The Many Faces of Flash 8


Flash is a hybrid application that is like no other application. On the immediate surface, it may seem (to some) to be a simple hybrid between a Web-oriented bitmap handler and a vector-drawing program, such as Macromedia FreeHand or Adobe Illustrator. But while Flash is indeed such a hybrid, it's also capable of much, much more. It's also an interactive multi-media-authoring program and a sophisticated animation program suitable for creating a range of animations — from simple Web ornaments to broadcast-quality cartoons. As if that weren't enough, it's also the host of a powerful and adaptable scripting language.

ActionScript has evolved from a limited drag-and-drop method of enabling animation to a full-fledged object-oriented programming language very similar to JavaScript. Flash ActionScript can work in conjunction with XML (eXtensible Markup Language), HTML, and many other applications and parts of the Web. Flash content can be integrated with many server-side technologies, including Flash Remoting MX and Flash Communication Server MX, and the Flash Player offers built-in support for dynamically loading images, MP3s, movies, and other data. Flash can work seamlessly with ColdFusion, other application servers running PHP, Microsoft .NET services, and XML socket servers to deliver streamlined dynamic interactive experiences.

So, what's this evolving hybrid we call Flash really capable of? That's a question that remains to be answered by developers such as you. In fact, we're hoping that you will master this application and show us a thing or two. That's why we've written this book: to put the tool in your hands and get you started on the road to your own innovations.

Because Flash is a hybrid application capable of just about anything, a good place to start working with this powerhouse is to inquire, what are the components of this hybrid? And if they were separated out, how might their capabilities be described? Those are the questions that we answer in this chapter.

Bitmap Handler

In truth, Flash has limited capabilities as an image-editing program. It is more accurate to describe this part of the Flash application as a bitmap handler. Bitmap images are composed of dots on a grid of individual pixels. The location (and color) of each dot must be stored in memory, which makes this a memory-intensive format and leads to larger file sizes. Another characteristic of bitmap images is that they cannot be scaled without compromising quality (clarity and sharpness). The adverse effects of scaling an image up are more pronounced than when scaling down. Because of these two drawbacks — file sizes and scaling limitations — bitmap images are not ideal for Web use. However, for photographic-quality images, bitmap formats are indispensable and often produce better image quality and lower file sizes than vector images of equivalent complexity.

Vector-Based Drawing Program

The heart of the Flash application is a vector-based drawing program, with capabilities similar to either Macromedia FreeHand or Adobe Illustrator. A vector-based drawing program doesn't rely upon individual pixels to compose an image. Instead, it draws shapes by defining points that are described by coordinates. Lines that connect these points are called paths, and vectors at each point describe the curvature of the path. Because this scheme is mathematical, there are two distinct advantages: Vector content is significantly more compact, and it's thoroughly scalable without image degradation. These advantages are especially significant for Web use.

Vector-Based Animator

The vector animation component of the Flash application is unlike any other program that preceded it. Although Flash is capable of handling bitmaps, its native file format is vectorbased. So, unlike many other animation and media programs, Flash relies on the slim and trim vector format for transmission of your final work. Instead of storing megabytes of pixel information for each frame, Flash stores compact vector descriptions of each frame. Whereas a bitmap-based animation program (such as Apple's QuickTime) struggles to display each bitmap in rapid succession, Flash quickly renders the vector descriptions as needed and with far less strain on either the bandwidth or the recipient's machine. This is a huge advantage when transmitting animations and other graphic content over the Web.

Video Compressor

Flash Player 6 and higher include a built-in video engine — the Sorenson Spark codec — which means that the Flash Player plug-in can be considered one of the world's smallest video plugins. Flash Player 8 features an additional video codec, the On2 VP6 codec, which has superior compression and image quality. You can import source video files directly into Flash 8 document files (.fla), or create separate Flash Video files (.flv) that load into your Flash movies. Users do not need to have Apple QuickTime, RealSystems RealOne, or Microsoft Windows Media Player installed in order to view video in a Flash movie. Unlike Director Shockwave, which accommodates video but still requires Apple QuickTime to be installed to play back the video, Flash Player 6 and higher provide a seamless solution.

Cross-Reference 

To learn more about this exciting aspect of Flash authoring, refer to Chapter 17, "Displaying Video." We also discuss the Flash 8 Video Encoder and Sorenson Squeeze, applications designed to create the highest-quality Flash video content.

