Jumat, 22 Juni 2007

For rentalproyektor Creating New Movie Clips Based on Existing Movie Clips

rentalproyektor
Recipe 11.9. Creating New Movie Clips Based on Existing Movie Clips
Problem
FlashMX MultiRental.3pod rental sewa projector proyektor lcd infocus plasma soundsistem jakarta proudly present
You want to create a duplicate movie clip instance based on an existing instance.
Solution
FlashMX MultiRental.3pod rental sewa projector proyektor lcd infocus plasma soundsistem jakarta proudly present
Use the duplicateMovieClip( ) method.
Discussion
FlashMX MultiRental.3pod rental sewa projector proyektor lcd infocus plasma soundsistem jakarta proudly present <http://greateventsupport.com/fireworks/changing-paths-appearance/changing-swatch-groups.html>

With the duplicateMovieClip( ) method, you can quickly create duplicates of movie clip instances already on the stage. This method creates a copy of the movie clip instance from which it is invoked with a new instance name and depth:
// Create a new movie clip named mNewInstance based on the movie clip named
// originalInstance that already existed on the stage. The new movie clip is
// created at depth 1.
mOriginalInstance.duplicateMovieClip("mNewInstance", 1);


Additionally, you can specify a third, optional parameter for the duplicateMovieClip( ) method. This parameter is known as the initialization object, and the properties and values of the initialization object are assigned to the new instance. The parameter value should be in the form of an ActionScript Object object, which you can create one of two ways: <http://greateventsupport.com/filezilla/file-views/index.html>
· Using the constructor and assigning properties and values via dot notation:
· var oInitialization:Object = new Object();
· oInitialization.property1 = "value1";
· oInitialization. property2 = "value2;

· Using the object literal notation:
· var oInitialization:Object = { property1: "value1", property2: "value2"};

Both of these techniques are absolutely valid, and neither is better than the other. Sometimes you may find that you want to use the object literal notation, because it allows you to create the object in line with the duplicateMovieClip( ) method:
mOriginalInstance.duplicateMovieClip("mNewInstance", 1, { property1: "valeu1",
property2: "value2"});

However, in other cases, the object literal notation is either inconvenient or impossible. Generally, the more properties you want to assign to an object, the more it makes sense to use the constructor technique, because it offers a much more readable format. <http://greateventsupport.com/freehand/freehand-lessons/freehand-tutorial.html>
var oInitialization:Object = new Object();
oInitialization. property1 = "value1";
oInitialization. property2 = "value2";
mOriginalInstance.duplicateMovieClip("mNewInstance", 1, oInitialization);

The initialization object, or init object, can be extremely useful in at least two ways:
· You can use the initialization object to initialize the new instance with its own values for built-in movie clip properties, such as _x, _y, _rotation, and so on. By default, the duplicate retains the values for these properties from the original movie clip.
· // Create a duplicate movie clip positioned at 300,300.
· mOriginalInstance.duplicateMovieClip("mNewInstance", 1, {_x: 300, _y: 300});

· You can use the init object to initialize a new instance with copies of the custom method definitions (such as event handler methods) of the original movie clip. By default, custom method definitions are not copied from the original to the duplicate movie clip. However, you can use a for… in loop to populate an initialization object with all the custom properties and methods of the original movie clip, and then pass that initialization object to the duplicateMovieClip( ) method:
· // Create the init object.
· var oInitialization:Object = new Object();
·
· // Use a for…in loop to loop through all the custom properties and methods of
· // the original movie clip instance, and add them to the init object.
· for(var sItem:String in mOriginalInstance) {
· oInitialization [sItem] = mOriginalInstance[sItem];
· }
·
· mOriginalInstance.duplicateMovieClip("mNewInstance", 1, oInitialization);

You can use a for statement to create multiple duplicates at the same time. The basic syntax is as follows:
for(var i:Number = 0; i < numberOfDuplicates; i++) {
originalInstance.duplicateMovieClip (newInstanceName, depth);
}

