Archive for September, 2007

Web host sites - Flash assumes that a border exists around the

Tuesday, September 25th, 2007

Flash assumes that a border exists around the edge of the Stage. To change the border width, type a different number in the Stage Border text box. To change the accuracy for alignment between objects, type a number in the Horizontal and Vertical text boxes in the Object Spacing section of the dialog box. Click OK when you re done to close the dialog box. You can also use the grid and turn on the snapping feature for moving and copying objects. (See Chapter 3 to find out about the grid and snapping.) For example, you can attach one object to another by moving your first object until it snaps to the second, using the small black circle at the cursor as a guide. The snap align feature aligns objects by their edges. Object snapping aligns objects by their transformation point. See the section Changing the Transformation Point, later in this chapter for more information. You can also use the four arrow keys on your keyboard to move a selected object or objects. Each press of an arrow key moves the selection one screen pixel in the direction of the arrow. Press Shift plus an arrow key to move the selection by 10 screen pixels. Moving with the Clipboard You can move an object by cutting to the Clipboard and pasting if you want to move the object to another layer, scene, file, or application. After you select the object or objects, choose Edit.Cut. Alternatively, press Ctrl+X (Windows) or +X (Mac). Choose another layer or scene or open another file and do one of the following: To paste the selection in the center of the display: Choose Edit.Paste or press Ctrl+V (Windows)/ +V (Mac). To paste the selection in the same position relative to the Stage: Choose Edit.Paste in Place or press Ctrl+Shift+V (Windows)/ +Shift+V (Mac). Figure 4-4: The Edit Snapping dialog box makes your snap alignments snap to your orders. 84 Part II: 1,000 Pictures and 1,000 Words
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Selecting with the Selection tool To select an (Web hosting resellers)

Tuesday, September 18th, 2007

Selecting with the Selection tool To select an object, click the black Selection tool and click the object. That sounds pretty basic. But just when you thought it was safe to skip the rest of this section, we add some ifs and buts, so read on. What is an object? If you draw a shape that includes an outline (also called a line or a stroke) and a fill, such as a filled-in circle, you have two objects the outline and the fill. Most of these selection pointers don t work when you use the object drawing model for creating objects. When you use the object drawing model to draw an object, such as a rectangle, both the stroke and the fill are considered one object, so you can t select the stroke or the fill individually. Here are some pointers for selecting objects: If the object doesn t have an outline and is just a fill, you re home free. Click the object with the Selection tool, and it s selected. If the object has an outline and a fill, clicking the fill selects only the fill. The outline remains deselected. To select both the fill and the outline, double-click the object. To select the entire object, you can use the Selection tool to create a selection box. Click at one corner and drag to an opposite corner, making sure that the bounding box completely encloses the object or objects that you want to select, as shown in Figure 4-1. To select just an outline, click the outline with the Selection tool. Still, you never know when an outline is really several objects, like the one in Figure 4-1, which is made up of several curves. To select the entire outline, double-click it. Figure 4-1: You can create a bounding box by using the Selection tool to select one or more objects. 80 Part II: 1,000 Pictures and 1,000 Words
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Chapter 4 You Are the (Adelphia web hosting) Object Editor In

Tuesday, September 18th, 2007

Chapter 4 You Are the Object Editor In This Chapter Selecting objects Manipulating objects (moving, copying, and deleting) Reshaping shapes Working with fills Transferring properties to other objects Using the Transform command (scaling, rotating, skewing, and flipping) Combining objects Grouping and ungrouping Breaking apart objects Changing object order Undoing, redoing, and reusing actions This chapter tells you all you need to know about editing objects. You can manipulate objects in a zillion ways to suit your artistic fancy. The Flash editing tools can give you precisely the results that you want. Sometimes you need to edit because you made a mistake (rarely, of course), but often editing is just part of the creation process. You might also find that you have to alter imported graphics so that they fit into the scheme of things. Selecting Objects Before you can edit any object on the Stage, you need to select it. Flash offers many ways to select objects. After you get the hang of using the Flash selection tools, you ll find them efficient and easy to use.
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5. From the (Web server hosting) Curve Fit drop-down list, select

Monday, September 17th, 2007

5. From the Curve Fit drop-down list, select an option to represent how smoothly Flash draws the outlines. For the most exact results, select Pixels. 6. From the Corner Threshold drop-down list, select an option to represent how Flash reproduces sharp edges. For sharpest results, choose Many Corners. 7. Click OK to close the Trace Bitmap dialog box, and then deselect the graphic to see the result. When you import a bitmap graphic, Flash places the graphic in the current movie s Library. For best results, don t delete the original graphic from the Library, even if you have modified it. Flash continues to refer to the graphic after you have converted it to a symbol. (Chapter 2 explains all about the Library. See Chapter 7 for our total wisdom on symbols.) Whether you created your graphics in Flash or imported them, you probably need to edit them in many ways. Chapter 4 explains the details of editing objects. 78 Part II: 1,000 Pictures and 1,000 Words
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vector graphics format, also imports in this (Web site design and hosting) way.

