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Flash® Catalyst CS5 Bible

Table of Contents

Quick Start: Dive Into Flash Catalyst CS5

Rich Internet Applications

The Flash Catalyst Workflow

Introducing Adobe Illustrator

Illustrator interface

Illustrator artboard

Illustrator tools

Importing into Illustrator

Using layers in Illustrator

Introducing Flash Catalyst

Importing an Illustrator file into Catalyst

Optimizing graphics

Creating components

View states

Interactions

Introducing Flash Builder 4

Summary

Part I: Rich Internet Applications and the Flash Platform

Chapter 1: Understanding Rich Internet Applications

Moving Beyond HTML

A brief history of the Web

Dynamic HTML

Ajax

Understanding the Flash Platform

Flash platform overview

Summary

Chapter 2: Introducing Flash Catalyst

Catalyst Projects

The Flash Catalyst Interface

The Start screen

The main workspace

Design and Code workspaces

The Heads-up display

Customizing the workspace

Getting Help

Summary

Chapter 3: Working with Other Applications

Adobe Creative Suite 5 Design Tools

The CS5 Interface

Tools

Panels

Workspaces

Choosing Your Comp Tool

Vector versus raster graphics

Adobe Flash Builder 4

Summary

Part II: Designing the Application

Chapter 4: Wireframing an Application in Flash Catalyst

Creating a New Wireframe Project

Using the Selection, Direct Select, Hand, and Zoom Tools

The Selection and Direct Select tools

The Hand and Zoom tools

Using the Drawing Tools

Draw rectangles, rounded rectangles, and squares

Set strokes and fills

Draw ellipses and circles

Drawing lines

Drawing other shapes

Adding text

Using the Transform Tool

Understanding Layers

Working with Blend Modes

Add Wireframe Components

Run a Project

Saving a Project

Summary

Chapter 5: Creating an Application Comp in Illustrator

Create a New File in Illustrator

Choosing a print document or Flash Catalyst document

Choosing the file name and document size

Drawing in Illustrator

The Tools panel

Selection tools

Drawing tools

Modify Artwork

Revisiting the Direct Select tool

Work with color

Use gradients

Transform objects

Organize Art Work on Layers

Layers and sublayers

Add Text to Your Designs

Text tool

Area Text tool

Type on a Path tool

Apply Effects

Using Multiple Artboards

Best Practices when Using Illustrator with Catalyst

Plan file structure

Follow a naming convention

Do not link to external files

Designate duplicated assets

Create outlines for text that use filters and effects

Create outlines for uncommon, rarely used fonts

Use the Blob brush

Rasterize Brushes

Summary

Chapter 6: Creating Assets in Photoshop

Opening Files in Photoshop

Viewing Images

Selecting Images

Rectangular and elliptical selections

Lasso tool

Polygon Lasso and Magnetic Lasso tools

Smart Selection and Magic Wand tools

Combining selection tools

Remove selections

Saving selections

Sizing and Cropping Images

Work with Layers

Copy selections to new layers

Delete layers

Selecting layers versus selecting layer contents

Layer opacity

Layer blend modes

Image Retouching

Color correction

Fixing highlights and shadows

Removing blemishes

Add Vector Shapes and Paths in Photoshop

Add Layer Styles

Add Text

Create embossed text

Create 3D Text

Summary

Chapter 7: Using Fireworks with Flash Catalyst

Creating a New Fireworks File

Fireworks Tools and Panels

Tools

Panels

Working with Color

The Color Palette panel

The Swatches panel

The Kuler panel

Add Text

Importing Bitmaps

Working with Filters

Saving Artwork as Symbols

Adding Prototype Objects

Exporting as FXG

Summary

Part III: Creating the Application in Catalyst

Chapter 8: Converting Illustrator and Photoshop Artwork into Catalyst Projects

Create a New Project from an Illustrator Comp

Create a New Project from a Photoshop File

Import Graphics into an Existing Project

Import images to the artboard

Importing multiple images

Using the Library panel

Round-Trip Editing with Illustrator

Create Optimized Graphics

Summary

Chapter 9: Converting Artwork to Components

Convert Layers and Groups to Custom Components

Editing components

Nesting components

Naming components

Reusing components

Creating Buttons

Convert Artwork to a Toggle Button

Convert Artwork to a Text Field

Convert Artwork to Sliders

Convert Artwork to Radio Buttons and Checkboxes

Convert Artwork to Scroll Panels and Data Lists

Data list properties

Design-time Data

Convert Artwork to a Scrollbar

Create a scrollbar

Associate a scrollbar with a scroll panel or data list

Summary

Chapter 10: Creating View States

Creating New View States

Changing Components in States

