Monday, September 14, 2009

In Context Editing in Dreamweaver CS4

If you're like me you are a bit cynical regarding upgrades.
I need to see a feature that I need to really get jazzed by an upgrade.

In Context editing in Dreamweaver CS4 is that feature...but it's not for me.
I know Dreamweaver and have worked with it for years and use it to create, manage, edit and maintain web sites. I know HTML and CSS and how to ftp files to a server.

In Context editing is for my clients...who don't know Dreamweaver, don't know html, don't know how to edit a page in Dreamweaver and don't know, html, CSS or any other web technology.

What they need is a simple way to edit a web page on a regular basis without calling me to do it for them. What they need is InContext Editing which allows anyone to make simple edits to a web page in the browser.

For the time being I recommend you peruse this article for In Context editing on the Adobe Labs site InContext Editing on Adobe Labs

In a few weeks I'll report on my experience of implementing it on a site I'm working on.

Wednesday, August 5, 2009

Playing Sound in Flash Part 1

You all know that you can play sound in Flash.
This post will explore the various ways you can play sound in Flash.
Basically, we can break it down to 3 different techniques:

A: Import the sound into Flash and associate that sound to a keyframe (by selecting a keyframe and then choosing the sound from the "sound" area of the Property panel) when the playhead in the timeline reaches that keyframe, the sound will play.

B: Import the sound into Flash and use Actionscript to play the sound. Note in this case the sound is never associated with a keyframe rather you can play the sound whenever you need to by writing some Actionscript, playing the sound is not dependant on the playhead reaching a particular frame.

C. Keep the sound external to Flash (and the swf file) and use Actionscript to load and play the file. (We will cover details of this technique in another upcoming post.)

The remainder of this post we'll cover details of technique "B" above, using Actionscript to play a sound that's been imported into the Library.

If you use this technique, there is one thing you need to do before writing the Actionscript and testing the movie. It involves the fact that if you have a resource (such as a sound file or graphic) in the library and you don't have a reference to that resource in the timeline, when you create an swf file, either when publishing or just testing the movie, Flash will assume that because there's no reference to that resource in the timeline that you don't actually need it, it assumes you're not actually using it and it throws away the data that represents that resource: why save data that's not being used, but of course you are using that resource, you're just using Actionscript to play it back and not the timeline. You need to tell Flash not to throw it away.

Here's what you do: in the Library panel, select the imported sound file and then right-mouse click on it. Choose "Linkage" and then when the dialogue box appears click on the check box that says "Export for Actionscript".



This is essentially telling Flash not to throw this resource away, you're going to be using it with Actionscript. Also I'd recommend, though technically it's not required, you can just use the name of the sound file without the extension, that you type in a new Class name, in the example above I typed in "mySound" (without the quotes). Note that his is an arbitrary word, you're making it up.

When you click Ok to close the dialogue box Flash will put up a message which says: "A definition for this class can not be found in the classpath, so one will be automatically generated..." Great, no problem. If you know what a class is fine, if not, don't worry about it. Though you will be referencing that class in the first line of code below. Flash is essentially creating a new sound class based on the particular sound name you entered.

After that you can start writing the Actionscript code that will play the sound.
To do so you will need to use the Sound class and create a new instance (object) from it.

To play the sound first use the class name you typed into the linkage dialogue box above and create a new instance of it using the first line of code below.

var myNewSound:Sound = new mySound();

Note, whatever name you used in the dialogue box for the class name is the word you need to use in the line above where I have "mySound". If you used pepperoniPizza as the class name in the dialogue box your code would look like this:

var myNewSound:Sound = new pepperoniPizza( );

The sound wont start playing till you referencre the instance of the sound object you created in the first line and execute the play method:

myNewSound.play();

To stop the sound from playing execute the stop method:

myNewSound.stop();

The completed code for playing the sound:

var myNewSound:Sound = new mySound();
myNewSound.play();

Your homework assignment is to take this code and modify it so that you play a sound when the user clicks on one button and stop the sound when the user clicks on another button.

