MACROMEDIA FLASH 8-DEVELOPING FLASH LITE Develop Manual

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Summary of Contents for MACROMEDIA FLASH 8-DEVELOPING FLASH LITE

  • Page 1 Developing Flash Lite Applications...
  • Page 2 If you access a third-party website mentioned in this guide, then you do so at your own risk. Macromedia provides these links only as a convenience, and the inclusion of the link does not imply that Macromedia endorses or accepts any responsibility for the content on those third-party sites.
  • Page 3: Table Of Contents

    Contents Introduction ..........5 What’s new in Flash Lite authoring .
  • Page 4 Chapter 5: Testing Flash Lite Content (Flash Professional Only) ....... . .63 Overview of Flash Lite testing features (Flash Professional Only) .
  • Page 5: Introduction

    Flash Lite applications running on various models of mobile phones. Using a Flash Lite emulator that is included with Macromedia Flash Professional 8, you can test and debug your application in the authoring tool before you test it on an actual device.
  • Page 6: Guide To Instructional Media

    Mobile and Devices Developer Center at www.macromedia.com/devnet/devices/. For TechNotes, documentation updates, and links to additional resources in the Flash Lite developer community, see the Macromedia Flash Lite Support Center at www.macromedia.com/support/flashlite/. Typographical conventions The following typographical conventions are used in this manual: Italic font indicates a value that should be replaced (for example, in a folder path).
  • Page 7: Chapter 1: Creating Interactivity And Navigation

    Creating Interactivity and Navigation Macromedia Flash Lite 1.0 and Flash Lite 1.1 support user interaction through the device’s keypad, or through a stylus or touch-screen interface on devices that provide one. There are two ways to add key-based interactivity to a Flash Lite application. You can use the Flash Lite default tab navigation, or you can create a custom key-based navigation system.
  • Page 8: Keys Supported By Flash Lite

    Keys supported by Flash Lite In addition to the alphanumeric keys available on standard telephones, most mobile devices feature a five-way keypad, which let users navigate and select items on the device’s display as well as the Left and Right soft keys. A device’s soft keys are multifunctional keys that use the device’s display to identify their purpose at any moment.
  • Page 9: Using Tab Navigation In Flash Lite

    Using tab navigation in Flash Lite On desktop Flash applications, the Tab and Shift+Tab keys let users switch keyboard focus among objects on the screen. The object that has focus responds to further keypresses. In Flash Lite, the arrow keys on the device’s five-way keypad serve the same purpose as the Tab and Shift+Tab keys.
  • Page 10 Each navigation mode discussed in the following sections references a sample file that you can view in the Flash Lite emulator. Each sample file consists of the same three-by-three grid of buttons, as shown below. The only difference between the sample files is that each is configured to target a device and Flash Lite content type that support the navigation mode in question.
  • Page 11 About the focus rectangle By default, Flash Lite draws a yellow rectangle around the button or input text field that has focus. The focus rectangle lets the user know which object on the screen will respond when the user presses the device’s Select key. For example, the following image shows the focus rectangle drawn around a button that has the current keypad focus: Button with current focus and default focus rectangle...
  • Page 12 If your application contains input text fields, Macromedia recommends that you do not disable the focus rectangle, as it provides the only visual clue that an input text field has focus. For example, the following image shows an input text field that has the current focus:...
  • Page 13: Handling Key Events (Flash Professional Only)

