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Using the Library panel

From: Flash Catalyst CS5 Essential Training

Video: Using the Library panel

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.

Using the Library panel

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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This video is part of

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Flash Catalyst CS5 Essential Training

66 video lessons · 19564 viewers

Mordy Golding
Author

 
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  1. 9m 24s
    1. Welcome
      1m 29s
    2. Key concepts
      4m 33s
    3. When should I use Flash Catalyst?
      2m 51s
    4. Using the exercise files
      31s
  2. 33m 12s
    1. Creating a new project
      5m 14s
    2. Defining components
      6m 26s
    3. Adding pages
      5m 41s
    4. Adding interaction
      6m 20s
    5. Adding transitions
      7m 12s
    6. Publishing options
      2m 19s
  3. 21m 37s
    1. Planning your project
      8m 11s
    2. Starting your project in Illustrator
      4m 9s
    3. Starting your project in Photoshop
      4m 22s
    4. Starting your project in Fireworks
      3m 10s
    5. Starting your project in Flash Catalyst
      1m 45s
  4. 30m 55s
    1. Understanding components
      5m 14s
    2. Creating a button component
      7m 10s
    3. Creating a checkbox component
      3m 55s
    4. Creating a radio button component
      5m 10s
    5. Creating a toggle button component
      2m 4s
    6. Creating a text input component
      1m 35s
    7. Creating horizontal and vertical slider components
      2m 46s
    8. Creating horizontal and vertical scrollbar components
      3m 1s
  5. 31m 55s
    1. Using the drawing and selection tools
      5m 52s
    2. Setting object properties
      4m 48s
    3. Importing artwork
      2m 27s
    4. Editing artwork in Illustrator
      6m 29s
    5. Editing artwork in Photoshop
      4m 27s
    6. Working with text
      3m 39s
    7. Optimizing artwork
      4m 13s
  6. 28m 56s
    1. Understanding pages and layers
      9m 50s
    2. Editing pages and states
      7m 24s
    3. Using grids, guides, and rulers
      1m 40s
    4. Aligning and arranging objects
      2m 27s
    5. Moving elements between pages and states
      4m 33s
    6. Using the Library panel
      3m 2s
  7. 54m 43s
    1. Understanding interaction types
      8m 24s
    2. Creating conditional interactions
      3m 6s
    3. Understanding the timeline
      7m 40s
    4. Creating smooth transitions
      7m 44s
    5. Defining Move transitions
      3m 33s
    6. Defining Resize transitions
      3m 53s
    7. Defining Rotate transitions
      2m 53s
    8. Defining Rotate 3D transitions
      3m 35s
    9. Adjusting basic timing
      5m 57s
    10. Creating an action sequence
      7m 58s
  8. 18m 11s
    1. Creating Flash video files
      3m 32s
    2. Placing video into a project
      3m 51s
    3. Controlling video playback
      3m 51s
    4. Adding sound effects
      3m 17s
    5. Integrating Flash content
      3m 40s
  9. 25m 53s
    1. Using a Data List to define repeating elements
      4m 11s
    2. Creating a basic Data List pt. 1: Building the components
      5m 31s
    3. Creating a basic Data List pt. 2: Adding the data
      3m 8s
    4. Planning a complex Data List
      1m 57s
    5. Creating a complex Data List pt. 1: Building the components
      6m 33s
    6. Creating a complex Data List pt. 2: Adding the data
      4m 33s
  10. 12m 14s
    1. Publishing an SWF file to view locally or offline
      2m 30s
    2. Publishing an SWF files to upload to the web
      2m 35s
    3. Integrating an SWF file into a web page with Dreamweaver
      2m 25s
    4. Integrating an SWF file into a web page with an HTML text editor
      2m 48s
    5. Publishing an Adobe AIR file
      1m 56s
  11. 7m 52s
    1. Creating custom components
      4m 27s
    2. Working with Library Packages
      1m 47s
    3. Using the Code view in Flash Catalyst
      1m 38s
  12. 22s
    1. Goodbye
      22s

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