What is adobe flash catalyst cs5 used for free download - Review of Adobe Flash Catalyst CS5
The good news is that this has led to greater collaboration between designers and developers and to more exciting and effective content on the web. These highly interactive and engaging applications are often referred to as rich Internet applications, or RIAs. Building RIAs with Flash Catalyst produces highly visual, interactive, and reliable cross-platform content.
The records in your data list can include images, text, or both. These applications include microsites and data-centric applications. You can think of a microsite as an application that is complete when published in Flash Catalyst. No additional development is required. A data-centric application requires additional development, such as integrating components with external data or web services.
A Flex developer completes the development using Adobe Flash Builder. Both include these general steps. Plan the application. Create or acquire assets, such as artwork, video, and sound.
Create the artwork, video, and sound for the application. You can create a layered design document in Photoshop, Illustrator, or Fireworks.
Bring assets into Flash Catalyst. You can also import individual Photoshop Layer Comps directly to separate page states in Flash Catalyst. Import the design document you created in Photoshop, Illustrator, or Fireworks. For data-centric components, such as a data list, import a representative sample of the data text or images. Create and modify pages. A Flash Catalyst project typically begins with one page state. Create interactive components.
Convert your original artwork to interactive components, such as buttons, scroll bars, panels, and lists. Or use Flash Catalyst wireframe components to quickly add common elements with a generic appearance.
Some designers prefer to create components before adding new page states. Adding pages and creating components are interchangeable steps. Components can have multiple states, such as the up, over, down, and disabled states of a button.
Define interactions and transitions. For example, you can add interactions that transition from one page or component state to another when a user clicks a button. You can also add interactions that play animation, control video playback, or open another web page. Using the Flash Catalyst Timelines panel, you can quickly change the timing and appearance of the animated transitions between pages and component states. Test and publish the project. Run the application in a browser, and then publish the project as a web or desktop application.
The Adobe Flash Platform The Adobe Flash Platform includes a collection of integrated Adobe technologies for designing, creating, deploying, and viewing rich Internet applications, content, and video to the widest possible audience.
Adobe Flash Catalyst CS5 is an interaction design tool used to rapidly create expressive interfaces and interactive content without writing code. Adobe Flash Builder is an integrated development environment IDE for developing cross-platform data-centric content. Developers create entire applications using Flash Builder, or import a project created using Flash Catalyst and then use Flash Builder to connect the application to data and web services.
Adobe Flash Professional CS5 is an interactive multimedia content authoring environment for designers and developers who want pixel-perfect typographic fidelity and layout, more realistic animation effects, and code authoring. Adobe Flash Player is a cross-platform browser plug-in that delivers rich web experiences. The Adobe AIR runtime lets developers build rich Internet applications that run on the desktop, without a browser or Internet connection.
Flex is an opensource framework for building and deploying applications that run on all major web browsers, desktops, and operating systems. MXML is the language developers use to define the layout, appearance, and behaviors in Flex applications. ActionScript 3. Flex includes a prebuilt class library and application services.
These services include data binding, drag-and-drop management, interface layout, and animation for things like smooth page transitions. The Flex component library includes interface controls such as simple buttons, check boxes, data grids, and rich text editors. By default, the Design workspace is open. Finding your way around The Flash Catalyst user interface has two workspaces.
These workspaces include Design and Code. Each workspace contains its own set of panels and tools. Design workspace The Design workspace shows a graphical representation of your application. This workspace includes the panels and tools used to create and edit projects. The artboard is where you place artwork, interactive components, and other objects that make up the application interface. Tools panel The Tools panel includes tools for creating, selecting, and transforming objects, including simple lines, shapes, and text.
Layers panel The Layers panel is an organized collection of the objects in the application artwork, components, video, and so on. If you import a design document created in Illustrator, Photoshop, or Fireworks, the original layer structure is preserved.
As you add pages and component states to the application, you use the Layers panel to show or hide objects in each state. Library panel The Library panel displays the entire list of reusable assets components, images, media, and optimized graphics available in the project, including objects that do not appear in any page or state. Wireframe Components panel The Wireframe Components panel includes ready-to-use interactive components with a simple default appearance.
Timelines panel The Timelines panel provides controls for creating and editing transitions and action sequences. Design-time data demonstrates the appearance and behavior of the list.