    Handling key events (Flash Professional Only) In addition to using tab navigation between buttons and input text fields, a Flash Lite application can also respond to arbitrary keypress events. Not all devices and content types support all device keys. For example, on a device that supports two-way navigation (see “Modes of tab navigation”...
  • Page 14 You can find a completed version of this application, key_catcher.fla, in the Samples folder on your hard disk: In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\ Samples and Tutorials\Samples\FlashLite. On the Macintosh, browse to Macintosh HD/Applications/Macromedia Flash 8/ Samples and Tutorials/Samples/FlashLite. Creating Interactivity and Navigation...
  • Page 15 To create and use a key catcher button: Create a new document from the Flash Lite 1.1 Series 60 template, and save it as keycatcher.fla. For more information on creating documents from the Flash Lite templates, see “Using Flash Lite document templates (Flash Professional Only)” in Getting Started with Flash Lite.
  • Page 16 Test the application by selecting Control > Test Movie. Press the four arrow keys on the emulator’s keypad to make the circle move around the Stage. For another example of using a key catcher button, see “Creating a simple menu using movie clips (Flash Professional Only)”...
  • Page 17 Open the Library panel (Window > Library) and drag an instance of the movie clip symbol named Menu Item Clip from the Library panel to the Stage. This movie clip contains two keyframes, or visual states: one for the menu item’s initial, unselected state, and the other for its selected state, which appears when the menu item receives focus.
  • Page 18 Assign the instance names of menu_2 and menu_3 to the middle and lower movie clips, respectively. menu_1 menu_2 menu_3 The numeric suffix appended to each instance name lets you dynamically refer to each movie clip in code, which you’ll add shortly. Using the Text tool, create a text field along the lower edge of the Stage.
  • Page 19 Open the Library and drag an instance of the button named key catcher to the Stage. Next you’ll attach event handler code to this button that handles user keypress events and update the user interface. With the button selected on the Stage, open the Actions panel. Type (or copy and paste) the following code into the Actions panel: on(keyPress "<Down>") { if(selectedItem <...
  • Page 20: Handling Button Events (Flash Professional Only)

    Select Control > Test Movie to test the application in the emulator. To interact with the menu, click the Up and Down Arrow keys on the emulator with your mouse, or press the corresponding arrow keys on your keyboard. Handling button events (Flash Professional Only) Flash Lite supports the following ActionScript button events: , and...
  • Page 21 Type the following code in the Actions panel: on(press) { trace("You pressed Button 1"); on(release) { trace("You released Button 1"); on(rollOver) { trace("Button 1 has focus"); on(rollOut) { trace("Button 1 lost focus"); Drag another instance of the same button to the Stage and position it directly below the first button.
  • Page 22 Test the application in the emulator (Control > Test Movie). Watch the messages in the Output panel as you press the Up and Down Arrow keys on the emulator’s keypad. Creating a simple menu using buttons and tab navigation (Flash Professional Only) This section shows you how to create a simple menu using buttons and tab navigation.
  • Page 23 In the Timeline (Window > Timeline), select the layer named Menu Buttons. Drag an instance of the News Button symbol from the Library panel to the Stage. Repeat step 4 for the Sports and Weather buttons. Align the three buttons vertically, as the following image shows: In the Tools palette, select the Text tool and create a text field along the bottom of the Stage.
  • Page 24 In the Actions panel, type the following code: on(rollOver) { status = "Press to select News" on(press) { status = "You selected news" This code assigns some text to the dynamic text field when the user rolls over the News menu button.
  • Page 25 Select Control > Test Movie to preview the application in the emulator. Click the Down Arrow key on the emulator with your mouse (or press the Down Arrow key on your computer’s keyboard) to navigate between menu options; to select a menu item, click the emulator’s Select key by using your mouse (or press the Enter key on your computer’s keyboard).
  • Page 26: Using The Soft Keys (Flash Professional Only)

