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        How 
          To Do Everything With Macromedia Flash 5
 "Breaks 
          Down The Whole Process And Simplifies It!"
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    |  | Title: 
        How 
        To Do Everything With Macromedia Flash 5Author: Bonnie Blake
 Publisher: Osborne McGraw-Hill http://www.osborne.com
 Publication Date: March 2001
 Pages: 512
 ISBN: 0-07-212714-7
 Price: $24.99
 How 
        To Do Everything with Macromedia Flash 5 is 
         
        a no nonsense book that reviews what Flash does, how you would benefit 
        from using Flash, and how you would go about using it the right way. It 
        simplistically hones in on the salient points of the software, while leaving 
        you with a thorough understanding of all Flash topics. Each 
        chapter is clearly written and well illustrated. It is an easy 
        read, and the basic Flash information is simple to absorb as the author 
        breaks down the whole process and simplifies it. The book covers 
        the latest upgrades, such as compressing and transmitting complex elements 
        like MP3 audio, object library features, movie clips, and interactivity 
        over low bandwidth. For advanced Flash users, there are excellent chapters 
        on ActionScripts and building interactive movies. Understanding object-oriented 
        programming and learning to use ActionScript arevital elements for advanced Flash work, and these sections provide a solid 
        foundation on which to build. The 
        book doesn't come with a CD, but it does include a 23-page index, and 
        an appendix listing a Flash sites that offer developer assistance, code 
        examples, and links to Flash sites on the Web.
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    |  | Advanced beginning to advanced computer users. 
      The book addresses both ends of the learning spectrum. It's perfect for 
      the beginner who needs a book that cuts through the pedantic analysis and 
      focuses on the point; while the advanced Flash designer can use it as an 
      easy to look-up reference. | 
   
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    |  | Inside 
        you'll find information on the following: 
         
          Easily master Macromedia Flash tools and get started on your motion 
          Web graphics;Understand 
          the functionality of this popular application, and learn how it can 
          improve your Web site;Animate 
          buttons, menus, text, and more;Use 
          scalable vector Web objects to facilitate faster loading and reading;Add 
          multimedia enhancements like dynamic content, forms, MP3 audio compression, 
          object library features, actions, and more;Learn 
          the latest Macromedia Flash technologies, including adding interactivity 
          to your movie with ActionScript;make 
          easy modifications to movies using editable graphic components;Synchronize 
          sound with your motion graphics;Import 
          and manipulate audio, video, vector, and bitmap graphics to further 
          enhance your Flash movies;Export 
          and publish your Macromedia Flash movies to the Web or to self-playing 
          movies.  | 
   
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    | 
 | How 
      The Book Is Organized | 
   
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    |  | How 
        To Do Everything with Macromedia Flash 5 consists of: an Introduction; 
        16 chapters and appendixes; and is divided into four parts. The chapter 
        subjects are arranged in order of complexity, starting with the more basic 
        aspects of Flash and building up to the final chapters, which examine 
        the programs' advanced features, specifically interactivity. Throughout 
        the book there are examples of various techniques that can be created 
        in Flash movies. All the major figures in the book are posted on Osborne's 
        Web site at: http://www.osborne.com. | 
   
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    | 
 | Introduction | 
   
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    |  | Introduction: 
         
        The book begins with a special Introduction which includes an overview 
        of the book. | 
   
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    |  | Part 
      I: Create Flash Movies | 
   