Removing or hiding components

Moving components

Applying component changes to states

Sharing components between states

Triggering State Changes with Interactions

Setting Up Transitions

Using Button States

Summary

Chapter 11: Adding Animation

Creating an Action Sequence

Working with the Timeline

Adding Actions

Properties panel

Set Component State

Set Property

Fade

Sound Effect

Move

Resize

Rotate

Rotate 3D

Set action timings

Summary

Chapter 12: Working with Design-time Data

Convert an Asset to a Data List

Selecting the data list parts

Designating the parts

Add Design-time Data

Summary

Chapter 13: Adding Multimedia

Adding SWFs to Your Project

FLA versus SWF

Importing an SWF

Controlling an SWF through action sequences

Importing Video

Converting video to FLV

Importing video into Catalyst

Controlling a Video Player

Video player interactions

Playback controls

Video component properties

Importing and Playing Sound

Importing sound

Playing sound

Summary

Part IV: Exporting Projects into Flash Builder 4

Chapter 14: Flash Builder 4 and the Flex Framework

The Flex Framework

MXML

ActionScript 3.0

Object-oriented programming 101

Flash Builder 4

Interface

Design and Source modes

Creating a Flex Project

Project folders

Understanding Flex 4

Main application file

Namespaces

Components

Running Projects

Debugging

Summary

Chapter 15: Exporting a Flash Catalyst Project to Flash Builder

View the Project's Code

Import the Project into Flash Builder

Run the Project from Flash Builder

Viewing Help on the Code

Viewing the Project in the Design Mode

Connecting a Project to Live Data

Summary

Chapter 16: Returning a Project to Flash Catalyst

Flash Builder Projects in Flash Catalyst

Merging Projects

Using a Flash Catalyst Library Package to Manage Changes

Create an FXPL file

Import an FXPL into Flash Builder

Changing library items in Catalyst

Summary

Chapter 17: Exporting Catalyst Projects Directly to Flash Player

Exporting a Project as a SWF

Font Embedding

Deploying the Project to the Web

Summary

Chapter 18: Creating a Project for AIR

Understanding AIR

Converting a Project to AIR

Completing an AIR Project

Installing an AIR Application

Deploying to AIR Directly from Catalyst

Summary

Part V: Build a Complete Project

Chapter 19: Creating a Design Comp in Illustrator

Identifying the Design Requirements

Design the Application in Illustrator

Create a new file

Create the logo

Organize the logo's layers

Position the logo

Create the category list

Add the floral element

Create the top navigation

Create the Search and Wish List boxes

Create the bottom navigation

Create the backgrounds for the bottom navigation

Create the main content area for the Home state

Add the first sidebar

Create the second sidebar

Draw the shopping cart

Optimizing the Project

Rasterize the shopping cart

Embed linked artwork

Summary

Chapter 20: Importing the Design into Catalyst

Creating a Catalyst Project from a Design Comp

Organizing Artwork

Rename layers

Create new layers

Creating new sublayers

Deleting layers

Removing unneeded groups

Moving, Rotating, and Resizing Artwork

Moving artwork

Rotating artwork

Resizing artwork

Convert Artwork to Optimized Graphics

Summary

Chapter 21: Importing Additional Artwork from Illustrator and Photoshop

Importing Additional Artwork from Illustrator

Importing Bitmap Artwork from Photoshop

Using Copy and Paste to Import Assets from Illustrator and Photoshop

Edit an Asset in Illustrator with Round-trip Editing

Summary

Chapter 22: Converting Artwork to Components in Your Projects

Creating Custom Components

Convert artwork to a custom component

Edit a custom component

Nest Components within Components

Convert Artwork to a Button

Create the button

Rename the button

Create Check Boxes and Radio Buttons

Create check boxes

Create radio buttons

Defining a radio button group

Convert Artwork to a Text Input Field

Configure the component

Reuse components

Convert Artwork to a Scrollbar

Create the scroll bar

Configure the scroll bar

Summary

Chapter 23: Creating View States in Your Project

Creating States in the Main Application

Modify the Contents of a State

Create New States within a Component

Components with Built-in View States

Trigger View State Changes with Buttons

Create the interaction

Test the interaction

Animating State Change Transitions

Changing the timing of effects

Applying other effects

Summary

Chapter 24: Adding Data Lists

Convert Artwork to a Data List

Configuring the Data List's Parts

Configuring the Repeating Item's Appearance

Set Up Design-time Data

Summary

Chapter 25: Importing Your Project into Flash Builder