A developer can use Flash Builder to replace the sample design-time data with real data stored outside the application. Properties panel Use the Properties panel to edit the properties for selected objects, such as graphics, text, and components.
Breadcrumbs bar As you edit components, or parts within a component, Flash Catalyst keeps track of where you are in the project using breadcrumbs. You can use the Breadcrumbs bar to close an object that you are editing and return to the project artboard. It appears automatically when Flash Catalyst detects that you must carry out some action. For example, the HUD appears when you select artwork on the artboard, giving you the choice of converting the artwork to a component.
You can use the HUD to quickly create components. When converting objects to components, the HUD displays a message if further steps are required to complete the component. This code is generated automatically as you work in Flash Catalyst. Viewing the MXML code gives you the opportunity to understand how the application is programmed. The Code workspace contains several panels to help identify code issues.
The Code workspace is read-only, which means that you can only view the code. To edit the code, open the project in Adobe Flash Builder. You can doubleclick an error in the Problems panel to locate the error in the Code panel. The example used here is an interactive restaurant guide.
This project includes three main page states named Start, Home, and SubPages. For example, you may want to close or resize one panel to see more of another one. You can also view the entire artboard to get the big picture, and then quickly zoom in extremely close for precise editing. You should still have the RIA. Some panels share the same screen space. To use a panel, click its tab to bring it to the foreground. The contents of the Home page are shown in the artboard.
As you move from page to page, pay attention to the Layers panel and to how the assets on each page are organized. Notice that some layers are hidden, while others are visible. Adjusting panels Many panels share the same location in the workspace, and sometimes a panel needs to be stretched to see more of its contents.
You can resize a panel by dragging its borders. You can also double-click a panel tab to collapse or expand the entire panel or panel group. The project includes several layers, but some of these layers may not be visible.
The pointer changes to a two-headed arrow. You can also drag the border between the artboard and the panels on the right, or the Timelines and Design-Time Data panels below. The Timelines and Design-Time Data panels collapse or expand if they were already collapsed. Double-clicking an open panel collapses the entire panel, along with any other panels that share the same location in the workspace.
Hiding all panels is helpful when you need more space to view the artboard. Zooming the artboard Depending on the size of your computer monitor and the dimensions of your application, you may need to zoom or pan the artboard as you work. This page includes several components and artwork. You may need to zoom in and out as you work with this page. You can now see more of the artboard at one time. Zooming in is helpful for precise editing and placement of artwork in your application. This is especially helpful when zoomed in close.
You can pan the artboard using the Hand tool, which is located above the artboard and in the Tools panel. You can also pan the artboard by moving the scroll bars, but by using the Hand tool you can do this in one step. Previewing a project in a browser Before publishing a project, you can run and test the application in a web browser. This is something you will do often when creating projects in Flash Catalyst. Flash Catalyst compiles the project and the project opens in your default web browser.
This application includes an animated SWF movie, buttons, data lists, and several custom interactive components. A message prompts you to save your change. You cannot have more than one Flash Catalyst project open at the same time. This was accomplished by creating custom components. By nesting components inside other components you can add to the structure and depth of the application without adding pages. Flash Catalyst Community Help is a new integrated online help environment of instruction, inspiration, and support using a custom search to get the most relevant results.
If you are prompted to install the Community Help application or the Adobe AIR application, follow the prompts to install these programs. Your default web browser is started and you are taken to the Flash Catalyst Community Help page. Your default web browser is started and you are taken to the Flash Catalyst Community Help search results.
The results include links to matching content provided by Adobe and by the Flash Catalyst community at large. If you are prompted to save changes, click No. The project closes and you return to the Welcome screen. The HUD appears when you select artwork on the artboard, giving you the choice to convert the artwork to a component. Your vision is often compromised by limitations in development tools, or simply lost in translation—but not anymore.
With Flash Catalyst, you can preserve the integrity of your artwork, from vision to publishing. You can create and edit artwork using your favorite design tools, and then use Flash Catalyst to turn static objects into fully functioning rich Internet applications. But before you get started, take a moment to review these best practices for preparing your design document. The following ideas will help protect the integrity of your design and minimize re-working or re-structuring assets after bringing them into Flash Catalyst.