    Using the soft keys (Flash Professional Only) A device’s soft keys are multifunctional keys that use the device’s display to identify their purpose at any moment. For example, in the following application, labels above the soft keys indicate that the user can press the Right soft key to view the next dinner special, or press the Left soft key to return to the application’s home screen: Soft key labels To use the Left and Right soft keys, you must first call the...
  • Page 27 For example, consider the following command call: SetSoftKeys fscommand2("SetSoftKeys", "Options", "Exit"); The following image shows the result of this command on an application running on an actual device in normal (not full-screen) mode: Available screen area in non-full-screen applications Soft key labels displayed by device If you enable full-screen mode—that is, if you call —the fscommand("fullscreen", true)
  • Page 28 In the Timeline, select the Content layer. Using the Text tool, create a static text field named Left (or text of your choice) and position it in the lower-left corner of the Stage, above the Left soft key on the device. Create another static text field named Right, and position it in the lower-right corner of the Stage, above the Right soft key on the device.
  • Page 29 In the Actions panel, type the following code: fscommand2("SetSoftKeys", "Left", "Right"); fscommand2("FullScreen", true); The two parameters of the command—Left and Right, in this case— SetSoftKeys specify the labels that Flash Lite displays above the soft keys when the application is not being viewed in full-screen mode.
  • Page 30 Creating Interactivity and Navigation...
  • Page 31: Chapter 2: Working With Text And Fonts

    Working with Text and Fonts This chapter describes how you can add static and dynamic text fields, and add input text fields to your Macromedia Flash Lite applications. This chapter contains the following topics: About text in Flash Lite ........... . 31 Using input text fields .
  • Page 32 About font rendering methods in Flash Lite To render text on a device’s display, Flash Lite can either use fonts that are available on the device or use font data that is embedded in the SWF file. Device fonts have the advantage of smaller SWF file sizes but give less control over the font display.
  • Page 33 In the Property inspector, in the Var text box, type nameVar. The value that you enter must be a valid variable identifier—the first character must be a letter, underscore (_), or dollar sign ($), and each subsequent character must be a letter, number, underscore, or dollar sign.
  • Page 34: Using Input Text Fields

    Using input text fields Input text fields in Flash Lite, like dynamic text fields, let you get and set their contents at runtime with ActionScript. In addition, input text fields let Flash Lite applications get user input using the device’s generic input text dialog box. (Flash Lite does not support inline text input.) The following image shows an input dialog box on a Symbian Series 60 device: Input text field Device’s text input dialog box...
  • Page 35 The Flash Lite emulator mimics the features of the text input dialog box when you test your application in the Flash authoring tool. The following image shows the text input dialog running in the emulator: ‘ Text input dialog running in emulator For an example of using an input text field in an application, see “Text field example application (Flash Professional Only)”...
  • Page 36 For example, when a user edits a single line input text field, the device’s input text dialog box displays a single line input text box. The input text box scrolls horizontally if the user enters more characters than can display. The following image shows a device’s input text dialog box for a single line input text field: When a user edits a multiline input text field, the device’s input text dialog box expands as necessary to display all the text the user enters, as the following image shows:...
  • Page 37 However, in that case, the user won’t be able to see that the text field has keypad focus and won’t know to press the Select key on their device. Macromedia recommends that you do not disable the focus rectangle when using input text fields.
  • Page 38: Font Rendering Methods In Flash Lite

    Font rendering methods in Flash Lite Flash Lite can render text field fonts in any of the following ways: Use fonts that are available on the device You can apply a font to a text field that you know is available on the device, or you specify one of the three generic device fonts (_sans, _serif, or _typewriter) that are available in the Font pop-up menu.
  • Page 39: Flash Lite Rendering Quality And Anti-Aliased Text

    To select a font rendering method for a text field: Select a text field on the Stage. In the Property inspector, select one of the following options from the Font Rendering Method pop-up menu: Select Use Device Fonts to have Flash Lite use a font that is available on the device. No font data is embedded in the published SWF file.
  • Page 40: Embedding Font Outlines In Swf Files