Beginning the Import Process

Running a Project in Flash Builder

Merging Changes from Catalyst into Flash Builder

Summary

Chapter 26: Connecting Your Project to Live Data

Setting Up a Local Testing Server

Download and install ColdFusion

Configuring the database

Changing the Project Type

Set up the project

Configuring the return data

Binding the Data to the Visual Component

Summary

Part VI: Appendixes

Appendix A: Keyboard Shortcuts

Appendix B: Best Practices

The Web is not print

Design for interactivity

Do not overuse interactivity

Stay organized

Gain an understanding of Flash Builder and the Flex framework

Communicate

Gain an understanding of Illustrator and Photoshop

Plan ahead

Do not change skins in Flash Builder

Communicate

Do things in the right order

Think about using components

Changes apply only to single states

Preview the project at regular intervals

Appendix C: What's on the Book's Web Site

Flash® Catalyst CS5 Bible

Rob Huddleston

WileyTitlePageLogo.eps

About the Author

Rob Huddleston has been developing Web pages and applications since 1994, and has been an instructor since 1999, teaching Web and graphic design to thousands of students. His clients have included the United States Bureau of Land Management, the United States Patent and Trademark Office, the States of California and Nevada, and many other federal, city and county agencies; the United States Army and Air Force; Fortune 500 companies such as AT&T, Bank of America, Wells Fargo, Safeway, and Coca-Cola; software companies including Adobe, Oracle, Intuit and Autodesk; the University of California, San Francisco State University, and the University of Southern California; and hundreds of small businesses and non-profit agencies, both in the United States and abroad.

Rob is an Adobe Certified Instructor, Certified Expert, and Certified Developer, serves as an Adobe User Group Manager, has been named as an Adobe Community Expert for his volunteer work answering user questions in online forums, and also helps users as an expert moderator on Adobe's Community Help system.

He is the author of XML: Your visual blueprint™ for building expert Web sites using XML, CSS, XHTML, and XSLT; HTML, XHTML and CSS: Your visual blueprint™ for designing effective Web sites; Master VISUALLY: Dreamweaver CS4; and Flash CS4 Professional and ActionScript 3: Your visual blueprint™ for creating interactive projects in Flash CS4 Professional.

You can visit Rob's blog at www.robhuddleston.com, or follow him on Twitter at twitter.com/robhuddles. He lives in Northern California with his wife and two children.

For Kelley, Jessica and Xander. I love you more than I can say.

Credits

Senior Acquisitions Editor

Stephanie McComb

Project Editor

Chris Wolfgang

Technical Editor

TJ Downes

Copy Editor

Kim Heusel

Editorial Director

Robyn Siesky

Business Manager

Amy Knies

Senior Marketing Manager

Sandy Smith

Vice President and Executive Group Publisher

Richard Swadley

Vice President and Executive Publisher

Barry Pruett

Project Coordinator

Patrick Redmond

Graphics and Production Specialists

Jennifer Mayberry

Ronald G. Terry

Quality Control Technician

Jessica Kramer

Proofreading and Indexing

Christopher M. Jones

Word Co Indexing Services

Media Development Project Manager

Laura Moss

Media Development Assistant Project Manager

Jenny Swisher

Media Development Associate Producer

Josh Frank

Marilyn Hummel

Doug Kuhn

Shawn Patrick

Foreword

In October of 2007, I was sitting in a conference room with members of my team at the interactive agency I worked at. We had been asked if we were interested in meeting with some people from Adobe on some possible features for what was at the time called Flex Builder.

The timing was great because we had recently launched a pretty sophisticated Flex Web application for a car manufacturer, and we had pushed Flex Builder and the Flex framework to its limits. We were thrilled with an opportunity to present all of the issues we had to the team to hopefully work on in the next version.

We sat in the room and dimmed the lights, and the team's product manager, Steve Heintz, made a clarification on the presentation. We weren't going to see Flex Builder, but an entirely new concept codenamed Thermo. As we watched the presentation, the team showed features for this mythical application including:

Converting artwork into components without needing to go through the laborious skinning workflow.

Editing designs in Illustrator within context of the Flex application.

Rigging interactions between components.

Capturing user interactions without needing to understand Flex.

