#12002/10/19 17:00:24
我没翻,主要是怕我翻出来的大家更不明白是什么东东了:)
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* Accessibility
* Debugger and Script Window Improvements
* Flash Integration: Flash Communication Server
* Flash Integration: Flash Remoting
* Flash Integration: Flash Objects From Scripting
* Flash Integration: Flash Launch and Edit
* Message Window Improvements
* Macromedia User Interface
* Object Inspector
* OS9 Projectors From OSX
* New Lingo Definitions
Screenshot Director MX
Accessibility
The Accessibility feature provides tools to aid in the development of accessible content for the hearing and sight impaired. The feature includes a new cross platform Speech Xtra which converts text to speech without the need for a screen reader technology, and several Accessiblity Behaviors to allow control over speech, tabbing, item hilighting, synchronization of text with words spoken by the Speech Xtra. Tabbing control behaviors allow the Director author to define explicitly the tabbing order for accessible content, as compared with tabbing imposed by screen reader technologies. This feature is supported in authoring, Shockwave and projectors. In order to provide this functionality a number of new global Lingo methods have been introduced that allow for conversion of text to speech as well as having some control over the volume and format of the produced audio. All of the new Lingo methods are supported by the presence of the Speech Xtra.
Debugger and Script Window Improvements
The Script Window and the Script Debugger are now unified so that the Debugger is actually a specific mode of the Script window. The Debugger mode of the Script window displays 3 debugging panes: the Call Stack pane, Variable pane and the Watcher pane, all of which are located on the left side of the Script Window. These will only be visible when the user enters a debugging context, which means that either a breakpoint has been encountered or when the user has chosen to debug a script error. When a breakpoint is encountered, the application will search for an open script window with the same name as the script in which the breakpoint exists and switch that window into debugging mode. If such a window is not found then a new script window will be opened showing the appropriate code in debugging mode.
It is important to note that the Watcher pane is now only available in the debugger. Therefore if you are not in a debugging session then it's simply not available and the Object Inspector should be used instead. The Watcher pane also has the added advantage of color coding the last property whose value has changed. Example, invoke the debugger, add a list of properties into the Watcher and then start stepping through lines of code. When a variable's value changes that's being "watched", that variable's entry in the Watcher pane gets colored red for easy identification.
The Watcher pane is movie specific, in that the items you enter into the Watcher pane are saved with the movie. Therefore if you add a bunch of properties to the Watcher pane, save the movie, open a new movie and then re-open your original movie, those values will once again appear. This also means that if you navigate between movies in authoring whatever you have entered in the Watcher will be tossed out and the new movie's items will be loaded in. There are additional Script Window and Debugger features worth mentioning:
The Variable pane contains 3 tabs, one each for All, Local, and Global variables.
The Watcher pane has 4 Watch tabs in which objects can be entered.
Text is colorized in the Watcher pane as debugging proceeds and object values are updated.
Variable pane and Watcher pane Name and value columns are sortable.
Some workflow aids have been added to the Script Window, represented by several new buttons: Line Numbering, Auto Coloring, Auto Formatting, Alphabetical 3D Lingo, Categorized 3D Lingo, Scripting Xtras. Additionally there is a button to inspect objects in the Object Inspector, as well as a button to add an expression to the Watcher pane of the Script Window Debugger. The button to watch an expression is disabled unless you are currently in a debugging session.
The Auto Coloring and Auto Formatting buttons control the ability to turn off the overhead of those features during refresh of the Script window. The net effect of turning off that functionality results in better input responses for editing large scripts. All of the 3D Lingo references have been removed from the non-3D Lingo dropdown menus and placed in the Alphabetical and Categorized 3D Lingo buttons. The Scripting Xtras button lists all the methods available from each of the loaded Xtras, as well as a put the interface option for each Xtra.
Flash Integration - Flash Communication Server
Director MX created movies that contain Flash assets will now be able to utilize the functional capabilities provided by the Macromedia Flash Communication Server. This includes the ability to access installed USB or FireWire cameras as well as installed microphones. Client movies will now be able to connect to a FlashCom server and participate in multi-user environments through video and audio based messaging as well as through text and object based messaging. The support of this functionality involves only a single new Lingo command, beyond that the embedded Flash assets will need to have their own ActionScript code or on the Director user will need to create all necessary Flash objects using the new Flash Objects From Scripting feature. The new Lingo command is designed to provide access to the Flash Settings panel (this is one of many entries that appears in the Flash player's context menu and it is used to control various aspects of audio, video communication along with Flash player data storage amounts that are allowed). To allow the display of the Settings dialog you should use the new settingsPanel Flash sprite method.
Flash Integration - Flash Remoting
Macromedia now has a product known as Macromedia Flash Remoting MX that allows client Flash movies to connect with a web application server and access web services directly via ActionScript. Director MX produced movies that contain Flash assets will be able to take advantage of the functionality provided by Flash Remoting, this includes access to Macromedia ColdFusion MX, Microsoft .NET, Java, and SOAP-based web services. There are no new Lingo terms associated with the support of this feature, instead the user will need to utilize embedded Flash assets that contain the necessary ActionScript or by using the Flash Objects From Scripting feature of Director MX to create the needed objects and access their properties and methods.
Flash Integration - Flash Objects From Scripting
Director MX and the new Flash Asset Xtra will also now support a greater degree of Lingo and ActionScript integration. This will be achieved by allowing Lingo to create Flash objects from within native Lingo code. These objects can vary from the array, boolean or date objects through to net stream objects for use with a Flash Communication Server. In order to support this new functionality we have introduced new Lingo that allows the creation and referencing of ActionScript objects, the ability to declare callback handlers for those objects as well as adding an additional capability to the getVariable command. This is achieved through the two new Flash sprite methods newObject and setCallback in addition to two new global Flash methods clearAsObjects and setCallback. The traditional getVariable method has been modified to accept an additional parameter that can be used to return an ActionScript value reference instead of a string value representation.