    Flash Lite renders anti-aliased text using vector representations of font outlines. If you want anti-aliased text to appear as smooth as possible, you should set the player’s rendering quality to high. Rendering quality affects all vector content on the screen, not just anti-aliased text. The following figures show an anti-aliased text field (Arial, 24 point) rendered at high, medium, and low qualities: To maximize animation performance and frame rate—for example, during an intensive...
  • Page 41 To embed font outlines for a dynamic and input text field: Select the dynamic or input text field on the Stage. In the Property inspector, select Bitmap (no anti-alias) or Anti-Alias for Animation from the Font rendering method pop-up menu. Click the Embed button located next to the Font rendering method menu to open the Character Embedding dialog box.
  • Page 42: Text Field Example Application (Flash Professional Only)

    (using a dynamic text field) addressed to the user. You can find a completed sample file for this section, textfield_example.fla, in the Samples folder on your hard disk. In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\FlashLite. On the Macintosh, browse to Macintosh HD/Applications/Macromedia Flash 8/Samples and Tutorials/Samples/FlashLite.
  • Page 43 Select Window > Common Libraries > Buttons to open a library of prebuilt button symbols. In the Buttons library, double-click the Circle Buttons folder to open it. Drag an instance of the symbol named “circle button - next” to the Stage. Using the Text tool create another text field at the bottom of the Stage.
  • Page 44 Select Control > Test Movie to test the application in the emulator. Press the Down arrow on the emulator’s keypad to give the input text field focus. Press the Select key on the emulator to open the emulator’s text input dialog box, and type your name using your computer’s keyboard.
  • Page 45: Creating Scrolling Text (Flash Professional Only)

    Press OK to close the input text dialog box. Press the Down Arrow key on the emulator’s keypad again to give focus to the button, and press the Select key. Creating scrolling text (Flash Professional Only) Flash Lite 1.1 supports the text field properties, which let you create scroll maxscroll...
  • Page 46 To create a scrolling text field and control it with ActionScript: In Flash, create a new document from the Flash Lite 1-1 - Symbian Series 60 device template. For more information about creating documents from device templates, see “Using Flash Lite document templates (Flash Professional Only)”...
  • Page 47 Create a new button symbol, and add an instance of it to the Stage or in the area off the Stage. This button acts as key catcher button, and it doesn’t need to be visible to the user. For more information about creating key catcher buttons, see “Creating a key catcher button (Flash Professional Only)”...
  • Page 48 Working with Text and Fonts...
  • Page 49: Chapter 3: Working With Sound

    CHAPTER 3 Working with Sound Macromedia Flash Lite 1.1 supports device sounds and standard, or native, Flash sound. This chapter describes what you must do to incorporate sound with your applications on mobile devices. This chapter contains the following topics: About sound in Flash Lite .
  • Page 50: Using Device Sound (Flash Professional Only)

    Event and stream (synchronized) sound Flash Lite 1.1 supports event and stream (synchronized) sound. Event sounds play independently of the Timeline and continue to play until either the end of the sound buffer has been reached, or the sound is stopped using ActionScript. Event sounds must download completely before they begin playing.
  • Page 51 The Timeline in the Flash authoring tool displays sound waveforms, as the following image shows. Waveforms for sounds that are linked to external device sounds are colored green; waveforms for sounds that are not linked to external device sounds are colored blue. Sound linked to external device sound Sound not linked to external device sound...
  • Page 52 In the Timeline, select the layer named Content in the Timeline. Drag the button symbol named Play from the buttons library to the Stage. Double-click the new button to open it edit mode. The Timeline changes to show the button’s frames named Up, Over, Down, and Hit. Select Insert >...
  • Page 53 Browse to the flash_install_dir/Tutorials and Samples/Samples/Flash Lite/Sound/ and select the file named hi_hat.mid. Click OK. Select Control > Test Movie to start the Flash Lite emulator and test your SWF file. In the emulator, press the Down Arrow key on the keypad to give the Play button focus, and then press the Select key to play the sound.
  • Page 54 The following image shows how the application might look in Flash: action stop() Sound attached to this frame function call attached to button gotoAndStop(10) When the user select the button, the sound on Frame 10 plays. This technique requires that the device sound be attached to the same frame specified in the function.
  • Page 55 To create a sound bundle file: Open the Flash Lite Sound Bundler application (FlashLiteBundler.exe) located in the Flash 8 install folder (for example, boot drive/Program Files/ Macromedia/Flash 8/ FlashLiteBundler.exe). The Sound Bundler appears as a floating window. From your desktop, drag the first sound file to be bundled into the floating window.
  • Page 56: Using Native Flash Sounds