Note: the screenshot above was taken from Flash CS3 but the technique is the same for Flash CS4 though the dialogue box there looks a bit different you still choose Linkage Export for Actionscript. Also, we're using Actionscript 3 code here which works in either Flash CS3 or Flash CS4.




Monday, June 8, 2009

Flash versus Flash Builder (aka "Flex) Simplified

Adobe has made the beta release of Flex 4 available, but surprise, surprise...it's no longer named "Flex". "Flash Builder 4" is now the official name of the product. The name change will either clarify some people's confusion over what Flex actually did or it will create more confusion as people who have never used the product try to figure out the difference between Adobe Flash CS4 and Flash Builder (aka "Flex").

Here is our humble effort to clarify the issue:

Flash (the traditional version, known officially now as Adobe Flash CS4) started out as a drawing program, then animation was added to it, then interactivity with Actionscript was added to it. The method by which you construct a Flash production is with the "timeline" the interface element in Flash which allows you to construct your presentation over time using a frames-based interface. The timeline is good for producing animations over time...not as good for programmers striving to create interactive Flash productions and applications using Flash for the web. They (programmers) had no experience with using a timeline, it is a totally new and unusual interface element outside the realm of their programming experience.

The solution to the programmer's conundrum with Flash was Flex: a product designed largely for "developers" (aka programmers) using an interface they were already familiar with. Both Flash and Flex output .swf files, the Flash file format that is supported by the Flash Player (the plug-in that needs to be installed in your browser so it can play back a .swf file).

Flex (aka "Flash Builder") doesn't allow you to create animations as does Flash, though you can take an animation created in Flash and play it back in your Flex (Flash Builder) production. Flex (Flash Builder) is optimized for creating highly interactive applications for the web, much of the same functionality can be found in Flash but with Flash you have to deal with that darn timelime and you don't have as many built-in components to help you create an interface for your Flash/Flex-based web application.

Got it? If not, email me and I'll try to clarify further: kdurso@multigroup.com

Wednesday, April 8, 2009

Adobe Announces Flex Builder Free for Unemployed and Students/Faculty

In a recent announcement, Adobe has made Flex Builder their application for creating Rich Internet Applications applications for the web, free to students and faculty as well as unemployed developers.

Information regarding both offers can be found at the url below:

Free Flex



Flex outputs Flash files (.swf) files and is typically used to create highly interactive files for the web or interactive applications that can connect to the web using Adobe Air. Unlike Flash, Flex has no animation capability but allows you the option to playback Flash files within a Flex application.

Flex uses Actionscript 3 (same as Flash) and mxml, a language based on xml.

Flex is being used on the web for everything from the Sherwin-Williams color picker,
http://www.sherwin.com/visualizer/

to Pikeo, online photo sharing
http://www.pikeo.com/

to Yahoo Maps, the UNO game on Facebook and more.

Adobe is also supporting another site which lists jobs for Flex developers:
Flex Jobs

For more information about Flex and discounted Flex classes at our facility in Silicon Valley please email me at kdurso@multigroup.com

Friday, March 13, 2009

Dreamweaver CS4 ACE Objectives

Creating a web site today requires some expertise in a variety of different technologies: xhtml, Cascading Style Sheets (CSS), javascript, application servers, ajax...

Adobe Dreamweaver is the leading software product on the market which allows you to meld all or some of these technologies together to create a static or dyanmic web site. (See our blog post on "Dreamweaver Training Tips" to learn the difference between static and dynamic web sites.)

Becoming an Adobe Certified Expert in Dreamweaver is a powerful credential to have and a great way to synthesize and process the essential information you need to create web sites using an industry-leading product.

To the best of our knowledge, these are the ACE (Adobe Certified Expert) Objectives for Dreamweaver CS4. Use them as a guide to study for the test. Our Dreamweaver class ()http://www.multigroup.com) covers these objectives during the course of the class. Call us (408-315-8720) in regard to taking the class and receive a discount by telling us you read about it here.

1.0 Understanding Web technologies

1.1 List and describe the infrastructure required to implement and deploy Web sites.

1.2 Given a scenario, explain the requirements for supporting video, PDF documents,

and SWF.

