input text fields to your Macromedia Flash Lite 2.x from Adobe applications. This chapter contains the following topics:
About text in Flash Lite. 37 Creating and formatting text. 39 Using input text fields. 39 Font rendering methods in Flash Lite. 47 Text field example application. 52 Creating scrolling text. 53
About text in Flash Lite
Flash Lite 2.x supports the following text features:
Static, dynamic, and input text fields At run time, the contents of a static text field cant change, but the contents of a dynamic or input text field can change. Input text fields allow users to enter text. Flash Lite 2.1 supports inline text input on most devices. On devices that support complex languages and in Flash Lite 2.0, input text fields use the devices generic text input mechanism. For more information about input text fields, see Using input text fields on page 39.
Embedded and device fonts You can have Flash Lite render text fields using font outlines that you embed in the SWF file or using fonts available on the device. For more information about font rendering methods, see Font rendering methods in Flash Lite on page 47.
Unicode text encoding Flash Lite can display text in any language as long as fonts containing the required character glyphs are available. For information on multilanguage authoring in Flash, see Creating Multilanguage Text in Using Flash.
Partial support for HTML formatting and the TextFormat class properties Scrolling text
Flash Lite does not support all the text features that are in the desktop version of Flash Player. Flash Lite has the following limitations:
Advanced anti-aliasing, the enhanced font rendering technology available in Macromedia Flash Player 8 from Adobe and later, is not supported. Text formatting is supported, but the following limitations apply for device text:
Only the color, face, size, bold, and italic options are available. Formatting is not displayed if the device text font does not include the selected option. For example, a field formatted as italic appears as regular text when the device font does not include an italic version.
Device text cannot be masked, used as a mask, or rendered with transparency. The Render Text as HTML formatting option is partially supported for input and dynamic text fields. Text is displayed without visible HTML tags, but formatting is honored only for the following tags: p, br, sbr, font (with face, color, and size attributes), b, and i. Flash Lite does not support Cascading Style Sheets (CSS). Flash components, including Label, TextArea, and TextInput, are not supported. The TextField and TextFormat objects are partially supported, and additional limitations apply for Arabic, Hebrew, and Thai. For more information, see the Flash Lite 2.x ActionScript Language Reference. The XML and XMLNode objects are supported.
Flash Lite 2.1 adds support for inline text input, predictive text engines, and XMLSocket: Inline text input support lets the user enter text directly into text fields. Predictive text support enables functionality such as word completion and candidate lists. Flash Lite 2.1 supports the top predictive text engines (such as T9, eZiTap/ eZiText, and iTap) on any platform, as long as they are implemented similarly to the standard APIs provided by the predictive text engine vendors. XMLSocket support extends the Flash desktop support to Flash Lite, and enables developers to create continuous, low-latency data connections for applications such as games and chat.
Creating and formatting text
You create and format text in Flash Lite as you would for a Flash desktop application. For more information about working with text in Flash, see the following topics in Using Flash:
Creating text Setting text attributes Editing text Controlling text with ActionScript
For a list of text features that are not supported in Flash Lite, see About text in Flash Lite on page 33.
Using input text fields
Flash Lite 2.1 supports inline text input. This features lets users edit text fields directly in the Flash Lite application, rather than in a separate text input box as in earlier versions. For example, the following figure shows how an inline input text field appears on a Series 60 device from Nokia:
Text input dialog box running in the emulator
For an example of using an input text field in an application, see Text field example application on page 47.
Specifying types of input text fields
Flash Lite supports single line, multiline, and password input text fields. You specify an input text fields type by using the Line Type pop-up menu in the Property inspector, as the following image shows:
The line type that you specify for an input text field determines the behavior of the devices input text dialog box when a user edits the text field. For example, when a user edits a single line input text field, the devices input text dialog box shows a single line input text box. The input text box scrolls horizontally if the user enters more characters than can be displayed.
Restricting character input
You can use the SetInputTextType command to restrict the characters that the user can enter in the text input dialog box. For example, suppose an application contains an input text field for users to provide a numeric value, such as their age, and that the input text field has the variable name ageVar. To ensure that the user enters only numeric values in the text input dialog box, you could add the following code to your application:
fscommand2("SetInputTextType", "ageVar", "Numeric");
When users open the input text dialog box, they can enter only numeric values in the text fields. For more information, see SetInputTextType in the fscommand2 Flash Lite 2.x ActionScript Language Reference.
entry in the
Input text dialog boxes (Flash Lite 2.0)
In Flash Lite 2.0, the user enters text into a separate modal dialog box (controlled by the host application, not Flash Lite) rather than interacting with the on-screen text field directly. During this interaction, the Flash Lite player is effectively paused until the user exits the dialog box. (In Flash Lite 2.1, the user can enter text directly into the on-screen text field.) The following image shows a devices input text dialog box for a single line input text field in a Flash Lite 2.0 application:
When a user edits a multiline input text field, the devices input text dialog box expands as necessary to display all the text the user enters, as the following image shows:
When a user edits a password input text field, the devices input text dialog box displays each character that the user enters. When the user clicks OK, the entire password is masked with asterisks, as the following image shows:
Font rendering methods in Flash Lite
Flash Lite can render text field fonts in any of the following ways:
Use fonts that are available on the device
You can apply a font to a text field that you know is available on the device, or you specify one of the three generic device fonts (_sans, _serif, or _typewriter) that are available in the Font pop-up menu. If you select a generic device font, Flash Lite tries to match the selected generic font to a font on the device at run time (for example, _sans is mapped to a sans serif font, if available).
Flash Lite renders bitmap text by aligning font outlines to pixel boundaries, which makes text readable at small point sizes (such as 10 points or smaller). This option requires that you include font outlines in the published SWF file for the selected font. (See Embedding font outlines in SWF files on page 50.)
