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In Flash Catalyst CS5 Essential Training, author Mordy Golding demonstrates how to create and publish fully interactive Flash (SWF) micro sites, widgets, portfolios, and applications from static Photoshop, Illustrator, and Fireworks artwork—all without writing code. The course covers planning a project, importing and organizing assets, creating interactive components, defining repeating data lists, and publishing final projects. Exercise files are included with the course.
In general, Flash Catalyst projects are organized very well. I'm not referring to the artwork that you create. Obviously, that's up to you. But remember that Flash Catalyst is built on top of the Flex framework. We already know about certain things, for example, like components and optimized graphics, but in general, every project that you create inside of Flash Catalyst is organized into a variety of technical parts. You can actually see this by going to the Library panel right here inside of Flash Catalyst. It displays things like images, optimized graphics or components that are used inside of your project.
Now, if you're familiar with a program like Flash Professional, you know that the Library panel contains all the assets of your project and it's really no different here. Because we started this specific Flash Catalyst project from Illustrator, we can see that there's a folder here for images called olive_tour. That's the name of the original Illustrator file that we used when we created this project. I can reveal the contents of this folder and see that these are the images that were in the Illustrator file, which were then brought into this project. Likewise, if I take a look over here where it says Optimized Graphics, there were certain elements that I turned into Illustrator symbols when I was using Illustrator, and those automatically got converted to Optimized Graphics when they were brought here into Flash Catalyst.
For example, if I scroll down here, I can see that the Two Trees logo that we have right here is an Optimized Graphic. In fact, any time that you place some kind of a graphic into your Flash Catalyst project, it gets added here to the Library. In addition, when you create things like components, those also get added to the Library. For example, if I want to turn this artwork into a button component, I can click on it here to select it. Then from the HUD, choose to convert that to a button. Notice that now inside of my Libraries panel, there is now a new section here called Components which contains the Growing button that I just created.
It's important to realize that if on my artboard right now, I decide to delete this element, it's no longer visible on my page. I'd also be able to go to my Layers panel and see that it's no longer there as well. However, it is still inside of my Library. I can click on it to select it and I can even add it back onto my artboard by simply clicking on it and dragging it directly onto the artboard. The reason why I'm pointing this out is because it could be possible for you, that you'll import some artwork into your project, you'll delete it from your artboard, thinking that you've deleted it from your project, but it might still exist inside of your Library.
At the end of the day, that does add to the file size of your project. So if you have an element and you no longer are using that element, and you want to delete it permanently from your project, you can go to the Library panel, select that component or that element, and then click on the Trash Can to permanently delete it. If that element is being used somewhere else inside of your project, as it is here in this example on the artboard, clicking OK will not only remove it from my project, clicking OK will remove it from the artboard as well.
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