When you create the new movie clips, make sure each has a unique instance name and a unique depth. Typically, you can generate unique instance names by concatenating the for statement's index variable value with a base name. For example, you might use a base name of mSquare and concatenate that with the value of the for statement's index variable to get instance names of mSquare0, mSquare1, mSquare2, and so on. Then, for the depth, you can either use the value of the for statement's index variable or you can use the getNextHighestDepth( ) method that is discussed in rentalproyektorrentalproyektorRecipe 11.10. The following example creates five duplicates with instance names mSquare0 through mSquare4:
for(var i:Number = 0; i < 5; i++) {
mSquare.duplicateMovieClip("mSquare" + i, i);
}

<http://greateventsupport.com/freehand/swatches-panel/system-requirements.html> When you generate duplicate movie clips in batches as shown in the preceding code, you may notice that you don't have a very convenient way to refer to the new instances. When you create a single duplicate with a specific name, you can refer to the new movie clip quite simply. For example, the following code creates a duplicate of mCircle with an instance name of mNewCircle. Then it applies an onPress( ) event handler method to the new movie clip.
mCircle.duplicateMovieClip("mNewCircle", 1, {_x: 100, _y: 100});
mNewCircle.onPress = function():Void {
trace("You clicked on mNewCircle.");
};

However, when you use a for statement to create the duplicates with dynamic instance names, you need a different way to refer to the new movie clips. For example, if you are creating duplicate movie clips with instance names mSquare0, mSquare1, mSquare2, and so on, you cannot use the following code to assign an onPress( ) event handler method to them after you've created them:

Rabu, 20 Juni 2007

For rentalproyektor You want to convert bitmap graphics to vector art.

Problem
rentalproyektor
Solution
FlashMX Ges0Catch rental sewa projector proyektor lcd infocus Plasma soundsistem jakarta proudly present
Use Modify Trace Bitmap.
Discussion
FlashMX Ges0Catch rental sewa projector proyektor lcd infocus Plasma soundsistem jakarta proudly present <http://greateventsupport.com/filezilla/proxy/>

Flash excels with vector graphics; most of its tools are designed to edit them and Flash is optimized to work with them. Vector graphics are also scalable, in contrast to bitmap graphics, which usually lose quality when scaled (especially when scaled up). Finally, due to their editability, vector graphics are easier to animate, since you can reshape them nondestructively. Using Flash's trace feature, you can convert any bitmap graphic to vector shapes.
As promising as this conversion may sound, tracing bitmaps is often not a viable solution. For highly detailed bitmaps, such as most digital photographs, vector graphics are inferior in almost every significant way to bitmaps, including editability, file size, and image quality.
To reproduce an image using vector graphics, Flash draws vector shapes. If an image is relatively simple, with large regions of a single color, Flash can easily render the image using shapes. But if the image is detailed and intricate, as most photographs are, Flash has to draw many extremely small shapes. At some point, the overhead of creating and drawing tiny shapes becomes more file size and processor-intensive than the original pixels. And if the resulting vector shapes are larger than a pixel, the image has less detail than the bitmap, which means that it doesn't look as good.
<http://greateventsupport.com/filezilla/local-file-list/>

If you are considering vectorizing a bitmap, you ought to examine your motivations. If you want to vectorize the bitmap for stylistic purposes, that's a good reason. Another good reason to vectorize a bitmap is because you want to use shape tweens on the shapes that constitute the bitmap. However, if you want to vectorize the bitmap to save file size, you're very unlikely to achieve that particular goal unless the bitmap has very few colors and consists primarily of simple shapes.
If you determine that you do want to vectorize the bitmap, complete the following steps: rentalproyektor
1. Drag a bitmap instance onto the stage.
2. Select it with the Selection tool. Do not break it apart.
3. Choose Modify Bitmap Trace Bitmap from the main menu.
4. Enter appropriate settings in the Trace Bitmap dialog box, as follows:

Color Threshold
Determines how close colors have to be to be considered the same color and represented in the same shape. The lower the number, the more intolerant Flash is of color differences, resulting in more vectors, higher file size, and higher visual fidelity. The range is 1 to 500, with each number representing the difference in RGB colors between two pixels. The default value is 100.

