Introduction To Multimedia 3 PDF
Introduction To Multimedia 3 PDF
29. Tweening, is the process of generating intermediate frames between two images to give the
appearance that the first image evolves smoothly into the second image.
30. The term ‘Computer Animation’ categories 2D (two dimensional) and 3D (three dimensional)
animation.
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TRUE/FALSE QUESTIONS
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1. Four broadcast and video standards and recording formats commonly in use around the world
are: NTSC, PAL, SECAM and HDTV.
2. Although SECAM is a 625-line, 50 Hz system, it differs greatly from both the NTSC and the PAL
colour systems in its basic technology and broadcast method.
3. A digital video architecture is made up of a format for encoding and playing back video files by a
computer and includes a player that can recognize and play files created for that format.
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Video and Animation 189
4. Use the Export command to bring files—for example, still images or audio you’ve downloaded—
that are already on your hard drive into your Adobe Premiere Pro project.
5. Auto-play DVDs work best for short movies, or movies that you want to play continuously in a
loop playback mode.
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MATCHING COLUMNS
5. ___________ uses variable bit rate encoding which means that different scenes can play back at
different rates.
6. __________ is the standard movie/video format for windows.
7. __________ video compression is used to deliver high quality picture in DVD movies.
8. ________ is used for both straming and downloadable web content.
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Matching Columns
A. 4 B. 7 C. 5 D. 6
E. 1 F. 2 G.. 3
Fill in the Blanks with appropriate words
1. g 2. e 3. f 4. c
5. h 6. a 7. d 8. b
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Chapter
Multimedia Authoring
6
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192 Introduction to Multimedia
frame grabbers, digital cameras, clip art files, or original artwork files created with a painting
or a drawing package.
6.2.4 Optical Character Recognition Software
OCR is the software which turns bit-mapped characters into electronically recognizable
ASCII text. The software breaks the bitmap image into chunks according to whether it
contain text or graphics by examining the texture and density areas of the bitmap and by
detecting edges.
6.2.5 Sound Editing Programs
Using editing software, you can make our own sound effects and install them as system
beeps that indicate an error warning or special activity. Both MAC and Windows systems
provide system sounds, which are available as soon as we install the operating system.
For digital waveform sounds, Windows ships with the Sound Recorder program that
provides some ruimentary features for sound editing; most soundboards for PC’s include
editing software such as Creative Lab’s Wave Studio.
6.2.6 Animation, Video and Digital Movies
Most authoring tools adopt either frame or object oriented approach to animation, but rarely
both. Movie-making tools such as Quick Time from MAC and Microsoft Video for Windows,
also known as Audio Video Interleaved (AVI), technology can be used to create, edit and
present digitized motion video segments in a small window.
6.2.7 Types of Authoring Tools
Authoring software provides an integrated environment for binding together the content
and the functions in the multimedia project. Authoring systems should have the ability to
create, edit, and import specific types of data, assemble raw data into playback sequence
or a cue sheet; and should provide a structured meith or language for responding to user
input. The various authoring tools are categorized into the followings:
6.2.7.1 Card or page based authoring tools
Here the multimedia elements are organized in the form of books having pages. Every
page of the book may contain many media elements including sounds, video and
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animations. As the user or consumer proceeds with the project, the pages progress in
sequence, as determined by the user interaction.
6.2.7.2 Icon based Authoring Tools
Here the multimedia elements are organized in the form of a structure or flow chart. These
icons include menu choice, graphic images, sounds and computations. We can also edit
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Multimedia Authoring 193
the structure by rearranging and fine-tuning the icons and their properties. The authoring
tools in this category are Authorware Professional, Icon Author and Quest, both from
Windows.
6.2.7.3 Time based Authoring Tools
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These tools arrange the project in a such a way that all the elements are active using a
time line. This time line is defined by the user himself. The speed at which these transitions
occur, can also be accurately controlled. These tools take the help of a software time which
is a typical clock that starts at the beginning of the project and graduates minute after
minute.
6.2.7.4 Object Oriented Authoring Tools
Here the multimedia elements are arranged in a hierarchical order with parent and child
relationships. Objects take care of themselves, i.e., given a message they do their thing
without external procedures and programming. Object oriented tools are particularly useful
for games that contain many components with many characteristics and for simulating
real life situations, events and constituent properties.
Like the Stage, the Score provides a view of your movie. The Stage provides a graphical
view, while the Score provides a view of the movie’s timeline. The Stage displays the point
in time that is selected within the Score. The Score organizes and controls a movie’s
content over time in rows called channels. The Score includes many Sprite channels for
the movie’s sprites. Sprite channels are numbered and control when sprites appear in the
movie. Additionally, the Score includes effects channels that control the movie’s tempo,
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194 Introduction to Multimedia
displayed by default.
6.3.1.1 Effects and sprite channels in the Score
While the rows of the Score contain channels,
the columns of the Score contain frames. A
frame in a movie represents a single point in
time, which is similar in theory to a frame in a
celluloid film. Frame numbers are listed above
the columns in the Score.
A red vertical line, called the playhead, moves
across the frames in the Score to indicate which
point in time is currently displayed on the Stage.
You can also click any frame in the Score to
move the playhead to that frame, and you can
Score
Stage
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Cast
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Multimedia Authoring 195
move the playhead to that frame, and you can drag the playhead backward or forward
through frames.
6.3.2 Cast Editor
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The Cast window contains the cast members of your movie. You can use the Cast window
to create or import new cast members, to view existing cast members, and to control the
properties of each cast member.
As you work in Director, you can expect to use two types of cast members:
• Cast members can be the media elements of your movie, such as sounds, text,
graphics, animation, and video. These cast members are placed on the Stage as
sprites.
• Some cast members may
appear in the Score but not on
the Stage. These cast members
include scripts, palettes, fonts,
and transitions, which you can
use in the effects channels on
the Score.
In the Cast window, you can create or
import new cast members to appear
as sprites on the Stage. Creating a
Director movie consists largely of
defining sprites’ properties, where they
a p p e a r, w h e n t h e y a p p e a r i n t h e
movie, and how they behave. Different
sprites can be created from a single
cast member. Each sprite can have its
own values for different properties, and most changes to these properties do not affect
the cast member. Most changes to a cast member, however, will change the sprites created
from that cast member. A typical cast window is shown here.
6.3.2.1 The Cast window filled with cast members
To create a new cast member:
1. If the Cast window is not already displayed, select Window > Cast.
2. On the Tool palette, select a text, drawing, or control button.
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196 Introduction to Multimedia
3. Navigate to a media file, select the file, and click the Import button.
4. The cast member now appears in the Cast window.
6.3.3 Toolbars
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One of the more useful Director tools is the toolbar, which presents icon shortcuts to
common functions and operations. The following table gives a quick summary of the icon
shortcuts in the Director toolbar, as they appear from left to right.
Table of Director Toolbar
Save All Saves the movie and all the Cast windows
Paste Pastes the object on the Clipboard into the selected space
Find Cast Member Lets you locate a specific cast member quickly
Exchange Cast Swaps the cast member on the Stage for the selected
Members one.
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Script window Opens the currently selected script, or opens a new script
if one is not selected
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198 Introduction to Multimedia
To add your own elements to the Library palette, create a new, unlinked
Cast window that contains behaviours and graphics, save it, and then
drag the Cast file into the folder called LIBS, which is found in the
Director application folder.
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6.3.5 Inspector
You use inspectors to view and modify the attributes of text cast
members, sprites, and behaviours (scripts). There are four types of
inspectors in Director, each performs a specific task:
6.3.5.1 Property Inspector
Use the Property inspector to display the current properties of any
selected element, including the Stage, as well as the active movie. You
can adjust any available properties of nearly every element in your
movie by using this window.
6.3.5.2 Behaviour Inspector
Use the Behaviour inspector to create new behaviours (scripts) and
modify existing ones.
6.3.5.3 Text Inspector
Use the Test Inspector to format text and add hypertext links.
6.3.5.4 Memory Inspector
The Memory Inspector displays the amount of memory (RAM) that is being used by the
Director application and the element contained in the movie.
6.3.6 Menu Bar
Director uses a fairly complicated set of menus, submenus, and related dialog boxes, in
an arrangement that is consistent with Macromedia’s user-interface guidelines across the
product line. The idea, of course, is that someone familiar with other Macromedia products,
like Flash, can adapt to Director fairly quickly.
Menu name Functions handled
File Opening, saving and printing of files. Creating projectors (run-time
versions of your movies), Shockwave movies and Java applets, Setting
preferences, previewing in a browser, and terminating the program.
Edit Clipboard operations (cut, copy, paste) and various kinds of selection.
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Insert Insertion and deletion of keyframes and animation frames into the Score.
Serves as an alternate way of inserting media cast members into the
Cast window (the library of resources that Director uses).
Modify Changing properties for the movie, individual cast members (resources),
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sprites, and the Score. Also provides a means of editing text in a text
field, modifying scripts (interpreted code that is attached to sprites or
other interface elements and that executes when designated events
occur), rearranging the order of cast members on the Stage, and
converting cast members to different bit depths.