Monday, September 17th, 2007

vector graphics format, also imports in this way. These formats work especially well when imported into Flash. You can sometimes find .wmf graphics in clip art collections and on the Web. You can import text from a text editor, and Flash turns it into a Flash text object so that you can edit and format it within Flash. See Chapter 5 for more on text. When you import a bitmap graphic, you often need to take some steps before you can use the graphic in your Flash file. You can manipulate your graphics in several ways to make them more Flash friendly: Delete the background: In many cases, Flash imports not only the shape you want, but also a rectangular background that you don t want. To get rid of that background, deselect the imported object, select just the rectangular background, and press Delete. If that doesn t work, read on. Ungroup the graphic: Ungrouping separates grouped elements into individual elements. Ungrouping retains most of the features of your graphic. Select the graphic and choose Modify.Ungroup. If you find that you still can t work with your graphic properly, read the next item. Break apart the graphic: Break imported graphics to separate them into ungrouped, editable elements. Breaking apart is useful for reducing the file size of graphics that you import. Breaking apart converts bitmaps to fills, converts text to letters and outlines, and breaks the link between an Object Linking and Embedding (OLE) embedded object and its source application. In other words, the Break Apart command is a powerful tool. Select the graphic and choose Modify.Break Apart. You may have to repeat the process to break the graphic completely apart. Trace the bitmap: Flash can work magic. If you want total control within Flash, convert a bitmap to a vector graphic. To trace a bitmap, follow these steps: 1. Import the bitmap don t deselect it or perform any other action on it. 2. Choose Modify.Bitmap.Trace Bitmap. The Trace Bitmap dialog box opens. 3. In the Color Threshold text box, type a number to represent the threshold. The higher the number, the fewer the colors you get in the final vector graphic. For close results, try a value of 10. 4. In the Minimum Area text box, type a number to represent the number of nearby pixels that Flash considers when assigning a color to a pixel. For greatest fidelity, try a value of 1. Chapter 3: Getting Graphic 77
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Apache web server - Table 3-1 Files That Flash Can Import File

Sunday, September 16th, 2007

Table 3-1 Files That Flash Can Import File Type Windows Mac Adobe Illustrator (.eps, .ai) through version 10 X X All PostScript, including Acrobat PDF (.eps, .pdf, .ai) X X AutoCAD DXF (.dxf); 2-D only X X Bitmap (.bmp) X X* Enhanced Metafile (.emf) X Flash Player 6/7 (.swf) X X FreeHand (.fh*); versions 7 to 11 X X FutureSplash Player (.spl) X X GIF/animated GIF (.gif) X X JPEG (.jpg) X X MacPaint (.pntg)* X X Photoshop (.psd)* X X PICT (.pct, .pic) X PNG (.png) X X QuickTime image (.qtif)* X X Silicon Graphics Image (.sgi)* X X Targa (.tga)* X X TIFF (.tif)* X X Windows Metafile (.wmf) X *Only if QuickTime 4 or later is installed You can also simply copy and paste graphics. From the other application, copy the graphic to the Clipboard; then return to Flash and choose Edit. Paste. However, in some cases, you might lose transparency when using this method. See Chapter 13 for details on exporting objects. Using imported graphics Vector graphics from any drawing program become a grouped object that you can use like any other Flash object. The .wmf format, which is a Windows 76 Part II: 1,000 Pictures and 1,000 Words
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Web hosting e commerce - You can also precisely align existing objects. For

Sunday, September 16th, 2007

You can also precisely align existing objects. For more information, see Chapter 4. The Import Business Using Outside Graphics So maybe you re the lazy type or totally without artistic talent and you really need help. Flash hasn t given up on you completely. Rather than create your own graphics, you can use the work of others. Although Flash creates vector-based graphics, it can import both bitmap and vector graphic files. When using others artwork, be careful about copyright issues. For example, some graphics available on the Web can be used for personal, but not commercial, purposes. Most Web sites that offer graphics for downloading have a written statement explaining how you can use their graphics. Importing graphics To import a graphic file, follow these steps: 1. Choose File.Import.Import to Stage. The Import dialog box opens. 2. In the dialog box, locate and choose the file that you want. 3. Click Open/Import to open the file. The file appears on the Stage. If the file is a bitmap, it also goes into the Library. To import a graphic file directly into the Library without displaying it on the Stage, choose File.Import.Import to Library. A cool feature of Flash is its capability to recognize and import sequences of images. If the image file that you choose in the Import dialog box ends with a number and other files in the same folder have the same name but end with consecutive numbers (for example, an1, an2, and so on), Flash asks whether you want to import the entire sequence of files. Click Yes to import the sequence. Flash imports the images as successive frames on the active layer so that you can use them as the basis for animation. (Chapter 9 explains more about frames and animation.) Table 3-1 provides a list of the types of files you can import into Flash. Chapter 3: Getting Graphic 75
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Web design - To turn on snapping, choose the Selection tool

