Macromedia Flash 8 Bible Free Open Book

Macromedia Flash 8 Bible

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Summary

  • Use code hints in the Actions panel to help you determine the correct syntax for your ActionScript code.

  • While you develop an application, testing regularly — including testing on target mediums — can make the difference between a good application and an excellent application. You should get in the habit of testing the test matrices to ensure that your product will perform on most commercially available and accepted programs and platforms.

  • You can often remove the need for troubleshooting through regular testing. However, if you think a problem lies within your ActionScript, use the Debugger in combination with the Troubleshooting guidelines to find and fix the problem.

  • When you create code-intensive projects, use the Debugger regularly; you can use Breakpoints effectively and to your advantage. Using Breakpoints regularly to debug your code is often the most effective method because of its flexibility and ease of use.

  • You can design and use your own testing matrices if the ones that we provide in this chapter aren't conclusive enough for your platform. You may need to update the testing matrices over time as the Flash Player becomes available on more platforms.


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Index: [A][B][C][D][E][F][G][H][I][J][K][L][M][N][O][P][Q][R][S][T][U][V][W][X][Y][Z]


     Main Menu
Table of Contents
Back Cover
Macromedia Flash 8 Bible
Foreword
Preface
Part I: An Introduction to Flash Web Production
Part II: Mastering the Flash Environment
Part III: Creating Animation and Effects
Part IV: Integrating Media Files with Flash
Part V: Adding Basic Interactivity to Flash Movies
Part VI: Distributing Flash Movies
Part VII: Approaching ActionScript
Part VIII: Applying ActionScript
Chapter 28: Sharing and Loading Assets
Chapter 29: Sending Data In and Out of Flash
Chapter 30: Applying HTML and Text Field Formatting
Chapter 31: Creating a Game in Flash
Chapter 32: Managing and Troubleshooting Flash Movies
Customizing the Actions Panel
Managing Your Code
Using the Output Panel
Knowing the Flash Debugger Panel
Assigning Breakpoints
Debugging a Flash Movie Remotely
Storing Code in External Files
Troubleshooting Guidelines
Community Help
Summary
Part IX: Integrating Components and Data-Binding
Part X: Expanding Flash
Part XI: Appendixes
Index
List of Figures
List of Tables
List of Listings
List of Sidebars


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