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Flash Player 10.1 on Google Nexus Ones

Flash Player 10.1 for Android (2.2) is now generally available as of August 16; we had previously released Flash Player 10.1 to partners in June 2010. We expect additional Android devices like the HTC Incredible, Samsung Galaxy S, Motorola Milestone, Droid X, Droid by Motorola, Dell Streak and other mobile platforms to get Flash Player 10.1 over the next few weeks and months. Upgrade paths for devices in market today depend on the specific device, manufacturer, operator and the region. In addition to Android, mobile platforms including webOS, BlackBerry, MeeGo, LiMo, a future version of Windows Phone 7 and others will deliver support for Flash Player 10.1 over the coming months. Many of the new devices are expected to come pre-installed with full Flash.

Android phones available now which support Flash Player 10.1 include:

  • Google™ Nexus One™ — Download from Android Market.
  • HTC Evo™ 4G — Included with the Android 2.2 update from HTC.
  • HTC Desire — Included with the Android 2.2 update from HTC.
  • DROID 2 by Motorola — Devices ship with Flash Player 10.1 preinstalled.

Languages

Flash Player 10.1 is available in the following languages: Brazilian Portuguese, Chinese Simplified, Chinese Traditional, Czech, Dutch, English, French, German, Italian, Japanese, Korean, Polish, Russian, Spanish, Swedish, and Turkish.

Mobile system requirements

General minimum hardware and software requirements for Flash Player 10.1 on mobile devices:

VGA WVGA
Hardware requirements Dedicated Cortex A8 550MHz App Processor with Neon for A8 only

Hardware Vector FPU

Dedicated Cortex A8 800MHz App Processor

Hardware Vector FPU

Operating system Android™ 2.2

how to fix flash player error

Step 1.

  • First step is to Uninstall previous versions of flash player installed and after restart.
  • Set  the Internet Explorer security to the Medium ( this will allow you to view the ActiveX controls)
  • To configure the the custom level to view ActiveX controls you need to do:
  1. Open Internet Explorer.
  2. Go to choose Tools -> Internet Options.
  3. Select  Security tab.
  4. Then Select  Custom Level.
  5. Find the section “ActiveX controls and plug-ins.”
  6. Set the Download Signed ActiveX Controls to Prompt.
  7. Last step set Run ActiveX Controls And Plug-ins to Prompt.

Step 2.

  • Go to  Flash Player Download Center then download and install Flash Player from the Adobe.
  • If you have any trouble downloading Adobe Flash player, ensure you have:
  1. JavaScript is enabled.
  2. Your operating system and browser support Flash Player.
  3. You have accepted any ActiveX or Add-on warnings.
  4. You accept temporary installation of the Adobe Download Manager.
  5. You have temporarily turned off virus detection or other blockers.
  6. You have sufficient user rights to install software.

AS3 mouse follow

  • Create New Flash File ActionScript 3.0
  • Select the Selection Tool V
  • Go to Properties tab and press Edit button and set the width of your document to 400 pixels and the height to 300 pixels.
  • Set the frame rate FPS to 30.
  • Change the layer name to background ( double click on it ).
  • Select the rectangle tool and create a 400×300 sized rectangle without any stroke.
  • Align it to the center of the stage ( Ctrl+k).
  • Now add a radial fill for the rectangle as follow in the picture below.
  • Create a new layer and change the name to “follower”.
  • In the follower layer draw a white cirle without any stroke and size 25×25.
  • Convert the circle to a movie clip with as follow in the picture below.
  • Change the Instance Name to “follower”.
  • Create the last  layer and change the name to “as3″
  • Press F9 to open AS3 panel.
  • Copy / Paste the following code:

Step 2

Step 3

Download the source: as3mousefollower.zip

Flash CS menu tutorial

Download TweenMax for AS3 and save the “gs” folder to the same location where you have the .fla file located.

Step 1

  • Create a new >Flash Project
  • Click on the plus icon New flash file > “Flash file” > Change the name of project <Untitled File>.fla
  • Select the Selection Tool V
  • Go to Properties tab and press Edit button and set the width of your document to 400 pixels and the height to 100 pixels, set frame rate to 30 fps.
  • Select ” black” color as background .
  • Change the layer name to menu ( double click on it ).

Step 2

  • Draw a rectangle on the stage with the following properties.
  1. width: 8px
  2. height: 8px
  3. stroke color: no stroke!
  4. Fill color: #FF8800

Step 3

  • Convert the rectangle to a movie clip (select the rectangle and hit F8).
  • Change the Name to “Menu Rectangle” and set the registration point to the center.
  • Link the rectangle to a class named “MenuRectangle”.

Step 4

  • For each menu item  we need  to have multiple menu rectangles.
  • Drag 7 more menu rectangles to the stage (you should now have a total of 8 menu rectangles on stage).
  • Align them horizontally and space them evenly.
  • You can use the align functionality to help you out.

Note that you should not have the “To stage” button selected when you space the rectangles evenly.

