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        Flash 
          5 Bible
 "Combines 
          All the Information and Elements of Flash into One Book!"
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    |  | Title: 
        Flash 
        5 BibleAuthor: Robert 
        Reinhardt and Jon Warren Lentz
 Publisher: 
        Hungry Minds, Inc. http://www.hungryminds.com
 Book Web Site: 
        http://www.flash5bible.com
 Publication Date: 2001
 Pages: 1299 
        with CD
 ISBN: 0-7645-3515-3
 Price: 
        $49.99
 Flash 
        5 Bible, by Robert Reinhardt and Jon Warren Lentz, 
        is an essential all-purpose reference guide for Macromedia Flash, providing 
        insights and tips for mastering the creation of all types of Flash content. 
        It should help you get started on your first day with the program but 
        will still be a valuable resource when you've attained mastery of the 
        program. It also offers information on how to integrate Flash with other 
        programs so that you can deliver unique and compelling content in the 
        Flash format. Flash is not just one tool. It's a multitasking application: 
        an illustration program; an image and sound editor; an animation machine; 
        and a scripting engine. The Flash 5 Bible takes this fact into consideration 
        and dissects Flash into each of these components and explains how each 
        works with the other parts. Also the book is a real-world book with lessons, 
        examples, and explanations that are based in reality. There are expert 
        tutorials to bring you tips and techniques from some of the top names 
        in the Flash industry, so that you can benefit from their years of expertise. 
        The CD-ROM that accompanies the book includes many of the source .FLA 
        files and original artwork for the examples and lessons in the book, as 
        well as trial versions of Flash 5 and other Macromedia products. Appropriate 
        for PC and Macintosh users. | 
   
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    |  | Beginning to advanced computer users. 
      The book is great for everyone. Although the book was written to take a 
      beginner by the hand, starting from page one, you can also use it as a reference. 
      Beginners will learn from the tutorials and example .FLA files on the CD 
      and experts will appreciate the advanced information on using Flash with 
      Generator and ActionScript. See image to the right for a screenshot of a 
      masking animation file from the CD. | 
   
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    |  | Inside 
        you'll find information on the following: 
         
          Get up to speed fast using the "Flash in a Flash" quick-start 
          tutorial;Discover 
          the secrets of effective animated graphics, pop-ups, and rollovers;Make 
          the most of Flash drawing tools and animation controls; 
          Master useful techniques like tweening and onion skinning;Harness 
          the power of Action Script programming for dynamic effects;Leverage 
          Flash by using it with Fireworks and other software;Distribute 
          Flash movies on the Web or through players and projectors. | 
   
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 | How 
      The Book Is Organized | 
   
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    |  | Flash 
        5 Bible consists of a Quick Start, 42 chapters divided into eight parts 
        and a set of appendixes. | 
   
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 | Quick 
      Start: Building a Flash Web Site | 
   
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    |  | Quick 
        Start:  
        The book begins with a special Quick Start section which includes the 
        tutorial and tips for effective Flash development. | 
   
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    |  | Part 
      I: Mastering the Flash Environment | 
   
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    |  | Chapters 
        1 through 7 
        cover the Flash file format and the interface of Flash 5, explaining the 
        context in which Flash movies interact on the Web (Chapter 1), and working 
        with the new panels and tools (Chapters 2-7). Specifically, you can read 
        about the new Pen Tool in Chapter 4, and you learn how to use the new 
        Mixer Panel in Chapter 6. 
        Chapter 
          1: Understanding the Flash Framework: 
          Introducing the Flash 5 Framework; Finding Applications for Flash 5 
          Movies.Chapter 
          2: Exploring the Interface: Panels, Settings, and More: 
          Learning Flash Tool Basics; Getting to Know the Fundamental Flash Interface; 
          Using the Menu Bar.Chapter 
          3: Using Tools for Navigation and Viewing: 
          The Magnifier Tool; The Hand Tool; Zoom Control and View Commands.Chapter 
          4: Working with Selections and the Pen Tool: 
          The Lasso Tool; The Arrow Tool; Introducing the Pen Tool.Chapter 
          5: Working with the Drawing and Painting Tools: 
          Choosing Colors; The Stroke and Fill Panels; Adjusting Stroke and Color; 
          The Pencil Tool; The Line Tool; The Oval Tool; The Rectangle Tool; Using 
          the (Paint) Brush Tool; The Dropper Tool; The Ink Bottle Tool; The Paint 
          Bucket Tool; The Eraser Tool.Chapter 
          6: Applying Color: 
          Introducing Color Basics; Working with Flash Color.Chapter 
          7: Working with Text: 
          Understanding Font Display Problems; The Text Tool; Reshaping and Manipulating 
          Text Characters. | 
   