1.3 Explain how to mitigate page weight.

1.4 Given a scenario, describe the infrastructure required to support application servers.

(Scenarios include: ColdFusion, ASP, JSP)

1.5 List and describe the difference between client-side and server-side scripting.

1.6 Describe techniques for making pages accessible.

2.0 Managing sites

2.1 Given a scenario, create a site. (Scenarios include: using the Site menu bar and Files

panel)

2.2 Locate files associated with a Dreamweaver site.

2.3 Manage files associated with a Dreamweaver site. (Including: moving, deleting,

renaming, copying, associating)


3.0 Remote connectivity

3.1 List and describe the methods available for connecting to a remote server. (Methods

include: ftp, sftp, WebDAV, and network file share)

3.2 Synchronize files. (Methods include: Using the Files panel, Site menu, cloaking)

3.3 Use get, put, check-in, and check-out to transfer files.

3.4 Configure local, testing, and remote servers.

4.0 Working in Design view

4.1 Describe options available for positioning objects. (Options include: AP DIV, CSS

and tables)

4.2 Design a page by using a tracing image.

4.3 Given a visual aid, explain the purpose of and/or when that visual aid. (Visual aids

include: Layers, tables, CSS, invisible elements)

4.4 Work with the Properties panel and Tag bar.

4.5 Explain the benefits of using Live View and Live Data.

5.0 Working in Code view

5.1 Configure preferences for Code view.

5.2 Manage code by using Code view. (Options include: Collapsing, word wrap, highlighting

invalid code, and formatting)

5.3 Explain how to get information about tags. (Options include: Properties Inspector

and Tag Editor)

5.4 Find and replace code in Code view. (Options include: entire site and current page)

5.5 Explain how to select blocks of code in Code view.

6.0 Working with templates

6.1 Create editable areas in templates.

6.2 Apply a template to a page.

6.3 Create and use template variables.

6.4 Create and use editable attributes.

6.5 Explain the process of and issues associated with distributing template changes to pages.

6.6 Create and use library items.

7.0 Working with assets

7.1 Manage assets by using the Assets panel.

7.2 Given a media type, insert and deploy that media type into a page. (Media types

include: SWF, FLV, Flash Paper, images)


8.0 Designing pages with CSS

8.1 Create and work with AP elements.

8.2 Create styles for typography and positioning by using the CSS and properties panels.

8.3 Describe the Box model.

8.4 Create and attach style sheets to pages.

8.5 Explain the behavior of inheritance with respect to styles and style sheets.

9.0 Testing Web pages and sites

9.1 Validate that pages and sites conform to accessibility standards.

9.2 Describe the HTML reports that are available for testing.

9.3 Identify and fix broken links.

10.0 Application development

10.1 Create forms and use data sets by using Spry.

10.2 Describe the functionality provided by the Behaviors panel and the Server Behaviors panel.

10.3 Describe the role of an application server.

Monday, March 9, 2009

Adobe Product Glossary


As the principal of the Multimedia Resource Group (http://www.multigroup.com) an Adobe Authorized Training provider in Silicon consequently, we often get questions from people about which product they should buy and use.

We put together this Adobe Product Directory and Glossary together to give people
a simple overview of Adobe Products.

This list is still a work in progress. Note this glossary is not complete but it does list most major Adobe products; all definitions are our interpretation of the major features and purpose of each product.
Adob

Adobe Flash

Adobe Flash is a program for creating animations, presentations and interactive productions for the web.It can be used for everything from animated banners, to online training, to interactive games, to creating entire web sites and more. Flash files (.swf) can contain graphics, sounds, videos, interactivity (buttons that do something when clicked using Actionscript, the scripting language built in Flash.). A very popular technology on the web today. Flash files are played back though the "Flash Player" a browser plug in that most people already have.

Flash can also be used to encode and playback video files. All "YouTube" videos are encoded as Flash video files.

Adobe Flex

An application or framework that allows you to output swf files that are played back using the Flash Player. Flex is available as an application from Adobe: Flex Builder, or an open source application Flex 3 SDK. Much of the functionality of Flex is typically implemented using componenents (pre-build "widgets" that come with Flex). Actionscript 3.0 is also used in Flex as its scripting language (as it is in Flash). Flex also uses mxml, a custom mark-up language similiar to xml.