Render the font as a bitmap Render the font as anti-aliased vectors
Flash Lite renders anti-aliased text using vectorbased representations of font outlines, which you embed in the published SWF file. (See Embedding font outlines in SWF files on page 50) You select a font rendering method for a text field using the Font Rendering Method pop-up menu located in the Property inspector. The Font Rendering Method pop-up menu contains five rendering options; however, only three of those are available to Flash Lite developers. The other two methods (Anti-Alias for Readability and Custom Anti-Alias) are available only to applications that are targeting Flash Player 8 or later on desktop computers.
To select a font rendering method for a text field:
Select a text field on the Stage. In the Property inspector, select one of the following options from the Font Rendering Method pop-up menu:
Select Use Device Fonts to have Flash Lite use a font that is available on the device. No font data is embedded in the published SWF file. Select Bitmap Text (No Anti-Alias) to have Flash Lite align font outlines along pixel boundaries, which makes small text appear crisp and clear. This option requires that Flash embed font outlines in the published SWF file. (See Embedding font outlines in SWF files on page 50.) Select Anti-Alias for Animation to have Flash Lite anti-alias the text fields font according to the current rendering quality setting (see Flash Lite rendering quality and anti-aliased text on page 49). This option requires that Flash embed font outlines in the published SWF file.
To maximize animation performance and frame ratefor example, during an intensive animation or tween sequenceyou can temporarily set the rendering quality to a lower setting and return it to the previous setting after the animation has completed.
Embedding font outlines in SWF files
To render a text fields font, Flash Lite can either use fonts that are available on the device or use font outlines that are embedded in the published SWF file (see Font rendering methods in Flash Lite on page 47). Embedding font outlines in the SWF file ensures that the text fields font appears the same on all target platforms, but results in larger file size. Flash Lite requires font outlines to render either bitmap (no anti-alias) or anti-aliased text. For static text fields that use the anti-alias or bitmap font rendering methods, Flash automatically embeds the font outlines required to display the text fields contents. For example, if a static text field contains the word Submit, Flash automatically embeds the font outlines required to display those six characters (S, u, b, m, i, and t). Because the contents of a static text field cant change, the SWF file needs to include font outlines only for those characters. For dynamic and input text fields that use the anti-alias or bitmap font rendering methods, you must specify the characters whose font outlines you want to embed in the published SWF file. The contents of those types of text fields can change during playback; consequently, Flash cant assume which font outlines need to be available. You can include font outlines for all characters in the selected font, a range of characters, or specific characters. You use the Character Embedding dialog box to specify which characters you want to embed in the published SWF file.
To embed font outlines for a dynamic or input text field:
Select the dynamic or input text field on the Stage. In the Property inspector, select Bitmap (No Anti-Alias) or Anti-Alias for Animation from the Font Rendering Method pop-up menu.
Click the Embed button located next to the Font Rendering Method menu to open the Character Embedding dialog box.
Select the characters you want to embed from the list, type the characters that you want to embed in the text box, or click Auto Fill to include the characters that are in the selected text field. Click OK.
Text field example application
This section describes how to create a simple application that gets text input from the user, and then formats and displays that text in an HTML-enabled dynamic text field. The application also uses the SetFocusRectColor command to change the focus rectangle color from the default color (yellow) to black. For a completed sample application (textfield_example.fla) that uses this technique, see www.adobe.com/go/learn_flt_samples_and_tutorials. Locate the.zip file for your version of ActionScript, download and decompress the.zip file, and then navigate to the Samples folder to access the sample.
Flash Lite features that BREW does not support
Manufacturers of BREW devices can limit the use of some Flash Lite features, which means that these features cannot be used on the device. Information about specific devices is available in the BREW websites Developer Resources area. In addition to features that are not supported on a given device, the following list describes the functionality that is not supported in the current Flash Lite BREW implementation (and is thus not available on any device):
Flash Lite sound decoding All sound formats are passed to the device for playback without modification. For example, if the sound is in MP3 format and the device supports MP3, it plays. Flash Lite does not decode any sounds internally in BREW, as it does on other platforms.
Streaming sound
All sound must be fully loaded before it can play. The current BREW implementation does not support playing sounds progressively as they are loading over a network.
ActionScript commands The following ActionScript fscommand2() functions are unavailable on any BREW device: ExtendBacklightDuration() GetBatteryLevel() GetMaxBatteryLevel() GetMaxSignalLevel() GetNetworkConnectionName() GetNetworkConnectStatus() GetNetworkName() GetNetworkRequestStatus GetPowerSource() GetSignalLevel()
The following ActionScript fscommand() function is unavailable on any BREW device:
fscommand(Launch) getURL() support Some BREW handsets support some getURL() functions, depending on the implementation. As a general rule, the following protocols are not supported:
HTTP (no API exists to enable Flash Lite to launch a browser) Multimedia Message Service (MMS)
mailto requests are not directly supported. Instead, you can use the Short Message
Wallpaper content
Flash Lite wallpaper content is not supported in the Flash Lite for BREW implementation. Animated ring tones are not supported in the Flash Lite for BREW
Animated ring tones
implementation.
Service (SMS) protocol, which limits the maximum message size to 160 characters.
BREW SDK versions supported
Flash Lite 2.1 for BREW Devices currently supports BREW versions 2.1.3 and later. You can find the version of BREW that is running on a particular device in the Device Specifications list on the BREW website. The two devices that currently support Flash Lite for BREW (the Samsung SCH-A950 and the LG VX9800) support different versions of BREW (2.x and 3.x, respectively). Because the BREW SDKs are backward-compatible, you can download the SDK and tools for the most recent version (3.x at this writing) rather than the version supported on the device you are targeting for development. For example, if you are targeting the Samsung SCH-A950, which is a 2.x device, you can still download and use the 3.x version of the BREW SDK and Tools Suite. The differences between BREW 2.x and 3.x are minimal in terms of the user interface, and Flash Lite behaves the same on both platforms. The significant differences are in the way files are stored on the device and in how applications in the BREW Tools Suite are loaded. For more information about file system structure, see Device file structures for different BREW versions on page 97.