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    |  | Part 
      II: Creating Flash Graphics | 
   
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    |  | Chapters 
        8 through 13 
        explore the timeline structures (Chapter 8) and the Flash Library (Chapter 
        9), where you learn about the symbol types in Flash 5. You can learn how 
        to draw with Flash (Chapter 10), animate with Motion and Shape Tweens 
        (Chapter 11), and incorporate external media files such as JPEGs and GIFs 
        into your Flash artwork (Chapter 12). You see how to structure content 
        on the Main Timeline and create a simple scrolling text interface (Chapter 
        13).  
        Chapter 
          8: 
          Exploring the Timeline: Viewing 
          the Timeline; Manipulating the Timeline; The Timeline/Stage Relationship; 
          Editing on the Timeline; Onion Skinning.Chapter 
          9: 
          Checking Out the Library: Symbols and Instances: 
          The Library and Its Features; Symbol Types; Graphic Symbols; Movie Clips; 
          Button Symbols; Organizing Your Library; Adding Symbols to Movies; Editing 
          Symbols; Modifying Instances Properties; The Movie Explorer; Shared 
          Library and Shared Fonts. See image to the left for a screenshot of 
          an animated buttons file from the CD. Chapter 
          10: 
          Drawing in Flash: Simple Shapes 
          and Items; The Drawing Panels; Fill and Stroke Effects; Static Masks; 
          Creating Type and Text Effects.Chapter 
          11: 
          Animating in Flash: Frame-by-Frame 
          Animation; Tweening; Guide Layers; Masking Animations.Chapter 
          12: 
          Using Bitmaps and Other Media with Flash: 
          Understanding Vector versus Bitmap Images; Importing External Media; 
          Importing Vector Graphics; Preparing Bitmaps for Flash; Importing Bitmap 
          Images; Setting Bitmap Properties; Using Bitmaps as Fills; Tracing Bitmaps; 
          Cautionary Notes; Color Insert: Bitmap Comparisons.Chapter 
          13: 
          Designing Interfaces and Interface Elements: 
          The Main Timeline as the Site Layout; Adding Navigation Elements to 
          the Main Timeline; Basic Text Scrolling. | 
   
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    |  | Part 
      III: Sound Planning | 
   
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    |  | Chapter 
        14 through 16 
        introduce you to sound in Flash. In Chapter 14, you learn the basics of 
        digital sound and see which file formats can be imported into Flash. Chapter 
        15 shows you how to control the playback of sounds within a Flash movie, 
        and you learn how to create interactive buttons with rollover sounds. 
        Chapter 16 explains how to adjust and optimize audio compression in an 
        exported Flash movie. 
        Chapter 
          14: 
          Understanding 
          Sound for Flash: Basics of Sampling and Quality; Sound File 
          Import Formats; Sound Export Formats Used by Flash.Chapter 
          15: 
          Importing and Editing Sounds in Flash: 
          Importing Sounds into Flash; Assigning a Sound to a Button; Adding Sound 
          to the Timeline; Synchronizing Audio to Animations; Stopping Sounds; 
          Editing Audio in Flash. See image to the left for a screenshot of a 
          push-bar button with sound file from the CD.Chapter 
          16: 
          Optimizing Flash Sound for Export: 
          Testing Sound Optimization Overview; Publish Settings for Audio; Fine-tuning 
          Sound Settings in the Library; Publish Settings for QuickTime Sound; 
          Final Sound Advice and Pointers. | 
   
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 | Part 
      IV: Adding Basic Interactivity to Flash Movies | 
   
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    |  | Chapters 
        17 through 20 
        show you how to start using Flash actions to create interactive and responsive 
        presentations. You learn the difference between Normal and Expert Modes 
        of the Actions Panel (Chapter 17). Flash 5 has greatly increased the capacity 
        of a Flash movie to communicate with its own internal elements, such as 
        nested Movie Clips (Chapter 18). Properties and methods of the Movie Clip 
        Object are introduced (Chapter 19), and you master the art of preloading 
        and sharing Flash .SWF files (Chapter 20). 
        Chapter 
          17: 
          Understanding Actions and Event Handlers: 
          Actions and Event Handlers; Your First Six Actions; Making Actions Happen 
          with Event Handlers.Chapter 
          18: 
          Navigating Flash Timelines: Movie 
          Clips: The Key to Self-Contained Playback; Flash 4 into Flash 5: Targets 
          and Paths Explained; Targeting Movie Clips in Flash 5. Chapter 
          19: 
          Controlling Movie Clips: Movie Clips: 
          The Object Overview; Working with Movie Clip Properties; Manipulating 
          Color Attributes; Enabling Sound with ActionScript; Creating Draggable 
          Movie Clips; Printing with ActionScript. See image to the left for a 
          screenshot of a movie clip file from the CD.Chapter 
          20: 
          Sharing and Loading Assets: Managing 
          Smooth Movie Download and Display; Loading Flash Movies; Accessing Items 
          in Shared Libraries. | 
   