Control Playback of Director, moving from frame to frame, setting volume,
handling sprite recording, debugging features, and recompiling scripts.
Xtras Gives information and access to Xtras (Director plug-ins) and graphic
filter Xtras. Protecting and updating older versions of Director movies,
and importing PowerPoint files.
Window Calls up any control windows used in Director, such as the Score, the
Cast window, the Bitmap editor, the Library palette, Text Inspectors, and
others.
Help Accesses Director Help, which provides a detailed help and indexing
system for all sorts of Director and scripting problems. Also calls up Help
tutorials. Accesses registration information and links to Macromedia’s
Web site.
6.3.7 Cast Libraries
Represents a single cast library within a movie. A movie can consist of one or more cast
libraries. A cast library can consist of one or more cast members, which represent media
in a movie, such as sounds, text, graphics, and other movies.
You can link cast libraries to a movie by choosing Modify, Movie and then Casts. Having a
linked file of any sort means that
the information about that file is
kept in a separate file rather
than within the Director movie
itself. For example, if you linked
a bitmap image, every time
Director started up it would load
that image from the disk, rather
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200 Introduction to Multimedia
a regular basis. The disadvantage comes from the location of the file; the picture (or other
resource) is not already contained in the movie, so it has to be processed into a Director
cast member. Depending on the size and type of the image, this process can involve an
appreciable wait.
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Multimedia Authoring 201
times. If the shift key is held down, clicking the image while
this tool is active zooms back out, in increments of 50
percent, to the original size of the image.
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Paint Bucket Fills all contignous pixels of the same colour and pattern
with the foreground colour and pattern.
Text Places text into the graphic. This text can only be edited
while the insertion point is active; after that, it becomes
part of the graphic.
Pencil Draws a line 1 pixel wide. If any colour but the foreground
colour is selected, the line is drawn in the foreground
colour; otherwise, the background colour is used.
Line Draws a line. Click to establish the line, and then drag to
pull it to its full length. Constrain the line horizontally,
vertically, or to a 45-degree angle by pressing the Shift key
while drawing the line.
Filled Ellipse Paints a filled oval, using the current foreground colour. If
a non-zero line width is selected, the oval will have a border
of that width.
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Filled polygon Paints a filled polygon, using the current foreground colour,
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Pattern Selects the pattern fill to be used with the Tool palette’s
filled shapes. Foreground and background colours of the
pattern are selected in the Foreground/ Background
Colour Selector.
Line Weight Selector Selects the line weight to be used by the Tool palette’s
various drawing tools. Choose from No Line, One Pixel
Line, Two Pixel Line and Three Pixel Line.
You can import files by using the Import dialog box, dragging files from the desktop to a
Cast window, or by using Lingo or JavaScript syntax.
6.3.9.1 To import cast members and specify import options
1. In Thumbnail view, select an empty position in a cast.
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If no cast position is selected, Director places the new cast member in the first
available position in the current cast in Thumbnail view. In List view, Director places
the new cast member at the end of the list.
2. Select File > Import.
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3. To import a file from the Internet, click Internet and enter a URL in the Find URL text
box.
4. To import local files, select the type of media to import from the Files of Type
(Windows) or the Show (Macintosh) pop-up menu.
All the files in the current directory appear unless you make a selection.
5. To select a file or files to import, do one of the following:
• Double-click a file.
• Select one or more files, and click Add.
• Click Add All.
You can switch folders and import files from different folders at the same time.
6. From the Media pop-up menu at the bottom of the dialog box, select an option to
specify how to treat imported media:
Standard Import imports all selected files, storing them inside the movie file but not
updating them when changes are made to the source material. If you select the
option to import from the Internet in step 3, Director retrieves the file immediately
from the Internet if a connection is available.
All digital video files like DVD, Windows Media, QuickTime, RealMedia, and so on,
are linked automatically to the original external file (see the next option, Link to External
File), even if you select Standard Import.
Link to External File creates a link to the selected files and imports the data each
time the movie runs. If you choose to import from a URL via the Internet, the media
is dynamically updated. For more information, see About linking to files.
Text and RTF files are always imported and stored inside the movie file (see the
previous option, Standard Import), even if you select Link to External File.
Include Original Data for Editing preserves the original data in the movie file for use
with an external editor.
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When this option is selected, Director keeps a copy of the original cast member
data and sends the original to the external editor when you edit the cast member.
This option preserves all the editor’s capabilities. For example, if you specify
Photoshop to edit PICT images, Director maintains all the Photoshop object data.
• Import PICT File as PICT prevents PICT files from being converted to bitmaps.
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• To control whether the Flash content graphics are visible, set the imageEnabled
property.
• To control whether the Flash content plays sounds, set the sound property.
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• To control whether Director uses anti-aliasing to render Flash content, set the quality
property.
6.3.11 Sprites and Score
A sprite is an object that controls when, where, and how cast members appear in a
Macromedia Director MX 2004 movie. Multiple sprites can use the same cast member.
You can also switch cast members assigned to a sprite as the movie plays. You use the
Stage to control where a sprite appears, and you use the Score to control when it appears
in your movie.
Sprites appear on the Stage layered according to the channel in which they are assigned
in the Score. Sprites in higher-numbered channels appear in front of sprites in lower-
numbered channels. A movie can include as many as 1000 sprite channels. Use the Movie
tab of the Property inspector to control the number of channels.
Sprite properties include the sprite’s size and location, the cast member assigned to the
sprite, the sprite’s name, and the frames in which the sprite occurs. Different properties
can alter the appearance of a sprite. You can rotate, skew, flip, and change the colour of
sprites without affecting cast members. You can change sprite properties with the Property
inspector or Lingo or JavaScript syntax.
You can also give each sprite a unique name. You can assign a name by using the Property
inspector, and then view the sprite by name in the Score and on the Stage. Assigning a
name lets you refer to the sprite by that name in Lingo or JavaScript syntax and not just
by the channel number that it occupies. You can move a sprite to a different channel and
not worry about changing scripts. Editing scores and code scripts is much easier when
you refer to a sprite by its name.
In Lingo or JavaScript syntax, some properties are available only for certain types of sprites.
Such properties typically are characteristics that are related to the specific sprite type.
For example, Lingo or JavaScript syntax has several digital video properties that determine
the contents of tracks in digital video sprites.
6.3.11.1 Changing when a sprite appears on the Stage
A sprite controls where and when media appears on the Stage. You can change when a
sprite appears on the Stage by moving the sprite to different frames in the Score and by
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changing the number of frames the sprite spans. You can either drag sprites to new frames
or copy and paste them. Copying and pasting is easier when moving sprites more than
one screen width in the Score. You can also copy and paste to move sprites from one
movie to another.
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When you copy a sprite from one movie to another, save the source movie first.
6.3.11.2 Moving a sprite in the Score
To change when a sprite appears on the Stage:
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can:
1. Add text directly to
the Stage.
2. Enter text in the
Text window.
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Multimedia Authoring 207
text using this method, you must edit the text attributes by using the Text inspector.
When you need larger blocks of text, importing the text or using the Text window is a better
choice. The Text window, like most word processors, enables you to format text as you
create it, including applying size, style, and alignment attributes to the text. Text created in
the Text window can be edited any time to change the attributes, the formatting, or the
text itself. You can edit text either on the Stage or in the Text editing window.
6.3.12.1 Using Text Window
The Text window enables you to create and format blocks of text. It contains features for
formatting text as well as for applying text attributes. Although not suitable for large,
multipage documents such as books, the Text window works well for creating blocks of
text to use in your movies. You might require a couple of paragraphs, for example, to
describe your product or services. You can edit a Text cast member at any time during
the development of your movie, even while it is running. In addition to the format of the
text itself, you can specify text properties that tell Director how you want to display your
text. Creating a Text cast member in the Text window is a simple matter of opening the
Text window and entering the text you want to use.
6.3.13 Using Sound
Sounds can take a movie from the mundane to the spectacular. They can inform, guide,
and stimulate the interest of the user. Understanding the basics of Director’s use of sound
provides the foundation you need for using sounds creatively and efficiently in your movies.
Two key issues should be behind every audio decision you make when working with
Director and sounds:
• The needs of your audience: A sound should enhance the movie while balancing
the needs and resources of the user.
• File size: Sound files can be huge, requiring significant resources to store and play
them. Therefore, the idea is to choose and edit sounds carefully, to balance creativity
and file size.
6.3.13.1 Importing internal and linked sounds
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Director handles sounds as either internal or linked. You can determine whether a sound
is internal or linked when you import it. Each type of sound has advantages for different
situations.
Director stores all the sound data for an internal sound cast member in a movie or cast
file and loads the sound completely into RAM before playing it. After an internal sound is
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208 Introduction to Multimedia
loaded, it plays very quickly. This makes internal sound best for short sounds, such as
beeps or clicks, that recur frequently in your movie. For the same reason, making a large
sound file an internal sound is not a good choice because the sound might use too much
memory.