Authoring Flash Lite files for BREW
Authoring for BREW is similar to authoring for Flash Lite in general, except that you tailor your applications to the characteristics of the specific BREW-enabled handset for which you are designing. This section describes how to use Flash to author Flash Lite content that can later be published for BREW by using the Flash Lite Publisher for BREW (described in Publishing Flash Lite files for BREW on page 93). This section contains the following topics:
Workflow for authoring Flash Lite files for BREW. 90 Identifying your target device and content type. 90 Creating your application in Flash. 91 Testing your application in Flash. 92 Where to find more information. 93
Workflow for authoring Flash Lite files for BREW
Creating Flash Lite content for the BREW platform is an iterative process that involves the following tasks:
Identify your target devices and Flash Lite content type
At this writing the following two devices support BREW: the Samsung SCH-A950, which includes the BREW version 2.1.3 platform; and the LG VX9800, which includes the BREW version 3.1.2 platform. These devices have substantially different characteristics (for example, the LG has a QWERTY keyboard and the Samsung does not), so it is important to tailor your application development plans to the devices unique capabilities. Also, you can create two different content typesapplications and screen savers; each content type requires different application design concerns. For more information about how screen savers differ from applications, go to the BREW website and navigate to Developer FAQs -> BREW Tools -> MIF Settings -> Screensaver.
Currently only the Samsung SCH-A950 supports screen saver content types.
Create and test your application in Flash
Adobe Flash CS3 Professional includes an emulator on Adobe Device Central CS3 that lets you test your application without having to transfer it to a device. You use the Device Central emulator to refine your applications overall design and fix any problems before you test it on a mobile device.
The testing you do in Flash using the emulator is different from the testing you do using the Simulator that is included with the BREW SDK. Flash emulator testing is described in this section, and BREW Simulator testing is described in Publishing Flash Lite files for BREW on page 93. Because the Device Central emulator does not currently provide device packs for BREW devices, the Device Central emulator can be used only to test basic functionality. Use the BREW Simulator to test your applications functionality in the BREW environment.
- Graphics * Large: [Large Icon in post processor] * Medium: [Medium Icon in post processor] * Small: [Small Icon in post processor] <Extension> - Exported Classes: [blank] - Exported MIME Types: [blank] <Dependencies> - External Classes Used by this Module: [blank] - External Classes Directory (Checkbox): [checked] - Used: [Class IDs generated by post processor] <Privileges> File [checked] Network [checked] Web Access [checked] TAPI [checked] <Access Control> - ACL type [blank] - Rights [blank] - Groups [blank] <License> No License (Checkbox): [checked] <General> - Author Name: [Author in post processor] - Copyright String: [Copyright in post processor] - Module Version: [Version in post processor] - EFS Restrictions * Max Files: [blank] * Max Space: (bytes) [blank] - String Encoding Format: [ISOLATIN1] Default MIF output for Screensavers <Applet> - List of Applets defined in this Module: [Class ID in post processor] - Applet Information: * Name: [Applet Name in post processor] * Class ID: [Class ID in post processor] * Applet Type: [blank] - Graphics * Large: [Large Icon in post processor] * Medium: [Medium Icon in post processor] * Small: [Small Icon in post processor] - Notifications, Flags, Settings * Flags: Screensaver [checked] <Extension> - Exported Classes: [blank] - Exported MIME Types: [brew/ssaver Class ID] <Dependencies> - External Classes Used by this Module: [blank] - External Classes Directory (Checkbox): [checked] - Used: [Class IDs generated by post processor]
<Privileges> All unchecked <Access Control> - ACL type [blank] - Rights [blank] - Groups [blank] <License> No License (Checkbox): [checked] <General> - Author Name: [Author in post processor] - Copyright String: [Copyright in post processor] - Module Version: [Version in post processor] - EFS Restrictions * Max Files: [blank] * Max Space: (bytes) [blank] - String Encoding Format: [ISOLATIN1]
SIG files
SIG files are device-specific signature files that are required for each device you are using for your application development. These files must be obtained from QUALCOMM and are good for 90 days. After 90 days, the signature file expires and QUALCOMM must issue a new signature file. Only one SIG file is required per device. However, because each individual application requires its own corresponding SIG file, you make a copy of the original SIG file and rename it to match the name of the application you have created. Remember that the SIG file must reside in the same folder as the MOD file, the application file for the BREW device. You must be an authenticated BREW developer to access the signature generation utility on the BREW website.
FTPS038
The call to StartVibrate was ignored because there was more than one request per frame or event.
Flash Lite allows only one
fscommand2("StartVibrate") call per
keypress or frame; the emulator detected more than one, so only the first command is processedthe others are ignored.
FTPS039
FSCommand2 SetInputTextType The SetInputTextType command is not (command-arguments) found, not supported in the emulator. You must supported in the emulator, please test it on an actual device. test it on the device. Four Way Navigation is not supported for this device. The currently selected test device and content type supports two-way navigation. You pressed the left or right arrow keys on the emulators five-way keypad, which arent supported in two-way navigation. For more information, see Default navigation modes on page 16. The currently selected test device and content type supports four-way navigation. You pressed one of the devices arrow keys when there were no objects on the Stage to receive focus in the direction of the arrow key that you pressed. For more information, see Default navigation modes on page 16.
FTPS048
FTPS049
Four Way Navigation with wraparound is not supported for this device.
FTPS050
Generic MFI sounds not supported The emulator detected a Generic MFi device sound, which is not supported for the selected content type on by the selected content type on this this device. device. Unsupported Mouse Event (event- The specified mouse event is not name) found. supported by the selected test device and content type. The emulator detected a SMAF SMAF(MA-2) sounds not supported for the selected content (MA-2) device sound, which is not supported by the selected content type on this device. type on this device.