Spot and process colors are not supported in Flash Catalyst. Set an image resolution of 72 pixels per inch. What is FXG? When saving as FXG, images must be under 6,, total pixels and less than 8, pixels in width or height. When preparing a document for import to Flash Catalyst, you can use Layer Comps to represent each page state in your Flash Catalyst application.
To do this, you need to import each Layer Comp separately using the advanced options in the Photoshop Import Options dialog box. When you import artwork in a Photoshop Layer Comp, the artwork is centered in the Flash Catalyst artboard. To preserve the layout and positioning of your Layer Comps, include a background layer that is the same size as the Flash Catalyst artboard. When you import an Illustrator document with multiple artboards, each artboard appears on a separate page state in Flash Catalyst.
Group complex objects Much of the artwork you create is made from a collection of complex parts, including images, shapes, lines, text, symbols, and so on. Grouping complex objects before bringing them into Flash Catalyst makes them easier to manage. You can apply these to objects by using the Properties panel in Flash Catalyst. Some examples include drop shadows, opacity masks, and blends. In Photoshop these are called Adjustment layers.
Use a consistent naming strategy throughout your design. Embed images in the design document Most rich Internet application projects involve a team of designers and developers working together in an iterative process. Images and other assets appear in the Library panel within Flash Catalyst. This is essential if you plan to keep your text editable, for example if the design includes body copy that needs to change over time. To make your work easier in Flash Catalyst, you can identify any duplicate items in your design document.
There are several ways to do this. Another option is to identify them visually using color or opacity. Identify reusable objects, such as this text field. In Flash Catalyst, you can delete the duplicate objects and use copies instances of a single object. Flash Catalyst Properties panel Create sample artwork for a list of images or text When browsing the web, you may notice that lots of applications include scrolling lists of data images and text.
In Flash Catalyst, a Data List component is used to display a collection of data that is stored outside the application. You will use the first item in the list as the repeating part of the Data List component. The group is used for spacing and alignment only and can be thrown away when you create the Data List component. This includes which layers are locked or hidden.
You can also hide layers that are hidden in their initial state, such as the over and down states for an interactive button. Fireworks CS4 1. The Select Folder dialog box appears. Fireworks CS5 1. The Export dialog box appears. Open the Pages pop-up menu and select which pages to include in the FXG. Click Save. Now your design document is ready to go from static art to a living application—complete with motion graphics, animated transitions, and interactive controls. There are four ways to get your artwork into Flash Catalyst.
This is the preferred method for beginning a new project in Flash Catalyst. You will learn how to create a library package later in this course. Import a design document You can import a design document from the Flash Catalyst Welcome screen.
You can break these objects into multiple layers in Flash Catalyst by ungrouping them. The Import dialog box appears.
Before importing, make sure that all artwork appears inside the artboard or canvas. You can reposition these items after importing them into Flash Catalyst. The Illustrator Import Options dialog box appears. Fidelity refers to how well the imported artwork matches the original.
If your Illustrator file includes multiple instances of the same symbol, then your Flash Catalyst document will include multiple instances of the same optimized graphic. In Flash Catalyst, it is a best practice to use one instance of an object and then share that object to other states. You can remove all but one instance of the optimized graphic, share the same instance to other states, and then apply different properties in each state. Illustrator includes a built-in collection of graphics, called symbols.
You can also create new symbols and add them to the collection. Some people think that Illustrator symbols import to Flash Catalyst as reusable components in the library. Illustrator symbols import as Optimized Graphics. Flash Catalyst informs you if the document includes a large number of bitmap images, large bitmaps, or a large number of vector paths.
To improve performance, you can optimize these items. The project is saved. In the next task, you will import an image that was missing in the design document.
You will then place that image in the artboard. Preparing, Importing, and Placing Artwork Import fidelity options The Illustrator import fidelity options control how Flash Catalyst handles filters, gradients, text, and blends. The Photoshop import fidelity options control how Flash Catalyst imports image, shape, and text layers. In the Fidelity Options section of the dialog box, you can open the pop-up menus and choose import fidelity options.
The options in the menus are similar for Photoshop and Illustrator. Editable text may not look exactly the same in Flash Catalyst as it did in Photoshop or Illustrator. Expand AI only : Converts an object with a filter into a set of vectors or bitmaps that approximate the original appearance in Illustrator. For example, expanding a drop shadow filter on a rectangle might create an image of the drop shadow behind the original rectangle.