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    |  | Part 
      V: Programming Flash Movies with ActionScript | 
   
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    |  | Chapters 
        21 through 26 
        introduce you to solving interactive problems (Chapter 21), making functions 
        and arrays (Chapter 22), detecting Movie Clip collisions and using Smart 
        Clips (Chapter 23), creating Flash forms and loading XML (Chapter 24), 
        and using HTML text fields and properties (Chapter 25). Part V ends with 
        an entire chapter dedicated to advanced Flash movie examples (Chapter 
        26). 
        Chapter 
          21: 
          Planning Code Structures: Breaking 
          Down the Interactive Process; The Basic Context for Programming in Flash; 
          One Part of the Sum: ActionScript Variables; Declaring Variables in 
          Flash; Creating Expressions in ActionScript; Make a Login Sequence with 
          Variables; Debugging Your Code.Chapter 
          22: 
          Creating Subroutines and Manipulating Data: 
          What Are Data Types?: Overview of Functions as Subroutines; Managing 
          Related Data: The Array Object; Creating a Dynamic Reusable Flash Menu; 
          Functions as Methods of Objects; Functions as Constructors for Objects.Chapter 
          23: 
          Understanding Movie Clips as Complex Objects: 
          Movie Clip Collision Detection; Reusing and Repurposing Code with Smart 
          Clips. Chapter 
          24: 
          Sending Data In and Out of Flash: 
          Using Text Fields to Store and Display Data; Defining a Data Process 
          with States; Creating a Flash Form; Using XML Data in Flash Movies; 
          Using the Flash Exchange.Chapter 
          25: 
          Understanding HTML and Text Field Functions 
          in Flash: Exploring HTML Usage in Text Fields; Controlling 
          Text Field Properties; Manipulating Text with the Selection Object. 
          See image to the left for a screenshot of a scroll prop file from the 
          CD.Chapter 
          26: 
          Advanced Movie Clip Architecture and Beyond: 
          Advanced Tutorials for Flash Interactivity. | 
   
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 | Part 
      VI : Using Flash with Generator and Other Server Technologies | 
   
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    |  | Chapters 
        27 through 29 
        show you how to get up and running with Generator 2 and other server-side 
        technologies. 
        Chapter 
          27: 
          What Is Generator?: An Overview 
          of Generator 2; Your First Generator Template.Chapter 
          28: 
          Revving Up Generator: An Overview 
          of Data Representation; The Chart Object; Lists and Tickers; Using Generator 
          Templates in Production. See image to the left for a screenshot of a 
          bar chart file from the CD.Chapter 
          29: 
          Working with Third-party, Server-side Applications: 
          Using ASP with Flash Movies; Flash Generation Utilities. | 
   
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    |  | Part 
      VII: Using Flash with Other Programs | 
   
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    |  | Chapters 
        30 through 39 
        show you how to create content in popular applications such as Macromedia 
        Fireworks, Freehand, and Director, as well as Adobe Photoshop and Discreet 
        3D Studio Max--just to name a few. There is coverage of RealPlayer, QuickTime 
        4, and QuickTime Flash movies. 
        Chapter 
          30: 
          Working with Raster Graphics: Optimizing 
          Images in Fireworks 4; Preparing Images for Flash with Photoshop 6; 
          Creating Image Effects with Corel Painter; Exporting Raster Images from 
          Flash.Chapter 
          31: 
          Working with Vector Graphics: Preparing 
          Vector Graphics for Flash Movies; Using FreeHand 9 with Flash; Exporting 
          Artwork from Illustrator; Replacing Blends with Flash Gradients; Using 
          Layered FreeHand, EPS, or Illustrator Files; Going Wild with Expression; 
          Converting Rasters to Vectors; Exporting Vector Graphics from Flash.Chapter 
          32: 
          Working with Audio Applications: 
          Sound-editing and Creation Software.Chapter 
          33: 
          Working with 3D Graphics: Introduction 
          to 3D Modeling; Simulating 3D with Flash; Using Adobe Dimensions to 
          Create 3D Objects; Animating Figures with MetaCreations Poser; Exporting 
          Animations from Kinetix 3D Studio Max. See image to the left for a screenshot 
          of a 3D file from the CD.Chapter 
          34: 
          Working with QuickTime: QuickTime 
          versus Video for Windows; QuickTime Support in Flash; Importing QuickTime 
          into Flash; Combining Flash and QuickTime Movies; Using Digital Video 
          in Flash Movies.Chapter 
          35: 
          Working with RealPlayer: Flash to 
          RealPlayer; Flash Versions and Content Considerations; Controlling RealPlayer 
          Playback; Controlling RealPlayer Playback; Evaluating Media Quality 
          for RealFash Movies; Publishing RealPlayer Presentations.Chapter 
          36: 
          Creating Full-Motion Video with Flash: 
          A High-Quality Video Output from Flash; A Quick Video Primer; Adjusting 
          Flash Movies for Video Output; Creating Sequences from Flash Movies; 
          Creating .AVI Files on the PC; Importing Sequences into Video Applications.Chapter 
          37: 
          Creating Cartoon Animation with Flash: 
          Working with Large File Sizes; The Storyboard; Backgrounds and Scenery; 
          Some Cartoon Animation Basics; Animator's Keys and Inbetweening; Flash 
          Tweening; Lip-synching; Finishing Up.Chapter 
          38: 
          Planning Flash Production with Flowcharting 
          Software : Workflow Basics; Using Inspiration to Create Flowcharts.Chapter 
          39: 
          Working with Authoring Applications: 
          Integrating SwF Files into Dreamweaver; Using SwF Files in Macromedia 
          Director. | 
   