Audio Player

Since Flash Player 6, Flash movie files (.swf) have had the capability to load MP3 files during run time. You can also import other audio file formats into a Flash document file (.fla) during author-time. Sounds can be attached to keyframes or buttons, for background tracks or sound effects. A sound file's bytes can be distributed evenly across a timeline, so that the .swf file can be progressively downloaded into the Flash Player, enabling a movie to start playing before the entire sound file has been downloaded.

Multimedia Authoring Program

If the heart of Flash is a vector-based drawing program, then the body of Flash is a multimedia authoring program (or authoring environment). Flash document files (.fla) can contain multiple media assets, including sound, still graphics, animation, and video. Moreover, Flash is a powerful tool for creating truly interactive content because it enables you to add (ActionScript) commands to dynamically control movie file (.swf) playback. Whether you are designing simple menu systems or customized and intuitive experimental interfaces, Flash content can be authored to recognize and respond to user input.

Animation Sequencer

Most multimedia-authoring programs have a component for sequencing content as animation, and Flash is no exception. But in Flash, the animation sequencer is the core of the application. The Timeline window controls the display of all content — static or animated — within your Flash project. Within the Timeline window, there are two areas that enable you to organize content in visual space and in linear time.

Layers and layer folders enable you to keep track of content that has been placed into your Flash document. The visibility of each layer can be controlled independently, making it easier to isolate specific elements as you are authoring. Layers are viewed from front to back within each frame of the Timeline — items on upper layers overlay other items on lower layers. Any number of items can be placed on a single layer, but you have less control over the stacking order within a layer. Within the same layer, ungrouped vector lines and shapes will always be on the bottom level, whereas bitmaps, text, grouped items, and symbol instances will be on the upper level.

Tip 

Flash 8 documents can use Layer folders. This is invaluable for organizing projects that involve many separate elements.

Cross-Reference 

For a detailed "tour" of the Flash 8 environment, refer to Chapter 4, "Interface Fundamentals." We discuss the process of making artwork and managing groups and symbols in Chapter 5, "Drawing in Flash," and in Chapter 6, "Symbols, Instances, and the Library," respectively.

The structure that creates the illusion of movement in a Flash movie is a series of frames. Each frame represents a still moment in time. By controlling how the Playhead moves through these frames, you can control the speed, duration, and order of an animated sequence.

By changing the content in your layers on each frame, you can manually create frame-by-frame animation. However, one of the things that makes Flash such a popular animation machine is its ability to auto-interpolate or tween animation. By defining the content on a beginning and an end keyframe and applying a Motion tween or a Shape tween, you can quickly create or modify animated shape transformations and the movement of elements on the Stage.

Cross-Reference 

We discuss the many ways of creating Flash animation in Part III: "Creating Animation and Effects."

Within one Flash document, you can also set up a series of separate scenes; each scene is a continuation of the same Main Timeline, but scenes can be named, and reordered at any time. Scenes play through from first to last without interruption unless Flash's interactive commands ("actions") dictate otherwise.

Cross-Reference 

We introduce the steps for using ActionScript for simple control of movie playback in Part V: "Adding Basic Interactivity to Flash Movies."

Programming and Database Front End

The past few versions of Flash brought a vast expansion of the possibilities for integrating Flash interfaces with server-side technology and dynamic loading of content using XML, ColdFusion, and new server technologies such as PHP, ASP, JSP, Flash Remoting MX, and Flash Communication Server MX. These improvements largely came out of the development and maturity of ActionScript as a viable programming language. Flash has developed into an alternative front end for large databases, which means it can serve as an online store, MP3 player, or multiuser game and chat room — an amazing feat for an "animation program"!

With Flash 8, there are even more possibilities at your fingertips. One of the extended functionalities in this version is the incorporation of components supporting advanced data-aware capabilities. You can load JPEGs, GIFs, PNGs, MP3s, and Flash Video files into Flash at run time (or "on the fly"), without having to use a special server technology. You can use a wide range of data formats, from XML to Web Services (SOAP) to Flash Remoting.

There are many other enhancements to the programming environment and functionality of Flash that experienced users will appreciate and new users will come to value. ActionScript 2.0 continues the evolution of Flash's scripting language to a much more mature format, more closely adhering to ECMAScript 4. These changes support ActionScript's move toward acceptance as a standard, object-oriented programming (OOP) language on its own.




Macromedia Flash 8 Bible
Macromedia Flash8 Bible
ISBN: 0471746762
EAN: 2147483647
Year: 2006
Pages: 395

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