However, instead of applying that mask to a bitmap that inherits the same dimensions as the original Photoshop file, this option crops the resulting bitmap to the boundary of the mask. Automatic conversion AI only : Flash Catalyst chooses whether to keep a given item editable, rasterize it, or convert it to vectors. The result is based on various heuristics such as the complexity of the item.
For example, a simple blend might be expanded to vectors, whereas a complex blend that would produce a lot of paths would be rasterized. You can select and deselect layers to import, regardless of their visibility in Photoshop. You can also choose to import specific Photoshop Layer Comps, if they exist in the document. The selected layers import to the current page state in Flash Catalyst. No problem. Just leave a placeholder and import those images separately. Your Flash Catalyst project should still be open from the previous task.
Select man. When you import a single image, it appears in the artboard and a master copy is added to the project library. A single imported image is added to the artboard and the project library.
The image was added as a new object in the target layer. You can position objects by dragging, nudging using the Arrow keys , or by choosing alignment commands in the Modify menu. For more precise positioning, you can use the arrow keys on your keyboard to nudge the image up, down, left, or right. This image is supposed to be aligned in the bottom-right corner of the artboard. To do this, you can use the Align commands in the Modify menu.
The image is now perfectly aligned in the bottom-right corner of the artboard. But even after importing graphics into your Flash Catalyst project, you can use the optimization options in the Heads-Up Display HUD or the Modify menu to apply settings to individual images.
To edit the parts of a complex vector graphic that has been optimized, you must first break it apart. Optimize Vector Graphics compiles a selected graphic into a low-level Flash object that displays more quickly in Flash Catalyst and at runtime. When you optimize a vector graphic, a new optimized graphic is added to the Library panel in the Optimized Graphics category. The new optimized graphic replaces your original graphic in the artboard. Rasterize converts a static vector graphic or text into a bitmap image.
Use this option to optimize static vector graphics or text. Compress adds compression to a bitmap image. It places a smaller lower-quality copy of the bitmap image in the Library panel. When you compress an image with transparency, the transparency is lost. Convert To Linked Image converts an embedded image to a linked image. To reduce the size of your application, you can link images. The gray border at the top of the artboard is made up of a rectangle shape and several small paths used to create the horizontal stripes.
The Top Graphic layer includes two objects: Group and Rectangle. Every stripe in the graphic is a separate path. The parts of the Top Graphic are combined into a single optimized graphic named Graphic1. The project closes and you return to the Flash Catalyst Welcome screen. Flash Catalyst supports both vector and bitmap graphics, making it a very powerful design tool.
For example, the artwork you import may include both vector and bitmap graphics. Vector graphics are mathematical equations describing the distance and angle between two points. Additional information, such as the color and thickness of a line stroke and the contents of a path fill can also be set. Vectors can be sized up or down without losing image quality.
Bitmap raster images are made of a specific number of pixels mapped to a grid. Each pixel has a specific location and color value. An image with more pixels has a higher resolution and a larger file size. Another example of the difference between vector and bitmap is that a photograph can accurately depict a physical scene in a single image layer.
To produce similar realism in a vector illustration could require hundreds of vector shapes stacked upon each other. This is not to suggest that bitmaps are better than vectors, or vice versa; both of these main graphic types are integral to visual communication and designing in Flash Catalyst.
The illustrations at right are examples of vector and bitmap graphics. On the left is an image created with many paths. The image on the right is a bitmap photograph. There is no direct import option for layered Fireworks PNG documents. This content includes the bitmap images and other media video, sound, Adobe Flash movies, and more that you import. You can import assets individually, as a group, or as a library package. The library also stores the components that you create—things like navigation buttons, scrolling panels, and lists of data.
Quickly apply global changes across your entire application. Swap images with a single click. Share your entire collection of project assets with other designers and Flex developers by using Flash Catalyst Library Packages. Components are the building blocks of your project.
Examples of components include buttons, scroll bars, sliders, check boxes, panels, and scrolling lists. How do assets get into the Library panel? If the design document includes Illustrator symbols, the symbols are converted to optimized graphics and stored in the Optimized Graphics category. Library assets are divided into categories, such as Components, Images, Media, and Optimized Graphics. These categories can be expanded or collapsed by clicking the small triangle to the left of the category name.
