Device Central CS4 Essential Training

Device Central CS4 Essential Training

with Dale Rankine

 


Device Central is a mobile device simulator and testing application that serves as the hub of mobile design and development in Creative Suite 4. It simulates the display, interface, and performance of hundreds of phones and other devices, and is kept up to date via an online database. Device Central is an indispensable tool for Flash Lite developers. It can also be used to preview designs, video, and HTML layouts from other CS4 applications, like Photoshop, After Effects, and Dreamweaver. In Device Central CS4 Essential Training, Dale Rankine takes an in-depth look at all of Device Central's features, from basic testing to scripted automation. He also offers insights into the mobile content industry as a whole. Dale explains what can be learned from the various testing and feedback panels, shows how to test content on actual devices, and more. Exercise files accompany the course.
Topics include:
  • Understanding device availability and content distribution Organizing device profiles and sets Creating video presentations and snapshots Recording and playing test scripts Localizing projects with ZStrings Protecting files with digital rights management (DRM)

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author
Dale Rankine
subject
Developer, Mobile Apps, Web, Mobile Web
software
Device Central CS4
level
Beginner
duration
2h 4m
released
Oct 22, 2008

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1. Introduction
Welcome
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Prerequisites
00:00I've put together this video to give you an idea of what we are covering
00:03and set up some expectations before we dive in to the rest of the course.
00:06There are some new features in the CS4 release of Device Central that do take it to a new
00:11level when it comes to Scripting and Testing. In these areas a solid
00:15understanding of programming and ActionScript or XML would be beneficial. While
00:20we test Flash Lite content during the course we are not really looking at the
00:23development of the content itself so it's not necessary to have a great amount
00:27of experience with Flash.
00:28I do however spend some time at the end going through the source files for
00:32these Flash mobile assets so you can see how we created them. An understanding
00:37of mobile devices and how they run interactive content is also not necessary
00:41but some understanding would mean that you get up the speed a little quicker.
00:44But don't worry. We will be covering all the basics of the mobile content
00:48industry as well, so that you can get a clear picture to have this all fits together.
00:52If you find there are some things that you are not quite grasping or would like
00:55to learn more on certain topics, you could also check out these additional
00:59titles in the lynda.com Online Training Library.
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Using the example files
00:00If you are a premium member of the lynda.com Online Training Library or if you
00:04are watching this tutorial from a DVD, then you have an access to the exercise
00:07files used through out the course. With in the exercise files we have a number
00:12of chapter folders relating to chapters within the course, as well as our Assets folder.
00:18Inside the Assets folder we have all of the individual assets used throughout
00:22the course. We have Flash files, graphic files, even document files. We even
00:28have the source code for the Flash documents that we will be looking at.
00:31In Chapter 12, I will go through the creation of some of this content using the
00:35source files. If you are watching a movie and we use some project files then
00:39you will find it in the appropriate chapter folder.
00:41For example if you are in Chapter 7 and watching lesson one, you can open up
00:45the 07_01 project file. This will open up Device Central and start you with the
00:51Project panel. We have kicked you off with the asset file as well as with the
00:55Device Profile ready to go. If the asset file is broken it's a simple matter of
00:59reconnecting it to the resource from your Assets folder. Click on the Resource
01:03Name, right mouse click and choose Fix Broken Reference. Locate the file inside
01:08your Assets folder and choose Open. This file is ready to use in your lesson.
01:15If you are monthly or annual subscriber to the lynda.com Online Training
01:19Library, then you don't have access to these files. But you know what? That's
01:22totally okay. You can follow along with me as we go through these lessons or
01:26even substitute them with your own files if you would like.
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2. Device Central and the Mobile Landscape
Device Central's role in mobile development
00:00Device Central CS4 is not just a gimmick added into Adobe's Creative Suite
00:04for fun. It's a serious mobile testing application, part of the mobile
00:09developer's toolkit. It's main role is to thoroughly test content across various
00:13devices and environment scenarios. I would like to put Device Central CS4 into
00:18context with the other main products that it's paired with.
00:22Device Central is installed with any of CS4 suites or a number of the key Adobe
00:26CS4 point products such as Flash. It's there because its the hub of the wheel
00:31that includes some of the main creative development products that Adobe has,
00:35including Flash and Photoshop, but also Illustrator, After Effects and
00:39Dreamweaver. All of these products leverage Device Central as part of mobile
00:43developer or designer's workflow. It is, however, a stand-alone product and can
00:48be launched independently of any of these products and used on its own.
00:53So what exposure do I get to Device Central if I am using some of these
00:56products? If you are creating designs for a mobile interface in Photoshop or
01:00Illustrator, or even designing static mobile content, you can view your designs
01:05in Device Central and see how it looks in terms of layout. But also interact
01:09with some of the visual changes with in the mobile environment.
01:12If you are creating mobile video with After Effects you can browse your content
01:15in Device Central and see how it fits some of the multiple screen sizes. If you
01:20are building a mobile internet site with Dreamweaver you can preview you page
01:23in Device Central just as you preview in the regular web browser. Of course
01:28Device Central is most tightly linked with the Flash CS4 authoring environment.
01:32By simply using the Flash Lite Player as your target player in Publish
01:36Settings, Flash will automatically open Device Central when you test your movie.
01:40Adobe has put Device Central as the hub of this mobile development wheel so
01:45that no matter what stage of the life cycle of the mobile content you are
01:48involved in, Device Central can be leveraged to ensure that what you are
01:52creating is going to work. And not just see how it looks on one device, but
01:57across all known Flash Lite enabled devices. This is the great new feature of
02:01the CS4 release. Device profiles are able to be added to your environment
02:05dynamically through the online library.
02:08One last important note to make. Device Central CS4 does not replace the need
02:13to test on actual devices. They are always being minor discrepancies in the
02:17performance of content between Device Central and on a real phone. Always
02:21complete your testing process for your content on real devices before deploying
02:25them. Hopefully now you can see why Device Central is such an important part of
02:29the workflow for mobile designers and developers using the Adobe's CS4 suite of tools.
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Device support in various regions
00:00Not every phone is the same and even though Flash Lite is arguably one of the
00:04most ubiquitous mobile platforms for development, it too has variations across
00:09devices and regions. There are four common implementations of Flash Lite; as a
00:14stand-alone player, Screen Saver support, Wallpaper support and through the
00:20Browser. Another implementation is where it appeared as the user interface or
00:24presentation layer of a device. This does not mean though that that phone is
00:29Flash Lite enabled and can consume or play Flash Lite content. Each Flash Lite
00:34enabled device has one or more of these basic implementations; based on the
00:38manufacturer and in some cases the operators who also sell the devices.
00:42Let us first take a look at the main manufacturers. Nokia was one of the first
00:47OEMs to support the Flash Lite on a mass scale, that have around 40% of global
00:51market share and a strongest mostly in Europe, Asia Pacific and Oceania. They
00:56have a growing footprint in US but they are still small there compared to
01:00competitors. Nokia supports Flash Lite differently across different device and
01:05operating systems. The Series 60 devices support Flash Lite as a standalone
01:10player, screen saver and through the browser. There are third party platforms
01:15such as Canary Lite that can extend the functionality of Series 60 to use Flash
01:20Lite as other implementations like animated ring tones.
01:23Nokia Series 40 devices have Flash Lite as the standalone player, screen saver,
01:28wallpaper and also in the browser. Sony Ericsson support Flash Lite in the
01:33browser, wallpaper and screen saver implementations on many of their devices.
01:38Again they have large penetration in similar areas to Nokia. Project Capuchin
01:43is a recent announcement from Sony Ericsson, which is mixing Flash Lite with
01:47Java on certain devices.
01:50The support for Flash Lite across this Nokia and Sony Ericsson devices are
01:54regardless of what region the devices are sold into. Flash Lite is only as the
01:58default device capability. Other regions of the world are little more
02:02operator-driven. Verizon Wireless in North America support Flash Lite on a
02:07growing number of their BREW devices. The Flash Lite Player is installed on
02:11these devices over the air, and the manufacturers who create this phone include
02:16LG, Samsung and Motorola.
02:17DOCOMO in Japan has supported Flash Lite from right back Version 1.0.They have
02:24pretty different implementation from animated ring tones to wallpapers and
02:28screen savers, but they mostly get their Flash Lite content through the
02:32browser. About 40% of Mobile website on DOCOMO is offered in Flash. Other Asian
02:39countries such as Korea experience Flash Lite on things like portable media
02:43players like the iRiver as well as on phones where it's mostly embedded as the
02:47user interface.
02:48Hopefully now you have the better understanding of the various ways of Flash
02:52Lite implemented across devices and across different regions. No matter where
02:56you are in the world right now, chances are these devices in your local market
03:00that support Flash Lite in one of these ways. Whether it's through the
03:04capabilities of the phone themselves or through operator, these devices offer
03:08the user a rich mobile experience using Flash Lite.
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How content is distributed
00:00Many developers are coming to Flash Lite from a Flash background rather than a
00:04mobile background. And as such may not fully understand the marketplace where
00:08their content may end up. I'll take some time now to outline the various
00:11business models in place within the mobile market and how this might affect the
00:15decisions you make in terms of where you want to participate. Distributing your
00:19concept on mobile devices is a lot more difficult to just uploading it to a
00:23website. There are many more players and factors involved and considerations
00:28that need to be made.
00:29Firstly, you could distribute your content through the traditional business
00:33model of developer, aggregator and operator. The operator owns the customer
00:37relationship and in this business model, everything ultimately goes through
00:41them. They will take the biggest kind of the revenue created from a sale but
00:44they will also market the content to their customers and control the billing as
00:49well, since they already have that billing relationship in place. They will
00:53work with many aggregators or publishers who mainly bring to them the content
00:57that they will sell through their portals and channels, but in many cases we
01:01will also run infrastructure for the operator as a hosted service.
01:04The operator passes on the remaining revenue from a sale to an aggregator for
01:08further distribution. It's the aggregator who you are going to have a licensing
01:12contract with, not the operator. Your aggregator will report back to you what's
01:17been sold during a period of time, and what revenues owed to. As you can see
01:22this is quite a drawn out process so don't expect the millions to be rolling in too quickly.
01:27Aggregators who could take your content to operator portals can sometime also
01:31have other channels that they tape the content to under the same agreement.
01:34They will also normally work with more than one operator. Sometimes hundreds in
01:39fact and that can mean that your content reaches a very wide audience through a
01:44single channel or arrangement.
01:46You can bypass the operators and aggregators by selling your content on
01:49off-deck portals. These are generally web-based sites that allow to browse
01:53and purchase mobile content, with payment systems such as Premium SMS or
01:58PayPal. You will end up with the larger slice of the pie but the exposure of
02:02your content can be smaller than through an operator. However this model
02:06started to pick up momentum with solutions such as Nokia Download and the Apple
02:10App Store.
02:11It's important to note that you will be working on licensing agreements where
02:15you hold on to the ownership of your content but then granting a license to an
02:19aggregator portal for the rights to distribute your content. Before it sounds
02:23like too much hard work you can always get your content on the devices through
02:27something like an SMS Message that is then used to download the content
02:31directly to device or download it from a website and then side load it onto the
02:35device via the PC.
02:38This tends to be the way that advertising campaigns might engage customers with
02:41mobile content. So there is a basic look at some of the main business models
02:45for content distribution and have by operate. Being a mobile developer can be a
02:50little bit tricky when it comes to seeing your content distributed and more
02:54importantly how you can monetize your content and see some reward for your effort.
02:58To help you further there are some links in the resource section of this course
03:01that can point you in the right direction.
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3. Exploring the Interface
Organizing devices
00:00The ability in Device Central to test your content across all suitable Flash
00:04Lite enabled devices is one of the many benefits of using a tool such as this.
00:09In this lesson I will show you how the devices are managed into Local and
00:12Online Device Libraries and how specific devices can be grouped and shared into
00:17Device Sets. When we first open up Device Central the first thing we see is the
00:21Start screen and from here we can do a number of tasks, from opening new content
00:26to test, browsing device profiles or opening up a new mobile specific
00:31document in any of these Adobe CS4 Products.
00:35For this lesson we are looking at devices so I am going to click on the Browse
00:38Devices button. Within the Device Central interface the left-hand side of the
00:43screen is taken up with information related to devices. This represents the
00:48latest information and specifications for devices that support Flash Lite in
00:52its various versions. These listed devices that we can use to test our
00:57content against are stored in two different libraries, the Local and the Online
01:00Libraries. The fundamental difference between these two libraries is as their
01:05names suggest. One is stored locally on the desktop and the other is loaded in
01:09from an online Adobe managed database of device information.
01:13The reason behind having two libraries is that in the past Device Central users
01:17have relied on Adobe to publish updates for the device list that had to
01:21be then installed manually. Having the Online Library allows for updates to
01:25existing devices plus new devices to be added as soon as the profiles are ready,
01:31rather than having to wait to get that information out through the manually
01:34installed updates. That just means getting the new information out to you, the
01:38developer, much faster.
01:38When we want to test their content in one of our devices, the first we need to
01:43do is transfer the device profile from the online library to our local one. Doing
01:48this is a simple as double-clicking on the desired phone and it copies down
01:52into the local library automatically. Both of these libraries can be categories
01:56in the number of ways by clicking on the grouping icon. This allows us to group
02:01by Carrier, Content Type, Display Size and other features that are applicable
02:05to a Flash Lite phones.