Sunday, September 16th, 2007

To turn on snapping, choose the Selection tool and click the Snap modifier in the Options section of the Tools panel or Choose View.Snapping.Snap to Objects. To snap to the grid, choose View.Snapping.Snap to Grid. Use the same method to turn snapping off again. Snapping pulls your cursor to the grid points and to existing objects while you work. You can take advantage of snapping both while drawing new objects and editing existing objects. When you have snapping on and select an object, Flash displays a small, black circle and snaps that circle to the grid points. Setting snap-to-grid preferences You can get downright picky about how Flash snaps to grid points. Do you want the end of a line (for example) to always snap, or should it snap only if it s close to a grid point or existing object? To set your preferences, choose View.Grid.Edit Grid. From the Snap Accuracy drop-down list, select one of the options, which range from Must Be Close to Always Snap. Setting snap-to-objects preferences Because snapping applies to objects as well as grid points, you can separately set how Flash snaps to objects. Choose Edit.Preferences (Windows) or Flash.Preferences (Mac) and click the Drawing category. Click the Connect Lines drop-down list and select Must Be Close, Normal, or Can Be Distant. Although Flash calls this the Connect Lines setting, it affects rectangles and ovals as well as lines that you draw with the Line and Pencil tools. This setting also affects how Flash recognizes horizontal and vertical lines and makes them perfectly horizontal or vertical. For example, the Can Be Distant setting adjusts a more angled line than the Must Be Close setting. Pixel, pixel on the wall If the grid isn t precise enough, you can snap to pixels. Choose View. Snapping.Snap to Pixels to toggle snapping to pixels on and off. If Snap to Pixels is on, when you zoom in to 400 percent or higher, Flash automatically displays the pixel grid. With Snap to Pixels on, all objects that you create or move snap to the pixel grid. When Snap to Pixels is on, you can press the C key to temporarily turn off pixel snapping. In the same situation, you can press the X key to temporarily hide the pixel grid (but not while you re in the process of drawing). 74 Part II: 1,000 Pictures and 1,000 Words
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Hp web site - To use the guides, you must display the

Saturday, September 15th, 2007

To use the guides, you must display the rulers, as we describe in the preceding section. To display guides, choose View.Guides.Show Guides. But that action simply turns on the Guides feature; you still don t see anything! To display the guides, you need to drag them from the rulers. Drag from the left ruler to create a vertical guide, and drag from the top ruler to create a horizontal guide. To customize the guides, choose View.Guides.Edit Guides to open the Guides dialog box, where you can choose the guide color or clear all the guides. To force objects to snap to (attach themselves to) the guides, select the Guides check box in the Guides dialog box. You can use the Snap Accuracy drop-down list in the Guides dialog box to choose how precisely Flash snaps to the guides. To remove an individual guide, drag it back to its vertical or horizontal ruler. To lock the guides so that they don t move while you work, choose View. Guides.Lock Guides. Working with the grid You can display a grid on the Stage to help you draw more accurately and to gauge distances. The grid exists only to guide you it never appears when the movie is printed or published on a Web site. Simply displaying the grid doesn t constrain your objects to points on the grid. Use the grid by itself when you want a visual guide for sizing, moving, and laying out the Stage. To display the grid, choose View.Grid.Show Grid. Use the same command to hide the grid again. You can set the size of the grid squares. Choose View. Grid.Edit Grid to open the Grid dialog box. You can also change the color of the grid lines here. You can change the units of measurement used for the grid by choosing Modify.Document. In the Modify Document dialog box, select the unit that you want from the Ruler Units drop-down list and click OK. Snapping turtle When you want even more precision, you can turn on snapping. Snapping tells Flash to snap objects to the intersections on the grid or to other objects. Usually, you want the grid on when you use snapping so that you can see the snap points. Chapter 3: Getting Graphic 73
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Web hosting support - To give yourself more room to work while

Saturday, September 15th, 2007

To give yourself more room to work while you create drawing objects on the Stage, you can hide the Timeline by choosing Window.Timeline. Do the same to display the Timeline again when you need to work with layers or start animating your work. By default, the ruler is measured in pixels. Computer screens are measured by how many pixels they display horizontally and vertically. Pixels are useful for Web site work because Web browsers work with only this unit. A pixel, however, is not a fixed physical size because it depends on the resolution capacity and settings of your screen. You might find it easier to think in inches or millimeters. You can set the ruler to the unit of measurement that is most helpful to you. Choose Modify.Document to open the Document Properties dialog box. From the Ruler Units drop-down list, choose one of the units (pixels, inches, points, centimeters, or millimeters) and click OK. When the ruler is displayed, lines appear on the top and side rulers whenever you drag an object either while creating it or editing it. For example, when you drag to create a rectangle, you see a line on each ruler telling you where you started and where you ended up. If you re moving the rectangle, Flash displays two lines on each ruler indicating the outside dimensions of the rectangle. You can easily move the rectangle one inch or 50 pixels to the left by looking at the lines on the top ruler. Using guides Guides help you lay out the Stage more precisely. Guides (refer to Figure 3-19) are horizontal and vertical lines that you can use as drawing aids while you work. Don t worry guides never appear in the published Flash Player file. Figure 3-19: Display the ruler to help you draw more precisely; for more control, drag guides onto the Stage. 72 Part II: 1,000 Pictures and 1,000 Words
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