FTPS051
FTPS067
FTPS068
SMAF (MA-3) sounds not The emulator detected a SMAF supported for the selected content (MA-3) device sound, which is not type on this device. supported by the selected content type on this device. SMAF (MA-5) sounds not The emulator detected a SMAF supported for the selected content (MA-5) device sound, which is not type on this device. supported by the selected content type on this device. MFI sounds with Fujitsu extension The emulator detected an MFi device sound with a Fujitsu extension, which not supported for the selected is not supported by the selected content type on this device. content type on this device. MFI sounds with Mitsubishi extension not supported for the selected content type on this device. MFI sounds with NEC extension not supported for the selected content type on this device. MFI sounds with Panasonic extension not supported for the selected content type on this device. MFI sounds with Sharp extension not supported for the selected content type on this device. MFI sounds with Sony extension not supported for the selected content type on this device. Print commands are not supported. The emulator detected an MFi device sound with a Mitsubishi extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with an NEC extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Panasonic extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Sharp extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Sony extension, which is not supported by the selected content type on this device. Your application contains one of the ActionScript print commands (for example, print() or printAsBitmap()), which are not supported by Flash Lite. Indicates the name of the device sound in a sound bundle that the emulator played.

Background Alpha Looping Default Quality
The following content types can be used to segment content for devices and control some aspects of how the content is handled.
Content type
Screensaver Ringtone Background Game Application Presentation Icon Movie Skin Startup Shutdown Other
Flash animation that is shown when a device-specified timeout occurs Animation played when phone is receiving an incoming call Animated wallpaper that is displayed behind the idle/home screen Interactive game Standalone application Presentation converted to a Flash movie Flash-based animated icon Animated Flash movie Skin or theme for the phone or a single application Startup animation Shutdown animation Flash content that does not fit into any of the above categories
Flash Lite 2.x features
About Flash Lite 2.x features Flash Lite 2.1 new features Flash Lite 2.0 new features Flash Lite 2.0 ActionScript Device video playback Loading device-specific sound and image formats Flash Lite shared objects Synchronized device sound Text features Additional key support
About Flash Lite 2.x features
Flash Lite 2.0 and 2.1 (collectively called 2.x) are based on Flash Player 7 and support most of the features available in that version of Flash Player, including XML processing and ActionScript 2.0. Flash Lite 2.x also provides several features, not available in Flash Player 7, that are designed for mobile applications.
Flash Lite 2.1 new features
Flash Lite 2.1 adds support for inline text input. In previous versions of Flash Lite, input text fields used the devices generic input text dialog box. In Flash Lite 2.1, input text fields can be edited directly.
Devices that support complex languages (for example, Hebrew, Arabic, Farsi, and some Asian languages) do not support inline text input. The functionality of input text fields on these devices will be the same for Flash Lite 2.1 as it is for Flash Lite 2.0.
Flash Lite 2.1 enables socket communication using the XMLSocket class on devices that support it. (For more information, see the Flash Lite 2.x and 3.0 ActionScript Language Reference.) For more information about input text fields, see Working with text and fonts on page 41. Flash Lite 2.1 also adds tools to develop Flash Lite applications that run on devices using the Binary Runtime Environment for Wireless (BREW) platform made by QUALCOMM Incorporated. For more information about these tools, see Developing Flash Lite applications for BREW on page 87.
Flash Lite 2.0 new features
Flash Lite 2.0 includes the following new features:
Support for ActionScript 2.0, which lets you use advanced programming techniques including classes, interfaces, and strict data typing Device video playback Local, persistent data storage (Flash Lite shared objects) Support for loading device-specific sound and image formats New system capabilities information Support for additional device keys, including QWERTY keyboard support and support for up to 11 soft keys Rich text formatting (partial support) Ability to control backlight duration and set custom focus rectangle color Synchronized device sound XML processing support Several ActionScript classes available in Flash Player 7 are unsupported or partially supported in Flash Lite 2.0. For more information about available ActionScript, see Introduction to Flash Lite 2.0 ActionScript. Socket communication using the XMLSocket class (available in Flash Lite 2.1) Support for communication with Flash Media Server (available in Flash Lite 3.0) Remote shared objects (local shared objects are partially supported) Native support for Flash Video (FLV) playback (available in Flash Lite 3.0) Support for Flash Application Protocol (the binary data communication protocol used by Flash Remoting) Cascading Style Sheet (CSS) formatting with text fields Masking with device fonts Bitmap smoothing while rendering at high-quality
Native sound
About native Flash sounds Using the 8 kHz sampling rate feature Enable the 8 kHz sampling rate feature for an individual sound Enable the 8 kHz sampling rate feature globally for all native sounds
About native Flash sounds
In addition to supporting device sound, Flash Lite also supports standard, or native, Flash sounds. Essentially, a native sound is a sound in any format that the Flash authoring tool recognizes. Native sound in Flash Lite can play either as event sound or synchronized sound (see About device sound on page 59). The general workflow for using native sounds in your Flash Lite applications is the same as for Flash desktop applications, with the following exceptions:
Flash Lite does not support playing external MP3 files natively. However, if the device can play MP3 audio, you can load external MP3 files in your application. For more information, see Playing external device sounds on page 64. Flash Lite does not support the Speech audio compression option.
For more information about working with native sound in Flash, see the Working with sound topics in Using Flash.
Using the 8 kHz sampling rate feature
By default, the Flash authoring tool exports native audio at sampling rates of 5, 11, 22, or 44 kilohertz (kHz). However, many devices dont support playback of audio data at these sampling rates. For example, the Nokia Series 60 devices support only 8 and 16 kHz. In previous versions of Flash Lite, the player resampled the audio at runtime to 8 kHz before calling the devices native sound application programming interfaces (APIs) to pay the sound. This resampling required additional processing time and memory consumption. In Adobe Flash CS3 Professional, you can choose to have the authoring tool resample your applications native audio at 8 kHz during the SWF file publishing process. You apply this setting to all stream and event sounds in your application, or just to specific sounds in your documents Library panel.