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Director does not store sound data in a linked sound cast member. Instead, it keeps a
reference to a sound file’s location and imports the sound data each time the sound begins
playing. Because the sound is never entirely loaded into RAM, the movie uses memory
more efficiently.
Also, Director streams many sounds, which means it begins playing the sound while the
rest of the sound continues to load from its source, whether on disk or over the Internet.
This can dramatically improve the downloading performance of large sounds. Linked
sounds are best for longer sounds such as voice-overs or non-repeating music.
Director can stream the following sounds:
• QuickTime, Shockwave Audio, and MP3 sounds that are linked from a URL.
• QuickTime, Shockwave Audio, MP3, AIFF, and WAV sounds that are linked to a local
file.
Director imports AIFF and WAV sounds (both compressed and uncompressed), AU,
Shockwave Audio, and MP3. For best results, use sounds that have 8- or 16-bit depth
and a sampling rate of 44.1, 22.050, or 11.025 kHz.
6.3.13.2 To import a sound
1. Select File > Import.
2. Select sound files to import.
3. To determine whether the imported sounds are internal or linked, select a Media
option:
Standard Import makes all the selected sounds internal sound cast members.
Link to External File makes all the selected sounds linked.
Include Original Data for Editing lets you edit original sound files in Director.
4. Click Import dialog box.
6.3.14 Using Digital Video
Digital video is simply the result of capturing, storing, transmitting, and displaying a rapid
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Director uses several video formats, AVI (Video for Windows), Windows Media, DVD
content, RealMedia, and QuickTime. AVI and Windows Media movies can be imported into
Director only from the Windows platform.
6.3.14.1 Playing digital video direct-to-Stage
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Director can play digital video using a feature called direct-to-Stage. Direct-to-stage lets
video drivers installed on the computer completely control the video playback.
The direct-to-Stage feature cannot be used with DVD or RealMedia digital video because
DVD is always direct-to-stage and RealMedia is always non-direct-to-stage.
Direct-to-stage often provides the best performance from a digital video, but it has two
disadvantages:
• The digital video always appears in front of all other sprites on the Stage, no matter
which channel contains the sprite.
• Ink effects do not work, so it is difficult to conceal the video’s bounding rectangle
with Background Transparent ink.
When direct-to-Stage is off, Director layers a digital video on the Stage exactly the same
as other sprites, and Background Transparent ink works normally. (Matte ink does not work
for digital video sprites.)
6.3.14.2 To set direct-to-Stage options
1. Select a digital video cast member or sprite.
2. Click the QuickTime or Windows Media tab in the Property inspector.
3. Select or deselect Direct-to-Stage (DTS).
4. If the cast member or sprite is a QuickTime video, select one of the following Playback
options:
Sync to Soundtrack makes the digital video skip frames (if necessary) to keep up
with its soundtrack. The digital video might also take less time to play.
Play Every Frame makes every frame of the digital video appear but does not play
the soundtrack because the video cannot play the soundtrack asynchronously while
the video portion plays frame by frame. Depending on the data rate of the digital
video, the sprite might play more smoothly with this option selected, but this is not
a certainty. In addition, playing every frame might cause the digital video to take more
time to play.
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to create and modify Behaviours to perform basic actions. To create Behaviours with more
complex structures, you must understand scripting in Lingo or JavaScript syntax. Using
the Behaviour inspector is a good way to learn Lingo or JavaScript syntax. You can examine
the scripts created by the Behaviour inspector to see how basic functions are assembled.
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To view the associated script, select any Behaviour and click the Script button.
Most Behaviours detect an event and then perform one or more actions in response. The
Behaviour inspector lists the most common events and actions used in Behaviours. For
experienced programmers, the Behaviour inspector also provides a shortcut for writing
simple scripts.
To always edit Behaviours in the Script window instead of the Behaviour inspector, select
Edit > Preferences > Editors. In the Editors Preferences dialog box, select Behaviours
from the list and then click Edit. In the Select Editor box, select Script Window. (If you are
using a Macintosh OS X operating system, select the Director menu, instead of the Edit
menu, to access Preferences.)
To create or modify a Behaviour:
Do one of the following:
• To create a new Behaviour, click the Behaviours pop-up menu, select New
Behaviour, and enter a name for the new Behaviour.
The Behaviour appears in the currently selected Cast window in the first empty
position. Select an empty cast position first if you want the Behaviour to appear in
a different place.
• To modify a Behaviour, select it in the Behaviour inspector.
Click the arrow in the lower left of the Behaviour inspector to expand the editing
pane.
The editing pane shows the events and actions in the current Behaviour. If you are creating
a new Behaviour, no events or actions appear.
• To add a new event or action group to the Behaviour, select an event from the Events
pop-up menu and then select actions for the event from the Actions pop-up menu.
You can choose as many actions as you need for a single event.
• To change an existing event or action group, select an event from the list and then
add or remove actions in the Actions list.
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• To delete an event or action group, select the event and press Delete.
• To change the sequence of actions in an event or action group, select an event from
the Events list, select an action from the Actions list, and then click the up and down
arrows above the Actions list to change the order of actions.
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• To lock the current selection so that nothing changes in the Behaviour inspector
when new sprites are selected, click the Lock Selection button in the lower left of
the expanded Behaviour inspector.
If you are familiar with Lingo or JavaScript syntax, you can also edit a Behaviour’s script
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directly.
6.3.16 Using Behaviour Inspector
The Behaviour Inspector provides a means for you to view and edit existing predefined
Behaviours and to create new ones in a cast. You cannot modify or delete Behaviours in
the Library palette, but you can view, edit, delete, or create a Behaviour in the Cast window.
The Behaviour Inspector, provides easy access to information about the Behaviour, including
Behaviour’s name, type, script, description, the names and values of any parameters
(properties) associated with the Behaviour, and the span of frames to which the Behaviour
is applied. You can open the Behaviour Inspector by choosing Window, Behaviour Inspector.
The Behaviour Inspector is built on a series of panes that can be collapsed or expaned
as needed. In its default state, these panes are hidden. You click the two triangles on the
left side of the Inspector to expand or collapse the panes.
6.3.17 Basics of Lingo
Both Lingo and JavaScript syntax use some terms that are specific to each language, in
addition to some terms that are shared between each language.
Important scripting terms are listed here in alphabetical order. These terms are used
throughout the Director Scripting Reference, so it will help to understand these terms before
moving forward.
• Constants are elements whose values do not change. For example, in Lingo,
constants such as TAB, EMPTY, and RETURN always have the same values, and
cannot be modified. In JavaScript syntax, constants such as Math.PI and
Number.MAX_VALUE always have the same values, and cannot be modified. You
can also create your own custom constants in JavaScript syntax by using the
keyword const.
• Events are actions that occur while a movie is playing. Events occur when a movie
stops, a sprite starts, the playhead enters a frame, the user types at the keyboard,
and so on. All events in Director are predefined, and always have the same meaning.
• Expressions are any part of a statement that produces a value. For example, 2 + 2
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is an expression.
• Functions refer to either top-level functions or specific types of JavaScript syntax
code.
A top-level function instructs a movie to do something while the movie is playing or
returns a value, but it is not called from any specific object. For example, you would
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call the top-level list() function by using the syntax list(). Like a function, a method
also instructs a movie to do something while the movie is playing or returns a value,
but it is always called from an object.
A function is used in JavaScript syntax to represent an event handler, a custom
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object, a custom method, and so on. The use of JavaScript functions in these cases
is described in the applicable topics later in this reference.
• Handlers, or event handlers, are sets of statements within a script that run in
response to a specific event and subsequent message. When an event occurs,
Director generates and sends a corresponding message to scripts, and a
corresponding handler runs in response to the message. The names of handlers
are always the same as the events and messages they respond to.
Although in JavaScript syntax an event is actually handled by a function, the term
handler is used generically throughout this reference to refer to both Lingo handlers
and JavaScript syntax functions that handle events.
• Keywords are reserved words that have a special meaning. For example, in Lingo,
the keyword end indicates the end of a handler. In JavaScript syntax, the keyword
var indicates that the term following it is a variable.
• Lists (Lingo) or Arrays (JavaScript syntax) are ordered sets of values used to track
and update an array of data, such as a series of names or the values assigned to
a set of variables. A simple example is a list of numbers such as [1, 4, 2].
• Messages are notices that Director sends to scripts when specific events occur in
a movie. For example, when the playhead enters a specific frame, the enterFrame
event occurs and Director sends an enterFrame message. If a script contains an
enterFrame handler, the statements within that handler will run, because the handler
received the enterFrame message. If no scripts contain a handler for a message,
the message is ignored in script.
• Methods are terms that either instruct a movie to do something while the movie is
playing or return a value, and are called from an object. For example, you would
call the insertFrame() method from the Movie object, using the syntax
_movie.insertFrame(). Although similar in functionality to top-level functions, methods
are always called from an object, and top-level functions are not.