02:07Let's say I want to find all the phones that support Flash Lite 2.1. Click on
02:12Flash Version and now they are organized by the version of the player. I can
02:17click on the Flash Lite 2.1 and get a listing of all the phones that support
02:21that version of the player.
02:23We can also search these libraries using a number of parameters that are
02:27similar to the grouping options. We do this by clicking on the Search icon. We
02:31can search for keywords that can also add other criteria by clicking the Add
02:35button. Let's say I want to find devices that have the display size of exactly
02:39240x320 and also support Flash Lite 3, notice that as I am adding search
02:49parameters the list on the left hand side are changing dynamically I will get
02:53rid of the search box by clicking Close and clear the search results by
02:58clicking the Close button in that library.
02:59I just want to focus briefly on the device icons because there are some cool
03:04features that are attached to them. The first one that you will notice is that
03:08some icons have a small number 2 inside of them; this simply means that the
03:12device has two screens, one on the inside and normally one of the outside.
03:16Sometimes both of them are addressable by Flash Lite. So that's why this
03:20information is important.
03:23Another feature of the icons is when the icon terns to gold, this means that
03:27there is an updated version of this profile available on the online library to
03:31download. To update it I simply right mouse click on that particular phone and
03:36select Download From Online Library. That local profile for that device is
03:41up-to-date. The icon that you might see is the yellow and black circle. If I
03:46double-click onto a device this sets it as the default device used for
03:50testing. If I am authoring in Flash and test my content, then Device Central
03:54will use this phone profile automatically to display my content. Or if I open up
03:59the file from within Device Central again this is the default device.
04:03Now just moving on from libraries we have also got a panel in the top left of
04:07the Device Central user interface for something called Device Sets. We go
04:12into Device Sets in more detail during this course. But Device Sets are way for
04:15you not just a group of filter devices like the libraries can but to group them
04:20into project specific folders that can be then used by single developer as a
04:24quick reference or shared between developers working on the same project.
04:30Now we have seen all about devices in Device Central, how to group them based
04:33on different criteria and how to filter those based on certain features. The
04:38Online Library is the main repository devices that results within Device
04:42Central and allows us to download to a local system, up-to-date profiles. This
04:47creates a more efficient workflow for getting this information to you quickly,
04:51so that you can be testing on the latest devices and when you start working
04:54with the number of devices, Device Sets are the customizable and sharable
04:58grouping of devices for you to use.
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Overview of device profiles
00:00Device Central not only gives you listed devices that support Flash Lite but
00:04also detailed profiles of each device that can be used for determining which
00:08one you want to target with your development.
00:10In this lesson I will show you what information device profiles give you and
00:14why we use them. We have already seen device libraries and how we can access
00:18list of devices but by clicking on the device from the list we can also get to
00:22see in the center of the screen, a device profile. Let me just click off that
00:26first. There is the device profile.
00:28A device profile is a detailed breakdown of specifications related to our
00:33selected device. This information is broken down under a number of tabs that we
00:37see across the top of that profile window. The General tab, as the name suggests,
00:42gives us general information about the device, detail such as the Operating
00:45System Version, Regions where it's available, Display Size, Screen Resolution
00:51and Color Depth. All this information can be found under this tab. Its good
00:56information to know particularly if you want to check what markets might have
00:59this device. If you are developing a data connect application knowing what
01:03networks it will run over.
01:05And other information such as Languages, which may be applicable to your
01:08application. The Flash tab is probably the one that you will use the most. This
01:13tab tells us all about the implementation of Flash Lite for that device.
01:17ActionScript commands that may or may not be available for us to use in that
01:21implementation, memory allocations and what features of the device we can
01:25integrate into our application. This tab is further subdivided into different
01:30implementations of the Flash Lite Player that exists on the device. Each
01:35implementation of Flash Lite on the device will have differences that a Flash
01:38developer will need to know about.
01:41The Bitmap tab tells us about what image formats are supported by the device
01:45and how they displayed on that particular screen. The Video tab is pretty much
01:51the same but it tells about supported video formats and the Web tab tells us
01:56about the browser that pre-installed on the device, you may have notice the
02:00common attribute across all of these tabs is called addressable size. This
02:05tells us how much screen spaces allocated to each of the content types
02:09described in the tab.
02:11Again this is important information to know particularly if you are developing
02:14different content ops for a device. This whole view of the device profile is
02:18what we see when we only have a single device selected. If we were to select
02:23more than one device from the list, you will notice that the view changes to
02:26the top of the comparison table that allows us to check all of the specific
02:30profile attribute against each other, when are able to see all this information
02:35up against each other we can quickly pick the differences and see if these
02:39devices are exactly the ones that we actually want to use.
02:42Device profile is a holistic view of all the information we have about the
02:46device. Each profile is subdivided into tabs giving general device specs as
02:51well as specific information such as Flash Lite Implementations, Web, Video and
02:55Bitmap support and by selecting more than one device at a time from other the
02:59Online or Local Libraries, we can see the same information displayed in an
03:04interactive comparison chart. They are helping us to determine similarities and
03:08differences between our devices.
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Overview of panels
00:00Once we start interacting with content though Device Central we are given a
00:04whole new range of tools to use. In this lesson we will take a quick look at
00:07the tools that are contained within what we call panels.
00:11To see our panels we first need to be emulating some content. So I am working
00:14from the exercise file, 03_03.adcp. I'll go into functionality of Project
00:20files in more detail later on in the course. But for now let's just
00:24double-click on our device to make sure that we have copied it successfully
00:27down to our Local Library. Select our SWF file and then click on the Emulate File
00:32icon. We don't need that project file open anymore. So I am just going to close
00:36that for now. And over on the right hand side now that we have content open,
00:40you can see that we have got our panels.
00:43Panels are how we engage with our content, how we simulate external
00:46environments like the strength of the network signal, how we can change
00:50hardware variables like battery or clock, watch memory usage of our application
00:54and even simulate if our content being viewed indoors or outdoors.
00:57Now our panels are collapsible. So we don't have to have an open all that once.
01:01But to open and close them we simply click on the arrow icon next to the panel
01:06name. However they are not re- arrangeable like dockable panels in other Adobe
01:11products. When we are testing our content nearly all interaction will come
01:15though one or more panels. So you will start to get very familiar with the
01:18functionality that they provide.
01:20We are going to explore all of these panels in greater detail in their own
01:23dedicated movies later on in this series. So hopefully that just wet your
01:27appetite a little bit for the functionality that we have in Panels. They
01:31represent the core reason for what we do in Device Central. They provide us
01:35with nearly all the functionality that we require to fully simulate our content
01:39or real devices under real user conditions.
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Overview of the emulator and controls
00:00When we open a piece of Flash content in Device Central or use Test Movie from
00:04within Flash, we see the content displayed in what we call the Emulator window.
00:09In this lesson I will show you the Emulator window and outline some of the
00:12functions that we have available to us thorough this window. Let's begin by
00:16opening up some of our sample content. Double-click on the device that we have
00:19available in that 03_04 exercise file, just to make sure that that's been
00:24downloaded into our Local Library. Then select that Flash movie and click on the
00:28Emulate file icon and so now we can see our content being played in the context
00:34of the device that we have selected.
00:36Apart from this obviously being the view that we use to see our content running
00:39within the device, it also gives us some features to play with and you will
00:43find these controls along the bottom of the Emulator window. The most obvious
00:47controls we have here at first are Play, Pause and Restart buttons. These
00:52buttons do exactly as they say. Clicking on Pause will pause our content and
00:57Restart button will reload our SWF file and take this back to the beginning of
01:01the movie and clicking Play will start us all over again.
01:06The second set of tools are new to the CS4 release of Device Central. These are
01:10the Video Capture and the Snapshot features. Clicking on the Video button will
01:14record a video of what's happening on our screen as it happens in real time and
01:19as you interact with it. This is great for recoding video samples of your
01:22work and we are going to look at this in more detail in another lesson on the course.
01:26This Snapshot feature works just like a camera, it takes an image of what
01:30appears in your screen at that time. We can manage these snapshots by opening
01:35up our log window by clicking on the Show Snapshots icon. Again, we will look at
01:40snapshots in much detail later on. Sometimes our content is emulated in the
01:45phone where the keypad is off the bottom of the screen. If you want to interact
01:50with that keypad we can use the detached toggle keypad button this gives us
01:54another keypad to the side of your content allowing us to keep it on screen
01:59while still being able to interact with the devices keypad.
02:03The last set of tools simply allows to rotate the device, allowing us to see
02:08how potentially our content will look when our phone is viewed either in
02:11portrait or landscape. We can also zoom in and zoom out on that content. The
02:17Emulator window is where all the action takes places.
02:21It's how we view that content as well as perform simple actions like Pause,
02:24Play and Restart, Rotate and Zoom but also in more complex actions like
02:29Creating Video and Screenshots, these controls within the Emulator window a
02:34once that you will use a lot more often than what you first might think.
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Overview of the feature windows
00:00As well as the panels and device lists that we have seen in the Device
00:03Central's user interface, there are few extra windows that I would like to tell you about.
00:07In this movie we will take a look at the Flash Output, the Log and the Script
00:11Editor windows. We have actually seen the Log window once before. It's the
00:15window that launched from the Emulator controls when we want to view our
00:18snapshots. We can also use this same window through the Window > Log Menu
00:23option, Ctrl+L on the PC or Command+L on the Mac.
00:27The Flash Output window is similar to the Output window we have in Flash CS4
00:31when we are creating non-mobile Flash content. It's where we see trace statements
00:35outputted to as well as messages coming back from the Flash Lite player.
00:39To view the Flash Output window with some content inside, let's emulate our Flash
00:43file from the 03_05 exercise file. Double-click the phone to make sure we have
00:49downloaded it, select our SWF file and click the Test File button.
00:56Now it's a matter of Ctrl+T for the PC, Command+T on the Mac or use the Window
01:02> Flash Output menu option. The application that we have running has got some
01:06data being loaded in externally and the ActionScript that we have written is
01:10giving us some feedback via the Output window. This is a real handy window to
01:13have to see what's going on in our applications behind the scenes.
01:16Lastly there is this Script Editor window. In Device Central CS4 we can write
01:21test scripts to run against their content and we manage these scripts through
01:25the Script Editor window. Opening this window can be done in the number of
01:28ways, keyboard shortcuts like Ctrl+A for the PC, Command+A on the Mac while
01:33going though the Window > Script Editor Menu option or by double-clicking on an
01:38Automated Test Script from the Automated Testing panel.
01:41Don't worry at the moment we are still in the Overview mode. We will take a
01:46much more in-depth look at automated test groups in its own movie later on. As
01:49well as device libraries and profiles, the Emulator window and interacted
01:54panels, we also have a number of windows that we can access in Device Central.
01:59Simple windows like the Flash Output window, perfect for getting the content to
02:03tell us what's happening in the background. The Log window for managing
02:07snapshots and the Script Editor window for managing out automated scripts.
02:14All of these facets within the Device Central IDE combined together to create a
02:18comprehensive testing environment for Flash Lite mobile content.
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4. Creating Documents in Device Central
Setting essential preferences
00:00Within Device Central there are number of preferences that we can set to help
00:03us create and customize in mobile testing environment. I am going to take you
00:07through all of these preferences before we really get started with Device Central.
00:11Let's begin by opening up our Preferences dialog box, which is Ctrl+K on the
00:16PC, Command+K on the Mac or through the menu, Edit > Preferences. The General
00:21tab is where we have our General Settings. First off we can automatically
00:26connect to the Online Library when Device Central starts. This just means when
00:31we launch Device Central it automatically pulls down any updated profiles from
00:35the online library.
00:37The default phone ID is setting the serial number of the device that we are
00:40using in our testing. This is good to having that because we might want to be
00:43trying to access this information through our Flash Lite application. We can
00:48also set the number of undo's that we have within Device Central, as well as
00:52being able to change the language that the Device Central user interface is using.
00:57Font Mapping allows us to interact with the fonts within our application.
01:02Setting the default language that the device is using could be important if you
01:06are doing applications that are going cross-region. We can also choose the
01:10fonts that are substituted for device fonts within our Flash Lite application.
01:15We can choose what font is used for this sans device font, the serif device
01:20font and typewrite.
01:23In our Login Output panel we can kept him and the space that used by our
01:27snapshot tool, we can also check to automatically clean this snapshot tool
01:31whenever we quit Device Central. We can keep the number of snapshots that are
01:35used in the single automatic testing sessions and we could also automatically
01:39clear our Flash Output window whenever we reload a new SWF file.
01:43This can be really handy because output window content from previous testing
01:48can make the window quite cluttered and our Script Editor panel is very similar to
01:52Flash CS4 when we are setting the options for our Actions panel. We can change
01:56the type of font that's used for our code, some of its properties such as color,
02:02and we can also change some presets styles for different types of text that
02:05appear in our editor.
02:07For example keywords appear as blue whereas error text appears as orange, a good
02:14way for separating out different types of code. The code behavior options relate
02:19to automatic code completion and the way that our text responds when we are
02:23typing it and dragging it within the Script Editor window.
02:26Every good software application has preferences and Device Central is no
02:30exception, you have the ability to change the most basic of preferences like
02:34what color the font is the Output window, through the settings that can
02:37impact the application that you are testing such as the device serial number
02:41and the default language.