The first procedure that follows explains how to enable the 8 kHz sampling rate option for individual sounds in the Sound Properties dialog box; the second procedure explains how to use the Publish Settings dialog box to set this option globally for all event and stream sounds.
For stream sounds, Flash always applies the global sound compression options that you specify in the Publish Settings dialog box. The per-sound compression options that you specify in the Sound Properties dialog box apply only to event sounds.
Enable the 8 kHz sampling rate feature for an individual sound
In Flash, right-click (Windows) or Control-click (Macintosh) a sound symbol in the Library panel and choose Properties from the context menu. In the Sound Properties dialog box that appears, select MP3 from the Compression popup menu. The 8 kHz sampling feature is available only for MP3-compressed audio. Deselect the Use Imported MP3 Quality option, if selected. Select the Use 8kHz Sample Rate option.
Use 8kHz Sample Rate option
Click OK.
Enable the 8 kHz sampling rate feature globally for all native sounds
1. 2. 3.
In Flash, select File > Publish Settings. In the Publish Settings dialog box, click the Flash tab. To enable the 8 kHz sampling rate for all stream sounds in your application, do the following:
Click Set Stream sound options. In the Sound Properties dialog box that appears, select MP3 from the Compression pop-up menu. The 8 kHz sampling feature is available only for MP3-compressed audio. Select the Use 8kHz Sample Rate option.
Click OK to close the Publish Settings dialog box. Click Set Event Sound Options. In the Sound Properties dialog box that appears, select MP3 from the Compression pop-up menu.
To enable the 8 kHz sampling rate for all event sounds, do the following:
The 8 kHz sampling feature is available only for MP3-compressed audio.
c. d. 5.
Select the Use 8kHz Sample Rate option. Click OK.
Click OK to close the Publish Settings dialog box.
CHAPTER 5
Working with video and images
You can incorporate video and external images in Flash Lite applications.
Video basics
About video in Flash Lite About external images Determining supported video formats
About video in Flash Lite
Flash Lite 2.x supports only device video, which means it relies on the device to decode and render video. It is limited by the video formats supported by a specific device, cant synchronize the video with the timeline, cant control the volume of the video clip, and cant rotate, skew, composite, or blend the device video with other media. (The video is always on top of any other Flash content.) Flash Lite 3.0 adds support for Flash Video (FLV) using versions of the On2 and Sorenson codecs optimized for mobile devices. FLV video is rendered directly in the Flash Lite player rather than by the device, so you no longer need to be concerned about whether your target devices support a particular video format if you are targeting devices that support FLV. Some device manufacturers may choose to continue to support device video instead of FLV if they have already implemented an efficient video playback mechanism.
Import a device video by using the Library panel
In Flash, open the Library panel (Window > Library). Open the Library options menu and choose New Video. The Video Properties dialog box appears. In the Video Properties dialog box, select the option to bundle the source video in the SWF file, then click Import. Browse to the folder that contains the device video file and select it.
If you dont see the desired video file listed in the Open dialog box (or if you can see it but cant select it), select All Files (*.*) from the Files Of Type pop-up menu (Windows), or All Files from the Enable pop-up menu (Macintosh). This is necessary sometimes because the Flash authoring tool doesnt recognize most device video formats.
Click Open. In the Video Properties dialog box, select the Export For ActionScript option and enter a string in the Identifier text box to play the device video clip by using a separate video object on the Stage. For more information, see Playing a bundled video directly from the library on page 80.
Click OK to close the Video Properties dialog box. A new video symbol appears in your documents Library panel thats associated with the device video file. You can edit the video symbols properties in the Video Properties dialog box. For more information, see View and edit device video symbol properties on page 83.
Create an application that plays bundled device video
In this exercise, youll first import a device video into your Flash document, create an instance of the video on the Stage, and finally add ActionScript to play and stop the video. You can also play video directly from the library. For more information, see Playing a bundled video directly from the library on page 80.
In Flash, create a new document from the Flash Lite 2.0 Symbian Series 60 template, and save it as bundled_video.fla. Import the device video file named ocean.3gp in the Samples and Tutorials folder located in the Flash CS3 installation folder on your hard disk. For more information about importing a device video, see Import a device video by using the Import Video wizard on page 77. A new video symbol appears in the Library panel.
In the Timeline, select the layer named Content, then drag an instance of the video symbol in the Library panel to the Stage. Select the video object on the Stage and, in the Property inspector, type myVideo in the Instance Name text box. This is the name you will use to refer to the video object in ActionScript code.
In the Property inspector, set the video objects width to 176 and its height to 144. These dimensions match those of the source video. Depending on the device, a device video in Flash Lite does not always scale to fit the size of the video objects bounding box. For more information, see Limitations of device video on page 84.
To add buttons to control the video, open the library of prebuilt buttons (Window > Common Libraries > Buttons). In the Buttons library, double-click the Circle Buttons folder to open it. Drag an instance of the Play button symbol from the Buttons library to the Stage. Drag an instance of the Stop button symbol from the Buttons library to the Stage. the Play button on the Stage and open the Actions panel (Window > Actions). Type (or copy and paste) the following code into the Actions panel:
on(press) { myVideo.play(); }
10. Select 11.
the Stop button on the Stage and type the following code in the Actions panel:
on(press) { myVideo.stop(); }
Publish the SWF file (File > Publish) and transfer it to your device for testing.
You must test a device video on the actual device; you cant preview it in the emulator.
Playing a bundled video directly from the library
Earlier in this document (see Using bundled device video on page 76) you learned how to import and play a single bundled device video. To do this, you imported the device video into the library, added an instance of the video symbol to the Stage, and called the Video.play() method on the video instance. You can also use a single Video object on the Stage to play multiple bundled device videos directly from the library. To do this, you bundle the device video in your applications library. You also assign an identifier to the video symbol that lets you reference the video symbol with ActionScript, as the following image shows:
Linkage identifier
You then create another placeholder video symbol and add an instance of it to the Stage. To use the placeholder video to play the device video in the library, you pass the symbols ActionScript identifier to the Video.play() method, as the following example shows:
placeHolderVideo.play("symbol://ocean_video");
Play a video directly from the library
In Flash, create a new document from the Flash Lite 2.0 Symbian Series 60 template, and save it as library_video.fla.