• Operators are terms that calculate a new value from one or more values. For
example, the addition (+) operator adds two or more values together to produce a
new value.
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• Parameters are placeholders that let you pass values to scripts. Parameters only
apply to methods and event handlers, and not to properties. They are required by
some methods and optional for others.
For example, the Movie object’s go() method sends the playhead to specific frame,
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and optionally specifies the name of the movie that frame is in. To perform this task,
the go() method requires at least one parameter, and allows for a second parameter.
The first required parameter specifies what frame to send the playhead to, and the
second optional parameter specifies what movie the frame is in. Because the first
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parameter is required, a script error will result if it is not present when the go()
method is called. Because the second parameter is optional, the method will perform
its task even if the parameter is not present.
• Properties are attributes that define an object. For example, a sprite in a movie has
specific attributes, such as how wide it is, how tall it is, its background colour, and
so on. To access the values of these three specific attributes, you would use the
Sprite object’s width, height, and backColour properties.
• Statements are valid instructions that Director can execute. All scripts are made up
of sets of statements. The following Lingo is a single complete statement.
_movie.go(“Author”)
• Variables are elements used to store and update values. Variables must start with
a letter, an underscore (_), or the dollar sign ($). Subsequent characters in a variable
name can also be digits (0-9). To assign values to variables or change the values
of many properties, you use the equal (=) operator.
6.4 FLASH
Flash is the most popular program for creating animations not only for Windows based
programs but for Internet. Lots of web sites are using Flash tools to create animations to
enhance the looks of the site. It is a vector graphics file format (extension .swf) developed
by Macromedia to enable designers to add animation and interactivity to multimedia Web
pages. Flash files can be played back with a downloadable Shockwave plug-in or a Java
program. The file format has been released by Macromedia as an open standard for the
Internet.
6.4.1 Starting Flash CS3
Since Flash CS3 is a windows based program, it can be started by using the Start button
and then clicking at the Programs and Adobe Design Premium CS3 submenu. This leads
to the submenu of Adobe Design Premium CS3. From here you click at Adobe Flash CS3
Professional to start the program.
Once the software starts, it gives rise to an opening screen which is shown next. It asks
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you what step you want to perform. Click at that to start. Clicking at New Document will
give rise to a blank page, which is shown on next to next page.
Primarly there is Timeline window. The items on this window can be described as next.
Title bar: This bar has the title.
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Active Layer Toggle: To make a layer active, either click the layerbar, or select a frame
or group of frames.
Show/Hide Layer Toggle: Click the dot beneath the eyeball icon to hide the contents of
this layer from view on the stage. When the layer is hidden, a red X appears over the dot.
To return the layer to visibility, click the X.
Lock/Unlock Layer Toggle: This toggle locks or unlocks the layer to either prevent or
enable further editing.
Layer Colour Toggle: This toggles the coloured layer outlines on or off. When on, the
dot changes into a small square outline of the same colour as the outlines for the layer.
Playhead or Current Frame Indicator: The Playhead indicates the current Frame. Drag
it along the Timeline to move from one area of the Timeline to another.
Timeline Header: The Timeline Header is the ruler that measures the time of the timeline:
each tick is one frame.
Frame View Options Button: This button accesses the Frame View Options opp-up
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menu that affords many options for the manner in which both the Timeline Header and
the Frames are displayed.
Insert Layer: This is used to insert a new layer above the currently active layer.
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Frame Rate
Elapsed Time
Onion Skin Outlines: This enables you to see only the outlines of several frames of
animation simultaneously.
Edit Multiple Frames: Click this button to make each frame between the Onion skin
Markers editable.
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Modify Onion Markers: Click the button to evoke the Modify Onion Markers pop-up. In
addition to manual adjustments, these options are used to control the behaviour and range
of Onion Skinning.
Current Frame: This indicates the number of the current Frame. It is very useful when
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working with small Frame sizes, which can be specified from the Frame View Options.
Frame Rate Indicator: This displays the Frame Rate of the Movie as it plays.
Elapsed Time: This indicates the total movie time, measured in seconds, that would
elapse from frame 1 to the current frame—provided that the movie is played back at the
specified frames per second.
Before we going any further and see what is there on the screen of Flash CS3, let us first
understand what is there under the various menu bars, starting with File menu.
6.4.2 File Menu
Various options of the menu are:
New: This command generates a new document.
Open: Use this command to open an existing Flash compatible file
from the Open dialog box which it opens. The various files which can
be opened are: .fla (flash movie), .spa (futuresplash movie), .ssk
(smart sketch drawing), and .swf (flash player movie).
Browse: This command allows you to browse through the various
files and then select the one you want to open.
Open from Site: This command allows you to select file from the
web site.
Open Recent: This command allows you to select one of the
recently opened files.
Close: This command would close any open movie.
Close All: This command would close all the open movies.
Save: This command will save the current movie.
Save and Compact: This command would not only save the file
for you but also make it compact for better handling.
Save As: This command will allow you to save the current movie
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Revert: This command will lead you to the previously saved version of the file.
Import: This command allows you to import files of various other formats. Among the
accepted format are: .emf (Enhanced Metafile), .wmf (Windows Metafile), .wav (Sound
files), .eps or .ai (Adobe Illustrator), .swf or .spl (Flash Player), .dxf (AutoCAD DXF), .bmp
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or .dib (Bitmap), .jpg (JPEG Image), .gif (GIF Image), .png (PNG Image). Among the various
options under this are: Import to Stage, Import to Library, and Open External Library.
Export: This command will allow the current movie to a new file with a new format. The
formats in which it can be saved are: .swf (Flash Player), .swt (Geneartor Template), .spl
(FutureSplash Player), .avi (Windows AVI), .mov (Quick/Time), .gif (Animated GIF), .wav
(WAV audio), .emf (EMF Sequence), .wmf (WMF sequence), .eps (EPS 3.0 Sequence),
.ai(Adobe Illustrator Sequence), .dxf(AutoCAD DXF), .bmp(Bitmap), .jpg(JPEG Sequence)
and .png (PNG Sequence). Among the various options under this command are: Emport
Image and Export Movie.
Publish Setting: This command allows you to publish the settings of the current file.
Publish Preview: This command lists all the file types currently available which include
HTML, Flash, GIF, etc.
Publish: This command will allow Flash to create the new files whereever the Flash movie
was last saved.
Page Setup: This command will allow you to set margins, paper size, and different options
of the layout.
Print: Use this command to print the current movie frame on the printer.
Send: This command allows you to send e-mail messages from Flash CS3.
Edit Sites: This allows you to edit the files from the site.
Exit: This allows you to exit from Flash CS3.
6.4.3 Edit Menu
Various options of the menu are:
Undo: This command allows you to undo the last command given by you.
Redo: If you suddenly realize that the command which you have undone, you can redo
it.
Cut: This command allows the selected item to be cut and made available at clipboard
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required format specified by you. The dialog box has the following
options:
Source: This is readout displays the local path to the source
of the item that is on the clipboard.
Paste: Click button.
Paste link: Another click button.
As: This field may have several choices depending upon the
nature of the item and also on which button has been activated
above.
Result: It indicates the result of the selected combination of
the Paste/Paste Link and As options.
Display as Icon: This check box is enabled when any
combination of these options permits the selected item to be
pasted as icon.
Change Icon: This button is evoked when Display as Icon is
enabled. Click to open the Change Icon dialog box.
Clear: This command clears the clipboard of all its contents.
Duplicate: This command is used to duplicate a selected item.
Select All: It selects all the selectable items on the desktop.
Deselect All: This command does the reverse of the above.
Find and Replace: This command finds the required text and allows it to be replaced
with other.
Find Next: This command finds the next occurrence of the required text.
Timeline: It is a set of commands which are shown here.
Cut Frames: Cuts the frame and keeps it in memory for pasting it somewhere else.
Copy Frames: Copies the frame but keeps the original intact.
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Edit Selected: This command is only enabled if a group or symbol is selected on the
stage.
Edit in Place: When you edit a symbol, Flash updates all the instances of that symbol
in the movie. Flash provides three ways for you to edit symbols. You can edit the symbol
in context with the other objects on the Stage using the Edit in Place command. Other
objects are dimmed to distinguish them from the symbol you are editing. The name of the
symbol you are editing is displayed in an information bar at the top of the Stage, to the
right of to the current scene name.
Edit All: When editing a group, Edit All is used to go back to editing the normal Flash
scene.
Preference: As you can see from the dialog box on the next page, there are 5 panels.
Let us see what each one of them has.
General: This has the following options.
On launch: For On Launch options, select an option to specify which document Flash
opens when you start the application. Select Show Start Page to display the Start Page.
Select New Document to open a new, blank document. Select Last Documents Open to
open the documents that were open when you last quit Flash. Select No Document to
start Flash without opening a document.
Undo: For Undo, enter a value from 2 to 300 to set the number of undo/redo levels.