Working with design-time data to build data lists and components.

And all this while writing MXML and ActionScript using the Flex framework behind the scenes.

We were floored, but at the same time were very skeptical — an application like Thermo was exactly what we needed for our recent project where we had a separate team of designers sending over Photoshop files that had to be painstakingly processed and converted into Flex component skins. The process was time consuming and frustrating. Thermo was promising to take the pain out of that workflow, to have the designs and code be connected in an intelligent way, and to allow the designers and developers to each do what they do best. It seemed too good to be true.

With Thermo still in our minds, we hopped on a plane for Chicago to attend Adobe MAX 2007. It was my first MAX, and I was really excited to meet the product teams, evangelists, and community to talk about Flex, Flash and Creative Suite. We were sitting near the front during the keynote and then saw the public unveiling of Thermo.

Note

MAX is a developer's conference hosted every year by Adobe.

“Wow. This is really going to happen,” I thought to myself, anxious and salivating for what Adobe was demonstrating to the crowd. It was what everyone talked about the entire conference, and I was proud to have been an early contributor to the product in that first meeting. I was also equally excited when I was able to share that I just had been offered a job at Adobe as a product manager for Creative Suite integration with — you guessed, it — Thermo.

Just as before, I was still skeptical, or at least cautiously optimistic about Thermo, the code name for Flash Catalyst. It promised a lot, and there were big hurdles to overcome, but what struck me about it was how much it was needed.

Before I came to Adobe, managing a team of designers and developers always brought out tons of discussions on what was needed to make the RIA development process easier and more streamlined. It was an issue echoed by the rest of the industry. Flex, ActionScript, Flash — they are all extremely powerful, but they weren't for the timid. You needed to immerse yourself in complex code in order to make significant progress in developing sophisticated applications.

Outside of my day job, I also teach at San Francisco State University. I conduct classes on Flash Professional and ActionScript and also work with students as they build their interactive portfolios to enter into the job market.

Seeing students that are new to Flash and interactive design was an eye-opening experience for me when I saw first-hand that getting started is very difficult. So much of Flash is driven by ActionScript and with the release of ActionScript 3.0, novice and intermediate coders were confused, baffled, and frustrated. Designers that wanted to move beyond print, video pros that wanted to create interactive portfolios, and Web professionals that needed to create exciting Web sites quickly were lost. As Thermo evolved into Flash Catalyst, we worked hard to make it easy to create fun and engaging interactive Web sites, without needing to know the complexities of ActionScript and programming.

Flash Catalyst is for anyone that has a desire to create amazing, interactive Web sites or applications. Regardless if you are an experienced interactive designer, expert ActionScript or Flex programmer, or someone new to interactive design with no coding skills, Flash Catalyst is where you can take your existing skills in design and development and create interactivity like never before.

This book will help you discover all of the great capabilities of Flash Catalyst, as well as how to successfully use it in your workflows with Creative Suite and Flash Builder to create great Web sites and applications using the Adobe Flash Platform.

I would like to thank everyone on the Flash Catalyst team for all of their hard work, long hours, and dedication to deliver a great product. Every person on the team makes me proud to be working on Flash Catalyst. In addition, I want to extend my thanks to the entire Creative Suite team for their faith and dedication to creating a streamlined workflow with Illustrator, Photoshop, Fireworks, and other Creative Suite tools.

I sincerely hope that you enjoy and have fun using Flash Catalyst as much as we had making it.

Doug Winnie

Principal Product Manager

Adobe Flash Catalyst and Flash Platform Workflow

Preface

Science-fiction author Arthur C. Clarke once wrote, “Any sufficiently advanced technology is indistinguishable from magic.” Surely nothing quite fits that bill as well as the Web, which will mark its 20th anniversary in 2010. It can be difficult to think of any other invention throughout history that has changed the way in which we think, communicate, and learn as quickly as has the Web.

When I was in college in the early 1990s, I was one of the few students in my residence hall with a personal computer, and I had to apply to be one of the lucky few who had his computer connected to the university's network. I can clearly recall struggling through learning the archaic command system to send even simple e-mails. Today, my seven-year-old daughter is as comfortable on a computer as is her mother, and if not for her father's insistence on taking a picture to commemorate the event, would never remember sending her first e-mail to ask a family friend a survey question for a homework assignment.

My first introduction to Flash came when I was an instructor at New Horizons Computer Learning Center in Sacramento. I had been asked to learn it so that I could eventually start teaching it. That was Flash 4, and even then, it was pretty cool: I had never imagined that it could be so easy to draw a shape and get it to move across the screen.

