Chapter 7 Heavy Symbolism In This Chapter (Remote web server)

Chapter 7 Heavy Symbolism In This Chapter Exploring types of symbols Making symbols Creating instances Flash offers a way to simplify your work, called symbols. A symbol can be any object or combination of objects, animation, or a Web button. When you create a symbol, the objects (or animation) become one object. Sounds like grouping, yes? (If you ve already read Chapter 4, you know what we mean.) The difference is that Flash stores the definition of the symbol in the Library. From the Library, you can now effortlessly insert multiple copies of the symbol into your movie. Each copy is called an instance. Besides making your life easier when you want to use a set of objects more than once, symbols have another advantage: They significantly reduce the size of your files. Rather than store each instance that you use, Flash stores one definition for the symbol and refers to that definition each time that you display an instance of the symbol. You can place symbols inside other symbols, which is called nesting. Used this way, symbols are the building blocks for complex graphics and animation. Motion-tweened animation requires symbols, groups, or text, so you often create symbols when preparing to animate. (Chapter 9 explains tweened animation.) So, symbols are all-around good guys, and you should use them as much as possible. Understanding Symbol Types Flash offers four types of symbols: graphic, movie clip, button, and font. Each type is made up of a group of objects or animation, but each type has a different purpose. Understanding these types is very important to understanding symbols and Flash animation in general.
From our experience, we are can tell you that you can find a reliable and cheap webhost service at Java Web Hosting services.

Leave a Reply