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    |  | Chapters 
        1 through 4 
        are designed to give you an overview of what Flash is all about, its vector 
        capabilities, why it's so essential, and the process you use to actually 
        build a movie in Flash. They set the stage for the rest of the book and 
        familiarizes you with basic Flash lingo and concepts. This part of the 
        book also covers the basic drawing tools, the Flash interface, and how 
        to use it. 
        Chapter 
          1: Plan Your Flash Project--covers: 
          Understand Flash Concepts; Publish Flash Movies; Create or Import Artwork; 
          Animate Your Artwork; Publish Your Movies on the Web; Use the Document 
          Library; and Edit Flash Preferences.Chapter 
          2: Learn to use the Flash Interface--covers: 
          Grasp the Stage Concept; Navigate Through Time; Layer Your Flash Objects; 
          and Set Onion Skin Options.Chapter 
          3: Build a New Flash 5 Movie--covers: 
          Create a New Flash Document; Set Properties for Your New Movie; Save 
          a Flash Document; Open an Existing Flash Document; Create Scenes for 
          Your Movies; Navigate Your Movie; and Manage Your Movies with the Movie 
          Explorer.Chapter 
          4: Create Graphic Objects for Your Flash Movies--covers: 
          Use the Toolbox; Use the Stroke Panel; Draw Lines and Curves; Create 
          Basic Shapes; Combine Shapes to Create New Objects; and Change Your 
          Viewpoint. | 
   
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    |  | Part 
      II: Add Color, Style, and Design to Your Flash Movies | 
   
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    |  | Chapters 
        5 through 9 
        introduce the very important concept of creating objects in Flash and 
        manipulating the properties of these elements, such as scale, color, position, 
        and so on. Also discussed are the transformation of objects and the many 
        special techniques you can use to create visual effects. Importing and 
        exporting vector art, bitmaps, audio, and video are examined in detail 
        as well. This part provides you with a solid overview of all facets of 
        beginner to intermediate Flash and provides an excellent reference for 
        experienced Flash authors. 
        Chapter 
          5: Create Exciting Text Effects--covers:Input 
          and Edit Text; Change the Look of Your Text; Transform Your Text into 
          an Object; and Create Text Fields with Form-like Behavior.Chapter 
          6: Apply Transformations to Text and Graphics--covers: 
          Change the Properties of an Object; Use the Transformation Panel; Control 
          the Stacking Order of Objects; Arrange Objects on the Stage; Group and 
          Ungroup Objects; and Get Details about Objects and Movies. Chapter 
          7: 
          Apply Color and Line Styles to Text and Graphics--covers: 
          Use Color in Flash; Apply Colors to Graphics and Text; Modify Fills; 
          Set Colors with Color Panels; Apply Gradient Color; Modify Gradients; 
          and Apply a Style and Weight to Lines.Chapter 
          8: 
          Use Graphic Symbols, Instances, and Libraries--covers: 
          Create Graphic Symbols; Convert Objects to Symbols; Edit Symbols; Nest 
          Symbols; Place Instances; Edit Instances; Set Color with the Effects 
          Panel; Modify Instances with the Instance Panel; Navigate the Movie 
          Explorer; Use the Common Library; and Use the Library Window.Chapter 
          9: 
          Add Pictures and Sound to Your Flash Movies--covers: 
          Understand Graphics Created in Other Programs; Import Graphics into 
          Your Flash Movie; Import File Sequences; Use Vector Graphics; Use Bitmapped 
          Images; Import and Assign Sounds; Access Sound from the Sound Library; 
          and Link a Sound. | 
   
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    |  | Part 
      III: Flash Animation Techniques | 
   
