Macromedia Flash8 Bible
Chapter 1: Understanding the Flash 8 Framework
- Introducing Flash Player 8
Chapter 3: Planning Flash Projects
- Information Architects
Chapter 5: Drawing in Flash
- Adjusting Drawing Settings
Chapter 6: Symbols, Instances, and The Library
- Resolving conflicts between Library assets
- Graphic symbols versus Movie Clip symbols
- Editing and Developing
Chapter 10: Animation Strategies
- Keeping Ideas Fresh
Chapter 11: Timeline Animation
- Frame Rate and Animation Timing
- Read This Before Using Create Motion Tween
Chapter 15: Adding Sound
- MP3s Demystified
- How Sound Is Stored in a Flash Movie
Chapter 16: Importing Artwork
- Raster Images: Resolution, Dimensions, and Bit Depth
Chapter 17: Displaying Video
- XML Schemas for Cue Points
- Using Appropriate Data Rates with Your Target Audience
Chapter 18: Understanding Actions and Event Handlers
- Deprecated and Incompatible Actions: What Are They?
Chapter 19: Building Timelines and Interactions
- What Is Dot Syntax?
- Paths in Flash 4 or Earlier Movies
Chapter 20: Making Your First Flash 8 Project
- Main Timeline versus Scene Structure
Chapter 21: Publishing Flash Movies
- One Reason to Use Imported MP3 Files
- A Word about the Export Movie Command
Chapter 23: Using the Flash Player and Projector
- The Flash Player on Mobile Devices
Chapter 24: Knowing the Nuts and Bolts of Code
- Using Esc Shortcut Keys for Actions
- Using the #include Action
- Subroutines in Flash Player 4 or Flash Lite 1.0/1.1 Movies
Chapter 26: Using Functions and Arrays
- Strict Typing in ActionScript 2.0
- Emulating Arrays in Flash Player 4 or Flash Lite 1.0/1.1 Movies
Chapter 28: Sharing and Loading Assets
- _level0 or _root: What's the Difference?
- loadMovie() versus loadMovieNum()
- Loading External Files Through Proxy Servers
Chapter 31: Creating a Game in Flash
- A Quick Overview of Events and the EventDispatcher Class
Chapter 32: Managing and Troubleshooting Flash Movies
- Simulating the trace() Action Online
- Using the Debug Version of Flash Player 8
- Layer Order and Execution Order
Chapter 33: Using Components
- Different Flash MX Components
- For Uncompiled Components Only: Component Definition Dialog Box
Chapter 36: Working with Raster Graphics
- Color Management in Photoshop
Appendix D: Digital Video Basics
- Comparing Video Sources