CBSE Class 8 Computer Science Flash Notes

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Revision Notes for Class 8 Computer Science Flash

Class 8 Computer Science students should refer to the following concepts and notes for Flash in Class 8. These exam notes for Class 8 Computer Science will be very useful for upcoming class tests and examinations and help you to score good marks

Flash Notes Class 8 Computer Science

Flash
What is flash and its uses 
Flash 8 is a powerful tool created by Macromedia that has overcome the best expectations of its creators. Macromedia Flash was originally created in an effort to realize colorful animations for the web as well as to create animated GIFs. Designers, web professionals and amateurs have selected Flash 8 by many reasons.
Class 8 Computer Science Flash Notes
 
Why should I use FLASH 8?
The possibilities of Flash are extraordinary, each new version has outstripped the previous one, and the present Flash 8 is not an exception. Although its common usage is to create animations has far more applications. They are so numerous that all web designers should learn how to use Flash.
 
Flash has been made up in order to fix the great lack in the Internet: that is, Dynamism. This dynamism does not imply only animations but rather interactive animations, which allow users to see the web as something attractive, not static (unlike most of the pages that are made by the use of the HTML language). With Flash we can easily and quickly create animations of all types.
It is easy to learn how to handle Flash, it has a friendly environment that invites us to sit down and spend hours making whatever our imagination suggests, but that is not sufficient to be preferred by professional designers
 
Features of flash
• Attractive Designs: Flash 8 allows the using of visual effects that will ease the creation of animations, presentations and forms more attractive and professional
• Font Optimization: It also includes some readability options for small sized fonts, what makes our texts more comfortable to read.
• Consolidated Libraries: Now you can search any object existent in our movies faster, browsing our open libraries from a single panel.
• More powerful animation: Flash 8 allows much more control of the interpolations setting a new edition mode form which you will edit the velocity the rotation, shape, color and movement are applied.
• More powerful graphics: Avoid the unnecessary representation of vectorial objects setting an object as a bitmap.
• Improvements in video importing: To ease the working with video formats, Flash 8 provides high-quality new independent codec, completely skinnable.
• Metadata Compatibility: Include your SWF files in searching engines defining a title, description and/or keywords.
• Mobile devices Emulator: Preview your Flash Lite compatible mobile devices movies oriented with the new emulator Flash 8 includes.
 
Creating animation
One of the main characteristics of Flash 8 is its simplicity, the straightforwardness in its use allows to create animations in an effective and quick way.
Let's suppose you want to create an animation in which a globe goes up and down. It may seem a job for long hours, but it is not as bad. Let's see how easy is to handle it with Flash.
At first glance, it seems logical to draw the globe at each moment, so that growing number of moments makes the movement more real: the more drawn instants, the more realistic movement.
Class 8 Computer Science Flash Notes1
Nevertheless, with Flash it is sufficient to create only 3 frames: firstly, we will draw the globe at the initial instance (above all), secondly, we will draw the globe at the moment when it touches the ground and then the globe will come back to its initial position (actually you can create this frame by making a copy of the first one). So far as we see now, most part of the work (drawing objects) is already done.
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Now, the duration of each movement is determined by setting the time between the moments when the globe is at the top and at the bottom, and finally Flash is pointed out to create an animation of movement between those two frames. It is easy, isn't it?
 
About symbols and instances 
The Symbols come from objects that we've created using the tools that Flash 8 provides us. When transforming these objects into symbols, they are included in a library at the moment of creation that allows us using them on several occasions, either in the same or another movie When we create a symbol, Flash saves it to a library. Every time we use this object in a movie, it's converted into an instance. 
Although they seem to be the same, there is an important distinction: when using a symbol, after we've created it for our movie, on modifying it the instance will be updated, whereas the object will continue being intact, as it was at the moment of its creation, so then we'll be able to return to use it at another moment.
 
Types of symbols (graphic, button, movie clip etc. 
Graphic symbols 
Graphic symbols are the simplest and most obvious type of symbol. When you create a Flash movie, you create objects on the Stage. Some objects may remain still, such as backgrounds You create graphic symbols to reduce the size of your file and to make it easier to add multiple copies of a graphic to your movie. Symbols are stored in the Library and are available to not only the movie in which you created them but also any other movie. Therefore, using symbols is a good way to store graphic images for use in Flash movies.
 