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Starting a new Flash document
00:00Sometime with Flash Lite development, you want to start new project from the
00:03point of view of the devices that you will be targeting. In this lesson I will
00:07show you how Device Central can initiate the creation of a new Flash document
00:11based on these devices. When we want to create a new document from within Device
00:15Central we go through the File > New Document In menu option and then
00:20chose the appropriate application.
00:22In this example it will be Flash. At the top of the screen we have a number of
00:26options that are specific to creating a new Flash document. We can chose what
00:30player version of Flash Lite we will use and in this case we will chose Flash
00:34Lite 3, what version of ActionScript we will use, ActionScript 2, and what type
00:40of content we will use. And I'll leave this as Standalone Player. You will notice when we
00:43mode those changes the Local and Online Libraries were dynamically changing,
00:48giving us the available device for those options.
00:51If I go back and choose Flash Lite 2, we can see the device list change. But I am
00:56targeting Flash Lite 3. Now that we have those basic option set, I want to choose
01:02the target devices we'll use. I have a device set here called Standalone
01:06Flash Lite 3, which contains the profiles of the devices I want to use. I can
01:11simply choose that device set and get information about all those 3 phones.
01:16At the moment it's telling me, I only have 2 out of 3 matching devices based on
01:20the options that I have already set. This is because with Standalone Player
01:23these first two devices have one Stage size but this third one has a different one.
01:27If I want to check Set to Fullscreen then all 3 devices match. This is
01:33because in full screen mode they all have the same screen size.
01:36I could also check the Custom Size for All Selected Devices box. This
01:41overwrites any device setting that I have and forces the document to open with
01:45the certain width and height, but for now I am going to leave it by based on my
01:49devices and the last thing I'm going to do is simply to hit Create.
01:54This automatically opens up Flash CS4 and starts with a new document with the
02:00properties already set for me. You can see it through the Properties panel that
02:04I am using the Flash Lite 3 Player, ActionScript 2 and that my Stage size is
02:09set the 240x320, matching the devices that I had back in Device Central, and
02:14because I have set it to Fullscreen its automatically added the ActionScript
02:17for me that does this when I run my application.
02:20I could just as easily as gone through that same process starting from here in
02:26Flash CS4. If I choose File and New, I can select Flash File Mobile from the
02:34New Document dialog box. Making that option throws me back directly into the
02:39Device Central to go though the same process of choosing devices and choosing
02:43our default settings.
02:44Devices Central CS4 is part of a wider workflow with other applications in the
02:49CS4 suites but none are more tightly integrated than Flash CS4. We are not
02:54only able to crate a blank Flash file that has this Stage size attributes that
02:58match your devices but also preset publish setting for the Flash file, such
03:02Target Flash Lite Player and version of ActionScript to use.
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Starting a new Photoshop document
00:00Photoshop users who are involved in designing for mobile now have hooks into
00:03Device Central. In this lesson I will show you how these two applications
00:08work together. Starting from within Device Central, we can go to the File >
00:12New Document In menu option and choose Photoshop from a list of
00:15applications. This open up our New Document panel. Though we have a lot fewer
00:20options than what we had when we a created for the Flash document.
00:23The main thing that we can change when starting a New Photoshop document is the
00:27content type. We can change Full Screen, Screen Saver, Wallpaper or a number of
00:33options that are more relevant for Japanese phones. So now I am going to change
00:37Wallpaper and for my target devices I am going to choose this Wallpaper Phones
00:41device set. It contains three Phones and my New Document panel is telling that
00:46all three phones have a matching Stage size when I am choosing the wallpaper
00:50content type. Other options such as Color Mode, Resolution, and Color Profile
00:57are preset for me and I can't change those.
00:59I could change out document size by checking this Custom Size for All Selected
01:04Devices option. This will overwrite the devices Stage size and setup my
01:09Photoshop document with a set Width and Height. But I want to use my phones and
01:14so I hit Create and it takes me straight into Photoshop.
01:20My new Photoshop file has been set up with the Stage type as was set from our
01:25devices in Device Central. Now as a Photoshop designer I can go ahead and start
01:29creating more static mobile phone content and testing it back within the Device
01:33Central. For the fact of this exercise I am simply just going to put some text
01:36on the Stage.
01:37Not exactly the nice mind blowing piece of mobile content but it's good enough
01:47for this demo. From here when I want to see my content back in the Device
01:51Central I can choose file and save for web and devices. This now opens up this
01:57Preview dialog box where I can change some if the export settings for my file.
02:02It also gives me this Test in Device Central button in the bottom left.
02:07Clicking on that takes me back straight into Device Central and shows more
02:11content in the context to the device that we have set up to the default device
02:15in the Device Central. You'll notice if we can keep the Content Type as
02:19Wallpaper just as we set back in a New Document dialog box. Photoshop users can
02:24go back and forward between Device Central and Photoshop until their artwork is
02:29looking great within the device. To flip between the two applications you can
02:33quickly use Ctrl+Shift+O on the PC, Command+Shift+O on the Mac or go File >
02:39Return to Photoshop. Photoshop users have this roundtrip design workflow with
02:45Device Central to help them when they are working on mobile content. It's great
02:49for designers working on static contents or on design mockups that can be
02:53passed on to a Flash developer at a later stage.
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Starting a new Illustrator document
00:00Illustrator users who are involved in designing for mobile products also have a
00:04way of working directly with Device Central. In this lesson I will show you how
00:08these two applications work together.
00:10From within Device Central to start a new Illustrator document, it's a simple
00:14matter of File > New Document In and choosing Illustrator from our list of
00:18applications. This opens up our New Document panel. The main option that we
00:24have to play with is Content Type. I can target devices that have a content
00:28type of Fullscreen, Screen Saver or Wallpaper as well as these other more
00:33Japanese phone related options, but I am going to leave mine set to Wallpaper.
00:38Now to choose all the devices that I want to target for this document, I will
00:41go to my Wallpaper Phones device set. This contains three different phones, but
00:46when I have a Wallpaper Content Type they all have a matching Stage size.
00:51Other options to these devices such as Color Mode and Resolution a pre set for
00:55me when I am starting an Illustrator file. If you are starting to think that
00:59all of these options are looking very similar to Photoshop, then you are
01:02absolutely right. Starting in Illustrator or Photoshop document from within
01:06Device Central pretty much gives us exactly the same options. I can overwrite
01:11the screen sizes of my target devices by clicking on the Custom Size for All
01:15Selected Devices box. This will force my Illustrator document to open with
01:20these dimensions. I am going to leave mine not set to target these devices and
01:25simply come down here and click the Create button.
01:27This will start Illustrator CS4 and start me off with a new document that
01:34matches the Stage sizes for my target devices. From here you can go and start
01:38designing your mobile content and preview it back in Device Central. To see how
01:43that works, I am just going to add some simple content to this document.
01:52Pretty exciting stuff for a mobile wallpaper I'm sure you will agree, but
01:56it's good enough for this demo. From here to preview it back in Device Central,
02:00it's a very similar workflow to Photoshop. I will go to File > Save for Web &
02:06Devices. The dialog box that I have got here now allows me to set some export
02:10settings for the file, but what I would really want to do is click on this Test
02:14in Device Central button in the bottom right. This takes me directly back into
02:19Device Central and using the default device within Device Central, it shows me
02:23my Illustrator content in context of the phone. It's even get my Content Type
02:28set as Wallpaper, just as I had set back in my New Document panel.
02:32From here you would want to go backwards and forwards between Device Central
02:36and Illustrator until you design it right. To do that you can go Ctrl+Shift+O
02:41for PC, Command+Shift+O for Mac or use the File > Return to Illustrator option.
02:46Illustrator users, in the same way as Photoshop users, have this roundtrip
02:50design workflow within Device Central, so that you can preview your mobile
02:54content as you are designing it.
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Starting a new After Effects document
00:00After Effects users who are creating video content for playback on mobile
00:03phones can start a new project from within the Device Central. In this lesson I
00:09will show you how these two applications work together.
00:11To start a new After Effects project in Device Central it's a simple matter of
00:15File > New Document In and choosing After Effects from our list of
00:20applications. The main thing we are setting here in the New Composition panel
00:24are the target devices. I have got three phones already selected in my Video
00:28Fines Device Set, and if I choose my Video Phones Device Set I get all three of
00:34these phones listed out on my New Composition panel. I can see from here that
00:38they all have different sizes when it comes to the playback of video. This is
00:42okay because we will handle this later on in After Effects. I also want to
00:46check the Create Master Composition box. And then go down and click Create to
00:51open up my new After Effects project.
00:53So now here we are in After Effects with our new project open and within the
00:59Project panel we have compositions already set up for Device Master as well as
01:04the phones that we have selected in the device set. Adding these to my projects
01:09I can now create video content that will playback specifically for the screen
01:14sizes of these devices.
01:15For After Effects users getting into mobile video content this is a great
01:19starting point for your project, and a way to make sure that your video will
01:23suit all of your target devices.
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5. Managing Devices
Creating and sharing device sets
00:00Even though devices can be organized into libraries, having a long list of
00:04devices to work through isn't the easiest way to group together devices that
00:08you want to target first for specific project or a piece of content that you
00:11are developing. Here we will go into more detail on Device Sets and show you
00:15how this feature goes beyond just grouping devices but also into sharing them
00:19between developers.
00:20Imagine this scenario. You are working on a mobile game and you want to get
00:24another developer involved in some testing. Instead of having to tell them
00:27explicitly which devices you are testing for, you can create a device set,
00:31which contains the profiles of your targeted devices, and send that along to
00:34them. Sound good? Well, let's see how it's done. At the top left of the
00:39Device Central interface you see the Device Sets panel. There's already a
00:42sample set in there by default but you can have a look at.
00:45There's a few different way for us to create a new device set. One is through
00:50the Devices > New Device Set menu option. Let's go to that new set Project ABC.
00:59We could also have clicked on the New Device Set icon, or right mouse click on
01:04the Device Set panel. Now that Device Set is named we can drag devices from
01:09either the online or local libraries and drop them in the Device Set folder.
01:15This doesn't removes from the local library at all, just copies them into our
01:18Device Set. Another great way to create a device set is to select or multi
01:23select devices from the local library right click and choose New Device Set
01:27from selection. You can even choose an entire category from your library. So in
01:32this case I will create a New Device Set containing the profiles that are
01:35already in the Flash Lite folder here in my local library.
01:38Now you can see a New Device Set that's been created and all of those devices
01:43are already in place. Once you have created a device set it's there into Device
01:48Central to be quickly referenced, feeder and testing. But what about sharing
01:52that set with other developers? Let's choose our Project ABC device set an
01:59Export that through the File > Export Device Set menu option. Let's go to that
02:07device set file Project ABC. That will be saved as a Device Set file or advs
02:16file. Now you can type that file and you can send it to another developer for
02:21them to install their own Device Central. That Importing process is as simple
02:25as going to the File > Import and Device Set.
02:30Let's import into Device Central Project XYZ. You can see that now it's
02:35appearing in a Device Set panel but there is a difference. We have got a
02:39question mark on the folder icon. This just means that the profile that is
02:43contained within this device set hadn't been downloaded yet to the local library.
02:46After going through them one at a time or simply right mouse click on the
02:51Device Set name and choose Download to Local Library. They have all been
02:56installed from your online library and are ready to use now in our testing.
03:01Grouping devices in custom working Device Sets along with other features in
03:05Device Central are aimed at making the testing workflow more efficient for
03:09single developers as well as development teams.
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Creating and sharing device profile packages
00:00As well as giving us the ability to share device sets, which are groupings of
00:03devices, Device Central can also package the actual device profiles themselves.
00:07Here I will show you what to with creating and sharing the device profile packages.
00:13For anyone who has been using Device Central CS3, you would have already
00:16interacted with the device profiles packages before. Adobe has been updating
00:20the profiles and listed devices, using these packages since it was released.
00:25Profiles are made up of XML files that hold all of the device specifications
00:29plus the graphics of design and the positioning of the active buttons. Device
00:34profile packages are a way to distribute these files and also update existing
00:38ones with new specifications.
00:40To create a device profile package, we need a device profile to exist in our
00:44local library. We can select a single device, multiple devices, or even a
00:49device set, and select File > Export > Device Profile Package. Each package
00:54that we export has a title and a comment. This is what seen by somebody when
00:59they import this package later on, and it's just guided to what the package
01:02contains. So we'll give this profile package title of Motorola RAZR, and in the
01:09comment box, we'll say it contains, 2 Motorola RAZR profiles, and click Export.
01:17Now we are prompted to save the package. So we will just call this device
01:21package Motorola, and click Save. Now that file is ready to send off to another
01:27developer, what they'll do when they receive the package is to import it into
01:31Device Central. Simply follow the File > Import and Device Profile Package menu
01:37option and we can load in a device profile package from there. Let's bring into
01:42Device Central now our nokiaNSeries device profile package.
01:47The dialog box that we see now has the title and description that someone has
01:51put in this package for us, as well as a list of devices that's contained. The
01:54profiles of the devices in this profile package are matched up against the ones
01:59that we have in our local library already, and we can see that these profiles
02:03are the same version of what we already have. Alternatively, it could be
02:07telling us that they are updated or brand-new profiles.