  • Select all the eight (8) menu rectangles, hold down the Alt-key and and drag-and-drop the new menu rectangles below the first row.
  • Create a third row as well.
  • You should now have a rectangle matrix of sixe 8×3 (8 colums and 3 rows).

Step 5

  • To Create first button select all the menu rectangles and convert them to a single movie clip.
  • Name it “Home Button” and set the registration point to the center.

  • While inside the movie clip, select all the menu rectangles and set the alpha to 30%.

  • While still inside the home button movie clip, create a new layer named “text”.

  • In the text layer, create a static text field and type “Home” in it.
  • Position the text field on top of the menu rectangles and size it so that it covers most of the rectangles area.
  • Set the following properties.
  1. font: Berlin Sans
  2. size: 14 pt
  3. color: white
  4. format: center
  • While still inside the home button movie clip, create a new layer named “hit area”.

  • In the hit area layer, draw a white rectangle so that it covers all the menu rectangles.
  • Convert the rectangle to a movie clip.
  • Name it “Hit Area” and set the registration point to the center.

  • Give the hit area movie clip an instance name of “mouseArea”.
  • We don’t want the hit area to be visible, its only function is to catch mouse events via ActionScript.
  • Set the alpha to zero for the hit area (color effect).
  • While still inside the home button movie clip, create a new layer named “actions”.

Step 6

So in the actions layer, type the following.

//Import TweenMax
import com.greensock.*;

//This array will contain all the rectangles
var rectangles:Array = new Array();

//Loop through the items in this movie clip
for (var i:uint = 0; i < this.numChildren; i++) {

//Get an object
var object:* = this.getChildAt(i);

//Check to see if the object is a MenuRectangle
if (object is MenuRectangle) {

//Save the rectangle’s coordinates (we need these later on)
object.origX = object.x;
object.origY = object.y
;

//Add the rectangle to the rectangles array
rectangles.push(object);
}
}

//Add mouse listeners for the mouse area
mouseArea.addEventListener(MouseEvent.MOUSE_OVER, mouseOverHandler);
mouseArea.addEventListener(MouseEvent.MOUSE_OUT, mouseOutHandler);
mouseArea.addEventListener(MouseEvent.CLICK, itemClicked);

//This function is called when the cursor is over the mouse area
function mouseOverHandler(e:Event):void {

//Loop through the rectangle array
for (var i:uint = 0; i < rectangles.length; i++) {

//Assign the rectangle to a local variable
var rectangle:MenuRectangle = rectangles[i] as MenuRectangle;

//Calculate random target coordinates for the rectangle
var randomX:Number = rectangle.x + 10 * Math.cos(Math.random() * Math.PI * 2);
var randomY:Number = rectangle.y + 10 * Math.sin(Math.random() * Math.PI * 2);

//Animate the rectangle to the random coordinates
TweenMax.to(rectangle, 0.4, {x: randomX, y: randomY, alpha: 0.6, tint: Math.random() * 0xffffff});

}

//Add an ENTER_FRAME listener for the shake effect
addEventListener(Event.ENTER_FRAME, shake);
}

//This function is called when the cursor moves out of the mouse area
function mouseOutHandler(e:Event):void {

//Loop through the rectangle array
for (var i:uint = 0; i < rectangles.length; i++) {

//Assign the rectangle to a local variable
var rectangle:MenuRectangle = rectangles[i] as MenuRectangle;

//Tween the rectangle to the original position
TweenMax.to(rectangle, 0.4, {x: rectangle.origX, y: rectangle.origY, rotation: 0, alpha: 0.3, tint: 0xff8800});
}

//Remove the ENTER_FRAME listener (we don’t want to shake the rectangle anymore)
removeEventListener(Event.ENTER_FRAME, shake);
}

//This function is called when the mouse area is clicked
function itemClicked(e:Event):void {

//Navigate to some URL
var urlRequest:URLRequest = new URLRequest(“http://www.flashconf.com”);
navigateToURL(urlRequest);
}

//This function is called in each frame
function shake(e:Event):void {

Download the source of this project: FllashMenu.zip

Adding Adjust Color filter

The Adjust Color filter allows you to finely control the color attributes of the selected object, including contrast, brightness, saturation, and hue.

  1. Select an object to adjust the color for.
  2. In the Filters section of the Property inspector, click the Add Filter button , and select Adjust Color.
  3. Enter values for the color attributes. The attributes and their corresponding values are as follows:
    Contrast
    Adjusts the highlights, shadows, and midtones of an image.
    Brightness
    Adjusts the brightness of an image.
    Saturation
    Adjusts the intensity of a color.
    Hue
    Adjusts the shade of a color.
  4. To reset all of the color adjustments to 0 and return the object to its original state, click Reset Filter.

CS5 drop shadow

Select an object/text to apply a drop shadow to, and select Filters.
Click the Add Filter button , and select drop shadow.To set the width and height of the drop shadow, set the Blur X and Y values.