Undo levels require memory; the more undo levels you use, the more system memory is
consumed. The default is 100. Next select Document- or Object-level undo. Document-
level undo maintains a single list of all your actions for the entire Flash document. Object-
level undo maintains separate lists of your actions for each object in your Flash document.
Object-level undo gives you greater flexibility, since you can undo an action on one object
without having to also undo actions on other objects that may have been modified more
recently than the target object.
Printing: For Printing Options, select Disable PostScript if you want to disable
PostScript output when printing to a PostScript printer. By default, this option is deselected.
Select this option if you have problems printing to a PostScript printer, but keep in mind
that this will slow down printing.
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Test Movie: For Test Movie Options, select Open Test Movie in Tabs to have Flash
open a new document tab in the application window when you select Control > Test Movie.
The default is to open the test movie in its own window.
Selection: For Selection Options, select or deselect Shift Select to control how Flash
handles selection of multiple elements. When Shift Select is off, clicking additional elements
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adds them to the current selection. When Shift Select is on, clicking additional elements
deselects other elements unless you hold down Shift. Select Show Tooltips to display
tooltips when the pointer pauses over a control. Deselect this option if you don’t want to
see the tooltips. Select Contact Sensitive to have objects become selected when any part
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of them is included in the marquee rectangle when dragging with the Selection or Lasso
tools. The default is that objects are only selected when the tool’s marquee rectangle
completely surrounds the object.
Timeline: For Timeline Options, select Span Based Selection to use span-based
selection in the Timeline, rather than the default frame-based selection. Select Named
Anchor on Scenes to have Flash make the first frame of each scene in a document a
named anchor. Named anchors let you use the Forward and Back buttons in a browser
to jump from scene to scene in a Flash application.
Highlight Color: For Highlight Color, select a color from the panel, or select Use Layer
Color to use the current layer’s outline color. For Project, select Close Files with Project
to have all files in a project close when the project file is closed. Select Save Files on
Test or Publish Project to have each file in a project saved whenever the project is tested
or published.
ActionScript: This has the following options.
Editing Options: Choose whether you want automatic indentation, code hints, etc.,
from here.
Automatic indentation: When automatic indentation is turned on, the text you type
after an opening parenthesis [(] or opening curly brace ({) is automatically indented
according to the Tab Size setting in ActionScript preferences. For more information, see
Formatting code.
Tab size: It specifies the number of characters a new line is offset by when automatic
indentation is turned on.
Code hints: It enables code hinting in the Script pane. For more information about
using code hinting, see About code hinting in Flash.
Delay: It specifies the delay (in seconds) before code hints are displayed.
Font: It specifies the font used in the Script pane.
Use dynamic font mapping: It checks to ensure that the selected font family has
the necessary glyphs to render each character. If not, Flash substitutes a font family that
contains the necessary characters.
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Encoding: It specifies the character encoding used when opening, saving, importing,
and exporting ActionScript files.
Reload modified files: It lets you select when to see warnings about whether a script
file is modified, moved, or deleted. Select between Always, Never, or Prompt.
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• Always No warning is displayed when a change is detected, and the file is automatically
reloaded.
• Never No warning is displayed when a change is detected, and the file remains in
the current state.
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• Prompt (Default) Warning is displayed when a change is detected, and you can
choose whether or not to reload the file.
When building applications that involve external script files, this feature helps you avoid
overwriting a script that a team member has modified since you opened the application,
or publishing the application with older versions of scripts. The warnings let you
automatically close a script, and reopen the newer, modified version.
Syntax colors: It specifies the colors for code coloring in your scripts. With code
coloring enabled, you can select the colors to be displayed in the Script pane.
Language: It opens the ActionScript Settings dialog box.
AutoFormat: This has the options shown above and can be tried by clicking at each
one one of them to see the result in the preview.
Clipboard: This has the following options.
Colour Depth: Choose none if you are only pasting back into Flash. If you want to
copy bitmaps to the clipboard, choose a bitmap format.
Resolution: Choose the resolution at which you want to capture bitmaps.
Size Limit: If your computer has limited memory, choose None, else use this box to
limit the use of RAM that will be gobbled up by bitmaps on the clipboard.
Smooth: It is antialiasing, which means that the edges of shapes and lines will be
dithered to look smooth on the screen.
Gradients: This drop-down menu controls the quality of gradient fills that are created
when copying to the Windows clipboard.
FreeHand Text: Select and maintain text as blocks to keep text editable in a pasted
FreeHand file.
Drawing: This has the following options.
Pen Tool: Choose the options for tool from here.
Other options are:
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Connect curves, Smooth curves, Recognize lines, Recognize shapes and Click
accuracy.
Text: This has the following options.
Font Mapping Default: To select a font to use when substituting missing fonts in
documents you open in Flash.
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Vertical text: For Vertical Text options, select Default Text Orientation to make the
default orientation of text vertical, which is useful for some Asian language fonts. By default,
this option is deselected. Select Right to Left Text Flow to reverse the default text display
direction. This option is deselected by default. Select No Kerning to turn off kerning for
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vertical text. This option is deselected by default but is useful to improve spacing for some
fonts that use kerning tables.
Input Method: For Input Method, select the appropriate language.
Warnings: This has the following options, as shown in the figure below. You can choose
them all to work normally in Flash CS3.
PSD File Importer: This has the following options, as shown in the figure below.
AI File Importer: This has the following options, as shown in the figure below.
Customize Tools Panel: Using this command you can customize your tools.
Font Mapping: This command is used for mapping the font which may be missing.
Keyboard Shortcuts: This command shows you the various keyboard shortcuts.
6.4.4 View Menu
Various options of the menu are:
Go to: This command opens as submenu which has the options like First, Previous,
Next and Last scenes. Select the one you want to see.
Zoom In: This command allows you to zoom in.
Zoom Out: This command allows you to zoom out.
Magnification: This command allows you to choose the various
options of magnification of your screen ranging from 25% to 800%,
Show Frame and Show All.
Preview Mode: This command has the following options:
Outlines: This command allows user to see all the shapes as
outlines, mainly used for reshaping graphics.
Fast: This command is used to speed up the display on the screen.
Anti-Alias: This command dithers the edges of the shapes and lines
so that they look smoother on the screen. It also slows down the
display.
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visible.
Rulers: This command shows/hides the Rulers on or off the screen.
Grid: This command shows/hides the Drawing Grid on or off the screen. The option of
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Create Motion Tween: This command is one step in the process of creating a tweened
animation.
Timeline Effects: This command inserts various timeline effects as Assistants, Effects
and Transform/Transition. Each one of them have options too.
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Scene: This command inserts a new, empty Scene immediately following the currently
active Scene.
6.4.6 Modify Menu
Various options of the menu are:
Document: It gives rise to Document Properties dialog box, which
is used to change: Frame Rate, Frame Dimensions, Grid spacing
and Colour.
Dimensions: This establishes the Dimensions of the Movie, in
pixel units.
Match Printer: This matches the Movie Dimensions to the
currently selected printer’s maximum printable dimensions.
Match Contents: This button adjusts the Movie Dimensions to
include all active objects, from left-hand corner to the lower right-hand
corner of the entire movie.
Background Colour: This is used to choose a new background
colour.
Frame Rate: This is used to change the Frame rate.
Ruler Units: This pull down menu specifies units for the movie.
Make Default: Click this button and your settings will become the default for all
subsequent movies created.
Convert to Symbol: It converts a selected item on stage into a new symbol and evoke
the Symbol Properties dialog box.
Break Apart: It works with merged and object drawings, movie clips, buttons, graphic
symbols, and even imported bitmaps. Because you can ungroup graphics easily to make
them editable, the Break Apart command is generally used only for text and bitmaps.
Bitmap: This command has two options:
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Swap Bitmap: This command is used to swap an imported bitmap with another in
the document.
Trace Bitmap: This command is used to convert an imported bitmap into a vector
graphic with editable, discrete areas of colour.
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Duplicate Symbol: Duplicating a symbol lets you use an existing symbol as a starting
point for creating a new symbol.
Shape: This command has following options:
Smooth: Using this you can smooth existing curved segments.
Straighten: Using this you can reshape lines and shape outlines by straightening them.
Optimize: Another way to smooth curves is to optimize them. This refines curved lines
and fill outlines by reducing the number of curves used to define these elements. Optimizing
curves also reduces the size of the Flash movie and the exported Flash Player movie.
Convert lines to fills: You can modify shapes by converting lines to fills, expanding
the shape of a filled object, or softening the edges of a filled shape by modifying the curves
of the shape.
Expand Fill/Soften: Expand Shape and Soften Edges work.
Filled Edges: Best on small shapes that do not contain many small details. Applying
Soften Edges to shapes with extensive detail can increase the file size of a Flash Player
movie.
Add Shape Hint: Using this command you can add hints to the shape.
Remove All Hints: Using this command you can remove the hints added to the shape.
Combine Objects: You can use the Combine Object commands to create new shapes
by combining or altering existing objects. In some cases, the stacking order of selected
objects determines how the operation works. The Combine Objects commands are:
Union: The Union command lets you join to shapes two or more shapes into a single
shape.