02:10When I am importing this profile package, I can choose individual devices or I
02:15can just click to install all. Now when I click Install & Relaunch, Device
02:21Central is going to bring those profiles in and start again. I'll close then my
02:25start screen, and view my profiles. Device Central's device list is made up
02:30with profiles of all Flash Lite enabled devices. When we create a device
02:34profile package, we are packaging up all of the XML and image file that make up
02:39a device profile, and convert them into something that could be shared and
02:42installed by others. It's just another example we have had, the Device Central
02:46aids the development team's workflow.
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6. Projects in Device Central
Understanding projects
00:00The more time you spend in mobile development, the more time you'll end up
00:03spending in Device Central. Understanding this, Adobe has introduced projects
00:08to the Device Central CS4. In this lesson I will tell you what they are all about.
00:11The new Project panel functionality in Device Central CS4 is designed to give
00:17mobile developers a quick reference to all of the assets that make up a mobile
00:21project, the profiles of the devices that are being targeted, as well as giving
00:25them some access to time saving tools. Just by way of helping this out with
00:29this high level overview of projects, I am working from the 06_01 Project file.
00:35When creating mobile content, you won't normally just have one single FLA file;
00:40you might have some artwork design files such as Photoshop or Illustrator
00:43files. By having these at your fingertips and possibly organize that into
00:47folders if that helps, you can easily launch those into their respective
00:51editing environments to make changes as you need.
00:54Projects also allow you to keep handy device sets or listed device profiles
00:59that you are focusing on for particular project. Again, having this information
01:03coupled with all the other files that relate to a project can keep things in a
01:07more accessible format.
01:08Lastly, there are some commonly performed tasks that can be auctioned through
01:12the Project panel. There are some that come pre-installed with Device Central,
01:16but you can actually write your own that might be more particular to you and
01:20workflow and have those ready to use on the files that exist in your projects.
01:23We will look at tasks specifically in their own movie later in the course.
01:28So just to recap, projects are a new feature of Device Central CS4. They're
01:33designed to keep together links of relevant files that are associated to a
01:37particular application or product that you might be creating and give you easy
01:41access to not only those files but also to target devices and a number of tasks
01:45both supplied and custom-made that you can apply to these files.
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Creating projects and manipulating assets
00:00The functionality of projects in Device Central CS4 is designed to make our
00:04lives a little bit more easier when it comes to developing mobile applications.
00:08Let's take a look now at how we use the Projects panel and the features that are reliable tools.
00:12To begin with, we need to create a new project. We do this through the File >
00:18New Project menu option or Ctrl+N on the PC or Command+N on the Mac. From the
00:24way that Device Central has set up those menu options and shortcuts, basically
00:28saying that something new in Device Central that you create is by default a
00:32project, you can get a sense that this is an important feature that Device Central now offers.
00:36First we need to save that project and I am going to call this one 06_02
00:44and save that into our Chapter 6 exercise files folder. Let's take a look now at
00:49each of the three sections of a project in more detail. The first section is
00:53all about the files that are part of this project, with the Add Resource Files
00:57icon, we can add any kind of file that is relevant to this project and then be
01:02able to launch those later on from the Project panel.
01:05Now from my Assets folder I will choose gswell_animation.swf and its
01:09accompanying FLA file, as well as gswell _animation_design.doc. Multi-select all of those
01:17and then click Open. I would like to organize these assets a little
01:21better inside my project file, so I am going to create a new folder called
01:25Documents and then click and drag my Word document into that folder.
01:31My source FLA file should also go into its own folder, which I will just call
01:36Source. Click and drag my FLA into our new Source folder that makes it a bit
01:45easier to read. Organizing in folders really becomes a lot more important the
01:49more files you have.
01:51The next section is all about the devices that are relevant to this project. We
01:55can add devices from either the Local or the Online Libraries. But just a note
01:59to point out, if we add one from an Online Library that hasn't been installed
02:02to the Local Library yet, that will happen automatically when we add it through
02:06our project file.
02:08We can also drag entire Device Sets through our project file or create Device
02:13Sets within our project, either from the new device set icon or by right mass
02:18clicking in the Device Set section of the project panel.
02:20Now that we have got our files and our devices sort about, let's take a look at
02:26Tasks. This is where we can apply commonly used tasks to files within the
02:31project. Device Central ships with a number of tasks already. These include
02:36Send to a Bluetooth Device, Copy File to a location or Send to an FTP Server.
02:41Later on we will look at how we can create our own tasks, but for now let's
02:45just use one that's already been installed for us.
02:48Let's say at various times throughout the development we want to back up or
02:51move a copy of the compiled Flash Lite file through another location on our
02:55Desktop or the network. I will create an instance of the Copy File To task and
03:00get our new task dialog box. It asks me where I want to copy this file to. So I
03:05can choose just to put that into our Exercise Files and into Chapter 6. I can
03:12then add a file from my Project panel to use during this copying process and I
03:17will choose the SWF file that we compile each time. Now just click Save.
03:24We can have multiple instances of the same task in a project, just differing by
03:28their name. So I am going to call this task Copy SWF. Throughout the testing
03:35process, when I want to run that task, I simply click the Run task button. It
03:39will give me the dialog box again just to confirm what it's about to do. But I
03:43could also disable this by un- checking this box. If now I click Save & Run,
03:49it's giving me a confirmation window to say that that has been successfully
03:53copied down, and click Done.
03:56Imagine how you could use this with uploading compiled Flash Lite content to a
04:00Web Server that was also being accessed by customers to buy that content. A
04:05real simple way of testing and uploading new versions of the content, or we
04:09might want to send a file to a handset via Bluetooth to try that on a real
04:12device; again, a real time saver.
04:14So now that we've taken a closer look at projects, I hope you can see how they
04:18can help us to perform common task during our development and testing workflow.
04:23We have seen that we can add and organize any type of file that's relevant to
04:26our projects. We can add Profiles and Device Sets to our project and we can
04:31also set up commonly run tasks that we can perform on the files within our project.
04:36Projects aren't just a new feature of Device Central CS4, they are a new
04:39paradigm for using the tool and improving the Flash Lite developers workflow.
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7. Basic Interactions Through Panels
Basic panels
00:00Device Central gives us the ability to interact with our mobile content through a
00:04number of panels. In this lesson we will start by looking at the basic panels,
00:08those being Content Type, File Info, Keypad and Persistent Storage. Panels are
00:14only available to us when we are viewing content within the Emulator.
00:17Now I am working from my 07_01 exercise file, now I will double-click on my
00:23device to make sure it's the default one we'll use and then emulate my file
00:27using the Test File in Emulator button. Now you can see our Emulator window and
00:33the panels over here on the right hand side. Let's start at the top with the
00:37Content Type panel.
00:38The Content Type panel tells the Emulator what type of content we are intending
00:42to emulate. This is linked to the Flash Lite implementations for each device.
00:48It could be Flash Lite in the Browser, as a Screen Saver, Standalone Player or Wallpaper.
00:54These are most common implementations and down below are some options that are
00:58little bit more relevant to specific regions such as Japan. If we were to
01:02choose a Content Type that's not supported on this particular device such as
01:06Wallpaper, you would see that we get this error message here on the screen as
01:09well as the message in that panel which says, this particular type of content
01:14is not supported on this device. You might see this when you first open up a
01:18file and have your Content Type set to something else. So simply changing it to
01:22the correct type of content will fix that problem for you.
01:25The next panel is File Info. This just gives us some basic information back
01:30about the file that we are emulating at the time. It gives us the name of that
01:34file, how big it is, the version of Flash Lite that it's been published for and
01:39also its dimensions. Next we will look at the Keypad panel.
01:43As you can see, sometimes in the Emulator the device is quite tall and the
01:47keypad goes off the bottom of the screen. If that's the case and we want to
01:51interact with those keys but keep out contents still in view, we could use this
01:55Keypad panel to interact with our content through the same keys. Remember,
02:04these panels as well are collapsible just by clicking the arrow icon next to
02:08the panel name.
02:09The last panel we want to have a look at is Persistent Storage. Flash Lite
02:13applications can right darted to the device. Each device allocates a certain
02:17amount of memory for this. So the Persistent Storage panel just shows us how
02:22much memory we have already taken up out of the total amount that the device is
02:26allocated for us. If we are working with applications that do this, this
02:30progress bar is quite important.
02:32So those are the basic types of panels within Device Central. Just to recap the
02:37Content Type sets the type of content with that we're emulating within the
02:40Device. File Info gives us some information about the file itself. Keypad
02:47allows us to interact with the application through a different set of keys.
02:50Persistence Storage shows us how much of our available memory is taken up by
02:56the application shared objects.
02:57Now that you know about these basic panels, you are ready to explore some of
03:01the more powerful Device Central panels that are available to us.
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The Display panel
00:00Remembering that Device Central is not just about seeing our content on a
00:03virtual device but also simulating how it works in the real world, let's now
00:08take a look at the Display and Scaling panels and see what they do to simulate
00:12our content being used out in the world.
00:14I am working from my 07_02 exercise file and I am first going to choose the
00:20Nokia 3110 and the gswell_static.jpg file. Click the Test File in Emulator
00:26button and I am just going to move my project file out of the way. Here you can
00:30see open our Display, Scaling and Alignment panels. Scaling and Alignment are
00:34only there because we are simulating a JPEG file; they are not normally there
00:38for Flash content. Conversely, there are some panels that are missing as well
00:42because we don't have Flash content being emulated.
00:45The Scaling panel gives us options to scale our content depending on the size
00:49of the device's screen. You can see that this file is much larger than the
00:54device's screen. So we can check to see what it would look like if it was
00:57stretched to fit the screen or to fit it proportionally. We can also scale it
01:02using this slider tool.
01:07Different devices might align JPEGs differently, such as to the left or to the
01:11right. You can check what a phone will do with JPEGs or Bitmap files in its
01:16Device Profile. Now let's look at the Display panel. These options are all
01:21about simulating the visual environment that our phone exists in. Just about
01:25all phones have a Backlight these days, so you can simulate this using the
01:29Backlight slider or this Timeout option.
01:38We can also simulate reflections across the phone screen, such as Indoors,
01:42Outdoors or bright Sunshine. These reflections along with the Gamma and
01:49Contrast sliders allow us to change the way our content will look under
01:53different visual lighting situations. Let's just reset those back to zero and
01:59take the reflections off.
02:02Now let's look at some Flash content in context to the Display panel. First we
02:06will open up our Groundswell weather application, but we will use the Nokia N95
02:11instead clicking on Test file in Emulator to get our file onto the phone and
02:17again move my project file out of the way. Now you can see in the Display
02:21panel, we have two extra options, Screen Mode and Set to Full Screen. This
02:26check box just shows what it would look like if our Flash file wasn't set to
02:30Full Screen. Screen Mode changes the orientation of the phone screen. This
02:36isn't available on all devices but they are more and more coming out now with
02:40the ability to view your content in portrait or landscape.
02:46You can see that as I rotate this phone into Landscape, my Flash file doesn't
02:50rotate with the phone, not a really good look. This is because there is no
02:54ActionScript in the application to handle this change in screen orientation.
03:00Let's choose now instead our gswell_ screen_rotation file and emulate that.
03:08When we change this application, you can see now that the Flash file is
03:13rotating with the device. That's because we have got some ActionScript, which
03:17is listening for a change in Stage size and rotates the content accordingly.
03:22Your mobile content in applications would be used nearly all the time in
03:26different environments inside, outside, and of course, on different devices
03:31with different viewing options. Making sure that your content still works and
03:34appears in an appropriate way across all these variations is really important.
03:40The Display, Scaling and Alignment panels are what we use in Device Central to
03:44simulate these various scenarios.
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The Memory panel
00:00One of the biggest killers of mobile applications can be the memory resources
00:04that it consumes. In this lesson I will show you the Memory panel and how it
00:08gives us information we need to see where there are potential problems in our
00:11content which relation to Memory usage. I am working from my 07_03 exercise
00:17file and I have my Nokia N81 8GB set as my default Device. Let's emulate the
00:23Groundswell video application by clicking on its filename and then the Test
00:27File in Emulator button.
00:28Here is our Memory panel. The Memory panel shows us the amount of memory that's
00:34being used by our application at any given point in its life and scrolls along
00:38over time, changing in real time as these changes in the memory consumption. If
00:42we pause the application like I have done here, then the Graph is also paused.
00:48The Graph shows us two things; one is how much memory has been allocated by the
00:53device manufacturer and then how much of that memory is being used.
00:57Static Heap memory is what is reserved by the player from the device when it
01:01first starts up and it's generally what is used first by our application. Once
01:06the Static memory is exhausted, the player then requests additional memory
01:10dynamically from the device using Dynamic Heap memory. Once we use up both
01:14allocations though its game over and the player would crash. So watching this
01:19graph for your application is running is very important to monitoring how much
01:23and what kind of memory is being used.
01:25Let's restart the application and watch this graph change over time as I
01:29interact with the app. Notice here we had a sparking memory usage when the
01:44video started playing. Now this is a very simple application. It's not using
01:48much memory at all. But the more complex applications can get up to around 50%,
01:5260% or 70% of memory usage. Anything beyond that and you started to get into a
01:58little bit of trouble.