Import the video file named ocean.3gp located at www.adobe.com/go/ learn_flt_samples_and_tutorials. On the Samples and Tutorials page, locate, download and decompress the ZIP file for your Flash Lite version, and then navigate to the Samples folder to access the file. For more information about importing device video, see Import a device video by using the Import Video wizard on page 77.
Right-click (Windows) or Control-click (Macintosh) the ocean.3gp video symbol in the library and choose Properties from the context menu. The Video Properties dialog box appears. In the Video Properties dialog box, select Export For ActionScript and type ocean_video in the Identifier text box, as the following image shows:
Click OK to close the Video Properties dialog box. To create the placeholder video clip, do the following:
In the Library panel, click the options menu button in the panels title bar and select New Video. The Video Properties dialog box appears.
In the Symbol text box, type videoHolder.
Click OK to close the Video Properties dialog box.
In the Timeline, select the layer named Content, then drag an instance of the videoHolder symbol to the Stage. In the Property inspector, type myVideo in the Instance Name text box. To add buttons to control the video, open the library of prebuilt buttons (Window > Common Libraries > Buttons). the Buttons library, double-click the Circle Buttons folder to open it. an instance of the Stop button symbol from the Buttons library to the Stage. (or copy and paste) the following code into the Actions panel: Drag an instance of the Play button symbol from the Buttons library to the Stage. Select the Play button on the Stage and open the Actions panel (Window > Actions).
Flash Lite features supported in BREW
Flash Lite for BREW supports a subset of the features available in both Flash Lite 2.0 and Flash Lite 2.1. The features that Flash Lite for BREW supports are as follows. For further information about these features, see Flash Lite 3.0 features on page 6.
Built on Macromedia Flash Player 7 from Adobe, supports ActionScript 2.0 XML data handling
Persistent data management Device, vector fonts Device sound for events Inline video (restricted to the video formats that are supported on the device) Streaming video XML sockets Network access and HTTP streaming Inline text support (limited to 64,000 characters, with further limitations imposed by individual device implementations. Some devices support as few as 1000 characters.) Dynamic multimedia Keypad and keyboard support
Flash Lite features not supported in BREW
Manufacturers of BREW devices can limit the use of some Flash Lite features, which means that these features cannot be used on the device. Information about specific devices is available in the BREW websites Developer Resources area. In addition to features that are not supported on a given device, the following list describes the functionality that is not supported in the current Flash Lite BREW implementation (and is thus not available on any device):
Flash Lite sound decoding All sound formats are passed to the device for playback without modification. For example, if the sound is in MP3 format and the device supports MP3, it plays. Flash Lite does not decode any sounds internally in BREW, as it does on other platforms.
Streaming sound All sound must be fully loaded before it can play. The current BREW implementation does not support playing sounds progressively as they are loading over a network. ActionScript commands The following ActionScript fscommand2() functions are unavailable on any BREW device: ExtendBacklightDuration() GetBatteryLevel() GetMaxBatteryLevel() GetMaxSignalLevel() GetNetworkConnectionName() GetNetworkConnectStatus() GetNetworkName() GetNetworkRequestStatus GetPowerSource() GetSignalLevel()
The following ActionScript fscommand() function is unavailable on any BREW device:
fscommand(Launch) getURL() support Some BREW handsets support some getURL() functions, depending on the implementation. As a general rule, neither MMS nor HTTP is supported (no API exists to enable Flash Lite to launch a browser).
N OT E mailto requests are not directly supported. Instead, you can use the Short Message Service (SMS) protocol, which limits the maximum message size to 160 characters.
Wallpaper content
Flash Lite wallpaper content is not supported in the Flash Lite for BREW implementation. Animated ring tones are not supported in the Flash Lite for BREW
Animated ring tones
implementation.
Using the emulator
Invoking Adobe Device Central Set emulator debug options Interacting with the emulator Supported content types Flash Lite specific information in the emulator About screen size and available Stage size Flash Lite features not supported by the emulator Playing a device video in the emulator
Invoking Adobe Device Central
To start the emulator, choose Control > Test Movie in the Flash authoring tool, the same way you preview your Flash desktop content. (However, Adobe Device Central has a different appearance and functionality than the test window for Flash desktop content.) After you choose Control > Test Movie or press Ctrl+Enter to start Device Central, a progress bar appears to indicate that Flash is exporting your SWF to Device Central. Once the export is complete, Device Central launches with the focus on the emulator, and loads your SWF:
In Device Central, the Device Sets list shows all target devices that Flash saved with your application. By default, the first device in the set is selected for emulation. The content type selected is the content type that was saved with the application when you created it (for details about the Flash Lite content types, see Supported content types on page 121). You can test the application with a different content type and different devices. Changing the content type and adding or removing devices from the device set automatically changes the device settings in Flash.
To test how the content appears on a different device, double-click another device in either the top or bottom list. A spinning icon appears next to the device you are testing, and the emulator changes to display your application running in the device you selected.
Set emulator debug options
The Adobe Device Central emulator can send debugging messages to the Flash Output panel while content is running; the emulator also displays a pop-up version of the Output panel showing the same messages. The emulator reports the following types of information:
Trace messages that are generated by a trace() function call within your Flash Lite application. For more information about using trace(), see trace() in Flash Lite 2.x and 3.0 ActionScript Language Reference.
that contain general information about the selected test device, SWF file size, and other information. These messages appear in the emulators Alert panel.
Information messages Warning messages that contain information about problems with your Flash Lite content that might affect playback.
You can filter the type of information that the emulator generates as follows.
Select Control > Test Movie. Flash exports your application to Adobe Device Central and displays it in the emulator. Select View > Flash Output > Show In Device Central.