    Click Save Bundle to save the FLS file. To exit from the Sound Bundler, right-click on the Sound Bundler window and select Exit. The next step is to add the sound bundle (FLS) file to your Flash document. The process is the same as adding standard device sounds to Flash documents, except that instead of specifying a single device sound file to replace the proxy sound, you specify the FLS file that you created.
  • Page 57: Chapter 4: Optimizing Content For Performance And File Size

    Generally, for mobile phones, this limit is not less than 1 MB. Because Macromedia Professional 8 does not provide a way to check a phone’s runtime memory consumption, Macromedia strongly recommends that you test all content on actual mobile phones.
  • Page 58: Animation Guidelines

    Test animations frequently on your target devices. Bitmap graphics Macromedia recommends optimizing bitmap graphics to 16 bits before importing them into Flash Professional 8. Optimizing your graphics reduces SWF file size and gives you more control over the final output. Also, ensure that bitmaps are imported at the size they need to be in the Flash Lite content.
  • Page 59 Bitmap versus vector graphics When you create content for mobile devices, it is sometimes preferable to use bitmaps instead of vectors because they require less CPU power to animate. For example, a road map of a large city would have too many complex shapes to scroll and animate well on a mobile phone if it were created as a vector graphic;...
  • Page 60 In the Compression pop-up menu, select one of the following options: Select the Photo (JPEG) option for images with complex color or tonal variations, such as photographs or images with gradient fills. This option produces a JPEG format file. Select the Use Imported JPEG Data check box to use the default compression quality specified for the imported image.
  • Page 61: Device Speed And Frames Per Second

    6 FPS; devices with the fastest processors can achieve a frame rate as fast 15 fps. During development, Macromedia recommends that you set the document’s framerate to best match the playback speed on the target device. This gives you an idea of how your content will run on an actual device with limited performance.
  • Page 62 Optimizing content for performance and file size...
  • Page 63: Chapter 5: Testing Flash Lite Content (Flash Professional Only)

    Testing Flash Lite Content (Flash Professional Only) Macromedia Flash Professional 8 includes a Flash Lite emulator that lets you test your application in the authoring tool as it will appear and function on an actual device. When you’re satisfied with the application running in the emulator, you can test it on an actual device.
  • Page 64 The Flash Lite emulator lets you preview your Flash Lite content as it will function and appear on an actual device. The emulator also contains controls that let you select a different test device, and change the level of debugging information that the emulator generates. The emulator displays debugging messages in the Output panel to help you troubleshoot problems with your content.
  • Page 65 The Device Settings dialog box lets you select the test devices and Flash Lite content type that you are targeting. The test devices that you select are available for you to test against in the Flash Lite emulator. Each combination of test device and Flash Lite content type defines a device configuration that specifies what features are available to your application, such as supported audio formats, ability to make network connections, and other features.
  • Page 66: Using The Flash Lite Emulator (Flash Professional Only)