01:59While we are not going to look at specific development techniques in this
02:02particular series, there are some great resources out there that go into much
02:06greater detail on managing memory, when you are developing your Flash Lite
02:09applications. We will include some of those links in the Resources movie at the
02:13end of this series.
02:15Being aware of how much memory your application is using is critical to
02:18building a robust and successful product. The Memory panel in Device Central is
02:23where you can see this information in real time and based on that make some
02:27decisions about how you are developing your content in Flash.
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The Device Status panel
00:00Something that Flash Lite has done is create a whole new category of mobile
00:03content. Something that many of us call reactive content. Let's see what Device
00:08Central can do for us when it comes to testing out this type of content by
00:12using the Device Status panel. I am working from 07_04 from the Exercise Files.
00:18I have got a Nokia 3110 phone set as default and I am going to emulate the
00:22gswell_clock file by selecting it and clicking on Test File in Emulator.
00:28Let's just pause that clock for the time being and have a look at the Device
00:31Status panel. This panel allows us to change some of the device operating
00:35system variables, things that are going to change over time or could be changed by the user.
00:41First off we can set the language that's being used by the device and we can
00:46also change the time zone that's set on the device clock. This could be really
00:51handy if you are creating an application that goes across region or could be
00:55more time based.
00:56Next we can change the date on the phone, clicking on any of the Day, Month or
01:01Year and clicking on Up and Down to change the values. Clicking the Reset
01:07button brings it back to the time and date set by your computer's clock, and
01:12just by changing the date we can also change the time on the device clock.
01:15By clicking on Hours, Minutes and Seconds and using the Up and Down buttons, we
01:20can change what's happening within the device clock. This in turn is being
01:24displayed through our Flash Lite application, which is looking at the clock to
01:28get the time.
01:29Changing the date and the time, I think, are two of the most used features in
01:33reactive content. So it's great to be able to change them here in the Device
01:36Status panel. Next we can also change the volume output of the device using the
01:40Volume slider.
01:42Another common feature of reactive content is responding to changes in the
01:46battery. Through this Battery slider we can change the simulated level of the
01:50battery on the phone. As you can see in my application the low the battery the
01:55more faded the flower in the center becomes. This is just a simple visual
01:59representation of the strength of the battery at any given time.
02:02Our Flash Lite application can also respond to the phone being plugged into the
02:07charger. When my Flash Lite application detects the charger is there, we get
02:11another animation happening from the center of the screen.
02:15Device Central gives you the ability to simulate changes in variables on the
02:18device that you have no control over, things like the battery, the signal on
02:22the clock, all of this happens outside of your application. The solutions you
02:27choose to use in response to these changes might be functional or could be very
02:31creative and visual. This is the flexibility of the Flash Lite mobile platform in action.
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The Device Performances panel
00:00As you know Device Central attempt to simulate the way your content appears and
00:04performs on a device. In this lesson, I will show you how this performance
00:08simulation is managed in Device Central using the Device Performance panel.
00:12I'm working here from my 07_05 exercise file and I have this Sony Ericsson
00:18device set by default.
00:20Let's simulate the SWF file by selecting the file name and clicking Test File in Emulator.
00:27I am just going to pause the animation to start off with and
00:30over here on the right showing you the Device Performance panel. When we play
00:34back our content without using Device Performance, we are playing it back based
00:38on the speed of the computer that's running Device Central, not the simulated phone.
00:42In order to get an accurate representation, we have to calibrate this device.
00:47When I click the Calibrate button it will run a series of tests based on two
00:51things, one is the power of the computer and the other is the power of the
00:55simulated phone. What it's trying to do is find a middle ground to adjust the
00:59playback performance of our content so that it's more realistic.
01:04We can then check the Simulate Performance checkbox in order to play it back
01:08using this adjusted speed. This animation has got a little bit more chunky and
01:13slower when we simulated the performance. The index number on the Device
01:17Performance panel told us that this would probably be the case.
01:20Having an index of less than one means the performance would be slower. The
01:25higher the number, the better the playback is. We can also adjust the playback
01:29speed using the Speed Slider, as well as changing the rendering quality of the
01:33Flash Lite Player. The higher the quality, the more processor that's required
01:37to perform the animation.
01:40One final point to make to make is that calibration should be done every time
01:43you run a series of tests. Processes running in the background can alter the
01:48way how a calibration test would come out. So don't just run it once, run it
01:52every time you are about to start a batch of tests using a particular phone.
01:56While the Device Performance panel is designed to give us an accurate
01:59indication of how our content will play back on a device, it's still not a real
02:03device, and so should be used with a certain amount of leeway in mind.
02:08It does, however, give us a much closer perception of performance then if we
02:12are just running the SWF file using the power of the desktop. So from this
02:15point of view, it's a very much needed panel during the development process.
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The Network Status and Performance panels
00:00If you are building a data-aware Flash Lite application, at some
00:03point you are going to need that application to connect to a server over a
00:06mobile Internet connection. This lesson will look at the Network Performance
00:10and Status panels and how they help us to test this connected content. I have
00:14opened the 07_06 exercise file and I have my Nokia 6500 classic phone set to be
00:22the default phone.
00:23Let's click on the gswell_weather_ app SWF file and click on Test File in
00:27Emulator. If you are not seeing any content displayed on your phone, it's
00:32probably because the content type isn't set to Standalone Player. Now down
00:35below we have our Network Status and Performance Panels. Our Network Status
00:40panel tells our application what type of network it has, as well as some of the
00:45variations in a network connection.
00:47We can give our network connection a name, something like Sprint. Set the
00:52generation or the speed of the network. Select whether we are at home or if we
00:57are roaming. And also determine whether or not that connection is connected,
01:02trying to connect, or is not connected at that particular point in time.
01:06You can access these features of Network Status through ActionScript, although
01:10some phones may or may not support the ActionScript for certain features. One
01:15feature though that's generally always supported is Signal Strength. We can
01:19simulate a change in network single Signal Strength using the slider. As you
01:23can see, I have got my application coded so that when the signal changes I have
01:27got an animation that responds accordingly. As the signal gets weaker the
01:31flower rolls across to left and turns red.
01:35The Network Performance panel gives us further information about the status of
01:39the network that we have set above. We can turn the availability of the network
01:43on or off and we can also set the download and upload speeds that might be
01:47available on that connection. The application that we are emulating at the
01:51moment pulls in its weather data from an external web server. So it relies on
01:56network connection to do that.
01:58You should always assume that sometimes a network connection might not be
02:01available, so how does your application respond? Well I can uncheck the network
02:06available button, come over to my application and click update, and there you
02:10can see that it's handling the fact that there is no longer a network
02:13available. Check it back on, update, and now we have our weather data back in
02:20our application.
02:23The Network Performance panel also shows us the amount of traffic that's gone
02:26up and down form our device. We can also set the latency on that data transfer
02:31as well. This traffic count information is really important to know because in
02:36some parts of the world people pay a lot for data on mobile phones.
02:40Data connectivity is becoming much more of a standard in mobile applications
02:45and so monitoring the impact of that connection on our application is really
02:49important to testing in Device Central. The Network Status panel gives us
02:53information about a particular connection and as well as the signal strength.
02:58The Network Performance panel allows us to turn the network on and off and
03:02adjust the speed of the network as well. Two really important panels within Device Central.
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8. Video Presentations and Snapshots
Recording a video presentation
00:00How often have you thought to yourself, wouldn't it be great if I could easily
00:03create a little video of my mobile content running? So I could use it as a
00:07preview on my website or maybe share it with others on YouTube. Well, we have
00:11got the ability to do just that within Device Central.
00:14Let's take a look at making video presentations. From my 08_01 exercise file
00:20I'm going to use the Nokia 6121 phone, double-click to make sure that it's
00:24installed on my local library, and then we are going to emulate our weather
00:28application by clicking the file and using the Test File in Emulator button.
00:32Previously when we discussed the Emulator window, we looked at the fact that
00:36you could record video presentations of your Emulator content by simply
00:40clicking the video icon button at the bottom of the Emulator window. Something
00:44that I like to do is to take our content right back to the beginning
00:47and pause it before we start recording.
00:49I will click the Restart button and just let it pause there until we start
00:54recording our video presentation. When you are ready to start recording click
00:58the video camera icon at the bottom of the Emulator window and you will see
01:02that icon change to include a small red dot. That indicates that we are now
01:06recording. You can now start to interact with your content. Allow it to
01:10animate, interact with it in whatever way is necessary to get changes happening
01:14on the screen.
01:16The recording is only seeing what's being displayed in the Emulator; it's not
01:20capturing your mouse movements, just whatever is being displayed within the
01:23context of the phone in the Emulator window. When you are done, click the video
01:29icon a second time to stop the recording. You will then be prompted to save
01:33that QuickTime movie file. So I am just going to save it into Chapter 8 and I
01:36will call it, 08_01 movie and click Save.
01:44Now if I browse to that folder, I should find my QuickTime file and we can play
01:48it from there. There we are, our QuickTime movie. In launching that and playing
01:53it I can see all of the interactions that I saw within the Emulator in Device Central.
01:57So there you go, recording video presentations of your content from within
02:03Device Central. Saving out the QuickTime movie is simple but you might want to
02:07take that into something like Flash Media Encoder to convert it to an FLV and
02:12use it in other Flash-based applications.
02:14For me, personally, this tool has been great for creating video previews of our
02:18mobile games, so the publishers and buyers can see them on our website.
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Creating and using snapshots
00:00Along with creating video presentations, one of the other great features of
00:03Device Central CS4 is the ability to take snapshots of content as it's emulated.
00:09In this lesson, I will show you various features of the Snapshot tool and how
00:13they can be of use to you through the testing process.
00:15Let's pull our content up first. From the 08_02 exercise file, I have got my
00:21Nokia N82 set as the default device and we are going to emulate the weather
00:25application by clicking on the Test File in Emulator button. When we create a
00:31snapshot, it's like using a camera to take a picture of our content at that
00:35point in time.
00:37To take a snapshot, we look to the bottom of the Emulator window and find the
00:41camera icon. When there is something in the emulation of our content that we
00:45want to take a snapshot of we simply click the camera icon.
00:48You'll notice that there is a highlight flash that appears around the Emulator window.
00:54Let's change what's appearing in our content and take some more snapshots.
00:59To view our snapshots we click on the Show Snapshots icon next to the Camera.
01:04This brings up our Log window; you can also bring up the Log window by using
01:08Ctrl+L on the PC, Command+L on the Mac, or going via the Window Log Menu
01:14Option. The Log window manages snapshots in a number of ways.
01:18First, you will notice that the snapshots are organized into a row based on the device that was
01:23used in the emulation. We can use multiple devices to capture the same
01:27information and have them captured into different rows.
01:29We have got multiple views to look at our snapshots in the log window. Firstly,
01:35we can look at just the snapshots and see all of the images that were taken
01:38during the session. Next, we can split the view between snapshots and the
01:43output window and lastly just view output by itself. When we are not using a
01:49script to take snapshots of our content, the only information we get in the
01:53window is what time the snapshot was taken.
01:56You can see here on the left hand side that the phone that we used to take the
02:00snapshots was not using a script to create the snapshots. We can also see here
02:05underneath the phone what the name of the file was as well as what
02:08implementation of the Flash Lite Player was used; in our case, standalone
02:12player. Now this is great to see these snapshots in the Log window but how do
02:16we get them out of here.
02:17Well we go up to the Export Snapshot button and click Export as HTML. I am
02:22going to save this HTML package as weather app and out that into my Chapter 8
02:28folder. I will click save and now let's go and see where that HTML package has
02:34been saved and what sort of files we have got.
02:37You can see we have got a folder called weather app, so that was the name of
02:40our HTML package. You can see that the HTML package has been created into a
02:45folder called weather app. inside the folder; we have style sheets that will
02:50control the way our HTML page looks. We have an images folder, which has the
02:56three snapshots as well as the image of the device that we used to take the
03:00snapshots. And we have the HTML file. And if I launch that file you can see the
03:07way tat this all combines to create our export HTML snapshot package.
03:12Now from here we could publish this HTML up to a website or we could use the
03:17images individually, for say, thumbnails or previews on another website.
03:22Snapshots are a great way to take a quick picture of what content looks like at
03:26any point in time.
03:27Along with video presentations, Device Central CS4 allows you to capture and
03:32record any moment in time during the testing of your content and gives you the
03:36results in a usable and sharable format.
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9. Working with Automated Test Scripts
Anatomy of a test script
00:00Another great new feature of Device Central CS4 is the automated testing
00:04scripts. In this lesson, I will go through the anatomy of a testing script, so
00:08you can see what the main components are. Automated testing scripts are scripts
00:13that are run or recorded by Device Central CS4 as a way of creating a test for
00:17a piece of content. This test is a scripted series of events that can be run
00:22against your content to perform various tasks.
00:25With automated testing scripts, you could write a script that interacts with
00:29the content the way that you want, sets up the device environment, and even
00:34then takes snapshots at certain points so you can see what it looked like, all
00:38automatically and exactly the same every time. And even better than that, you
00:43could share it as a test script package with other developers on your team and
00:47get them to run the tests for you.
00:48Automated testing scripts for Device Central CS4 are written as JavaScript. So
00:54they even look like ActionScript for Flash developers, with a number of extra
00:58objects that are designed to give you access to the various elements within an
01:02emulated piece or Flash Lite content.