The Images category includes bitmap images that were imported to the project. When you import a design document, its images are grouped together in a subfolder. Library panel only displays categories for the types of assets that exist in the project.
For example, if your project has no media, the Media category does not exist. After adding media, such as a video file, the Media category appears. Once added, the category remains in the Library panel, even after deleting all its contents. This project now includes three types of assets: Images, Media, and Optimized graphics.
Click Open. The images are added to the Library panel, but not the artboard. This was the single bitmap image that you imported in Lesson 2. In the Common category of the Properties panel, notice that the source of this image is man. There is a direct link between instances in the artboard and the source assets in the library.
The Properties panel includes a link to the source asset in the Library panel. The source in the Properties panel below changes to Graphic2. In the Library panel shown at right , the new optimized version of this image appears in the Optimized Graphics category. A preview of the image appears at the top of the Library panel.
To view a SWF animation, you must add it to the application and run the project in a browser or publish the application. Expand the src and assets folders. Expand the graphics, images, and media folders. Deleting assets from the project Every project entails a little trial and error. Removing unwanted assets is easy. Just delete them in the Library panel. However, you can delete the optimized graphic or compressed copy of the image.
This includes hidden pages and component states. A message informs you that removing this asset will remove the asset and all references to it. Deleting an object in the Library panel is a fast way to remove every instance of an object from the application.
The image vanishes from the Library panel, and from the artboard. However, pressing Delete removes objects that are selected in the artboard. If you have an object selected and you accidentally press the Delete key, you will remove the selected object from the current state only. The Compress Image dialog box appears. A compressed copy of the image named man1. The compressed file has a smaller file size. Renaming project assets Just imagine if everyone you worked with were named Bob.
I suppose you could start calling people Bob1, Bob2, and so on. An easy way to avoid this is to assign descriptive names to project assets in the Library panel. The image name is highlighted. Best practice is to give a descriptive name to each object in the Layers panel. Renaming an instance of an item in the Layers panel does not affect the original item definition name in the Library panel.
You simply drag the item from the Library panel and position it in the artboard. The source of this image is the man. The Select Asset dialog box opens with a list of assets in the Library panel. You can replace this image with another image in the library. You can also use the Import button to replace the object with a new image that you import now. If you copy and paste a vector graphic into the artboard, a new object is added to the Layers panel but not the Library panel.
You have just replaced the image with the smaller, compressed copy of the same picture, as indicated in the Properties panel. Export a library package 1 In the Welcome screen, choose Open Project. This opens a copy of the completed Banner project. The project includes over 90 assets. To recreate these in another project would be a huge task. But exporting the entire library is easy.
You can also tell Flash Catalyst to store images outside the published application and establish a link to these files. The images are loaded by the application at runtime.
Linking to large images is one way to reduce the size of the published application. It can also make updating or replacing images easier without needing to republish the application.
To convert an image from embedded to linked, right-click the image in the Library panel and choose Convert to Linked Image. The Linked Image icon appears, to show which images are linked. Linked Image icon To embed a linked image, right-click the image in the Library panel and choose Embed Image. The New Project dialog box appears. Normally you would match the project dimensions to the artwork, but for now just accept the default project settings. A new project opens. Notice the Library panel is empty.
The entire library package is added to the project. The assets appear in the Library panel. No files are deleted. To optimize the drawing, select it in the artboard. You can also create components and optimize artwork. You can use this link to swap the image for another image. Linking to images allows you to update the images later without republishing the application. It provides an organized structure for viewing and managing every object in the artboard.
With the click of a button, you direct which of those objects are present and visible in the current page or component state. Using the Layers panel, you have complete control over every object in every state, including visibility and stacking order.
The Layers panel shows every object in the application using a collection of stacked rows. Rows can represent layers, sublayers, objects images, text, components, and so on , and groups grouped objects. The target layer is always shaded light blue. Any objects that you add to the artboard are placed in the target layer. To select a target layer, just click in its row.
A layer must be unlocked and visible to act as the target layer. Expand and collapse layers The Layers panel lets you organize your project using a hierarchy of related objects. Items are nested together into collapsible layers and groups for quick access and easy viewing.
The original layer structure is preserved in Flash Catalyst. The application has ten top-level layers layer folders , and each layer includes several objects. This project began with one new page state. Right now, all the artwork for this application is stacked together in one page state.