    Using the Flash Lite emulator (Flash Professional Only) The Flash Lite emulator lets you preview your application within the Flash authoring tool. This section contains the following topics: “Interacting with the emulator (Flash Professional Only)” on page 66 “Changing test devices (Flash Professional Only)” on page 67 “Setting emulator debug options (Flash Professional Only)”...
  • Page 67 You can use your mouse to click directly on the Flash Lite emulator’s keypad, or use the following equivalent keyboard shortcuts: The arrow keys (Left, Right, Up, Down) map to the arrow keys on the emulator’s five-way keypad. The Enter or Return key corresponds to the Select key on the emulator’s five-way keypad. The Page Up and Page Down keys correspond to the Left and Right soft keys, respectively.
  • Page 68 If you haven’t yet selected any test devices before testing your application, the Test Device pop-up menu says <None Selected>, and Flash displays a warning message where the emulator normally appears. To open the Device Settings dialog box and select your test devices without leaving the Flash Lite test window, click the message (in blue text) in the emulator pane, or select the Device Settings option in the Test Device pop-up menu.
  • Page 69 For more information about selecting your test devices, see “Selecting test devices and Flash Lite content type (Flash Professional Only)” on page Setting emulator debug options (Flash Professional Only) The Flash Lite emulator can send debugging messages to the Output panel while content is running.
  • Page 70 Zooming and rotating the Flash Lite emulator (Flash Professional Only) You can rotate the Flash Lite emulator, as well as zoom in and out on its contents. Rotating the emulator is useful if the content in your application is meant to be viewed in an orientation that is different from the device’s normal orientation.
  • Page 71 For example, the following two images show the same content—a simple vector shape. The image on the left show the content as viewed in the Flash Lite emulator at normal magnification level. The image on the right shows a portion of the same content zoomed to 400%.
  • Page 72 Available Stage size (in parentheses) Stage size of SWF file To avoid any undesirable scaling issues, Macromedia recommends that your Flash document’s Stage dimensions match the available Stage area for the selected test device and content type.fs Testing features not supported in the Flash Lite test...
  • Page 73 The ActionScript Debugger The View > Show Redraw Regions menu command The Controller toolbar (Window > Toolbarsf > Controller) Flash Lite features not supported by the emulator (Flash Professional Only) The emulator doesn’t support all the features that are available to Flash Lite applications running on an actual device.
  • Page 74: Flash Lite Error And Warning Messages (Flash Professional Only)

    Flash Lite error and warning messages (Flash Professional Only) There are two types of error messages that the Flash Lite emulator generates while you test your content. One type of message appears only in the emulator; the other occurs in the emulator and on an actual device.
  • Page 75 The following table lists all the errors that occur in the Flash Lite player, including error numbers, the short descriptions that appear in the error dialog box, and the longer descriptions that appear in the Output panel: Error Error string Description and possible causes number Out of Memory.
  • Page 76: Selecting Test Devices And Flash Lite Content Type

    The devices and content types listed in the Device Settings dialog box are loaded from a local XML database that is installed with Macromedia Flash Professional 8. As more devices that support Flash Lite become available, you can download and install an updated list of devices and content types from the Flash Lite Device Updater page at www.macromedia.com/go/...
  • Page 77 In the Device Settings dialog box, select the content type for your application from the Content Type pop-up menu. The content type that you select corresponds to the Flash Lite player configuration that your content will run in. For example, if you’re creating content for the stand-alone version of Flash Lite, you would select Standalone Player from this menu.
  • Page 78: Flash Lite Content Types (Flash Professional Only)

    To view information about a device, select the device in either the Available Devices or Test Devices pane. The lower edge of the Device Settings dialog box displays the device’s model name, available Stage area, and supported Flash Lite platforms. Device name, available Stage size, and supported Flash Lite platforms Link to check for new devices...
  • Page 79 The third column in the table provides the availability of each content type by region and mobile operator. For additional and up-to-date information about Flash Lite content type availability, see the Flash Enabled Mobile Device page at www.macromedia.com/ mobile/supported_devices/. Flash Lite supports the following content types:...
  • Page 80 Flash Lite Description Availability content type Image Viewer Use the Image Viewer application that NTT DoCoMo (Japan only) lets the user manage and preview multimedia files on the device, including SWF files. Incoming Call Uses Flash Lite to display an animation NTT DoCoMo, KDDI, and when the user receives a call.
  • Page 81: Determining Platform Capabilities (Flash Professional Only)

