For some developers just need to know that there is a new version of their preferred development package to run and buy the upgrade. Others, quite rightly, more calm and maintain a "pretend" to know the actual improvement in the new version before you change your habits. In the case of Adobe Flash CS3 is not much to wait, given the many changes that the package has undergone since Macromedia was acquired by Adobe.
Here, then, 10 simple, but important, reasons which, in my personal opinion, enough to convince you to upgrade to Adobe Flash CS3 . I will focus, of course, only on the things that struck me personally, this is not intended as an exhaustive list of all the many innovations introduced by the CS3 suite, only a fly to anticipate some features of CS3.
1. Installation
The installation is nice and fast, compared to previous versions. It includes, among other things, with all Adobe products (Dreamweaver CS3, Photoshop CS3 Extended, etc ...) which makes the installation / removal, and update a real pleasure.
2. Backward Compatibility
One issue often overlooked, but always taken into account in the history of Flash: The ability to manage previous versions of the product. In Flash CS3 has all the tools to manipulate it is to migrate the previous versions of our movies. We find this possibility in debugging (debugging a separate Actionscript 2.0 and Actionscript 3.0) is in the process of completing the movie. Write now Actionscript 3.0 Flash applications could be counterproductive in certain contexts. If your target site has a high traffic you may find that many users have not yet installed the latest versions of Flash Player for your browser and then would not see the movie. However, as noted above, Flash CS3 allows you to develop Flash applications mantendedo backward compatibility and therefore I do not see this as a big ostocalo nell'upgrade product.
3. GUI and IDE

The IDE Flash CS3 (like Dreamweaver CS3) has been revised to better. The panels (see picture left), often uncomfortable in previous versions, have been completely redesigned and now their use is much less invasive.
In addition, the ability to minimize panels (see figure at right) is found that makes a real attractive and functional interface. When a panel is in icon mode takes up much less space and with a simple click you can open the first main panel always visible.
All the IDE, in short, has been revised including the central area with the window for editing and graphic code. Do not you point out all the changes or you'll ruin the surprise ...

For lovers of design, vector, and not only, immediately report the introduction of two new graphical objects manipulated in design-time: Rectangle Primitive and Oval Primitive as they are listed. In previous versions of Flash object Oval base, for example, was "simulated" via various code libraries that are no longer necessary. It is now possible to generate ovals and rectangles with a sophisticated control of the borders. Here, on the left, what is possible in design-time with the new object ovals. We can choose a start angle and end angle, similar to the "cake" of many histograms. You can also set an inner radius, so as to create the image you see in the picture.

New Panel of the basic properties of the Oval
The same fate has befallen the rectangles, which now become the most unique and extremely simple to manage, especially when we are dealing with rounded edges. Again everything is done in design-time, just click on the "dots" that you see in the picture on the left to change in real time to each edge of the rectangle.
These objects "special" a secret, but just try to use them to understand what's the catch. However there are many interesting things you can do and say about these new features. However, I intend to talk about it soon.

New Panel of the basic properties of the Rectangle
4. ActionScript 3.0
The changes and innovations to the ActionScript language, which goes from version 2.0 to 3.0, alone could be sufficient to justify the upgrade. First of all, has been revised throughout the tree hierarchy of objects, now organized in an extremely efficient and the most significant additions and improvements. The documentation has been provided a separate section (Migrating from Actionscript 2.0) that lists the old (Actionscript 2.0) methods / properties and the new replacements. This table, very comprehensive, it will be useful to developers to navigate the track Actionscript 2.0 features that have changed names or location. For example, the property _alpha no longer exists. , width ed height fanno parte della classe (package) flash.display.DisplayObject . The underscore (_) was sent into retirement (was now) and properties such as x , y , width and height are part of the class (package) flash.display.DisplayObject .
The new tree clears so many functions, first placed in a sort of limbo and now included correctly in an object hierarchy parent / child (or package) that make them more easily traceable. The editing of the script also has been improved with a new toolbar in Dreamweaver already used, as shown below.