This is a toggle button used to expand and collapse a layer. The page1:Feature layer holds the artwork for Page1 of the interactive banner application. It includes several objects, including one group and one sublayer. You can change layer names to anything you want, as long as they clearly describe their contents.
Group Sublayer 4 Collapse the page1:Feature layer. When an object is present, it can be made visible or hidden using the Layers panel. When a parent layer or group is hidden, its children are hidden automatically. The object is not present in the current state, but it does exist in one or more other states of the application. You can tell that its contents are hidden because there is no eyeball icon beside the layer name. But notice that the eyeballs for each of its objects are dimmed.
A dimmed eyeball means the object is turned on, but its parent layer is currently hidden. This layer is hidden. These layers are temporarily hidden because their parent layer is turned off. The artwork for Page2 becomes visible in the artboard and the eyeball icon appears beside the layer name.
Once again, the artwork for Page2 is hidden and you see the artwork for Page1. A padlock icon indicates when an object is locked.
The Top Graphic horizontal gray bar is selected in the artboard and in the Layers panel. Clicking an object, layer, or group in the Layers panel selects all of its contents in the artboard, as long as the objects are unlocked. Locked Unlocked 2 Click the Top Btns layer. Nothing happens because the Top Btns layer is locked, as indicated by its padlock icon.
This time the layer is selected, along with all of its content in the artboard. Clicking layers and groups is a quick way to select multiple related objects. The padlock icon returns and the objects in the artboard are deselected automatically. Locked objects cannot be selected or moved. The button you clicked is not selected, but the artwork directly below it the Top Graphic is. This is because the Top Btns layer is locked.
Flash Catalyst selects the top-most unlocked and visible object. This makes their parts more manageable in Flash Catalyst. You can also group related objects after importing them. This is helpful when your design includes a large collection of parts that make up a single graphic. For example a vector drawing may include hundreds of smaller paths. Grouping them makes them a lot easier to manage in the Layers panel.
A range of eight objects is selected in the artboard and in the Layers panel. The selected objects are combined into a single Group. This is also true when you add new images or components. Each new object in the Layers panel begins with a generic name, such as Image, Button, Scroll Panel, and so on. This can be a little confusing unless you take the time to assign more descriptive names. Managing Layers The name is highlighted in the Layers panel. Changing names in the Layers panel does not affect the names of assets in the Library panel, and vice versa.
The group is renamed. For example, an illustration may include hundreds of individual paths that are grouped to form a single image. In addition, any text that was turned into vector outlines will import with a separate path for each individual character. Optimizing complex groups of artwork also makes them easier to manage in the Layers panel.
In the artboard, it appears that you have a single object selected. If you look in the Layers panel, you see a small blue square in the page1:Feature layer. A small blue square means the row includes a selected object.
You can tell by the dark blue shading that the Group row is selected. Each character is a separate path. The vector paths are turned into a single object in the Layers panel named Graphic1. To add a new top-level layer folder, click the Create New Layer icon.
To add a new sublayer folder, select an existing top-level layer and click the Create New Sublayer icon. Deleting layers is just as easy. Select the layer folder and click the Delete icon. When you add or delete layer folders, the changes appear in every page state or component state when editing a component.
A new top-level layer folder is added at the top of the Layers panel. New layers are named Layer1, Layer2, and so on. You can rename this layer folder, just like any other object in the Layers panel.
If this application had more than one page, the layer would be removed from all pages. If this layer contained any objects, those objects would also be removed from every page. Stacking artwork using layers To change the stacking order of objects in the application, you can drag rows up or down in the Layers panel. You can also change the stacking order of objects within a layer or group. A gray line indicates the new location for the row when you release the mouse.
Now look at the artboard again. The orange text appears below the semitransparent gray background and is barely visible. To change the stacking order of objects within the same layer or group, you can drag rows in the Layers panel or use the Arrange commands in the Modify menu. The Transparency BG row moves to the top of the stack, but only within its parent group.
You can tell by looking in the artboard that the stacking order of these objects is important to the integrity of the design. Each time you choose Send Forward or Send Backward the object moves up or down one row. The Transparent BG layer moves back to the bottom of the stack, where it belongs.