The Persistent Storage panel shows you how much storage on the device has been used. This is a per-device value: if multiple applications write to the persistent storage, the value is the sum of all their data. You can click Empty to clear the store for that particular device, in order to remove the persistent objects for all content that ran on that device.
For details about these panels and how to use them, see the Adobe Device Central online help.
About screen size and available Stage size
Each combination of target device and Flash Lite content type determines, among other things, the available screen area that a Flash Lite application can occupy. The available Stage area can be equal to, or less than, the devices full screen size. For example, the Stage area that is available to a SWF file running in full-screen mode in the stand-alone player on a Nokia Series 60 device is equal to the devices full screen size (176 x 208 pixels). On other devices (such as those available in Japan), the Stage area that is available to a SWF file running in one of the specialized content types (such as Address Book or Screensaver) might be less than the devices total screen size. For example, the Fujitsu 700i has a screen size of 240 x 320 pixels; however, a SWF file running in the devices Address Book application has 96 x 72 pixels of available Stage area. If a SWF files actual dimensions are different from the available Stage dimensions, the Flash Lite player scales the content (proportionately) to fit within the available Stage area. When you test your content in the emulator, the emulator also warns if your applications Stage size is different from the available Stage area. To avoid any undesired scaling issues, Adobe recommends that your Flash documents Stage dimensions match the available Stage area for the selected test device and content type.
Flash Lite features not supported by the emulator
The emulator doesnt support all the ActionScript commands and player features that are available to Flash Lite applications running on an actual device. For example, the emulator doesnt support the ability to initiate phone calls or Short Message Service (SMS) messages. If you attempt to use a command or feature that isnt supported by the emulator, the emulator generates a message in the Output panel, as the following image shows:
You must test your SWF file on an actual device to confirm that those features are functioning as expected. The Adobe Device Central emulator does not support the following fscommand() and fscommand2() commands:
FullScreen GetFreePlayerMemory GetTotalPlayerMemory Launch Quit StartVibrate GetNetworkConnectStatus GetNetworkRequestStatus GetNetworkStatus
Playing a device video in the emulator
The Flash Lite player uses the devices default video handler application to play video content in your SWF file, rather than decoding the video natively. This practice lets Flash Lite developers use any video format that the target device supports, such as 3GPP, MPEG, or AVI. For more information about using video in Flash Lite, see Working with video and images on page 69.
Error number
Error string
Out of memory
Description and possible causes
The emulator has run out of heap memory. Unless otherwise specified, the emulator allocates 1 MB of memory for a SWF file to use. The emulator has detected that its stack limit is reached or exceeded. This could be caused by various reasons, including multiple levels of nested movie clips or complicated vector drawings. The emulator has detected that the SWF file data is corrupted. The emulator has detected that certain ActionScript code in the SWF file is taking too long to execute. As a result, the emulator has stopped executing the ActionScript code. N/A The SWF file contains an image that either Flash Lite, or the platforms native image decoder, was unable to decode. The SWF file attempted to load a sound in an unsupported format, or the sound data is corrupted. This error occurs when the root (level 0) SWF file is replaced with another SWF file. N/A The URL string in the getURL call is too long. Flash Lite does not have enough memory to decode an image in the SWF file.
Stack limit reached
Corrupted SWF ActionScript stuck
N/A Bad image data
Bad sound data
Root movie unloaded N/A getURL string too long Not enough memory to decompress image.
Bad SVG data Stream loading out of memory
Flash Lite attempted to load SVG data that is corrupted. Flash Lite does not have enough memory available to handle the data being streamed from a URL. For example, this error can occur if you attempt to load an XML file over the network thats too large for Flash Lite to handle at one time. If possible, try breaking the data file into several smaller files and then load each file individually.
Adobe Device Central emulator error and information messages
Messages appear in a pop-up Output window in the emulator and Flash also reports them in its Output panel. The following table lists all the information messages that the Adobe Device Central emulator reports:
Error code
FTPA002
Message
FSCommand is ignored.
The emulator detected an fscommand() function call, which is not supported by the selected test device. No modifications are made to the devicespecific SWF filethis is just a warning. The emulator detected a
loadVariables() function call, which is
FTPA003
loadVariables is ignored.
not supported by the selected test device and content type. No modifications are made to the devicespecific SWF filethis is just a warning. FTPA004 loadMovie is ignored. The emulator detected a loadMovie() function call, which is not supported by the selected test device and content type. No modifications are made to the device-specific SWF filethis is just a warning.
FTPS027 FTPS028
FTPS029 FTPS030
FSCommand2 command-name command found. FSCommand2 command-name command not supported in the emulator, please test it on the device.
FTPS031
More than one instance of URL Request calls found, only one allowed per keypress/frame.
FTPS032
A call to GetURL(URL) found, limitations might apply.
FTPS033
A call to loadVariables (URL) found, limitations might apply.
FTPS034
A Call to FSCommand (command- This is just a warning that not all name) found, limitations might devices and Flash Lite content types apply. may support the fscommand() in the application. Test your SWF file on a device to ensure that the command functions as expected. A call to loadMovie(URL) found, limitations might apply. The emulator detected a loadMovie() function call, which may have some run-time restrictions when played on the selected device. Test your SWF file on a device to ensure that the command functions as expected.
FTPS035
FTPS036
N kilobytes of device-sound sound For each sound in a sound bundle, the found in sound bundle. emulator reports the type (for example, MIDI or SMAF) and size of each sound in the bundle. SMAF sounds not supported for the selected content type on this device. The call to StartVibrate was ignored because there was more than one request per frame or event. The emulator detected a SMAF device sound, which is not supported by the selected content type on this device. Flash Lite allows only one
fscommand2("StartVibrate") call per
FTPS037
FTPS038
keypress or frame; the emulator detected more than one, so only the first command is processedthe others are ignored.