Flex files are used to create web applications that playback using the Flash Player, as does Flash. Flex has no animation capability but swf files created in Flash can be used in Flex. Typicallly, Flex files tend to be highly interactive web applications. Both Flash and Flex can be used to create web applications, though some applications may be more expediantly created in Flex.

Adobe AIR

Adobe Integrated Run time (AIR): desktop applications (doesn't play on the web) created in either Flex or Flash. Twitter Deck and Thwirl are AIR applications.

Adobe Dreamweaver

Adobe Dreamweaver is the industry-leading professional product for creating, maintaining and deploying web sites.

Adobe InDesign

InDesign is the industry leading product for producing page layouts for print: everything from a one page flyer, newsletter, magazine or book. InDesign files can be displayed on the web when output as .pdf files.

Adobe Photoshop

Photoshop is the industry leading product for creating and working with bitmap graphics for print or web.

Adobe Illustrator

Illustrator is the industry leading product for creating and editing graphics using vector shapes for output to print or web.

Adobe Fireworks

A product Adobe acquired from Macromedia created specifically to create graphics and related resources for the web.

Adobe Captivate

Captivate is an eLearning tool allowing you to create online present ions, as well as software demonstrations and simulations with or without interactivity.

Adobe Contribute

A product that allows people with no knowledge of the tools and techniques needed to create web pages to manage and update web sites.

Adobe Acrobat

An application that allows you to create pdf files from various sources for print or web. The resulting files may include forms, interactivivity and a variety of different media.

Adobe FrameMaker

An application typically used to create and mange long documents such as books.

Adobe Cold Fusion

A server technology and scripting language (Cold Fusion Markup Language; cfml) used for the creation and support of dynamic web sites.


Training, Consulting and Development

The Multimedia Resource Group offers training, consulting and development services using all of these products, call or email us for more information: training@multigroup.com; 408-315-8720.

If there is an Adobe product that you need more information about, whether it's on this list or not, feel free to email us with your question: training@multigroup.com

Sunday, March 1, 2009

Flash CS4 Top New Features

If you're still deciding whether to upgrade or not, or just perversely curious: A list of major new features in Flash CS4. Keep in mind the Flash CS4 is the first version of Flash to be retooled under the Adobe umbrealla. (Flash CS3 was released as an Adobe product but was designed at Macromedia.) In my opinion it represents the most significant change in Flash since it was released. For many people the first three features listed below will be reason enough to upgrade.

Inverse kinematics with the Bones tool
Perhaps the coolest new feature in Flash: Create chain-like animation effects with a series of linked objects, or quickly link a single vector shape into interconnected "bones" that swivel and move using the new Bones tool. This is a boon for creating all kinds of animations from "character" animations (think cartoons) to scientific simulations. Here's an example: http://www.onemotion.com/flash/spider/ Be sure to click on the spider and drag him around.

Motion editor
Allows you to precisely control numerous parameters of an animated object including rotation, size, scale, position, filters, and more. Refine easing control with graphical displays. Again another major improvement for designer and animators as Flash begins to add some sophisticated animated controls a la After Effects.

Motion presets
Allow you to jump-start tart your project with sophisticated prebuilt animations that can be applied to any object. Essentially Motion Presets are a a library of various animated effects you can apply to an object (symbol) to animate it. Even if you don't use it on a regular basis it can safely stimulate your own creative animation juices. Select from dozens of presets or create and save your own animated effects that you may have created or tweaked with the Motion Editor as presets. These are easy to use and you can also share presets with others.

Object-based animation
This is the new way to tween (animate various properties of an object): applies tweens directly to objects (symbols) instead of to keyframes. Automatically generates an animation path and allows you to modify the path. This is the new look of “tweening” in Flash, quicker then the previous version; automatically changes the object into a Movie Clip symbol and extends the timeline 24 frames; it also automatically produces the second keyframe for you. Cool new feature, and if you want to revert to the "classic style" of tweening, you can.