There is one last change that needs to be made to the arrangement of the objects in the page1:Feature layer. The Image row, at the top of the stack, belongs inside the Sample Images sublayer folder. This causes the Sample Images row to expand automatically. When it does, drag the Image row above the 2 wheels image row and release the mouse button. The Image row is now inside the Sample Images sublayer folder. What happens to the image in the Library panel if you rename this object in the Layers panel?
When you add a new object to the artboard, either by dragging from the Library panel, by importing, by drawing shapes, or by adding new text, the new object is placed in the target layer. Rows can represent layers, sublayers, objects images, vector drawings, text, media, and components , and groups grouped objects. When you add new objects in Flash Catalyst, these new objects begin with generic names, such as Group and Image. Once you do this, it becomes a reusable optimized graphic in the Library panel.
You can also change the stacking order of objects within a layer or group using the Arrange commands in the Modify menu. They pack lots of dynamic content into very limited screen space. This is done by carefully organizing your application into just a few meaningful pages or views.
In Flash Catalyst, this organization begins with pages and states. As a user moves between pages, they are viewing different page states.
As someone interacts with a component, they see the different states of that component. In one state a menu appears collapsed, and then in another state the same menu expands to reveal more options.
These states cannot be duplicated, deleted, or renamed. On the other hand, custom components are created and edited much like page states. Most rich Internet applications present information on more than one page or screen, and each page can include various interactive components.
Examples of interactive components are navigation menus, scrollable panels, buttons, multimedia controls, and so on.
In Flash Catalyst, there are two types of states. Page states usually represent the topmost level in the application hierarchy. It shows layers for the main application and the components you are editing. In this lesson, you will begin to develop the page states for an interactive banner, but the same principles apply when creating and modifying the states of a custom component. Less is more Flash Catalyst applications can have up to 20 page states or 20 unique states in a custom component.
That may seem like a limitation, but adding too many pages to an application can slow performance, not to mention that it makes the application difficult for users to navigate.
When it comes to interface design, keep it simple. In an application, 20 pages are more than enough. Fewer is even better. Instead of creating a separate page for every unique view, you can encapsulate content into related subcategories using custom components that present the right information at just the right time.
Use menus that collapse and expand, scrolling lists, or panels that flip to reveal more information. You can even nest components inside other components to create more depth and structure in the application without adding more application pages. Duplicating page and component states ensures that common objects maintain their exact position as you move from one page or state to the next.
This works to your advantage, because you can quickly duplicate Page1, and then show or hide the same artwork to create new pages.
The artwork for this application was imported from Adobe Illustrator and is stacked together on Page1. Flash Catalyst creates an exact duplicate of Page1. The new state is named Page2. You are creating new states that include the same objects. For example, if you have a top-level layer folder for each page, you can name the pages to match those folders. The page names now relate to the layer folders used to organize their artwork. If you look in the Layers panel, you can see which layers are visible on this page.
This is the correct artwork for the Feature page. This is the correct artwork for the Design page. For example, if you group objects or convert objects to components, the change applies to all states.
If you edit a component, you edit the component definition in the project library. The changes apply to all instances of the component in all states.
As you move from one state to the next, the rows in the Layers panel are identical, although some objects may exist and be visible in one state, but not in others. An object can be present in multiple states, and that object can have a completely different set of properties in each state, such as size, position, rotation, color, and opacity. Once you position and modify an object to your liking, you can quickly share that object to other states. This technique makes it possible to create smooth transitions from one state to the next.
For example, you can create the effect of an object fading in or out or morphing from one shape or position to another. Select the states to which you want to share the object. The object is made present and visible in the current state.
Choose the state from which you want the object removed. You can also view the state from which you want to remove the object, select the object in the artboard, and press Delete. For example, when you begin a new blank project it opens with a blank page. Add a blank page state New blank states are always added after the last state. The artboard appears to be completely blank. A blank artboard can mean that every object in the current state is hidden, or that no objects are present in the current state.
In the case of a new blank state, there are no objects present. It is truly blank. In a new blank state, every layer folder is made visible by default. All layers are visible, but the objects within those layers are not present in the current state. When an object is present somewhere in the application in another state , but does not exist in the current state, it appears dimmed in the Layers panel.