01:05These objects make up the Device Central Document Object Model, kind of like
01:09referencing parts and features of the web browser through JavaScript.
01:13Each script generates three basic functions; the first is the Init funtion,
01:18called once when the script is loaded. Next is the Idle funtion, called as
01:23often as possible while the script is running. And lastly is the Execute Update
01:28funtion, called as often as there is an update to the device screen. The Init
01:33funtion is required but only either Execute Update or Idle has to be defined
01:38in the script otherwise the script won't be executed.
01:41Now these aren't the only functions that you could have in an automated test
01:44script, you can run write your own custom functions that are called from one of
01:49these three core functions giving you a lot of flexibility in terms of what
01:53interactions you can create. Let's jump over into Device Central and see these
01:57functions in action.
01:58Here is my Script Editor window and up the top you can see we have got our Init
02:03funtion, this gets called as soon as the script is loaded and to start with we
02:07are setting the backlight of the emulated phone to 100. We are also setting up
02:12a set integral to call a function called take snapshot once every 1000
02:17milliseconds.
02:18This is a very similar script to ActionScript within Flash. Next is our idle
02:23function and as you can see we don't even need to have any code within our
02:27function, it just needs to be defined. And lastly is the function that we have
02:32written ourself, the Take Snapshot funtion. This gets called by the set
02:36interval once every 1,000 milliseconds and in this case it will take a snapshot
02:40of the emulated content within our device. Just think though that anything that
02:45you can interact with or adjust through the regular panels or through the
02:48emulator itself in Device Central, you can replicate programmatically using an
02:53automatic test script.
02:55One interested point is that in addition to the scripts you can access the
02:59Device Central JavaScript DOM from within your Flash content itself. For
03:03example, if you wanted your content to automatically take a snapshot when it's
03:07executing a certain function, you could use the ActionScript command,
03:11fscommand, ExecuteJSCommand, and then passing as the parameter,
03:16emulator.snapshot.
03:18This will tell Device Central to take a snapshot of whatever is being emulated
03:22at that particular time. Writing test documents that are then carried out by
03:27others is a common practice amongst software developers, and one that's now
03:31been brought to Flash Lite developers through Device Central CS4.
03:35In this case the automatic testing scripts in Device Central are specific to
03:39the nuances of writing and sharing test scripts for Flash Lite mobile content
03:43in applications.
03:45And just finally to recap, remember that automated testing scripts need to have
03:49at least two out of three of their core functions, Init, Idle, or Execute
03:54Update; but beyond these functions we can also write our own custom functions.
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Recording, playing, and writing test scripts
00:00Device Central automated testing scripts can be created in a number of ways
00:04before they are used within a testing process.
00:06In this lesson, we will explore creating test scripts and in particular
00:09recording one with Device Central. I'm starting with my 09_02 exercise file
00:15and I will begin with my Nokia 3110 device. Double-click on that to make sure
00:20it's been downloaded to my local library and then emulate the weather
00:23application by clicking on the file and then Test File in Emulator and I will
00:28just move my Project panel out of the way for the time being.
00:31If you are not seeing anything emulated in your phone it could be because your
00:34content type is not set to Standalone Player. Here is the Automated Testing
00:39Script panel. The first thing we need to do is to create a new blank script. We
00:44can do that in a number of ways, either by the New Script Icon or by right
00:48mouse clicking on the panel and selecting New Script.
00:51I am going to give this new script a name of demo script. And once I have named
00:58it I can double-click on the script and open up the Script Editor window. I can
01:03also open the Script Editor window either by going Ctrl+E on the PC, Command+E
01:08on the Mac or going through the Window Script Editor Menu option.
01:12Here in our Script Editor window we can see the blank script that's been
01:15created for us. It has automatically put in the default Init funtion as well
01:20as the default Idle funtion. Here within my Script Editor window I have got
01:25access to the same folder structure of scripts as I do on the Automated Testing
01:29panel outside in Device Central.
01:30Across the top, I have also got some options such as Check Script and Navigate
01:34through the Code as well as viewing options such as Colorizing Code, Line
01:39Numbers and Word Wrap.
01:41As I mentioned before, we are going to record a test script, so let's go back
01:44out into Device Central. I will close the Script Editor and now look at
01:48recording from the Automated Testing panel. To start recording interactions
01:52with our content we simply click the record button and after that anything we
01:57do to interact with the content or change what's visually seen on screen will
02:00be recorded into our demo script.
02:02So I will click record, start to interact with my content. I will navigate
02:08through the application and perhaps even add a reflection on to the screen.
02:13When I am done interacting with my content, I want to click the Stop button on
02:16the Automated Testing panel. Now if I double-click on demo script, I will open
02:22back up the Script Editor window and see what's been out in there for me.
02:26To begin with it's filled in all of the default state of the device when we
02:30first added recording and then it has created the execute update function to
02:34capture all of the interactions that occurred with my application. Now that we
02:38have these series of interactions recorded, we can close the Script Editor
02:42window and run this script against a different device.
02:45So from my Project panel, I am going to choose the Nokia 6500 classic,
02:50double-click to make it default and just move my Project panel out of the way
02:53again. To run the script on this phone, I select the script form the list and
02:59simply hit the play button. My script is now being run against a different
03:04device and when it's finished it opens up the Log window. Quite a bit has been
03:07traced out there into my Output window so let's just scroll to the top.
03:12As you can see, anything that was traced to the Output window during the
03:16running of the application has been traced out to the Output window in my log
03:19file. This is all specific to that particular device, I could go and run that
03:24script again, against a different device and potentially find any problems with
03:28my application running across that second device.
03:31So as you have seen in this lesson, Automated testing scripts are a fantastic
03:35new addition to the core Device Central functionality with this new CS4
03:39release. Recording and editing them or writing them from scratch is easily done
03:43through the script editor window. Viewing the results of them in the Log window
03:47is just as straightforward.
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Importing and exporting a test script package
00:00As we have seen in other areas of Device Central, there is a real focus now
00:04on how to enable teams of developers who are working on the same mobile
00:07content. Another piece to this puzzle is the ability to import and export
00:12automated testing script packages, which is what we will look at now.
00:14We have previously created a script of our own but you could do this example on
00:19any of the sample scripts that have been provided for you. To export a script
00:23from Device Central, simply select the script, right mouse click, and choose
00:28Export Test Script Package.
00:30We could also achieve the same result by selecting the script, going through
00:35File > Export and Test Script Package. I will choose that and give my test
00:41script package a name of Demo Script and click Save. That script file is now in
00:49a format that can be easily shared amongst other developers.
00:53Importing a test script package is really just the opposite process. We can go
00:57through file, import, Test Script Package. In amongst your exercise files, you
01:03should have another test script package called test network. Let's choose that
01:07one and click open.
01:11You can now see the Test Network automated testing script appear in an
01:15Automated Testing panel. Double-click on the script and you can see the content
01:21of the script that we have got there ready to use with our content. Automated
01:23test scripts are a valuable piece of code within the context of performing
01:28efficient testing across our content.
01:30As we have just seen through the simple process of importing and exporting test
01:34script packages, we have the flexibility to share the testing workload across
01:38multiple developers.
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10. Working with Tasks
Understanding the various components of a task
00:00As developers, we are always looking for ways to make our time spent in
00:03development and testing more efficient. In this video, I will go into more
00:07detail a better feature that we have touched on briefly before called tasks.
00:12We were first introduced to tasks when we looked at the Project panel. Down here
00:15in the bottom of the Project panel is where we manage these commonly executed
00:20tasks that we can apply to files within our project.
00:23There are a few that already ship with Device Central but we are going to look
00:27at creating out own, a task called Hello World. The first thing to understand
00:32though is what are the files that make up a task. Here in your exercise files,
00:37in Chapter 10, you should have a folder code HelloWorld. Inside the HelloWorld
00:42folder are all of the files that are required to make up a task.
00:46The most important file is our task XML file. This contains the information
00:51that Device Central uses to locate and set up the task for user viewing. It
00:56references amongst other things the icon, the script, and the localization
01:00files. Next, is the Task Icon, set up as a 16x16 pixel PNG file. You can be as
01:08creative as you like with this icon, but keep in mind it will be viewed quite
01:12small within the Project panel.
01:13Next, is the task's JSX file, or Extend Script File. Extend Script is an
01:20extended implementation of JavaScript that's used by many Adobe applications
01:24that provide a scripting interface. Later on, we will take a look at this and
01:28other files within the Extend Script Toolkit bundled in with CS4.
01:33And lastly, we have got the folders that include our localization strings or Z
01:37strings. These are optional, but we are going to include these in this example
01:41because we want our tasks to be localized to different languages.
01:45Tasks are a clever way that Device Central can be extended, giving the mobile
01:49developer a more flexible approach to extending the tool and assisting their own workflows.
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Configuring a task
00:00Device Central tasks must have an XML based descriptive file in order to work.
00:05This basic XML file, as well as the other component files must also be
00:09installed into a custom location. On the Vista operating system this custom
00:14location is found via your Username\ AppData\Local\Adobe\Adobe Device Central CS4
00:21and then a folder called Tasks, which you will need to create when you create
00:25your first custom task.
00:26On Windows XP, you will this location through C:\Documents and
00:29Settings\Username\Local settings\ AppData\Adobe\Adobe Device Central CS4\ and
00:37again the Tasks folder. If it's not there then you need to create it the first
00:41time. And finally on the Mac go via your Username\Library\Application
00:46Support\Adobe\Adobe Device Central CS4 and Tasks.
00:52Let's have a look now at dropping our HelloWorld task files in to one of these
00:55custom locations. From within your exercise files we are looking inside Chapter
01:0110 and here you will find the HelloWorld folder. Inside are all of the
01:06component files that make up our HelloWorld task. We want to copy this complete
01:11HelloWorld folder and drop it into our custom location.
01:14Now I am working on Vista, so I go via my Username\AppData\Local\Adobe\Adobe
01:25Device Central CS4 and since this is the first time I have created a custom
01:29task, I also need to add in my new tasks folder. So New > Folder, and simply
01:32call it tasks. Inside my tasks folder is where I paste my HelloWorld folder.
01:46Let's have a little bit more look at the description XML file for this task in
01:51a bit more detail.
01:51You can open this XML file in any text editor that you like, but for me, I am
01:58using Extend Script Toolkit CS4. You will notice that the task's opening
02:03element has a couple of attributes, one is guid which is a random value that
02:08acts as a unique identifier and the other is the version number of the task.
02:12The next element is the general node; it has a number of children. Title is
02:17what appears in the Project window that shows what type of task this is.
02:23menuItem is the text that appears on the project, new task menu, within the
02:26Project panel in Device Central. Yes and you guessed it tooltip is the text
02:31that appears in the task's tooltip. Try saying that three times fast.
02:36Script sets up the past to the JSX extend script files. Icon sets up the path
02:42to the PNG icon file and if we are localizing the task then we need to set the
02:47past to the Z string files that provide our localization text. Toolbar needs to
02:52be set to true in order for the task to appear in the Device Central Project Toolbar.
02:57The next chart is the dialog element and serves to set up the user interface of
03:01the task. The dialog attributes set up the size of the box. Within dialog that
03:08container element determines the layout and distribution of the user interface
03:12elements within the dialog box. If you have done any work with Adobe Flex this
03:16concept of laying out containers will be familiar to you.
03:21The text elements that are also inside the dialog element and there for the
03:24display of text through the static text elements and also for an input text
03:30field wherein this example someone will be entering their name. You can see why
03:34this XML descriptive file is so crucial to the task. It sets out the file path
03:39locations, localized text values for menu options, and the layout and context
03:44of the dialog box that opens when the task is set up.
03:47The XML file for your task along with the other component files must also live
03:52within the task specific folder found in a specific location based on your operating system.
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Exploring the Extend Script file
00:00ExtendScript is an extended JavaScript language that's used by many Adobe
00:04products when there is an opportunity for you to customize and extend the
00:08out-of-the-box functionality. Here, we will take a closer look at ExtendScript
00:12and how it applies to the HelloWorld task that we have been creating for Device Central.
00:17Whether it be from your exercise files or where you have installed this task on
00:21your local machine, let's open up the HelloWorld.jsx file. If you have
00:26installed CS4, then by default JSX files will open up in ExtendScript Toolkit
00:31CS4, but you can use any text editor that you like.
00:34So let's have a look at what's going on in our script. First off, we have a
00:39custom function called now, which is just returning the current date as a
00:42string. The Install function is called every time the user creates a new
00:47instance of a task by choosing it from the New Task menu. In this case, we are
00:52simply setting the value of one of the static text fields in the user interface
00:56to a string that adds the current date and time.
00:59Install is also called each time you open or create a project for each of the
01:03tasks available in the toolbar. The Configure Function does any work that's
01:09necessary to configure the task; it's called before the config preferences
01:14dialog is displayed if you have got that set to appear before running the task,
01:17at the time when the task is run in Device Central. Here, we are simply
01:23changing the value of a message based on whether or not we have created this
01:26task using the toolbar.
01:29And lastly, the Execute Function actually does all of the work, it's in this
01:33function that we have the HelloWorld greeting coded. You can see that we are
01:37checking the contents of the input text field for a name. If we don't find a
01:41name, we are substituting that with world. We are also determining the
01:45operating system we are running on and then springing an alert box to display
01:49the concatenated message.