Minimum Area
Determines how many surrounding pixels Flash considers when analyzing a pixel. This affects how large the resulting shapes are. Higher numbers merge more pixels together into single shapes, resulting in lower image fidelity and smaller file sizes. The range is 11000, and the default is 8.

Curve Fit
Controls how much smoothing Flash applies to curves. The drop-down menu has six increasingly smooth settings, ranging from Pixels to Very Smooth. Higher smooth settings result in lower fidelity to the original bitmap and smaller file sizes. The default setting is Normal. <http://greateventsupport.com/filezilla/proxy/>


Corner Threshold
Controls how much sharp corners are smoothened. The drop-down menu has three settings, ranging from Many Corners to Few Corners. The middle option, Normal, is the default. rentalproyektor
5. Click OK. Depending on the settings you entered and your computer's processing capabilities, the tracing could take several seconds or minutes. When the tracing is finished, the original bitmap is replaced with the vector version of the image.
6. If desired, you can delete the bitmap from the library.
Tracing bitmap images requires you to balance the competing needs of file size and simplicity, on the one hand, and fidelity to the original image on the other. The process usually requires trial and error. Remember to use Edit Undo to bring an image back to its original state, so you can try again.
One strategy for tracing bitmaps is to trace two instances of the same bitmapone using low settings (yielding high quality), and one using high settings (yielding simple shapes). Then composite the two versions together using the high-quality source for important areas of the graphic and the low-quality source for less important parts of the graphic.
When you have traced a bitmap, you can sometimes further optimize the vectorized version using the Optimize feature in Flash. To use the feature, select the entire shape you want to optimize (e.g., the entire vectorized version of the bitmap) and select Modify Shape Optimize. The Optimize Curves dialog box will appear, prompting you for a few settings before it runs. Set the Smoothing slider based on how much you want Flash to smooth out the curves in the shape. Generally, the more smoothing you apply, the less it will resemble the original, but the greater the reduction in file size. Because you can undo after running the Optimize feature, you can use trial and error to find the setting that is most appropriate for your artwork. The Use Multiple Passes feature will automatically run the optimization repeatedly until it has determined that the shape is fully optimized. Typically, you will find it helpful to keep the Use Multiple Passes option checked unless you find that it is
optimizing too much. When you've got the settings as you want, click the OK button to run the optimization. Depending on the complexity of the shape, it may take a second, or it may take many seconds. Once the optimization is done, deselect the shape on stage to see the effect. If it is acceptable, you don't need to take any further steps. If the optimization rendered the shape unrecognizable, you can undo and reapply with different settings.
If the Optimize feature didn't get enough of a file size reduction, you can still further optimize the shape using the smooth and straighten features. Using the Selection tool, select the traced bitmap shape. Then click on the Smooth or Straighten buttons at the bottom of the Tools panel. Or, optionally, choose Modify Shape Smooth or Modify Shape Straighten from the menus. You can apply smooth or straighten more than once. But check after each application to make sure that the traced bitmap shape still looks recognizable. http://greateventsupport.com/filezilla/gss/

The following sequence of images shows the differences between different versions of a traced bitmap. The first is the original bitmap before being traced. When exported in the SWF, the bitmap in the example accounts for 56KB. The second image is a version that has been traced with a color threshold of 50, minimum area of 4 pixels, curve fit of normal, and corner threshold of normal. When exported in the SWF, the traced bitmap artwork accounts for 44KB. The third image is an optimized version of the second. The optimization was run with the smoothing set to maximum and using multiple passes. When exported in the SWF, the artwork accounts for 31KB. And the fourth image is a version of the third with further smoothing applied. When exported in the SWF, it accounts for 26KB.