Once an ActionScript object has been created using Lingo, all properties and methods of that object become available directly off the reference stored in Lingo. Therefore you can use all Lingo coding to generate, use and manipulate ActionScript objects within a Flash sprite on stage.
This allows you to take advantage of all the various ActionScript objects directly within your Lingo code. Therefore users will need to consult with the Flash documentation in order obtain a complete list of objects that can be created (those with a newObject creator method) and the properties and methods available on each object type.
Flash Integration - Flash Launch and Edit
Flash cast members are now enabled to take advantage of launch and edit capability if you have Macromedia Flash MX installed. To support this functionality Flash cast members now have a new property named sourceFileName that is used to store the path to the cast member's source file (*.fla file), the property defaults to an empty string. When you double-click on a Flash cast member or on a sprite using a Flash cast member Director will attempt to open that member's source file in Flash MX for editing. If no source file is specified a browse window will appear allowing the user to navigate to and select the appropriate source file. Upon completion of editing you can click the Done button that appears in Flash and the changes will be saved and applied to the cast member within your movie. In addition to invoking the browse dialog box you can also set the member's sourceFileName property via Lingo or by using the Property Inspector. With this new capability you will also notice that you can specify the Flash authoring application as an external editor within Director's preferences.
If you do not have Flash MX installed then you will not be able to invoke a launch and edit session, in such a case double-clicking on a member or a sprite will invoke the traditional Flash Asset Options dialog box. If you do have Flash MX installed then this dialog box is invoked via the Options button that appears on the Flash tab of the Property Inspector.
Message Window Improvements
There are now two panes in the Message Window, the top pane is used for input while the bottom pane is used for output, the bottom pane is read-only and will not take any input. To help differentiate between the two the top pane has a white background while the bottom pane is grey. This allows a movie to be executing and using put statements to display information in the Message Window's output pane while simultaneously allowing the user to enter and execute Lingo commands in the input pane. The two panes of the Message Window are separated by a horizontal divider that allows you to adjust the sizes of the two panes. If you drag the divider all the way to the bottom of the pane (making only the input pane visible) then the window's behavior reverts to that of previous releases, meaning both input and output will occur in the one visible pane. Note that this is not possible by moving the horizontal divider to the top of the window.
Finally, there are also a few new or modified buttons in the Message Window: Alphabetical 3D Lingo, Categorized 3D Lingo, Scripting Xtras, watch expression, inspect object and a clear button. All of the 3D Lingo references have been removed from the non-3D Lingo dropdown menus and placed in the Alphabetical and Categorized 3D Lingo buttons. The Scripting Xtras button lists all the methods available from each of the loaded Xtras, as well as a put the interface option for each Xtra. The watch expression and inspect object buttons add the currently selected chunk expression to the Watcher pane or the Object Inspector respectively. The watch expression button is disabled unless you are currently in a debugging session. Finally the clear button clears the output pane of the Message Window, if the horizontal divider has been positioned such that the Message Window shows and uses only the input pane, then pressing the button will clear the input pane.
Macromedia User Interface
Director's User Interface has received a major update in this release. The User Interface changes are designed to improve developer workflow, reduce window clutter and increase compatibility with the other applications in the MX family of products. For detailed information on the User Interface redesign, see the User Interface Specification, found here.
Object Inspector
Similar in function to the Watcher Window of past releases, the Object Inspector (OI) allows the user to add variables or object references to its display and to see their values. If you add an object reference to the OI then you will be able to expand that entry and see all the sub-properties of that object. For example, if you want to monitor a sprite's loc and its blend you only need enter a reference to that sprite into the OI and then expand its entry to monitor both of those properties. You can enter a wide variety of objects into the OI including but not limited to Lingo objects, cast members, sprite references as well as references to Flash objects. Additionally, expressions can be evaluated in either the Name or the value cells of the OI, e.g. 28+345*768/89, or Lingo expressions, like new(#shockwave3d), or setting a variable to a list whose list items are expandable and editable.
The Object Inspector is session specific, not movie specific. Therefore once you enter properties/objects into the OI, they stay there until you either choose to remove them or quit Director. Therefore navigating between movies in authoring will not clear items from the OI thus allowing the inspection of global or persistent objects across movies during navigation. There are a few additional OI features worth mentioning:
Keyboard navigation: arrow key navigation is supported (up and down arrows to navigate listed object references, right arrow key to expand nested sub properties, left arrow to collapse objects with sub properties)
Auto Poll: off by default, and accessed via right clicking in the OI window, the Auto Poll feature updates system properties like the milliseconds, the ticks, etc. There is a processing overhead proportional to the number of entries in the OI, so having Auto Polling increases that additional overhead.
Clear All: aquick way to clear the OI is to use the Clear All option in the context menu available by right-clicking in the OI window.
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OS9 Projectors From OSX
Director MX authoring will only be supported on Macintosh OS X systems whereas Shockwave and projector playback will continue to be supported on pre-OS X systems in addition to running natively under OS X. Therefore Director MX has the ability to produce projectors for use on pre-OS X Macintosh machines (OS 8.6 to 9.2). To provide for this functionality you will see a new folder in your Macintosh installation of Director that is named "Classic MacOS", in this folder are the necessary resources and Xtras that allow Director to create pre-OS X projectors.
In order to create a pre-OS X projector you must simply click on the options button in the Create Projector dialog box and on the options screen is a radio-button that allows you to choose the target platform for the projector, Mac OS X or the Classic Mac OS (again, OS 8.6 to 9.2).