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    |  | Part 
      VIII: Distributing Flash Movies | 
   
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    |  | Chapters 
        40 through 42 
        show you to export (or publish) your Flash presentations to the SwF file 
        format for use on a Web page, or within another presentation such as a 
        floppy disk or CD-ROM project. Chapter 40 details every option in the 
        Publish Settings of Flash 5, as well as providing tips for optimizing 
        your Flash movies in order to achieve smaller file sizes for faster download 
        performance. If you prefer to hand-code your HTML, then read Chapter 41, 
        which describes how to use the <EMBED> and <OBJECT> tags, 
        how to load Flash movies into framesets, and how to create plug-in detection 
        systems for your Flash movies. If you want to find out how to create a 
        Flash standalone projector, or use the Flash standalone player, then check 
        out Chapter 42. 
        Chapter 
          40: 
          Publishing Flash Movies: Optimizing 
          Flash Movies; Testing Flash Movies; Publishing Your Flash Movies; Publish 
          Settings; Publish Preview and Publish Commands.Chapter 
          41: 
          Integrating Flash Content with HTML: 
          Writing Markup for Flash Movies; Detecting the flash Player; Using Flash 
          Movies with JavaScript and DHTML.Chapter 
          42: 
          Using Players, Projectors, and Screensaver 
          Utilities: The Flash Stand-alone Player and Projector; Stand-alone 
          Limitations and Solutions; Using the flash Player Plug-in for Web Browsers; 
          Alternative Flash-Content Players. | 
   
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    |  | Appendixes | 
   
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        Appendix 
          A: Using the CD-ROM: The CD-ROM contains many 
          examples and tutorials. 
          
            Trial 
              versions of Macromedia Flash 5, Dreamweaver 4, Fireworks 4, FreeHand 
              9, and Director 8.Evaluation 
              versions of many SWF-compatible applications and utilities, including 
              Swift3D, SWiSH, Swift-Inspector, and Swift-Generator.Demo 
              versions of Sonic Foundry's audio applications, Sound Forge 4.5, 
              and ACID Pro 2.Limited-edition 
              version of Joey Lott's sendmail.cgi Perl script, to be used in conjunction 
              with the Flash form lesson in Chapter 24.Just 
              about every .FLA and SwF file that is discussed in the book, including 
              those used in Expert Tutorials.QuickTime 
              movies and QTVR panorama and object movies. Appendix 
          B: Contact Information for Contributors and Expert Tutorialists: 
          List of Contributors and Expert Tutorialists. | 
   
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    |  | Flash 
      5 Bible 
      is an excellent resource book. As with other Bible series book, the CD is 
      packed with files from the book that are invaluable. | 
   
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    |  | For 
        running Flash 5, you need: PC: 
        133 
          MHz Intel Pentium processorWindows 
          95, 98, NT 4, 2000 or later32 
          MB or RAM40 
          MB of available disk space256-color 
          monitor capable of 800 x 600 resolutionCD-ROM 
          drive  Mac: 
        Power 
          MacintoshMacOS 
          8.5 or later32 
          MB of free application RAM40 
          MB of available disk space256-color 
          monitor capable of 800 x 600 resolutionCD-ROM 
          drive | 
   
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    | Graphics: 
        Adobe Photoshop 6.0Web Page Design: Macromedia Dreamweaver 
        4.0
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