3D transformation
Animate 2D objects through 3D space with new 3D translation and rotation tools, which allow you to animate along the x, y, and z axes. Apply local or global transformation to any object.

Authoring for Adobe AIR (Adobe Integrated RunTime)
Deliver interactive experiences to the desktop with new integrated capability to publish to the Adobe® AIR™ runtime. http://www.adobe.com/products/air/
If you use Twitter, you probably know TweetDeck, and TweetDeck is an Adobe Air application. Flash CS4 allows you to create AIR applications as does Adobe Flex. More on Tweetdeck: http://www.tweetdeck.com/beta/

XFL support
No, Flash is not supporting some renegade offshoot of the National Football League. XFL support however is aiding and abetting incestuous relations among the Adobe clan (gasp!) allowing you to take content from Adobe InDesign, or After Effects, save it as an .xfl file and import it in Flash and retain "file integrity". Will try to come up with some examples of this and will post more info...later. In the meantime: http://help.adobe.com/en_US/InDesign/6.0/WS2DECDF40-B6DA-40b6-804F-2703D6C6A460.html


Procedural modeling with Deco and Spray Brush new
Turn symbols into instant design tools. Apply symbols in a variety of ways: Quickly create kaleidoscope-like effects and apply fills using the Deco tool, or randomly spray symbols across any defined area using the Spray Brush. This is beefs up the designer tool chest in Flash, similar in functionality to the symbol sprayer tool in Adobe Illustrator.

Metadata (XMP) support
Add metadata to SWF files using the new XMP panel. Quickly assign tags for enhanced collaboration and better mobile experiences. (XMP is an RDF-based framework of Adobe Systems Incorporated that supports the embedding of metadata in application files.
More information on XMP is available here: http://www.adobe.com/products/xmp/overview.html

H.264 support
Flash now allows you to create and playback High Definition video, in addition to the other video formats previously supported.This is a big deal if you're a video geek, and with the cost of HD camcorders dropping we'll all soon be video geeks.

Sunday, January 18, 2009

Flash CS4 ACE Objectives

These days, becoming an ACE (Adobe Certified Expert) can give you a leg up in landing a job, not to mention honing your skills to a finely burnished edge.

To become an ACE you need to pass a closed-book, multiple choice test: you sit in front of a computer screen and answer the questions. The test is administered by Pearson VUE or Thomson Prometric at their testing facilities world-wide.

Pearson VUE: check for locations online at www.pearsonvue.com

Thomson Prometric: check for locations online at www.2test.com


Below the Adobe Flash CS4 ACE Objectives, all the Flash topics that will come up on the ACE test.

To prepare for the test you may be interested in taking our Flash Level 1 class and our Flash Level 2 class (Actionscript). We make sure to go over the ACE Objectives in the class, and we provide resources and sample tests after the class. The classes are described on our web site Multimedia Resource Group http://www.multigroup.com

Self-employed and unemployed people may qualify for a discount for these classes.


Flash CS4ACE Exam Objectives

1.0 Planning and designing Flash applications
1.1 Given a scenario, choose the appropriate type of image asset and explain when and
why you would use that asset type. (Image asset types include: vector, bitmap, SVG)
1.2 Given a requirement based on your audience, determine the appropriate Flash features and options used to meet the needs of your audience. (Audience requirements
include: publishing to AIR, accessibility, player version)

2.0 Creating and managing assets
2.1 Given an option in the Library panel, explain the purpose of and how to use that
option.
2.2 Given a tool, create a shape by using that tool. (Tools include: Deco, Spray Brush, Rectangle Primitive)
2.3 Given a tool, work with an existing asset by using that tool. (Tools include: Transform, 3D Rotation, Bone)
2.4 Given an asset, modify individual properties to achieve specific design requirements. (Design requirements include: advanced text controls including anti-aliasing,stroke control and styling)
2.5 Import external assets into Flash. (External assets include: XFL from InDesign or
After Effects, Photoshop files, Illustrator files, and images)
2.6 Create and manage text fields by using the Text tool.
2.7 Given an asset, convert that asset to a symbol.
2.8 Given a component, explain the purpose of or how to use that component.
2.9 Edit the skin of a component.