Movie Clip Symbols 
A movie clip is like a movie within a movie that you can manipulate by using interactive controls (also called actions, created with ActionScript). A movie clip doesn't take place on the main Timeline; instead, it has its own Timeline. For example, you can go to a movie clip at any time, play it, and then return to where you left off on the Timeline. You can also attach movie clips to buttons.Flash comes with several components, special movie clips that allow you to add user interface
elements — such as radio buttons, check boxes, and scroll bars — to your movies.
 
Button Symbols 
Button symbols create buttons — those little graphics that you click in Web sites to take you to other places on the site or the Internet. In Flash, you can use buttons in the same way, but you can also use buttons to let viewers decide whether they want to see a movie — when they click the button, the movie starts.
 

Converting an object to a symbol

• We select the object that we want to convert to a symbol. We open the dialog box of Symbol Properties, acceding to the menu Insert → New Symbol or just by pressing Ctrl + F8 or F8.
Computer-Science-Flash-Notes 1

• Type a name of the symbol, which we are going to create.
• The only that remains is to select the type of symbol or behavior into which we convert our object. We can choose between Movie Clip, Button and Graphic..
• Click OK to create our symbol.

Introducing time line and its use in animation

The Timeline represents a simple mode of visualization. It consists of two parts:
1) The Frames that are limited by vertical lines (forming rectangles)
2) The Numbers of frames that allow us to know the assigned number of each frame, its duration and when it will appear in the movie.

Moreover, there are some tools on the bottom to work with Onion paper and its information about the Number of current frame (1 in the image), the frame Speed (12.0 in the image) and
the Time of the movie (0.0 in the image).
On the definition level, “the Timeline represents the succession of frames in the Time”. The Flash movie will not be only the frames that appear on the Timeline one after another in the order established by the same Timeline
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Frames and key frame
A frame represents the content of the movie at one moment of time. So far, an animation is nothing more as a succession of frames. You can control all these from the Timeline, but not all the frames have the same behavior and can be treated equally.
Key Frame They are frames with specific contents that are created to insert into the movie inexistent content. You can identify them by the black point that is in the centre or by the black vertical line.
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About layers (inserting a new layer, renaming & deleting layer)

A Layer could be defined as one independent movie of only one level. That is to say, one layer contains its own Timeline (with endless frames)

The objects that are at one Layer share a frame and due to this fact they can "get mixed up" among themselves. Frequently it could be interesting, but other times it is convenient to separate the objects in order that they do not interfere among them. For this, we will create as many layers as necessary.
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Insert Layers : As its name indicates, it is used for Inserting layers in the present scene. It inserts normal layers (in the following point the different types from layers will be seen).
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Erase Layer : Erase the selected layer.
Change Name: To change Name: of a layer, it is enough to double click the current name.
Layer Properties: If we double click the icon , we'll be able to access a panel with the properties of the layer we've clicked. We'll be able to modify all the options that we've previously commented and some more of lesser importance
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Show /Hide Layers : This button allows us to show and hide all layers of the movie. It is very helpful when we have many layers and we want only to see one of them. In order to activate the view of a concrete layer (or to hide it) it is enough to click the corresponding layer in the point (or in the cross) that is under the icon "Show/Hide layers"
Block Layers : It blocks the edition of all the layers, so we'll not be able to edit them until unblocking them. In order to block or to unblock a concrete layer, we'll proceed like in the previous point, clicking on the point or icon "Lock" located in the current layer under the icon "Block Layers".

Types of animation (frame and tweened)

Frame-By-Frame Animation
Frame-by-frame animation is the way cartoons have been animated since the early days of animation. Using this method, the animator draws a figure or scene one frame at a time, drawing slight differences between each frame. When the frames are then viewed in rapid sequence, the differences between them create the illusion of
change or motion. In Flash, animators impose frame by frame animations over still images or other types of animation to avoid redrawing an entire scene for every animation frame.
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SUMMARY

1. Flash 8 is a powerful tool created by Macromedia that has overcome the best expectations of its creators.
2. Flash has been made up in order to fix the great lack in the Internet: that is, Dynamism.
3. Dynamism does not imply only animations but rather interactive animations, which allow users to see the web as something attractive, not static
4. One of the main characteristics of Flash 8 is its simplicity, the straightforwardness in its use allows to create animations in an effective and quick way.
5. The Symbols come from objects that we've created using the tools that Flash 8 provides us.
6. When we create a symbol, Flash saves it to a library. Every time we use this object in a movie, it's converted into an instance.
7. Graphic symbols are the simplest and most obvious type of symbol. When you create a Flash movie, you create objects on the Stage. Some objects may remain still, such as backgrounds
8. A movie clip is like a movie within a movie that you can manipulate by using interactive controls (also called actions, created with ActionScript).
9. Button symbols create buttons — those little graphics that you click in Web sites to take you to other places on the site or the Internet.
10.The Timeline represents a simple mode of visualization. It consists of two parts: a
(a)The Frames that are limited by vertical lines and (b)The Numbers of frames that allow us to know the assigned number of each frame, its duration and when it will appear in the movie.
11.A frame represents the content of the movie at one moment of time.
12.Key Frame is frames with specific contents that are created to insert into the movie inexistent content.
13. A Layer could be defined as one independent movie of only one level. That is to say, one layer contains its own Timeline (with endless frames)
14.Insert Layers is used for Inserting layers in the present scene.
15.Frame-by-frame animation is the way cartoons have been animated since the early days of animation.