Intersect: The Intersect command lets you create an object from the intersection of
two or more objects.
Punch: The Punch command lets you remove portions of a selected object as defined
by the overlapping portions of another selected object arranged in front of it.
Crop: The Crop command lets you use the shape of one object to crop another object.
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The front or topmost object defines the shape of the cropped area.
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Layer Properties: Using this command you can see the properties of various layers.
Reverse Frames: This is used to reverse the animation squence.
Synchronize Symbols: This command is used to recalculate the number of frames.
Convert to Keyframes: To distribute objects to layers, you select the objects in one
or more layers and choose this command.
Clear Keyframe: This command changes a Keyframe back into a simple Frame,
whereupon the contents of the former Keyframe will be replaced with copies of the
Keyframe immediately previous in the Timeline.
Convert to Blank Keyframes: To distribute objects to layers, you select the objects
in one or more layers and choose this command.
Timeline Effects: Flash includes prebuilt Timeline effects that let you create complex
animations with a minimal number of steps. You can apply Timeline effects to the following
objects: Text, Graphics, including shapes, groups, and graphic symbols, Bitmap images
and Button symbols.
Transform: Use this to access the Transform pop-up, home to the following commands:
Free Tranform, Distort, Envelope, Scale, Rotate and Skew, Rotate 900 CW, Rotate 900
CCW, Flip Vertical, Flip Horizontal and Remove Transform.
Arrange: Use this to open the arrange submenu. The various options are:
Bring to Front: This moves the symbol to the absolute front of the stack.
Bring Forward: This moves the symbol one step forward in the stack.
Send Backward: This moves the symbol one step backward in the stack.
Send to Back: This moves the symbol way back of the stack.
Lock: Use this to lock the symbol in its current position in the stack.
Unlock all: Use this to release the symbol from it’s locked status in the stack.
Align: This command can be used to align objects in various positions like, Left, Horizontal
Center, Right, Top, Vertical Center, Bottom, Distrubute Widths, Distribute Heights, Make
Same Width, Make Same Height, and To Stage.
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Group: This command groups the various selected items to one group.
Ungroup: This command is reverse of the above command, ungroups the grouped
objects.
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Enable Live Preview: The Live Preview feature lets you view components on the Stage
as they will appear in the published movie.
Mute Sounds: This command is a toggle that turns sound on or off.
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Accessability: You can see the accessability of your document from here.
History: You can see the history of your document from here.
Scene: This command shows the scene dialog box.
Screens: This command shows the screens dialog box.
Strings: This opens the Strings pallette for you.
Workspace Layout: It has the options of setting it to Default, Save Current or Manage.
Hide Panels: It hides all the open panels.
Cascade: This command opens all windows so that they overlap in a cascade descending
from the top left to the bottom right.
Tiles: You can open two tiles of the same document using this command.
6.4.11 Help Menu
This menu has the various options shown here.
Flash Help: Opens the Help for you to ask the system
what you want to know.
Getting Started with Flash: Helps you in working in
Flash.
Flash LiveDocs: You can download live documents of
Flash.
What's New in Flash CS3: Tells you what is new in the
new version of Flash.
Flash Exchange: Clicking at this takes you to the web
site of Adobe.
Flash Help: The following set of commands help you
in reaching Adobe and getting the required information
from the developer of the software. These commands
are: Flash Support Center, Flash Developer Center, Flash
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Smooth
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Snap to Objects
Smooth Straighten
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To scale the selection, drag a corner handle diagonally to scale in two dimensions.
Drag a corner handle or a side handle horizontally or vertically to scale in the
respective direction only. Shift-drag to resize proportionally.
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To skew the selection, position the pointer on the outline between the transformation
handles and drag.
To distort shapes, press Control and drag a corner handle or a side handle. Shift-
Control-drag a corner handle to taper the object—to move the selected corner and
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affect the shape of the objects contained within the envelope. You edit the shape of an
envelope by adjusting its points and tangent handles.
6.5.4 The Lasso Tool
It is used to group-select odd or irregular shaped areas of your drawing. After the areas
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are selected, they can be moved, scaled, rotated, or reshaped as a single unit. The Lasso
tool can also be used to split shapes or select portions of a line or shape.
To select objects by drawing a straight-edged selection area
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1. Select the Lasso tool and select the Polygon Mode modifier in the Options section
of the toolbox.
2. Click to set the starting point.
3. Position the pointer where you want the first line to end, and click. Continue setting
end points for additional line segments.
4. To close the selection area, double-click.
To select objects by drawing both freehand and straight-edged selection areas
1. Select the Lasso tool and deselect the Polygon Mode modifier.
2. To draw a freehand segment, drag on the Stage.
3. To draw a straight-edged segment, hold down Alt-click (Windows) or Option-click
(Macintosh) to set start and end points. You can continue switching between drawing
freehand and straight-edged segments.
4. To close the selection area, do one of the following:
If you are drawing a freehand segment, release the mouse button.
If you are drawing a straight-edged segment, double-click.
This tool has 3 options: Polygon Mode, Magic Wand and the Magic Wand properties.
Polygon Mode: Here selection points are created by a mouse click, causing a straight
selection line to extend between mouse clicks. Double click to complete the selection.
Magic Wand Modifier: It is used to select ranges of a similar colour in a bitmap that
has been broken apart. After you select areas of the bitmap, you can change their fill colour
or delete them.
Magic Wand Properties: This has 2 settings: Threshold and Smoothing.
Threshold Setting: This defines the breadth of adjacent colour values that the Magic
Wand Modifier will include in a selection. The higher the setting, the broader the selection
of adjacent colours, and conversely, a smaller number results in the Magic Wand, making
a narrower selection of adjacent colours.
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Polygon Mode
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of Pencil Mode.
Pencil Mode pop-up menu has 3 options as shown here. These help
in processing of the lines as they are drawn. Two are Straighten and
Smooth. The third one is freehand ink mode which turns off all other
line processing.
Straighten: Drawing with this option processes your drawings while taking into account
line and shape recognition.
Smooth: Drawing with this option reduces the zeal with which Flash automatically
processes your drawings.
Ink: Drawing with this option turns off all Flash processing.
6.5.10 The Brush Tool
It is used to paint with brush-like strokes
and to fill enclosed areas with colours.
Brush Mode
The fills can be solid colours, gradients,
or fills derived from bitmaps. Brush Size
This tool can have either 4 options Brush Shapes
depending upon the type of pressure
sensitive tablet you are using. These are: Lock Fill
Pressure Modifier, which only appears if
your a pressure sensitive tablet attached to your computer; Brush size and Brush shapes.
Brush Mode Modifier: This is a drop-down menu with 5 modes for applying strokes:
Paint Normal, Paint Fills, Paint Behind, Paint Selection, and Paint Inside. Let us see what
each of them does.
Paint Normal: It applies brush strokes over the top of any lines or fills. In this mode,
a black scrawl covers all elements: background, outline, fill, and drawn lines.
Paint Fills: This mode applies brush strokes to replace any
fills, but leaves lines untouched. In Paint Fills mode, a similar
black scrawl covers both the grey fill and the background.
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Paint Inside: This mode applies brush strokes only to the fill area
where the brush stroke was first initiated. It never paints over lines.
Brush Size Tool: This is a drop-down menu with a range of ten preset
available brush sizes. Although the sizes are shown as circles, the
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existing pencil lines, brush strokes, and fills. The Eye Dropper tool has no modifiers, but
then it does not need modifiers.
With the shift key pressed when the Dropper tool is over a line, fill, or brush stroke, the
cursor changes to an inverted U shape. In this mode, use of Dropper tool changes the
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attributes for all editing tools in Flash to match the attributes of the area clicked.
6.5.14 The Eraser Tool
Where there are drawing tools, can eraser be long behind. It must be there.
To quickly delete everything on the Stage
Double-click the Eraser tool.
To remove stroke segments or filled areas
1. Select the Eraser tool and then click the Faucet modifier.
2. Click the stroke segment or filled area that you want to delete.
To erase by dragging
1. Select the Eraser tool.
2. Click the Eraser Mode modifier and choose an erasing mode:
• Erase Normal erases strokes and fills on the same layer.
• Erase Fills erases only fills; strokes are not affected.
• Erase Lines erases only strokes; fills are not affected.
• Erase Selected Fills erases only the currently selected fills and does not affect
strokes, selected or not. (Select the fills you want to erase before using the Eraser
tool in this mode.)
• Erase Inside erases only the fill on which you begin the eraser stroke. If you begin
erasing from an empty point, nothing will be erased. Strokes are unaffected by the
eraser in this mode.
3. Click the Eraser Shape modifier and choose an eraser shape and size. Make sure
that the Faucet modifier is not selected.
4. Drag on the Stage.
When the eraser tool is active, 3 modifiers appear in the modifier tray. Two of these
modifiers, the Eraser Mode Modifier and the Eraser Shape Modifier, are pop-ups. The third
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unaffected.
