|
Learn Step-by-step how to write the
Flash Document -
slide_beirut

|
|
|
1. |
- Run the
Macromedia Flash
Profesxional 8
- From
File menu, click
New, the New document dialog box
appears(see the following figure), from General
page select Flash Slide Presentation Icon
and click Ok
- System create
New Flash Slide Presentation (see the following
figure)
- Add five (6)
slides to this Flash Slide Presentation
:
- Add slide to
your presentation using the context menu in
the Screen Outline pane:
In the Screen
Outline pane, select the presentation
thumbnail. Right-click and select Insert Screen
from the context menu. The new slide automatically inherits
media from the presentation slide.(see the following
figure)
Note: Repeat this step to add
other slides
- The Flash Slide
Presentation with all slides added ...(see
the following figure)
Note From File menu,
click
Save and The
Name the file -
slide_beirut.fla
( Into the folder - C:\Flach 8
application)
| |
|
|
2. |
- From
File menu, select Import and click Import to Library - to import an image into the current
document.
The Import
to Library dialog box appears (see
the following figure),
From this dialog
box, open the folder Pictures collection (/Slide
Flach_8 application\Slide_ Flach_8, beirut
application\Pictures collection) Select the
following graphic file: "Btn_About_F.bmp",
"Btn_Next_F.bmp", "Btn_Next_L.bmp",
"Btn_Pict_F.bmp", "Btn_Prev_F.bmp",
"Btn_Prev_L.bmp", "Btn_Print_F.bmp",
"Btn_Quit_F.bmp", "head botton A.jpg",
"head top A.jpg", "pic b1.JPG", "pic
b2.JPG", "pic b3.JPG", "pic b4.JPG",
"pic b5.JPG", "pic b6.JPG", "pic beirut 1
modify A.jpg", "pic beirut 2 modify A.jpg",
"pic beirut 3 modify A.jpg", "pic beirut 4 modify
A.jpg", "pic beirut 5 modify A.jpg", "pic
beirut 6 modify A.jpg" and click
Open
These images are imported into the document's library (see the following
figure)
| |
|
|
3. |
- Select the
presentation
- From the
Library panel, drag the following graphics: ("head botton A.jpg",
"head top A.jpg", "Btn_About_F.bmp",
"Btn_Print_F.bmp", "Btn_Quit_F.bmp",
"Btn_Pict_F.bmp", "Btn_Next_F.bmp",
"Btn_Next_L.bmp", "Btn_Prev_F.bmp",
"Btn_Prev_L.bmp") in the Document window.
(see the following figure)
- Configuring
the Document Properties:
In the Document window,
Right-click and select Document Properties from the context
menu. The Document Properties dialog box appears,
In this dialog box, enter 765 in the width text box
and 471 in the
height text box (or select Contents), Background - #000000
(black) and then click OK. (see the following
figure)
Note From File menu,
click
Save
- Modify the width &
height of the following elements on the Stage :
( "Btn_Quit_F.bmp", "Btn_About_F.bmp",
"Btn_Print_F.bmp", "Btn_Pict_F.bmp", "Btn_Next_F.bmp",
"Btn_Prev_F.bmp")
- In the
Timeline, select one of the following
elements (Example
"Btn_Quit_F.bmp")
- From Window
menu, select
Proprieties and the select Proprieties.
Proprieties dialog box appears
enter
62 in the
width text box and 19 in the height
text box (see the following figure)
Note
Repeat this operation for other
elements: ( "Btn_About_F.bmp",
"Btn_Print_F.bmp", "Btn_Pict_F.bmp",
"Btn_Next_F.bmp", "Btn_Prev_F.bmp")
|
- Sets Flash Player to full-screen mode1
- In the
Timeline, select Frame 1 of Layer
1.
- From
Window menu, click
Actions
In the
Actions
panel, type the following ActionScript: fscommand("fullscreen",
true);
Note the ActionScript code added
- (see the following
figure)
|
- Add 4 dynamic text
boxes:
From Window menu,
select
Tools, Tools panel
dialog box appears ,
Tools