3.0 Creating Flash movies
3.1 Create animations by using the Timeline.
3.2 Edit animations by using the Motion Editor.
3.3 Reuse animations by using Motion Presets.
3.4 Incorporate and manage audio and video in your movie.
3.5 Apply filters and effects to Movie Clips and text.
3.6 Manage performance by utilizing bitmap techniques.
3.7 Apply inverse kinematics to objectives by using the Bone tool.

4.0 Programming with ActionScript 3.0
4.1 Given an ActionScript class, create an instance from and work with the properties of that class.
4.2 Given an object-oriented concept, explain the definition of or purpose associated
with that concept. (Object-oriented concepts include: Classes, Interfaces, Inheritance, Polymorphism, and Packages)
4.3 Create custom classes. (Options include: Extending, Subclassing)
4.4 Explain how to use the Document class.
4.5 Load content and data from external sources. (Sources include: XML, SWF, and
remote objects)

5.0 Testing, publishing, and deploying Flash movies
5.1 Recognize effective optimization considerations when testing and debugging Flash
applications.
5.2 Test an application by using the Debugger.
5.3 Given a code snippet, find the error in that code snippet.
5.4 Given a scenario, select the appropriate Publish settings to deploy a Flash movie. (Scenarios include: Web delivery and AIR)

Wednesday, January 7, 2009

Overview of the Debugger in Flash CS4

Using the Debugger Overview

Ok, this is not the sexiest Flash topic out there, but I've found very little on this topic when I did a search so I thought I'd make this contribution for the collective benefit of Flashinistas world-wide.

The Debugger in Flash CS4 is a window and set of related tools to help you “debug” or troubleshoot Actionscript code that is not executing properly. Typically to make full use of the Debugger you’ll need to set a breakpoint in your code that tells the Flash player to stop executing your Actionscript at the particular line in your code where the breakpoint is set. Think of it as a tool that allows you to freeze time, or at least the time during which your Actionscript code is executing.
Then using tools in the Debug Window you can very deliberately choose to execute the specific line of code in which the breakpoint is set and then observe what happens. This ability, to step through your code (among other related tools which will be described in greater detail below) line by line can be extremely useful when trying to find the fly in the ointment (or the bug in your code).

Try this simple example:

Create a new file.
Select the keyframe in frame one , open the Actions panel and add the three trace statements, one on each line:

trace(“first”);|
trace(“second ”);
trace(“third ”);

Add a breakpoint by only after before the first trace, clicking to the left of the number 1 (the line numbers that should automatically be generated as you write Actionscript code. A red circle indicating the break point should appear.

Select Debug Movie from the Debug menu to enter the debugging window.
You’ll notice a set of interrelated panels: in the upper left the Debug Console; lower left Variable Panel; The area at the top center display a line (or lines if more than one) where Actionscript was encountered in the file, below that the code for the currently selected frame or a selected external Actionscript file; and the Output panel at the bottom .
You will notice that the string “First” being evaluated from the first trace function has not yet appeared in the Output panel, the reason is the break point stopped the execution of the code just before that line was executed.

In the Debug Console panel in the upper left hand side click on the green “Continue” button which will execute all the code till another break point is encountered. . Note that the evaluation of the trace function now appears in the output panel and all three trace statements appear: “first”, “second”, “third”.

Close the Debug window by either clicking on the large red X in the Debug Console or clicking on the close button for the swf file that was generated when you first choose Debug movie.
Go back to the Flash file and execute Debug Movie again.
This time click on the Step Over button which will cause the debugger to jump to the next line of code and stop. Continue clicking on the Step Over button to step through your code line by line. If there were any variables and properties in your code you can seethem and check their values changing in the Variables panel in the lower left corner.

Note the other two buttons:
Step In will jump to any function or method reference on the current breakpoint line and then step through the code of that function or method a line at a time.
Step Out moves the debugger to the exit point of the current function or method, typically to where the function or method returns a value (if it returns a value.

Mastering the debugger just takes a little knowledge and a bit of practice, and it's on the ACE test!