  1. To open the Color Picker and set the drop shadow, click the Color control.
  2. To set the sharpness of the glow, set the Strength value.
  3. To knock out (or visually hide) the source object and display only the glow on the knockout image, select Knockout
  4. Edit the filter settings in the Filter tab:

  • Using the drop shadow filter with the Knockout option
  • To apply the drop shadow within the boundaries of the object, select Inner Shadow.
  • Select the quality level for the glow. High is approximate to that of a Gaussian blur. Low maximizes playback performance.

How to add gradient bevel filter

Adding a gradient bevel produces a raised look that makes an object appear to be raised above the background, with a gradient color across the surface of the bevel. The gradient bevel filter requires one color in the middle of the gradient with an alpha value of 0.

Gardient bevel effect in flash

  1. Select an object to apply a gradient bevel to.
  2. In the Filters section of the Property inspector, click the Add Filter button , and select Gradient Bevel.
  3. Edit the filter settings on the Filter tab:

    • Select the type of bevel to apply to the object from the Type pop‑up menu.
    • To set the width and height of the bevel, set the Blur X and Y values.
    • To affect the smoothness of the bevel without affecting its width, enter a value for Strength.
    • To set the angle of the light source, enter a value for Angle.
    • To knock out (or visually hide) the source object and display only the gradient bevel on the knockout image, select Knockout.
    • Specify a gradient color for the bevel. A gradient contains two or more colors that fade or blend into one another. The middle pointer controls the alpha color of the gradient. You can change the color of the alpha pointer, but you cannot reposition this color in the gradient.To change a color in the gradient, select one of the color pointers below the gradient definition bar, and click the color space that appears directly below the gradient bar to display the Color Picker. To adjust the level and position of that color in the gradient, slide these pointers.To add a pointer to the gradient, click on or below the gradient definition bar. To create a gradient with up to 15 color transitions, add up to 15 color pointers. To reposition a pointer on the gradient, drag the pointer along the gradient definition bar. To remove a pointer, drag it down and off the gradient definition bar.

How to use gradient glow filter in flash

Applying a gradient glow produces a glow look with a gradient color across the surface of the glow. The gradient glow requires one color at the beginning of the gradient with an Alpha value of 0. You cannot move the position of this color, but you can change the color.

add flash gardient glow

Text with a gradient glow applied

  1. Select an object to apply a gradient glow to.
  2. In the Filters section of the Property inspector, click the Add Filter button , and select Gradient Glow.
  3. Edit the filter settings on the Filter tab:
    • Select the type of glow to apply to the object from the Type pop‑up menu.
    • To set the width and height of the glow, set the Blur X and Y values.
    • To set the opacity of the glow without affecting its width, set the Strength value.
    • To change the angle of the shadow that the glow casts, set the Angle value.
    • To set the distance of the shadow from the object, set the Distance value.
    • To knock out (or visually hide) the source object and display only the gradient glow on the knockout image, select Knockout.
    • Specify a gradient color for the glow. A gradient contains two or more colors that fade or blend into one another. The color you select for the beginning of the gradient is referred to as the alpha color.To change a color in the gradient, select one of the color pointers below the gradient definition bar and click the color space that appears directly below the gradient bar to display the Color Picker. Sliding these pointers adjusts the level and position of that color in the gradient.To add a pointer to the gradient, click on or below the gradient definition bar. To create a gradient with up to 15 color transitions, add up to 15 color pointers. To reposition a pointer on the gradient, drag the pointer along the gradient definition bar. To remove a pointer, drag it down and off the gradient definition bar.
    • Select the quality level for the gradient glow. High is approximate to that of a Gaussian blur. Low maximizes playback performance.

How to add glow Filter in Flash

The Glow filter lets you apply a color around the edges of an object.

Add Flash glow filter
Text with the Glow filter applied

  1. Select an object to apply a glow to, and select Filters.
  2. Click the Add Filter button , and select Glow.
  3. Edit the filter settings in the Filter tab:
    • To set the width and height of the glow, set the Blur X and Y values.
    • To open the Color Picker and set the glow color, click the Color control.
    • To set the sharpness of the glow, set the Strength value.
    • To knock out (or visually hide) the source object and display only the glow on the knockout image, select Knockout.Apply Flash Glow effect
      Using the Glow filter with the Knockout option
    • To apply the glow within the boundaries of the object, select Inner Glow.
    • Select the quality level for the glow. High is approximate to that of a Gaussian blur. Low maximizes playback performance.

How to add blur filter in flash

The Blur filter softens the edges and details of objects. Applying a blur to an object can make it appear as if it is behind other objects, or make an object appear to be in motion.

blurr Filter in Flash CS
Text with the Blur filter applied

  1. Select an object to apply a blur to, and select Filters.
  2. Click the Add Filter button , and select Blur.
  3. Edit the filter settings on the Filter tab:
    • To set the width and height of the blur, set the Blur X and Y values.
    • Select the quality level for the blur. High is approximate to that of a Gaussian blur. Low maximizes playback performance.