01:51Now let's see all of this running within Device Central. To see our tasks,
01:56let's create a new project. File > New Projects, and as you can see the
02:03HelloWorld icon has been added. We can go down to the bottom section of our
02:08Projects panel and add a new instance of our HelloWorld task.
02:12Click on the icon; say HelloWorld and this is our configuration dialog box. You
02:19can see the static text fields as well as the input text field, which is asking
02:23for my name. Now I will just uncheck this option so that when we run this task
02:28it will use the information I have already given it and just complete the task
02:32for us, and click save.
02:35Now we give this instance of the task a name, so this will just be Hello Dale.
02:39Task icon instance name, task name. Now let's run the task and here is the
02:52alert box, which has picked up my name from the configuration settings and also
02:56substituted in what operating system we are running on.
02:59ExtendScript gives you much greater functionality than what we have included,
03:03obviously, in this HelloWorld task. But it should have given you at least an
03:07insight into the methodology of tasks and how ExtendScript makes these pieces
03:11of functionality work with Device Central.
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Localization using ZStrings
00:00Given that Device Central is a tool that's used all over the world, it might be
00:04necessary to localize your custom tasks that you create, if you're planning to share
00:08them across languages. ZStrings are an Adobe convention for defining
00:13localization strings. You identify a string according to its usage in the user
00:18interface and specify in the ZString format. This enables the Device Central to
00:23look up the language specific versions of the string to display to the user.
00:27So far in our HelloWorld task, whenever we have written text that's going to be
00:31displayed in the UI or menu options or text within the dialog box, we have used
00:36localized text. This means we have proceeded the actual text with the
00:41$$$/HelloWorld string. Device Central sees this and knows to look inside one
00:47of the language folders to pick out the right text to display.
00:51Let's take a look at the ZString files and our XML config file in a little more
00:55detail to see how this works out. I have opened up my HelloWorld.xml file into
01:01ExtendScript Toolkit CS4, as well as the ZString files from my US and Spanish
01:06language folders within my Hello task files. Let's take a look at how we set
01:11the title of that task.
01:14This is how we write a localized version of the text. By adding the
01:19$$$/HelloWorld before the value of title, we assign a bit of localized version
01:24of this in some of the language folders that you will also find amongst the
01:27task folder. Just keep this line of coding in mind, as we will now look at our
01:31localized ZStrings.
01:31Here is the ZString for the US language. Notice this, it's exactly the same
01:39value that we had in our XML file. For installation of Device Central that set
01:44to the US English language, this is what you will see, HelloWorld.
01:50Over here in my Spanish ZString file, this string of localized text will
01:57display something different, Hola Mundo, which I am assuming is Spanish for
02:04HelloWorld and the rest of these text strings will also be replaced in other
02:10parts of that task within a Spanish installation of Device Central.
02:14Localization is something that can assist the deployment of you custom task to
02:19other developers and Device Central users around the world. If I am spending
02:23some time looking at the ZString files and the other components of a task,
02:26hopefully you can appreciate how straight forward localization really is.
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11. Post Testing
Getting your content to a device
00:00As I have mentioned before, testing your content within Device Central only
00:03gives you part of the picture. You should always end up testing your content on
00:07a real device. In most cases, the common way to transfer files across is by
00:12connecting your computer to your device either via a USB cable connection or a
00:17Bluetooth connection.
00:18No matter the software that you are using to do the transfer of the files or
00:22the model handset that you have; it's most likely that you will use one of
00:26these connection types. Using one of these connection types would generally
00:30mean that you can see your phone via your Desktop, either as a connected device
00:33or peripheral or sometimes even as an external hard drive. Transferring files
00:38then becomes a matter of simply browsing the file structure of your phone and
00:42dragging and dropping your content into the right location on to the device.
00:46If you are connecting via Bluetooth, you could also see your device through
00:49this file explorer view or you can also send your content to your phone as a
00:53Bluetooth message. It arrives on to your phone's Messages Inbox as a Bluetooth
00:58message, which launches the attached file when it's read.
01:03You could, of course, also upload your file to a web server and browse the
01:06mobile Internet on the device to download it. But this is quite a
01:09time-consuming workflow and if your phone is not using Wi-Fi, it could be quite
01:14an expensive one as well, depending on what you pay for data on your phone.
01:18Transferring your files to a device is an important last step in the testing
01:21process. No matter the software or device, you will most likely be transferring
01:26your files via a USB or Bluetooth connection to your Desktop or perhaps,
01:30setting it as a Bluetooth message or downloading it from the mobile Internet.
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Nokia PC Suite and BREW App Loader
00:00As you may or may not know, some devices are quite open in terms of their
00:04operating system while others are a lot more locked down, either by the
00:08manufacturer or the operator who is selling those phones in your region.
00:11In this lesson, I will give you some basic information about working with the
00:15BREW platform in North America and look at the Nokia PC Suite solution for
00:19getting your files on to a Nokia device.
00:22Phones that support Flash Lite in North America are generally offered by
00:25Verizon Wireless and they using the BREW platform for managing the software
00:29that runs and is installed on those devices, including the Flash Lite Player. I
00:34say generally, because there are some Nokia and Sony Ericsson devices in the US
00:38market providing a user base of Flash Lite enabled devices outside of the
00:42operator controlled Eco system.
00:45In order to transfer files to a Verizon Wireless BREW device, you require a few
00:49extra things. Firstly, you must be a member of the BREW Developer Program, as
00:54well as being a Certified BREW Developer. This will give you access to
00:58development software such as the App Loader, which allows you to connect your
01:02PC to a Verizon BREW device and transfer your test files on to it.
01:07Here is the BREW Developer website, access through brew.qualcomm.com. Here you
01:13can find the information you need to join the developer program and become a
01:16certified BREW developer. As well as the additional cost, for many, this is a
01:20level of complexity they were counting on when they started building their
01:24Flash Lite content. So again, it pays to consider what you are developing and
01:28for which regions before you start development.
01:30For now, I am going to take an easier path and use my Nokia N95, 8 GB with
01:35Nokia PC Suite to transfer my files across to the device. To download Nokia PC
01:41Suite, go to nokia.com/pcsuite that URL will automatically redirect you to the
01:47Nokia Europe website, where you can download the software. Currently, Nokia PC
01:52Suite is for PCs only. But from this website, you can also access Mac resources
01:57to allow you to do the same work. You will find it under Product Support in Mac software.
02:02Once you have downloaded and installed Nokia PC Suite and connected your device
02:08either via USB or Bluetooth connection, you can now access your device through
02:12Windows Explorer. You will see the device up here as another drive or as a
02:17portable device. Clicking on either of these will allow you to start drilling
02:22down into the file structure of the phone. I am going to look on my phone's
02:25default memory drive. And then inside the Data and Others folder. This Others
02:32folder is where the Flash Lite standalone player on S60 devices, looks for
02:37content by default.
02:38To transfer the files on to my phone, it's a simple matter of drag and drop.
02:42Here, I will transfer my groundswell animation file on to my device. Click,
02:47drag and drop, simple as that and there is my animation file. Flash Lite
02:55enabled phones are ultimately still at the mercy of either the manufacturers or
02:59operators, in terms of, how accessible they are for transferring files across to them.
03:04If you are working with BREW phones in North America, you will have some
03:07additional steps before you can start transferring files to your phone. If you
03:11have a Nokia device you can use the Nokia PC Suite application to transfer the
03:15files across. Sony Ericsson also has a PC Suite Solution and there are various
03:20Mac options as well.
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Over-the-air via Bluetooth
00:00The most common of wireless connections for a majority of devices on the market
00:03today is Bluetooth. Here I will talk more about sending your Flash Lite files
00:08to your device via a Bluetooth message.
00:12From within Windows, you can right mouse click on the file that you want to
00:15transfer and select Send to Bluetooth device. You will see that I have got my
00:21N95, 8 GB already paired with my PC. So I just click Next and the file has been
00:31successfully transferred to my phone.
00:33Let's switch over to the phone and see what that looks like. Getting your file
00:37then out of the Inbox is just a matter of launching it from the message and
00:41then using the Flash Player menu options to save it locally on to the file
00:44system of the phone.
00:46Bluetooth has been a standard connectivity option on mobile phones for many
00:50years now and can create that connection that you need from your Desktop to
00:53your phone, in order to transfer your files. Sending files via a Bluetooth to
00:58your phone come up as Bluetooth messages in your Inbox.
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Protecting files via DRM
00:00It's great that it's so easy to create Flash Lite content for mobile devices
00:04and to transfer those files around to various phones but what if we want to
00:08protect that content? In this lesson I will discuss Digital Rights Management
00:12or DRM with you and how it applies to Flash Lite content.
00:16Digital Rights Management is a hot topic in the digital content industry. You
00:21have probably heard of it before mostly around the sale of digital music and
00:24attempts to stop piracy or illegal file sharing. Now I am not going to spend
00:29time here debating the merits of a locked down or an open digital content
00:32environment, but simply put forth the option of locking your Flash Lite
00:35content using DRM.
00:37Protecting your Flash Lite content once it reaches the open market is something
00:41that you should consider. And in some cases, it will be considered for you
00:44by the aggregators or operators that sell your content. Locking the
00:48content to the device that it's downloaded to does have its advantages in
00:52that the content, particularly if it has been paid for, can't then be forwarded
00:55or copied on to other devices of users who haven't paid for it. Certainly
01:01situations will arise particularly in viral marketing or advergaming,
01:04where you want your content to be forwarded onto others. It really comes down
01:08to an individual case by case basis for the content in question.
01:12If locking your content though is something that's required then using OMA DRM
01:181.0 is probably the simplest form of Rights Management that you can implement
01:22for Flash Lite. The Open Mobile Alliance is an international standards board
01:26that deals with interoperability on the mobile platform. If you implement OMA
01:31DRM for one supported device, it will work across all supported devices,
01:35regardless of their make or model.
01:37There are three options for applying DRM; Forward locking, Combined delivery
01:43and Separate delivery. The last two options, they have playback rights files or
01:48keys that need to be included with the content. However, Forward locking is the
01:53simplest implementation. So we will look at that for locking our Flash Lite content.
01:57Flash Lite content is defined as being passive content from the way DRM sees
02:01various files formats. A SWF file is treated just like image bitmap or media
02:06files when it comes to DRM. DRM is applied to a Flash Lite file by using
02:11third-party tools but it's generally provided by the device manufacturers.
02:16You have the option of using perhaps, the Nokia Multimedia Internet Toolkit.
02:20Sony Ericsson's DRM Packager or Motorola's Moto DRM Toolkit. As I mentioned
02:26before, DRM is based on OMA standards, so creating a DRM package using any of
02:31these tools will create a DRM file that's able to be loaded on to any device,
02:36not just devices made by the manufacturer whose DRM tool you use.
02:40The process involved in all DRM application though is essentially wrapping your
02:45SWF content into a DRM message. With Forward locking, this DRM message file
02:50will be saved with the dm extension. When your device receives a dm file
02:54Over-the-air, it will interpret that as a right's managed file and will look
02:59inside the message to find the SWF content to play.
03:02And for the file to be successfully downloaded from a web server or indeed sent
03:06Over-the-air (OTA), the server that delivers the file need to have the correct
03:10MIME type setup. In the case of Forward locking, the dm file extension has a
03:15MIME type of application/vnd.oma.drm.message.
03:21Adding DRM to your Flash Lite content is very straightforward using one of the
03:26many tools that's provided by the device manufacturers. By wrapping your
03:30content into a simple Forward lock DRM message, you can lock the content on to
03:34the phone that downloads it.
03:36No doubt, you will come across DRM if you sell your content through an operator
03:40and it's also something you might want to consider if you are going to make
03:43your content available through operator independent web portals.
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12. Bonus: Exploring the Assets
Groundswell animation
00:00I would just like to briefly take you through some of the mobile assets that
00:03we've been working with in these Device Central lessons. You can find all of
00:07the source codes for these Flash files in amongst your exercise files.
00:11Let's open up the Groundswell animation first. And you can see in my Library, we
00:15only have two objects required for this animation. One is the Groundswell
00:18logo and the other is a movie clip of a flower. The flower movie clip is what we
00:23are going to dynamically attach to the Stage with ActionScript.
00:26Let's take a look at that script now and I'm going to collapse my Library
00:31panel, open up my Actions panel and bring across my file so we can see that
00:36nice and clearly. Now to begin with we are setting some variables based on the
00:40current Stage width and Stage height. This is so, so this animation could be
00:44played across various devices with different screen sizes but still use these
00:49variables to make sure our animation works correctly.
00:51Next, we set some local variables such as the number of flowers that will
00:55appear in the animation and some numbers that are going to relate to how the
01:00animation works both in terms of the size the flower comes out to, and the
01:04speed that it bounces back. Our zoomflower function is what does the real work
01:09with the animation. Down below we have got a simple loop that's going over the
01:13number of flowers that we've set and creating and setting some properties on
01:17our new flower movie clip.
01:19Here on the last line we are setting that zoomflower function to be fired on
01:23the onEnterFrame for that movie clip. What all this combines to do is create an
01:28animation that's randomly generated every time the wallpaper plays.
01:30So let's test that in Device Central. From within Flash, Control and Test Movie.