Erase
Erase Lines: In this mode the
Shape
Eraser tool changes specialties,
Modifier
i.e., it works by erasing lines only
and leaving fills unaffected.
Erase Selected Fills: In this mode the Eraser tool becomes even more specialized
and only erases fills that are currently selected, leaving unselected fills and all lines
unaffected.
Erase Inside: In this mode the Eraser tool only erases the area of fill on which you
initiate erasing. This is much like the erase Selected Fills
mode, with the exception that the selection is accomplished
with the initial erasure. In this mode, the eraser leaves all other
fills and all lines unaffected.
Erase Shape Modifier: This modifier defines both the size and
shape or the eraser. It is a simple drop-down menu with 10
brushes available in 2 shapes, circular and square. These are
arrayed in two banks of 5 sizes each, ranging from small to
large.
6.5.15 The Hand Tool
When you are zoomed in close on the screen, you can easily navigate the Flash workspace
contents by using the Hand Tool. This tool is used by clicking and dragging, while holding
the mouse, in the direction you want to move the screen.
6.5.16 The Magnifier Tool
This tool is similar to various zoom tools you see in other programs. It has
two options: Zoom in and Zoom out. Zoom in brings you closer into the
drawing so that you can view it at a greater level of magnification, while
Zoom out pulls you away from the drawing by showing it at a lesser level
of magnification. Each level of Zoom in brings you in twice as close while each level of
Zoom out pulls you away in increments of one half.
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To view the entire Stage on the screen, or to view just a particular area of your
drawing at high magnification, you can change the magnification level. The maximum
magnification depends on the resolution of your monitor and the document size.
To Magnify or Reduce your view of the Stage, do one of the following
• To zoom in on a certain element, select the Zoom tool and click the element. To
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switch the Zoom tool between zooming in or out, use the Enlarge or Reduce
modifiers or Alt-click.
• To zoom in on a specific area of your drawing, drag a rectangular selection marquee
with the Zoom tool. Flash sets the magnification level so that the specified rectangle
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• To reposition the center point of the gradient or bitmap fill, drag the center point.
• To change the width of the gradient or bitmap fill, drag the square handle on the
side of the bounding box. (This option resizes only the fill, not the object containing
the fill.)
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• To change the height of the gradient or bitmap fill, drag the square handle at the
bottom of the bounding box.
• To rotate the gradient or bitmap fill, drag the circular rotation handle at the corner.
You can also drag the lowest handle on the bounding circle of a circular gradient or
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fill.
• To scale a linear gradient or a fill, drag the square handle at the center of the
bounding box.
• To change the radius of a circular gradient, drag the middle circular handle on the
bounding circle.
• To skew or slant a fill within a shape, drag one of the circular handles on the top or
right side of the bounding box.
• To tile a bitmap inside a shape, scale the fill.
• To see all of the handles when working with large fills or fills close to the edge of
the Stage, choose View > Work Area.
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Using the various readymade readymade styles of lines available in the software you can
draw a line of your needs.
Follow the following steps to create a line.
1. Click at Pencil or Line tool.
2. Click Windows menu.
3. Click Properties.
4. Click at Custom.
5. The stroke dialog box appears.
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5. You can rotate the curve bar by dragging tool to achieve the bend and line length
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8. Flash automatically attaches the second line segment to the first curved line.
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4. Move over a fill colour and release the mouse button or when the pointer changes
from Arrow to Dropper.
5. Drag to draw the shape.
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5. Click Ok.
6. Draw a rectangle shape with rounded corners. To draw regular corners again, enter
0 as the radius setting.
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Bucket
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2. Click Document.
3. The Document Properties dialog box appears.
4. Type the number of frames per second you want the movie to play in the Frame
Rate text box.
5. Type a width value in the Width text box.
6. Type a height value in the Height text box.
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7. Click Ok.
8. The new dimensions are adjusted.
6.7.2 Adding Frames
Follow the following steps to set frames for the movie.
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change.
2. Click Insert menu.
3. Click Clear Keyframes.
4. The required frame/frames are converted.
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5. Change the object slightly. I have changed it to 900 to the right, as can be seen in
next figure.
6. Repeat the steps 4 and 5. This time the image will turn face down, as shown next.
7. Now again repeat the same steps, making the figure turn to 2700 so that now it faces
to the left, as shown on next page.
8. This way you can change the angle to a smaller degree and make more frames if
you want to have real fun.
9. Click at first keyframe in the layer and press Enter.
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3. Flash displays dimmed images from the surrounding frames and places onion-skin
markers at the top of the Timeline.
4. To turn off onion-skinning, you can click the onion icon again.
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3. Flash exports your movie to the Flash Player and plays the animation.
6.7.3.6 Adjusting the Animation Speed
1. Click the keyframe you want to add frames to.
2. Click Insert menu.
3. Click Frame. Flash adds a frame after the keyframe.
4. Because adding just one regular frame is not always enough, repeat steps 2 and 3
above to add a few more frames to the sequence.
5. To test the animation, click the first frame in the Timeline and press Enter.
6.7.4 Selecting Frames
You can select one or more frames for various purposes.
6.7.4.1 Select a Single Frame
1. Click the frame you want to select.
2. Flash highlights the frame in the Timeline.
3. If you have difficulty selecting a regular frame between two keyframes, press and
hold Ctrl, then click the frame you want to select.
6.7.4.2 Selecting Multiple Frames
1. Click the first frame in the range of frames you want to select.
2. Press and hold Shift and click the last frame in the range.
3. Flash selects all the frames in-between.
4. To select multiple frames between two keyframes, click anywhere between the two
keyframes.
6.7.4.3 Modify Frame Properties
1. Click the frame you want to modify.
2. Click Modify menu.
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3. Click Frame.
4. The Frame panel opens.
5. You can type a label for the frame, if desired. The label appears in the Timeline.
6. You can use the other panel tabs to make changes to the frame object.
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LET US REVISE
5. In the Cast window, you can create or import new cast members to appear as sprites on the
Stage.
6. Toolbar presents icon shortcuts to common functions and operations.
7. A library palette is a palette which contains Director’s built-in behaviours.
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8. There are four types of inspectors in Director, each performs a specific task.
9. The main menus in Director are: File, Edit, View, Insert, Modify, Control, Xtras, Window and
Help.
10. A movie can consist of one or more cast libraries.
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11. Director uses its graphics editor, the Paint window, for most of its painting requirements.
12. Importing lets you create cast members from external media.
13. You use the Stage to determine where media elements, or cast members, should appear onscreen.
14. A sprite is an object that controls when, where, and how cast members appear in a Macromedia
Director MX 2004 movie.
15. The Text tool in Director’s Tool palette enables you to add text directly on the Stage.
16. The Text window, enables you to create and format blocks of text.
17. Sound can inform, guide, and stimulate the interest of the user.
18. Digital video is simply the result of capturing, storing, transmitting, and displaying a rapid
succession of digitized images on a computer.
19. Director can play digital video using a feature called direct-to-Stage.
20. You can use the Behaviour inspector to create and modify behaviours to perform basic actions.
21. Flash is the most popular program for creating animations not only for Windows based programs
but also for Internet.
22. The Selection tool lets you select entire objects by clicking an object or dragging to enclose the
object within a rectangular selection marquee.
23. You can use the Free Transform tool to freely transform objects, groups, instances, or text
blocks.
24. The Lasso tool can also be used to split shapes or select portions of a line or shape.
25. When you draw with the Pen tool, you click to create points on straight line segments, and click
and drag to create points on curved line segments.
26. To place text blocks on the Stage, you use the Text tool.
27. Drawing with the Line tool creates a perfectly straight line that extends from the starting point to
the end point.
28. Pencil tool is used to draw lines and shapes.
29. The Brush Tool is used to paint with brush-like strokes and to fill enclosed areas with colours.
The fills can be solid colours, gradients, or fills derived from bitmaps.
30. The Ink Bottle Tool is used to change the colour, style, and thickness of existing lines.
31. The Paint Bucket Tool is used to fill enclosed areas with colour, gradients or bitmap fills.
32. The eye dropper tool is used to acquire the colour and style information from existing pencil
lines, brush strokes, and fills.
33. When you are zoomed in close on the screen, you can easily navigate the Flash workspace
contents by using the Hand Tool.
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34. Line tool allows you to draw various lines on the screen.
35. Using the pen tool too you can draw curves.
36. An animation in fact is running the various scenes together.
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TRUE/FALSE QUESTIONS
MATCHING COLUMNS
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1. b 2. b 3. b 4. a
5. b 6. c 7. b 8. c
9. d 10. d 11. d 12. a
13. c 14. d 15. d
True False Questions
1. T 2. F 3. T 4. T
5. T 6. T 7. T 8. F
9. T 10. F 11. T 12. T
Matching Columns
A. 7 B. 8 C. 9 D. 10
E. 2 F. 3 G.. 4 H. 1
I. 5 J. 6
Fill in the Blanks with appropriate words
1. j 2. d 3. a 4. c
5. f 6. i 7. g 8. e
9. b 10. h 11. l 12. k
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Chapter
HTML Basics
7
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Remember
If your Web pages does not appear in the Open dialog box, make sure that you have saved
it as Text Only and given it the .htm or html extension.