 
 
Flash Continued
Motion Tween

Motion tweens transport a still object across a scene. In Flash, an object is animated this way by selecting its start position and first animation frame as well as its end position and last animation frame within the program. When run, the animation displays the object in a different section of the scene for each frame, creating the illusion of motion. Motion tweens are also used to move background images, which creates the illusion that still images in the foreground are in motion. Motion tweens also move two or more objects in a scene relative to each other.
Class 8 Computer Science Flash Continued Notes
 
Shape Tween

A shape tween changes the shape of an object over a series of frames. In Flash, this is used to accomplish a number of effects. Notably, shape tweens are used to animate opening and closing mouths or blinking eyes. Melting ice cream is created using a shape tween, as are expanding liquid puddles and other similar effects. As with motion tweens, shape tweens are accomplished by placing one shape in one animation frame and another shape in a subsequent end frame. When the animation is played, Flash generates a shape somewhere between the other two in each intermittent frame, creating the image of a smooth transformation between shapes.
 
Motion tweening

1. Draw a Shape
2. Select the shape using Selection tool
3. Right click on the Shape, click convert into symbol, give a name, select button and click
ok
4. click on the 25th or 30th frame, then click insert, click timeline, insert key frame
5. Rotate the shape or change its direction as you want.
6. Click on any frame between 1 and 25, right click and select convert to Motion Tween.
7. play the animation
 
Shape tweening

1. Draw a Shape
2. click on the 25th or 30th frame, then click insert, click timeline, insert key frame
3. Draw another shape over the 1st Shape or after erasing the 1st shape.
4. Click on any frame between 1 and 25
5. Click window, click properties, and again click properties.
6. Set the tween option below as - Shape
7. play the animation
 
 SUMMARY
 
1. Motion tweens transport a still object across a scene.
 
2. A shape tween changes the shape of an object over a series of frames. In Flash, this is used to accomplish a number of effects.
 
3. Shape tweens are used to animate opening and closing mouths or blinking eyes.
 
4. Shape tweens are accomplished by placing one shape in one animation frame and another shape in a subsequent end frame.
 
5. In Flash, an object is animated this way by selecting its start position and first animation frame as well as its end position and last animation frame within the program. When run, the animation displays the object in a different section of the scene for each frame, creating the illusion of motion.
 
EXERCISES
 
A. Fill in the blanks
 
i. Animation displays the object in a different section of the scene for each frame by creating the _____________of motion.
ii. Shape tweens are used to animate ________ and _________ mouths or blinking eyes.
iii. Shape tween changes the ___________ of an object.
 
B. Short Answer Questions
 
i. What is Motion tweens?
ii. Why shape tween is require in Flash animation?
iii. Write the steps for shape tweening.
iv. Write the steps for motion tweening
 
In the lab
 
1. Create an animation by using Shape tweeinig by creating Smiley.
 
2. Create an animation by using Motion tweeinig by creating Smiley.
 

CBSE Class 8 Computer Science Flash Notes

We hope you liked the above notes for topic Flash which has been designed as per the latest syllabus for Class 8 Computer Science released by CBSE. Students of Class 8 should download and practice the above notes for Class 8 Computer Science regularly. All revision notes have been designed for Computer Science by referring to the most important topics which the students should learn to get better marks in examinations. Our team of expert teachers have referred to the NCERT book for Class 8 Computer Science to design the Computer Science Class 8 notes. After reading the notes which have been developed as per the latest books also refer to the NCERT solutions for Class 8 Computer Science provided by our teachers. We have also provided a lot of MCQ questions for Class 8 Computer Science in the notes so that you can learn the concepts and also solve questions relating to the topics. We have also provided a lot of Worksheets for Class 8 Computer Science which you can use to further make yourself stronger in Computer Science.

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