01:41Now this doesn't look quite right because our Content Type set to Standalone
01:44Player. We want this to be a wallpaper, so I'm going to choose Wallpaper as my
01:49Content Type. That looks better. And there we have that Wallpaper appearing as
01:54it would on this particular Nokia phone. As you can see we have generated a
01:58file that's only 2KB in size doing all of this animation based purely on code.
02:03Wallpapers like this bring a lot of life to the mobile platform because they
02:07are randomly generated every time.
02:09That's it for this animation. Let us go and have another look at one of the other assets.
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Groundswell clock
00:00Let us now take a walk through the source code for our clock wallpaper
00:03animation. From within your exercise files you'll be going to gswell_clock.fla.
00:09I'm just going to zoom out a little bit so we can see the full Stage view.
00:14I want to leave as much room as possible for our Actions panel.
00:17Now our clock animation is made up of a number of different movie clips.
00:21Firstly, we have got the clock movie clip. I'll edit that in place and you can
00:26see we have different hour, minute, and second hands for the clock as well as
00:30the numbers that appear around the outside. The clock hands are going to be
00:34accessed individually by ActionScript to make them rotate around based on the
00:37time from the device.
00:39I'll click back out to the root timeline and now choose my flower movie clip.
00:44This will be animated based on the strength of the battery. If I edit this in
00:48place all I have here is the drawing object. We are going to change the alpha
00:53transparency of that movie clip based on the level of battery that we get back
00:57through ActionScript.
00:57My background movie clip is broken up into 24 frames, one for every hour of the
01:04clock. And you'll notice that each Keyframe has a different colored background.
01:09So every hour we are going to have a different colored background on our Wallpaper.
01:14I'll just turn the visibility of the clock and battery off, so I can get to
01:18this charger animation in the middle of the screen. This animation is what
01:24happens when our Flash application detects it's plugged in to the wall by the charger.
01:28So those are all the visual components of our application. Let's just take a
01:32quick look at the ActionScript. We just have a single line at the top, which
01:36sets our Wallpaper to play at full screen, and then we start setting some
01:40onEnterFrame functions for our movie clips. The battery movie clip is going to
01:44be constantly checking for the battery level using
01:47fscommand2("GetBatteryLevel"). We are going to take the number that comes back
01:51from that, store it in a variable called batteryStrength, and then use the
01:55variable to set the alpha transparency of the movie clip.
01:59The same thing goes for the charging animation. We are setting an onEnterFrame
02:03so that it's constantly checking the power source using
02:08fscommand2("GetPowerSource"). If it comes back as True meaning it's plugged
02:13into the wall then we play the animation; otherwise, we the set the visibility
02:18of the movie clip to false and we stop the animation from playing.
02:21Lastly, we have got an onEnterFrame for our clock movie clip constantly
02:26checking the current time of the device. Using fscommand2("GetTimeHours"),
02:29("GetTimeMinutes") and ("GetTimeSeconds "), we can determine what the rotation
02:35should be for each of the clock hands in our clock movie clip. And at the same
02:40time, based on the hours that are coming back we are also jumping to a
02:43different background in your background movie clip. So Control > Test Movie and
02:50we'll see this animating in Device Central.
02:53If you can't see it properly it should be set to Wallpaper as a Content Type.
02:57Don't forget that changing the device clock is done through the Device Status
03:01panel. So that's our clock animation done. Let us have a look at one more
03:05application from our exercise files.
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Groundswell weather application
00:00Let us take a walk through the Groundswell weather application that's been
00:03included with your exercise files for this course. In your exercise files,
00:07there will be two versions, one liveData and one localData. Let's use the
00:11liveData version, just quickly going through the visual assets first.
00:18We have just got a basic JPEG as our background, which has been optimized
00:21outside of Flash. This is always good to do so that you have got greater
00:25control over optimization for your bitmaps. You'll also notice that if I key
00:29line all of the layers that it's much bigger than the Stage size itself.
00:33This is so on different phones with different screen sizes you'll always get
00:37content filling up the full screen of the application.
00:41We have a number of simple dynamic text fields, which is going to show some
00:45information based on the data we pull in, some static text fields which are
00:48just acting as they are soft key labels. A movie clip here in the middle, which
00:52is currently showing Load Data but if we scrub through the Timeline, it also
00:57has the weather icons.
00:59While that data is loading, we don't know what icon to show. So by default it's
01:03showing Load Data. At the end it's also got an error message so if there is
01:08some problem with getting the XML, we can just make this movie clip jump to the
01:12end and give the user some feedback.
01:14There is one more tiny movie clip here, which if I edit in place just as two
01:19frames, an empty one and then showing the degree symbol that will appear for
01:24our temperature. Again while the data is loading, we don't really want to show
01:28anything, so we just got these stopped here on the first frame.
01:31So those were the visual assets, let us have a look at the ActionScript. To
01:36begin with, I'm setting it as full screen and taking over control of the soft
01:39keys using fscommand2("setSoftKeys "). I'm declaring all the variables and
01:45visual assets that we are using on the Stage, as well as a couple of non-visual
01:49ones, such as the XML object that we are going to load our weatherData into, a
01:55SharedObject and also a keyListener object for working in navigation. I'll just
02:01highlight the main functions within the application.
02:03Here you have reloadXML function; we're just calling the load method on a
02:08weatherData XML object to load in an XML file from an external web server. The
02:13difference between this App and the localData App is that this URL is calling
02:17out to an external source whereas the local one is just calling an XML file,
02:21which would be on the device as well.
02:24The onLoad function of our XML object is very much to where it happens. We are
02:29looping over all of the nodes of the XML and pushing nodes into a local Array
02:33making it a lot easier for us to access that information. We call the showData
02:38function passing in the position of the Array that we want to look at first. In
02:43this case, it's the first position noted by zero.
02:46We're also creating and adding a Listener to our SharedObject. If the data load
02:50files, we set all of the dynamic text fields to null and tell the weatherIcon
02:55to jump to that last dataFail frame. showData is simply just taking information
03:03out of that Local Array and populating the dynamic text fields and also showing
03:07us the right weatherIcon.
03:08This SharedObject was created really just to show the Persistent Storage panel
03:13in Device Central working. Currently, we are just saving the date of the last
03:17download of XML data. We could extend this to maybe seeing what that date is
03:21and only downloading the full XML data if the changed date on the server is different.
03:26This onEnterFrame for the Signal movie clip is interesting. Here is that Signal
03:32movie clip and it's going to roll right to left/left to right depending on the
03:37strength of the signal. I'll show you something interesting with this, and in
03:40particular, the GetSignalLevel ActionScript later on in Device Central.
03:45Finally, we have our keyListener listening out to hear what buttons are being
03:49pressed. Different buttons will have the trigger actions, such as, reloading
03:53the XML, quitting an application or scrolling left and right through the Local
03:57Array to display different weather data. So let's see that running in Device
04:02Central. Control > Test Movie.
04:08So here is our application running on a Nokia N95 8GB, a Series 60 device.
04:13You can see we're scrolling left and right through our local data after we've
04:17loaded it down from the web server. This whole creative application of loading
04:21an external data comes in at only 42 KB. Not bad, I reckon for a mobile application.
04:28Now the other one thing I wanted to show you was about the Signal movie clip.
04:31As you know, setting the signal strength comes through a Network Status panel.
04:35Have a look though and see what happens when I scroll from left to right,
04:39bringing it right down to zero and up to 100.
04:42From our design this should be rolling right across to the right hand side of
04:47the screen when the signals are 100%. It's not doing it because on a Series 60
04:52device, when I call GetSignalLevel, it's returning a different number than what I'm expecting.
04:56I've got my movie clip to go from left at 0 rolling all the way over to the
05:02right at 100 and that's okay if I'm getting back a number between 0 and 100.
05:07But on Series 60 devices, I get back something between 1 and 7.
05:11Now, don't ask me why it's different; that's just the love of mobile.
05:15Of course, you'll have to take into consideration these types of differences
05:19when you are building your application. But, for now that's our Weather App.
Collapse this transcript
13. Conclusion
Ten tips for developing effective mobile content
00:00I would like to share with you some tips that I've picked up over my many years
00:03as a Flash Lite Developer, which will hopefully help you in your own mobile
00:06development. Let us start with looking at a few tips on managing various screen sizes.
00:11When creating Flash Lite content that will be deployed across multiple devices
00:15with different screen sizes, the goal is to create one SWF file that scales
00:19across them all without losing quality or functionality. Operators and
00:23aggregators love this about Flash Lite! They only have to manage one file for
00:27all of the files that they support. Rather than individually created ones for
00:31specific targeted files, what we can do is set the Stage size to the minimum
00:36screen size and then bleed the visual assets around the Stage to allow for the
00:41screen resizing.
00:42Remember that different screen sizes aren't always in the same ratio, so on
00:46some screens you see a little more or less around the edges. To make the
00:50content scale and always take up the full screen,
00:53you can use the fscommand2("FullScreen") ActionScript on the opening frame of your Flash
00:58content. Be aware though that some Sony Ericsson devices don't scale up but
01:03only down. So this means that the Stage size of your Flash file needs to be at
01:08least of the same size of these devices. Any smaller and you'll see your
01:12content floating in the middle of the front screen.
01:15Try and use relative positions for your assets based on the Stage object so
01:19that they can be programmatically moved around the Stage when the screen size
01:23is changed. Consider also that many new devices can rotate the screen
01:27orientation either automatically or manually. So you might want to build in
01:31some checking for the Stage size and screen orientation to make changes to your
01:35visual assets dynamically as the orientation moves.
01:39When it comes to optimizing for performance, there is a number of things that
01:43you can keep in mind. Consider the complexity of your vector shapes and
01:46if using a bitmap instead might be better. Bitmaps are seen only by the
01:51Flash Lite Player as the bounding box that contains the image. So if you have a
01:55complex vector shape with lots of points and curved lines, it might be easier
02:00on the Player to render a bitmap instead.
02:03Look at using bitmaps perhaps for static elements that might not change all
02:06that much such as backgrounds. This will potentially save you some file size as
02:11well as rendering power required.
02:13Some of these points are becoming less and less critical the more powerful
02:17devices become. But looking for opportunities to optimize your content, whether
02:22big or small, is always a good practice.
02:25But here are some final tips on animation within Flash Lite. With animating on
02:29mobile, you can quickly run into performance issues if you are not careful. The
02:33general rule is to minimize the amount of screen that's needed to be redrawn
02:37each time. Cutting down the amount of screen that has to change will need a lot
02:41of load on the processor. Try to also avoid too many overlapping motion tweens
02:46and use ActionScript to create movement wherever possible.
02:50There are many more articles and tutorials available online that will help you
02:54in various aspects of working with Flash Lite and making your applications and
02:57content as optimized as possible. Check out the Resources section of this
03:02course for more information.
Collapse this transcript
Additional resources
00:00I would like to leave you now with some additional resources that you might
00:03like to consider looking at in order to continue your education in Flash Lite.
00:07One of the best places to start is the Adobe.com Mobile & Devices Developer
00:11Center. Here you will find a number of articles and tutorials all about Flash
00:16Lite. There's also a great section called Getting Started. This has got some
00:21great videos and documents all for Flash Lite developers who are just getting
00:25into the market. It explains everything in a really basic and simple way and
00:30helps you to work out where to start.
00:31There is also a tab for selling your content. Adobe doesn't do this for you,
00:36but they direct you to companies that do. Simply drop in your region, the type
00:44of content that you have, and clicking Show Companies will bring up a list of
00:49contact details for companies that can help you out.
00:52Lastly, there is the Community tab. You could consider joining a User Group.
00:57It's a great way to meet other developers and to hear what other people are
01:00doing within the industry.
01:02There is also a link to find a number of Flash Lite related blogs that you
01:06might like to follow up on. There is some great content being put up by some of
01:09these guys all on Flash Lite content existing in the market today.
01:15Also on the Adobe website is the Flash Mobile Gallery. You can select from
01:21different content types, drilling down and seeing real examples of Flash Lite
01:27content that people have developed and released into the market. Use this as a
01:34source of inspiration for some of your own Flash Lite projects.
01:42If you to like email forums there is a great Yahoo! Group for Flash Lite; this
01:47has been going for a number of years now and has a wide range of new and
01:51experienced Flash Lite Developers all out there ready to engage and talk to you
01:55about Flash Lite. Don't be afraid to post out new questions if you are just
01:59getting started or else read what's coming back from other developers
02:03experienced in developing high-end Flash Lite content.
02:07And lastly, if you would like to see some more samples of Flash Lite content
02:11being sold in the market today, why not check out my companies website at moket.com?
Collapse this transcript
Goodbye
00:00Here we are at the end of Device Central CS4 Essential Training. Throughout the
00:04course we have been able to look in depth at the Device Central CS4 tool and
00:08all its features that gives Flash Lite and mobile developers for testing and
00:12simulating their content.
00:14I hope that you've been able to appreciate the power of this application and
00:17the incredible support that it provides both novice and experienced Flash Lite developers.
00:23It's something that makes the development process of content more streamlined
00:26and efficient and I believe it goes a long way to potentially improving the
00:30overall quality of the end product.
00:32Thanks for investing your time in these video lessons and in Device Central
00:35CS4. I am Dale Rankine from Moket and I really look forward to seeing the
00:39wonderful content that you and the others in the developer community will
00:42create and test using Device Central CS4 and other great new tools from Adobe.
Collapse this transcript


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