At the time, however, I definitely considered myself more of a designer. ActionScript, even in its fairly primitive 1.0 incarnation in Flash 4, was something to be feared and avoided if possible.

Several years later, when Macromedia first coined the term Rich Internet Application and began talking about moving Flash beyond animation and annoying banner ads and into the world of full-featured application development, I was comfortable enough with ActionScript and the ideas behind it that I was no longer intimidated. However, like almost everyone else who made a stab at working with those early Flash applications, I was sorely disappointed by how difficult it was to create them in Flash. Surely there had to be an easier way?

Macromedia realized that they had now effectively split the Flash community in two:

The designers on the one side continued to want to use the tool as it had been originally intended and wanted to continue to create artwork and animation.

The developers desired ever-better scripting tools and ever-easier development environments.

To their credit, the folks at Macromedia realized fairly early on that one tool could never hope to satisfy both groups, and thus was born Flex: Flash for developers. Like most software platforms, Flex had some issues at first, but by the time Adobe released Flex 3, it was a mature application development platform.

Every year, Adobe hosts an annual developer's conference called MAX. At MAX 2007, held in Chicago, Adobe first showed the world an exciting new tool, at the time code named Thermo. I wasn't able to attend MAX that year, but I can clearly remember the almost-immediate buzz online about Thermo. Like many others, I watched, over and over, shaking videos taken from the audience of this cool new tool that would forever revolutionize the way Flex applications were designed.

It's amazing, looking back over the two years since I first saw those quick glances of Thermo, how far it has come. Now officially rebranded as Adobe Flash Catalyst CS5, the greater Flex community can at last get their hands on it. I hope that everyone enjoys using it as much as I have.

Adobe sells almost all of their products these days as a part of a suite, and they like to stress how the programs work together. While products like Dreamweaver and Flash Professional may work better when used in conjunction with other programs, Catalyst is unique in that it really cannot be used alone.

Your project designs need to be created in another application (such as Illustrator or Photoshop), and the project needs to be finished somewhere else as well (such as Flash Builder). Therefore, while this book seeks to be as complete a guide to Catalyst as is possible, you will likely find that you need to rely on other resources as well to fill out your knowledge of the other programs you'll be using.

The Adobe Illustrator CS5 Bible, Adobe Photoshop CS5 Bible, and Adobe Fireworks CS5 Bible are each excellent resources for those design tools. Likewise, the Flash Builder and Flex Bible will show you what you need to know to finish your project in Flash Builder.

Acknowledgments

Since becoming an author myself, I've started reading the acknowledgments in other books, as I'm always curious to see who other authors take this space to thank. There are two overriding themes on which we all agree.

First, books, whether they be novels or technical guides, cannot happen without a dedicated team of editors and staff at the publishing company. On each of my books, I have been fortunate to be able to work with a fantastic team of professionals at Wiley, and this time was no exception. Stephanie McComb first approached me to write this Bible and shepherded me through the early stages of the book, and to her I am grateful. Once the writing got underway, Chris Wolfgang took over as the project editor, and I can say without any hesitation at all that this would never have come together without her hard work and dedication to the project. I need to particularly thank her for her patience through some of the project's more trying moments.

One particular challenge in writing a book on a brand-new product is finding someone with the expertise to be the technical editor. When I was asked whom I thought might be a good choice, one name came to mind immediately, so I am likewise grateful to TJ Downes for his help and dedication in finding and correcting my errors, as well as for his friendship.

The second theme I read from other authors and that I find holds true is that books cannot be written without love and support from the author's friends and family. I am very fortunate to have a loving and most important, an understanding wife who is okay with me needing to write through weekends, and likewise two beautiful kids who understand that sometimes daddy needs to work on Saturday.

The Flash Catalyst team at Adobe is an amazing group of people. Steve Heintz took time out of his schedule to call and personally answer some questions about the product, and for that I am eternally grateful. Ryan Stewart, Adam Cath, Andrew Shorten, Doug Winnie, and the rest of the team have been patient with me, even when I bombard them on Monday morning with a weekend's worth of questions, and have provided invaluable insight. If Catalyst changes the way you work as much as I think it will, these are the people to thank.

Richard Buikema at New Horizons was once an incredible boss; now, he's a good friend, and I need to thank him for opening up a classroom to give me a quiet place to write.