Actionscript editing a file (. As)
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Toolbar while editing the code of a frame
Now you can, for example, compress code from braces or select (finally) a section of code and comment / de-comment with a single click!
These revolutions make it more robust ActionScript 3.0 language, bringing it closer to those accustomed to working in Java or C + +. It was in fact eliminated the possibility to add code to buttons or MovieClip (MovieClip and select the F9 key), which is unpleasant for developers who tend to see only the code and not the pseudo-event simulation. Now, therefore, Actionscript 3.0 plays a fundamental role in the development of Flash movies and even its syntax has been enhanced for this reason.
5. Data types
e uint . Finalmanete, after the type void , here comes also int and uint . Two new types of data extremely useful. In ActionScript 2.0, you had the only available data type Number (53 bits used for anything), which actually corresponded to a floating point number in double precision. Needless to say this because it was inconvenient to say the least in the case of a classical cycle for 1 to 10! The new type int , however, corresponds to a full 32-bit (2 31 -1 = 2147483647 possible values) with a sign. This enables the use of mathematical processing and performance of the integers from the CPU when the situation requires it, just like in C or C + +. The type uint (unsigned) is the same, but unsigned.
6. throw, try .. catch .. finally
Error handling in ActionScript 3.0 has become simple and sophisticated at the same time. We have introduced a more extended Error class from which you can intercept all system exceptions, even those run-time errors that often escaped with Actionscript 2.0. It becomes more natural and easier to use syntax (OO) try..catch..finally that allows you to generate and handle errors in the code so essential and evolved. Also there are some restrictions such as those in Java. generati appositamente. Just so with the endless chain of if..else or switch..case specially generated. With try..catch..finally and error is the new engine can handle system exceptions, but most of all their exceptions are created ad hoc, which makes the code very readable. This innovation also impacts the overall management of debugging, completely rewritten Actionscrpt 3.0. In the publish settings, in fact, there are some innovations that highlight the differences with the management of precedneti debug version of Flash.

First of all in Flash CS3 debugging deve'essere explicit and introduced a proprietary system for remote debugging.
7. Classes & Sprite
As mentioned above the masts of the classes has been revised and expanded. per i grafici di base… e una classe Graphics … ma non voglio dirvi tutto). The news that most catches the eye is the presence of the new class Sprite , MovieClip, a sort of lighter (the class was also introduced in Shape for basic graphics and a class ... Graphics ... but I will not tell you everything). , ad esempio. In particular you can now manage your classes, graphic or visual or otherwise, in their most appropriate manner and not as happened before where a clear difference separating MovieClip from Array , for example. When you create a symbol, so to speak, you immediately notice a fundamental difference in the properties window:

Flash CS3 automatically associates a class to our symbol (the class that will be generated during the run-time compilation) regardless of whether we have actually crear or not. This makes our real symbol of class and then allows the operator to use new as for other types of classes / data. It is also interesting to note the indication of the base class ( flash.display.MovieClip ). Useful the two small icons
next to Class and Base Class that allow rispettivamenrte covalidare and open the editor of the class described. This results in the splendid Actionscript 3.0 notation for the dynamic creation of a MovieClip. Farewell, then, the old attachMovie() which now becomes:
8. Dynamic, public, protected, and private
Another step in the alignment to find it in the OO class definitions. In addition to the introduction of keyword dynamic , explicitly used to create classes that can be extended run-time after their creation (this was a default behavior in Actionscript 2.0, Actionscript 3.0, but now the classes are sealed by default - closed - and then not expandable at runtime), has improved the management of the protection methods and properties. per distinguere metodi e proprietà publiche e private. In Actionscript 2.0, in fact, had only public (default) and private methods and properties to distinguish public and private. However, this was not an optimal management. ) che permette di oscurare metodi e proprità all'esterno, sia in fase di compilazione che in runtime. As in Java, for example, was introduced more effectively protected (in Actionscript 3.0 works similarly to private ) that allows to obscure its methods and outside, both at compile time and runtime.
9. Packaging and namespacing
Even the movies are a class. This means that the main code that runs a movie can be embedded in a class which makes it a true object-oriented environment. The concept of Package ( package ), in general, and to extend the main FILAME lets you create "packages" that simplify the management of namespacing used in previous versions of Flash. All quell'alberatura points can now be omitted in favor of the package much more functional.
10. Constants
There are some basic functions essential in any language. The constants, for example, are part of them. Some do not appreciate the difference between constants and variables, however there is a difference and it is also important. In Actionscript 3.0 adds the constants using the keyword const . , ora Actionscript ha const il chè non guasta. Just as the assembly has MACRO , C define , now has Actionscript const which is good.
I realize I do not have any depth of ten points above, as it was to imagine, however, I anticipate doing so in a complete and extended in the future, as usual ![]()










10 Reasons I would say ... =)
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For some developers just need to know that there is a new version of their preferred development package to run and buy the upgrade. Others, quite rightly, more calm and maintain a "pretend" to know the actual Enhance ...
[...] Check it out! While looking through the blogosphere we Stumbled on an interesting post today.Here 's a quick excerptIn Actionscript 2.0, in fact, had only public (default) and private methods and properties to distinguish between public and private. However, this was not an optimal management. As in Java, for example, ... [...]