    Determining platform capabilities (Flash Professional Only) Each combination of target device and Flash Lite content type defines a set of available Flash Lite features, such as navigation type, supported device sound formats, or input text support. When the Information debug option is enabled in the emulator settings pane, the emulator generates a list of platform capabilities for the currently selected device and content type.
  • Page 82 Capability name Description and possible values LoadVars Indicates how frequently Flash Lite processes loadVariables() function calls. Valid values are as follows: OnePerKey: Only one call is allowed for each loadVariables() keypress. OnePerKeyPerFrame: Only one call is allowed per loadVariables() event handler or per frame. All: No restriction on how frequently can be called.
  • Page 83 Capability name Description and possible values keySet Indicates what key events are supported by Flash Lite on the device. For more information about handling key events, see “Handling key events (Flash Professional Only)” on page 13. Valid values are as follows: All: All key events are handled: Phone: Only events associated with the 0-9, #, *, Select, and four-...
  • Page 84 Testing Flash Lite Content (Flash Professional Only)
  • Page 85: Appendix: Warning And Error Messages

    APPENDIX Warning and Error Messages (Flash Professional Only) This appendix lists the possible information and warning messages that the Flash Lite emulator might generate while your testing your Flash Lite application. For more information about these warning messages, see “Setting emulator debug options (Flash Professional Only)” on page Also see “Flash Lite error and warning messages (Flash Professional Only)”...
  • Page 86 Error code Message Description FTPA005 The call to GetURL for URL Flash Lite allows only one getURL() was ignored because there function call per keypress; the emulator was more than one request detected that there was more than one per keypress. so only the first command is getURL() processed—the others are ignored.
  • Page 87 Error code Message Description FTPA017 The call to loadVariables for Your application made multiple URL was ignored because function calls during a loadVariables() there was more than one single keypress event. Flash Lite allows request per keypress. only one command per loadVariables() keypress, so only the first command is processed—the others are ignored.
  • Page 88 Error code Message Description FTPS012 Event sound was ignored In Flash Lite 1.0, a sound can play only in because it was not associated response to the user pressing a key on with a keypress. their device. For more information, see “Triggering device sounds in Flash Lite 1.0”...
  • Page 89 Error code Message Description FTPS029 FSCommand2 command- The emulator detected the specified name command found. command. fscommand2() FTPS030 FSCommand2 command- The emulator does not support the name command not supported specified command. You fscommand2() in the emulator, please test it need to test this SWF file on a device with on the device.
  • Page 90 Error code Message Description FTPS037 SMAF sounds not supported The emulator detected a SMAF device for the selected content type sound, which is not supported by the on this device. selected content type on this device. FTPS038 The call to Flash Lite allows only one StartVibrate ignored because there was...
  • Page 91 Error code Message Description FTPS069 SMAF(MA-5) sounds not The emulator detected a SMAF (MA-5) supported for the selected device sound, which is not supported by content type on this device. the selected content type on this device. FTPS070 MFI sounds with Fujitsu The emulator detected a MFI device extension not supported for sound with a Fujitsu extension, which is...
  • Page 92 Error code Message Description FTPS105 This SWF is not in Flash Lite Your application attempted to load a SWF format. file whose version was not in the Flash Lite format; Flash Lite can load other Flash Lite SWF files or Flash 4-formatted SWF files, only.
  • Page 93: Index

    Index features unsupported by 72 interacting with 66 application modes, in Flash Lite 78 previewing applications with 66 rotating 70 warning and error messages 74, 85 zooming 70 button events Flash Lite rendering quality about 20 and text fields 39 handling 20 default rendering quality 39 font rendering methods...
  • Page 94 menus tab navigation creating with buttons 22 about 9 creating with movie clips 16 example application using 22 focus rectangle 11 four-way 10 four-way with wrap-around 10 guidelines for 12 native sound, about 56 modes of 9 navigation. See tab navigation two-way 10 text fields creating scrolling text 45...

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