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    |  | Chapter 
        10 through 13 
        cover all facets of animation including frame by frame, shape, and motion 
        tweening. The concept behind animation is also discussed in depth. Symbols 
        are introduced in this section including buttons and movie clip creation. 
        Step-by-step, tutorial-like examples are provided to accelerate your learning 
        curve. Key figures are posted on the Web site for you to deconstruct and 
        examine.  
        Chapter 
          10: 
          Learn the Basics of Flash Animation--covers: 
          Think Like an Animator; Plan Your Movie; Animate on Different Time Sequences; 
          Animate on Different Layers; Make Keyframes; Create Frame-by-Frame Animations; 
          Test Your Animation; and Set Onion Skins.Chapter 
          11: 
          Use Motion Tweening to Animate Your Flash Movie--covers: 
          Make a Simple Motion Tween; Add and Remove Frames on a Motion Tween; 
          Tween with Multiple Keyframes; Change Size, Rotation, Skew, and Color 
          on a Motion Tween; Control Frames and Framesets in a Motion Tween; Copy 
          and Paste Frames; Use the Frames Panel for Motion Tween Settings; Animate 
          on a Guided Path; and Use a Mask Layer with a Motion Tween.Chapter 
          12: 
          Use Shape Tweening to Animate a Movie--covers: 
          Create a Shape Tween; Shape Tween with Multiple Keyframes; Modify Properties 
          of a Shape Tween; Tween on a Multi-Layer Movie; Morph Between Objects; 
          Apply Shape Hints; and Set Shape Tween Properties.Chapter 
          13: 
          Make Buttons and Movie Clips in Flash--covers: 
          Make a Button; Test a Button; Add Sound to a Button; Add Simple Effects 
          to a Button; Make a Movie Clip; Add Sound to a Movie Clip; and Make 
          an Animated Button. | 
   
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    |  | Part 
      IV: Build 
      Interactive Movies | 
   
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    |  | Chapters 
        14 through 16 
        look at ActionScript, the scripting language behind Flash interactivity. 
        It's introduced in a simple, easy-to-understand manner. This information 
        is particularly useful for the non-programmer because scripting concepts 
        are discussed in laymen's terms. This makes it fairly easy for you to 
        jump right in and immediately start adding simple interactivity to your 
        movies. For those of you who are ready to take Actionscript to the next 
        level, Chapters 14 and 15 provide a more advanced study of the language, 
        providing step-by-step instructions on how to create common interactive 
        effects, with some complex tasks reviewed as well. Movie clips and their 
        relation to interactivity are also examined in depth. Finally, this section 
        ends with a complete synopsis on how to prepare your movie for publishing 
        to the Web or other media. 
        Chapter 
          14: 
          Assign ActionScript to Movie Clips, Buttons, 
          and Frames--covers: Understand Object-Oriented Programming; 
          Navigate the Actions Panel; Assign an Action to a Frame; Control Frames 
          on the Main Timeline with Buttons; Assign Scripts on Buttons; Control 
          the Behavior of a Movie Clip with a Button Event Handler; Understand 
          Nested Movie Clips; Understand Absolute Versus Relative Paths; Use Dot 
          and Slash Syntax; and Use Movie Clip Event Handlers.Chapter 
          15: 
          Learn the Full Power of ActionScript--covers: 
          Work with Variables; Create a Drag-and-Drop Effect; Set the Position 
          of a Movie Clip; Make Objects Collide; Use Conditional Statements (If/Else); 
          Use 
          the getProperty Function; Use Smart Clips; and Create a Basic Preloader.Chapter 
          16: 
          Test and Publish Your Flash Movies--covers: 
          Optimize Your Movie; Test Your Movies in Flash; Use the Flash Player; 
          Interpret the Bandwidth Profiler; Test with Different Baud Rates; Debug 
          a Movie; Test in Different File Formats; Export Your Movie; Publish 
          Your Movie; Use Projector Files; and Evaluate Your Movie. | 
   
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 | Appendixes | 
   
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        Appendix 
          A: 
          Flash 5 Shortcut Keyboard Commands--this 
          appendix has a complete list of all shortcut keys.Appendix 
          B: 
          Flash 5 Resource Guide--this appendix 
          has a list of various resources you can call upon related to Flash technology. 
          This includes a comprehensive list of Flash-based, award-winning Web 
          sites--sites that range from the simple to complex and ActionScript-driven 
          movies. This appendix is equipped with a complete list of sites you 
          can visit to download source code to see how others might have created 
          that effect you're looking for. Also included are learning resources, 
          technical references, tutorials, and sites that offer audio, sound loops, 
          and video downloads for use in Flash movies. | 
   
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    |  | How 
      To Do Everything with Macromedia Flash 5 would 
      be a worthwhile addition to your library. 
      For the price, this book really does do everything. It breaks down the whole 
      process and simplifies it. | 
   
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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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