FTPS039
FSCommand2 SetInputTextType The SetInputTextType command is not (command-arguments) found, not supported in the emulator. You must supported in the emulator, please test it on an actual device. test it on the device. Four Way Navigation is not supported for this device. The currently selected test device and content type supports two-way navigation. You pressed the left or right arrow keys on the emulators five-way keypad, which arent supported in two-way navigation. For more information, see Default navigation modes on page 22.
The emulator detected an MFi device sound with a Panasonic extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Sharp extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Sony extension, which is not supported by the selected content type on this device. Your application contains one of the ActionScript print commands (for example, print() or printAsBitmap()), which are not supported by Flash Lite. Indicates the name of the device sound in a sound bundle that the emulator played. Indicates that none of the device sounds in a sound bundle are supported by the selected content type on this device. The emulator was not able to play the SMAF sound. Your application attempted to load a SWF file whose version was not in the Flash Lite format; Flash Lite can load other Flash Lite SWF files or Flash 4formatted SWF files only. The emulator detected a mouse event over a button in your Flash Lite application. The current test device does not support a stylus or touchscreen interface, so you can only interact with buttons on the screen using the emulators keypad or equivalent keyboard shortcuts.
FTPS074
FTPS075
FTPS099
FTPS100
Device-sound sound is chosen in sound bundle. None of the formats in the sound bundle are supported on this device. SMAF sound playback failed. This SWF is not in Flash Lite format.
FTPS101
FTPS102 FTPS105
FTPS106
Mouse Event (event-name) was ignored because it was not triggered by Keypress.
FTPS107
The key will not be processed: device-key. Use FSCommand2 SetSoftKeys to enable this key.
You pressed one of the soft keys on the emulators keypad without first calling the SetSoftKeys command. For more information, see Using the soft keys on page 37. The specified fscommand() command is not a valid command string. The emulator does not support the specified fscommand() command. You must test this SWF file on a device with Flash Lite installed to see whether the specified command functions as expected.
FTPS108 FTPS109
Invalid FSCommand (commandname) found. FSCommand (command-name) not supported in the emulator, please test it on the device.
FTPS110
Soft keys are not supported in the The emulator detected that you Flash Lite 1.0 player. pressed one of its soft keys but your documents SWF files version publish setting is set to Flash Lite 1.0. Flash Lite 1.0 does not support soft keys.
ActionScript controlling device video with 84 controlling Flash video with 73 ActionScript FS commands (BREW) 91 Adobe Device Central emulator debug options 120 defined 6, 117 versus BREW Simulator 95 ADS, defined 88 animated ring tones (BREW) 91 Application Download Server (see ADS) application modes, in Flash Lite 121 applications (BREW) specifying as content type 106 targeting for development 96 AppLoader tool, tips 112
versions supported 91 BREW Simulator versus Adobe Device Central emulator 95 BREW Tools Suite, installing 93 browsing, web content 8 button events 30
content management 11 content types (BREW) applications 96 screensavers 96 content types in Flash Lite, described 121
data, persistent (BREW) 89 determining supported audio file formats 65 device file structure BREW 2.x 102 BREW 3.x 102 device pack (BREW) downloading 97, 108 generic vs. specific 97, 108 device sound 65 _forceframerate property 65 synchronizing with animation 65 device video about 76 bundled 76 controlling with ActionScript 84 importing 77 in emulator 127 playing external video 83 playing from the library 80 device video, limitations 84
BAR files, defined 102 BDS, defined 88 Binary Runtime Environment for Wireless (see BREW) BREW file types 99 uploading files to devices 110 BREW 2.x device file structure 102 uploading files to devices 112 BREW 3.x device file structure 102 uploading files to devices 113 BREW Delivery System (see BDS) BREW devices, testing applications on 115 BREW SDK installing 93
devices (BREW) file structure for BREW 2.x 102 file structure for BREW 3.x 102 supported 92 targeting for development 96 DLL files defined 99 naming conventions 99 drivers (USB), installing 94
limitations 96
hardware requirements (BREW) 89
Identify Applet screen (wizard) 104 Include Applet Information screen (wizard) 105 inline text (BREW) 89 input text fields example application 51 restricting characters in 49 interactivity creating a menu with buttons 32 creating, with buttons 30 detecting keypresses 37 handling keypress events 29 tab navigation 22
embedded Flash video 72 embedding font outlines, about 55 emulator versus simulator (BREW) 95 Extension, installing on devices (BREW) 111 external images, determining supported formats 70 external images, loading with ActionScript 70
Tags
Serie DDC KX-TG8011FX Consummate WD-14445FDS PCV-V1-D Editor Qtek 8310 Uk SB-30 Yamaha UX16 Started Optio L60 CQ-E01EN KX-TG7432 KDL-40W5800 Multitrim 250D LX-M140A Review DEH-1850 NW8000 KX-P2624 CF29N3l26BM 37PB220S4U CFD-E77L E1210 DCR-DVD408E WGR614 V4 CCD-TRV12E 75-80 KVA Digital Elph 81436 MDX-C5200 WFF0411K 755DF CLP-170-CLP-150 SCH-N356 X1261 1000 S Universel Saltwater-2002 X-790 60PF95 TRC-236 Kxtg6411SP Larry 1 Stylist 834 Gigashot A - E D-copia 300 50-2007 XBM-238 130CR-S 4550N S-3600 Veriton 7600 Photosmart R817 DDR2506 Pocket PC Edition AT-130E I G TX-SR303E Office SCH-M450 Quadrasynth Plus DSC-W35 DVD-ME2 KX-TG1070E PPC6700 Bullet 2 WM-FX271 Tales Warranty Travelmate 290 SCX-4623FN TX-28DK1 Focus-2004 Receiver A8R-mvpi E 240 MZ-R501PC TC-TX1 102VA Processor MDS-S41 Dvdr1000 SA-AK110 HS20 2 Mercury F4 DQ-543 Companion GR-D320E MD 4689 DVP5500S Cappucino B-SX5T MX300 1200GTI 875DC DCR-DVD92 Finepix A202
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
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