You don’t have to close the document in the text editor before you view it with a browser.
This makes editing much faster. You can switch to the editor, make your changes, and
then back to the browser and click Reload to view the changes. It is not necessary to
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publish your pages on the server before you view them. Publishing them on the server
does not change them in any way (it only moves them to a new location).
7.1.2 Home Page Designating
Home page is the page which is shown on the screen, when the site is opened. The most
common home page name is index.html but this varies from server to server.
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include both to ensure that your page is correctly recognized, regardless of the browser
used.
Create a template with the !DOCTYPE and HTML tags already typed in as a starting point
for all your pages.
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The Head section provides information about the URL of your Web page as well as its
relationship with the other pages at your site. The only element in the HEAD section that
is visible to the user is the title of the Web page. The BODY of your HTML document
contains the bulk of your Web page, including all the text, graphics, and formatting.
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3. Type </HEAD>.
Follow these steps to create the BODY:
1. After the final </HEAD> tag and before anything else, type <BODY>.
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2. Type <TITLE>.
3. Enter the title of your web page.
4. Type </TITLE>.
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Remember
There must be only one TITLE tag in each HTML document. A title cannot contain any
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formatting, images, or links to other pages. Don’t use colons or backslashes in your titles.
These symbols cannot be used by some operating systems for file names. It’s good idea
to use a common element to begin each page’s title.
For example, you could begin each page with My Page: followed by the specific area
described on that page.
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7.5 LISTS
HTML support 3 type of lists: Unordered lists, Ordered lists and Definition lists. Ordered
lists are numbered in some fashion, while Unordered lists are bulleted. Definition lists
consist of a term followed by its definition.
Both ordered and unordered lists require start and end tags as well as the use of a special
element to indicate where each list item begins (the <LI> tag). Unordered lists can be
preceded by one of several bullet styles: a closed circle, an open circle, or a square.
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The tags for an unordered list are <UL> and </UL>. Ordered lists can be preceded by
Arabic numerals, uppercase or lowercase Roman numerals, or uppercase or lowercase
alphanumeric characters. The tags for an ordered list are <OL> and </OL>. Definition
lists require a start tag (<DL>) and end tag (</DL>) and two special elements: one for
definition terms (the <DT> tag) and one for definitions (the <DD>) tag.
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In addition to these three types of lists, HTML also allows two other types of lists that are
much less commonly used: Directory lists (which use the <DIR> tag) and Menu lists (the
<MENU> tag). However, these two types of lists are not very popular.
7.5.1 Unordered Lists
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As said earlier, this list uses the <UL> and </UL> tags. The only element that can be
contained inside the <UL> and </UL> tags is a list item, signified with the list item element.
The list item element uses the <LI> tag (and optionally the </LI> tag) and contains the
actual content of your lists. Both <UL> and <LI> have the same set of attributes:
TYPE=”CIRCLE”
TYPE=”DISC”
TYPE=”SQUARE”
The CIRCLE attribute value is used for a hollow bullet, the DISC type creates a solid bullet,
and the SQUARE value renderes a solid block. The default appearance for a list is with a
disc. You can use an optional </LI> end tag at the end of each list item, however, the
</UL> end tag is always required at
the end of the unordered list.
Eventhough both the <UL> tag and
t he < LI > t ag c an t ak e t he T Y P E
attribute, it’s much more common to
use the attribute with the <UL> tag so
that the entire list takes on the
appearance you desire. For example,
here is some HTML that generates
two separate lists:
<TITLE>Menu Card</TITLE>
<BODY>
<p><Breakfast>
<UL>
<LI>Eggs
<LI>Milk
<LI>Apples
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<LI>Coffee
</UL>
<p>Dinner
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<UL TYPE=”SQUARE”>
<LI>Soup
<LI>Salad
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<UL>
<LI>PageMaker
<UL>
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<LI>Version 7.0
</UL>
</UL>
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<LI>CorelDRAW
<UL>
<LI>CorelDRAW 11
<UL>
<LI>CorelTRACE
</UL>
</UL>
</UL>
The list would be displayed with the sublists indented beneath the main list, much like we
have shown in the source code for readability. There are a total of seven lists here. Each
<UL> tag begins a new list. The main list (Microsoft, Adobe, and CorelDRAW) has six
sublists — two per bulleted point. The above figure shows the same.
7.5.2 Creating Ordered Lists
The ordered list element’s <OL> and </OL> tags are used to create ordered lists. Like
unordered lists, ordered list must contain list item elements (with the <LI> tag) to contain
your list’s text. In fact, ordered lists are identical in behaviour to unordered lists, except
they use numbers instead of bullets and you can use an attribute to start numbering at a
number other than one.
Here are the attributes you can use with the <OL> tag:
TYPE=”1” (Arabic numbers)
TYPE=”a” (lowercase alphanumeric)
TYPE=”A” (uppercase alphanumeric)
TYPE=”i” (lowercase Roman numbers)
TYPE=”I” (uppercase Roman numbers)
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<LI>Bread
<LI>Ham
<LI VALUE=”10”>Coffee
<LI>Fruit
</OL>
In a browser the order of this list would
appear as follows:
1. Milk
2. Bread
3. Ham
10. Dark Chocolate
11. Fruit
7.5.3 Definition Lists
The definition list element uses the <DL> start tag and the </DL> end tag to create a
definition list. This list is rendered without bullets. The <DT> tag is used for definition terms
(that is, the name or title of the item you
are defining). The <DD> tag is used for
the definitions themselves. For example,
<DL>
<DT>Microsoft Excel
<DD>A spreadsheet program
<DT>Microsoft Word
<DD>A word processing program
</DL>
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The directory list element is signified by the <DIR> and </DIR> tags. This element was
intended to be used for directory lists of short items (some sources recommend 20 or
fewer characters so they can be listed in columns 24 characters wide). Here is a quick
example of a directory list:
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<DIR>
<LI>Item 1
<LI>Item 2
<LI>Item 3
</DIR>
Similarly the <MENU> and </MENU> tags make up the menu element, which is used for
the menu lists. Menus can appear with different spacing results in different browsers, but
Navigator and Internet Explorer don’t display menu lists any differently than unordered lists.
Here is a quick sample menu:
<MENU>
<LI>Milk
<LI>Butter
<LI>Bread
</MENU>
For both directory and menu lists, the only item that should be contained is a list-item
element (the <LI> tag).
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nda.vsnl.net.in
These codes signify the following:
nda A code given by VSNL, denoting their computer name.
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7.7 IMAGES
HTML supports all kind of graphic images. They can be logos or photographs. Graphics
once inserted are displayed on the site page. Follow the following steps to insert an image
on a page:
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3. In the example I have typed this after the <HEAD> line. Since I would be using
GLOBE.JPG in the text, I have used its location.
4. If desired, type BRODER = n, where n is the thickness of the border in pixels. I
have not used any.
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Remember
You can add graphics with extensions like, GIF, JPEG, PNG, or any other kind of images
that the browser recognizes. Don’t expect your visitors to the site to wait for more than 30
seconds to load and view your page.
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So get the smaller images, create miniatures of large images and let visitors choose to
view the larger images only if desired.
7.7.1 Specifying Size for Fast Viewing
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As mentioned above your image should be small so that it can be loaded fast. If you specify
the image’s dimensions, the browser can fill in the text around the image as the image
loads, so that your visitors can read the page without having to wait for the images. Follow
the following steps to specify the size of your image:
1. Open the image in Photoshop, or other image editing program.
2. Choose Image > Image Size.
3. Choose pixels for the unit of measure in both the Width and Height pop-up menus.
4. Write down the values shown in the Width and Height text boxes. In this case the
width is 150 and height is 185 pixels.
5. In your HTML document where you wish the image to appear, type <IMG SRC =
"image.location", where image.location is the location of the image on the server.
This is done as was done in the previous case.
6. Type WIDTH=x HEIGHT=y, using the values you jotted down in step 4 to specify
the values for x and y (the width and height of your image) in pixels. In this case
width would be 150 and height to be 185.
7. Add other image attributes as described and then type the final >.
8. See how the figure looks like on the next page. I have deliberately used width as
100 and height as 145, since if I had used the same options, you would not have
noticed the difference in the picture. Text is also given there.
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3. Add other image attributes, as described in other parts of this chapter, if desired.
4. Type the final >.
5. See the result in the browser, as shown next alongwith the HTML text.
EBSCO Publishing : eBook Collection (EBSCOhost) - printed on 11/1/2019 8:21 AM via UNIVERSIDAD NACIONAL ABIERTA Y A DISTANCIA - UNAD
AN: 1223953 ; Bangia, Ramesh.; Introduction to Multimedia
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