Each time you add an item from the Library panel, you create a new instance. The eyeball icon appears for this object. You have just shared or copied the graphic to the current state, as seen in the artboard. Browse to the Lesson05 folder, select garden. Click OK to accept the default import options. Layered artwork from the Photoshop design document is added to the application.
The new artwork is placed inside the target layer and is visible in the current page state. This artwork is only present in the new page state. You can do this by clicking the graphic in the artboard, or by clicking the TopGraphic layer in the Layers panel. The TopGraphic object appears dimmed in the Layers panel.
Pressing the Delete key removes selected objects from the current state. The asset can be added again from the Library panel. The TopGraphic object still exists in these states. A menu appears with a list of every page state in the application.
The image is removed from the artboard. Because this image only existed in the Gardens page, it no longer exists anywhere in the application and its row is deleted from the Layers panel. This selects every remaining object in the Gardens page. When you delete an object in the Layers panel by clicking the Delete icon , the object is removed from every state in the application. The Gardens page is removed from the application.
Review answers 1 You can quickly create a new page or component state based on an existing page. Whenever possible, consider adding new views or screens by creating custom components. You can even create components that exist within other components. You can drag assets from the Library panel, import new assets, or share assets from another state in the application. These and other interactive elements are the building blocks of applications.
Begin with ready-to-use wireframe components, or convert your custom artwork to one of several built-in components, and then add interactivity like page navigation, UI controls, and links. Components Flash Catalyst provides a collection of components with built-in states and behaviors, such as the up, over, down, and disabled states of a simple button. You can even create components that include other components. For example, you can have a scroll panel that includes a scroll bar and buttons.
You can drag objects from the main application into the component and vice versa. After adding a component to the artboard, you can edit the component using Edit-In-Place and modify its individual parts. The changes apply to every instance of that component in every state of the application. When you select a component and change its properties in the Properties panel, the properties apply only to the current state. An interaction is like a set of instructions that tells the program what to do in response to a user event, such as clicking a button.
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Adobe Flash Player is a cross-platform application runtime that delivers uncompromised viewing of expressive applications, content, and videos Adobe has been planning to sunset Flash for a few years now and arguably could have done so even sooner. Since Adobe no longer supports Flash Player after December 31, and blocked Flash content from running in Flash Player beginning January 12, , Adobe strongly recommends all users immediately uninstall Flash Player to help protect their systems.
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Geared toward designers, Flash Catalyst allows designers to turn static Illustrator, Photoshop, and Fireworks files into interactive applications without writing code. In the boy's bedroomthere is a. I've been following Flash Catalyst since it was first announced on the Adobe Labs site, but am by no means an expert on it so please excuse any mistakes in my analysis of it.
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Site is running on IP address It was superseded by Flash Catalyst CS5. Flash Catalyst allows to save a project in fxp format which can …. However, in previous years Adobe Flash Player gave lots of security scares to the users. Collaborate with developers who can open your project files with Adobe Flash Builder software to extend functionality, and leverage the reach and.
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A place for us to share some of our explorations into the future of creativity, expression, and communication. The design composition is then imported into Flash Catalyst. With Adobe utilities, this technology is used for creating interactive components for Flex-based applications, and supports a parallel workflow on shared projects with developers using Flash Builder.
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Create interactive prototypes with the ability to leverage them in the final product. Adobe Flash formerly Macromedia Flash and FutureSplash is a multimedia software platform used for production of animations, rich web applications, desktop applications, mobile apps, mobile games, and embedded web browser video players.
Catalyst Browse works as your media assistant and lets you browse files from your Sony camera, deck, or card reader. The details will be found the below link or you can go adobe eSeminar to get on demand session about this topic. The presenter also mentioned that this beta is for designer mostly. Large- profile LED tubing Specifications subject to change without notice. Since Adobe announced that it will no longer be updating the flash player, there is no.
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The list can include images or text. You can tell that its contents are hidden because there is no eyeball icon beside the layer name. State Transitions Timeline Time-based animation Flash Catalyst transition effects are created using time-based animation. For example, you may want a video or SWF movie to begin playing automatically. Publish a finished project as a SWF file. Please note that the content in this guide is protected under copyright law even if it is not distributed with software that includes an end user license agreement. For information on Flash Player version penetration visit: www. Flash Catalyst will then display your design changes. Problem is, in the resulting MKV file, the audio is progressively out of sync.❿
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