Brian and Laura Armstrong and Olen Sanders generously agreed to appear in pictures in the fake magazines used in this book's tutorials, and Jake Stroh provided useful insight on Fireworks; they all have my deep appreciation. Leslie Gallagher continues to be one of the most fantastic friends anyone could have.

Finally, I need to thank Ruth De Jesus. Ruth graciously agreed to design the Magazines Direct site used as the project in the book, and she did an amazing job. If you need design work, I can't recommend Ruth enough; contact her via her Web site at www.impetuswebdev.com or www.ruthdejesus.com. 

Introduction

Creating beautiful graphic designs and user interfaces is an obviously creative pursuit that combines a large degree of both natural talent and learned skills. Writing code, however, is every bit as creative a process as design. There is no one right way to write code.

Design and coding, however, require quite different skillsets and talents, and while there are some whose talent at design matches their talent at code, most find they excel at one or the other.

Flash Catalyst CS5 seeks to bridge the gap between the two, providing a means by which designers can utilize their skills in Illustrator and Photoshop to create rich designs, but avoid having to get deeply into what they likely consider the fairly intimidating world of writing code. Catalyst also provides a means by which coders who may not be great at design — who likely consider Illustrator to be every bit as intimidating as their design counterparts think of Flash Builder — can take the designs created by others and implement them in their projects.

Flash Catalyst CS5 is the first version of this product. Many, if not most, people today are used to working in programs that have been around for years, if not decades. They are used to finding a lot of people who have a deep understanding of the program and what it can do, and used to finding many resources available for it. As the new kid in the Adobe product line, Catalyst does not yet have that user base or the number of resources available as of yet.

You are getting in on the ground floor of this exciting new product.

Who the Book Is For

Flash Catalyst CS5 is a product designed for people with little or no skill or desire to write code. It is aimed at designers — those people who love and use Illustrator and Photoshop — and provides them with a means by which they can create user interfaces for Rich Internet Applications without needing to know or learn code or the Flex framework. This book is targeted at precisely the same audience.

Catalyst does not let you edit code, so you will not find page after page of code samples here. Rather, Catalyst allows you to draw shapes, import images, add animation, and work with sound and video. This book, therefore, includes chapters on drawing shapes, importing images, adding animation, and working with sound and video.

How the Book Is Organized

This book is organized into six main parts:

Part I: Rich Internet Applications and the Flash Platform

Part II: Designing the Application

Part III: Creating the Application in Catalyst

Part IV: Exporting Projects into Flash Builder 4

Part V: Build a Complete Project

Part VI: Appendixes

In Part I, you'll find chapters that start you off right by letting you know what a Rich Internet Application is, why the Flex Framework was created, and how Catalyst fits in to the big picture. This part also discusses the other applications which you'll need in order to create Catalyst projects.

Part II gets you started in designing projects. Chapter 4 shows how you can use the drawing tools provided in Catalyst to create basic wireframes of applications, while Chapters 5, 6, and 7 take provide introductions to Adobe Illustrator, Adobe Photoshop, and Adobe Fireworks and show you how to use these programs to create the initial assets you will use in your Catalyst project.

Part III pulls those design assets together. In Chapter 8, you will learn how to import designs created in Photoshop and Illustrator into Catalyst. In Chapter 9, you begin converting those imported assets into components, the building blocks of Flex projects. Chapter 10 shows how to create view states, the pages that make up a complete Rich Internet Application, while Chapter 11 shows how you can leverage the fact that your project will ultimately end up in Flash Player to add animation. Chapter 12 teaches how to add sample data to your project, and Chapter 13 discusses adding Flash movies, sound, and video.

Part IV switches gears and moves into Flash Builder to show you how to complete the project. Chapter 14 introduces Flash Builder and the Flex framework, while Chapter 15 shows how to move the project from Catalyst to Builder. Chapter 16 shows how to return the project to Catalyst for further design work, and Chapter 17 discusses other export options. Chapter 18 introduces you to AIR, the Adobe Integrated Runtime, which allows you to use Catalyst as a part of a design process for creating desktop applications.

Part V provides a step-by-step tutorial for creating a complete project, from start to finish. Its chapters take you from creating the initial design in Illustrator to the completed project in Flash Builder, with detailed instructions and illustrations for each step along the way.

The files needed to follow along in each chapter, including Illustrator and Photoshop design files and Catalyst and Flash Builder Projects are included on the books Web site (www.wiley.com/flashcatalystbible). Completed versions of the project are also included so that you can see where you are going while you work.