| |
1.
|
- In the
Tools
panel, click the Text tool.
- Click
the text box you just drew to select it.
- In this
text box, Type "Pictures of Beirut -
Lebanon"
- In the
Property inspector panel, enter the following
values:
| |
Note:
Repeat
Previous operation to add other text
boxes
2. |
- In the
Tools
panel, click the Text tool.
- Click
the text box you just drew to select it.
- In this
text box, Type "Pictures of Beirut -
Lebanon"
- In the
Property inspector panel, enter the following
values:
- Text
Type: Dynamic Text
- InstanceName: txtstatus_A
- X:
-378
- Y:
-248
- W:235
- H:21
- Font:
Times New Roman
- Font
Size: 9
- Style:
Bold
- Line
Type: Single line
|
3. |
- In the
Tools
panel, click the Text tool.
- Click
the text box you just drew to select it.
- In this
text box, Type "Beirut - Lebanon"
- In the
Property inspector panel, enter the following
values:
- Text
Type: Dynamic Text
- InstanceName: txtbeirut
- X:
241
- Y:
251
- W:138
- H:22
- Font:
Times New Roman
- Font
Size: 8
- Style:
Bold
- Line
Type: Single line
|
4. |
- In the
Tools
panel, click the Text tool.
- Click
the text box you just drew to select it.
- In this
text box, Type ""
- In the
Property inspector panel, enter the following
values:
- Text
Type: Dynamic Text
- InstanceName:txtVar_init
- X:
45
- Y:
251
- W:65
- H:15
- Font:
Times New Roman
- Font
Size: 8
- Style:
Bold
- Line
Type: Single line
| |
-
- In the
Timeline, select Frame 1 of Layer 1.
- From Window
menu, click
Actions
In the Actions
panel, type the following ActionScript: var str0:String = "Pictures of Beirut -
Lebanon"; var str1:String = "Picture No "; var
str2:String = " of 6"; var pic1:String = "Place de
l'Etoile"; var pic2:String = "Narrow street leading to
the 'Place de l'Etoile'"; var pic3:String = "The
National Museum"; var pic4:String = "The American
University of Beirut"; var pic5:String = "Typical
architecture - Down Town Beirut"; var pic6:String =
"Pigeons Grotto";
- Convert
element to a symbol,
Add Keyframe,
Add ActionScript
code -
List of elements
on the Stage to be convert: (
"Btn_Quit_F.bmp", "Btn_About_F.bmp",
"Btn_Print_F.bmp", "Btn_Pict_F.bmp", "Btn_Next_F.bmp",
"Btn_Prev_F.bmp")
1. |
"Btn_Quit_F.bmp" |
- Select this
element ("Btn_Quit_F.bmp") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: Btn_Quit
and select Button Click
OK.

Pic
A |
- The Property
inspector panel
- Btn_Quit
- W:62
- H:19
- X:
-339
- Y:
-269
|
Property
inspector - (see the following
figure)

- Focus - Add
Keyframe to this button
- Select
the button ("Btn_Quit")
- Right-click and select Edit in
Place from the context menu.
- In the
Timeline -
(see the following
figure)

Add to
Up Keyframe other Keyframe
Select
Up KeyFeame, Right-click and select
Insert Keyframe from the context
menu. New Keyframe name: Over appears
-
(see the following
figure)
- Select
Over KeyFeame. and add
2 Lines to the button ("Btn_Quit") on the
Stage
- In the
Tools
panel, select the Line tool,. near
the top of the button ("Btn_Quit") , draw the
1st line
- In the
Tools
panel, select the Line tool,. near
the botton of the button ("Btn_Quit") , draw the
2nd line
|
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScript: on (release) { fscommand("quit",
true); } |
|
|
|
2. |
"Btn_About_F.bmp" |
- Select this
element ("Btn_About_F.bmp") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol:
Btn_About and select
Button Click OK.
- Create
Flash Document file - About doc.fla
(and then Publish setting this file - About doc.swf )
- This
button call About
doc.swf
- the Property
inspector panel
- Btn_About
- W:62
- H:19
- X:
-339
- Y:
-269
|
- Focus - Add
Keyframe to this button
- Select
the button ("Btn_About")
- Right-click and select Edit in
Place from the context menu.
- In the
Timeline, Add to
Up Keyframe other Keyframe
Select
Up KeyFeame, Right-click and select
Insert Keyframe from the context
menu. New Keyframe name: Over appears
- Select
Over KeyFeame. and add
2 Lines to the button
("Btn_About") on the Stage
- In the
Tools
panel, select the Line tool,. near
the top of the button ("Btn_About") ,
draw the 1st line
- In the
Tools
panel, select the Line tool,. near
the botton of the button ("Btn_About") ,
draw the 2nd line
|
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScript: on (release) { loadMovie("About
doc.swf",_level); } |
|
|
|
3. |
"Btn_Print_F.bmp" |
- Select the
element ("Btn_Print.bmp") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol:
Btn_Print and select
Button Click OK.
- the Property
inspector panel
- Btn_Print
- W:62
- H:19
- X:
-339
- Y:
-269
|
- Focus - Add
Keyframe to this button
- Select
this button ("Btn_")
- Right-click and select Edit in
Place from the context menu.
- In the
Timeline, Add to Up Keyframe
other Keyframe
Select Up KeyFeame,
Right-click and select Insert
Keyframe from the context menu. New
Keyframe name: Over appears
- Select
Over KeyFeame. and add
2 Lines to the button ("Btn_Print
") on the Stage
- In the
Tools
panel, select the Line tool,. near
the top of the button ("Btn_Print ") ,
draw the 1st line
- In the
Tools
panel, select the Line tool,. near
the botton of the button ("Btn_Print ") ,
draw the 2nd line
|
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { printAsBitmap(0,
"bframe"); } |
|
|
|
4. |
"Btn_Pict_F.bmp" |
- Select this
element ("Btn_Pict.bmp") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol:
Btn_Pict and select
Button Click OK.
- This
button call slide2
- the Property
inspector panel
- Btn_Pict
- W:62
- H:19
- X:
-339
- Y:
-269
|
- Focus - Add
Keyframe to this button
- Select
this button ("Btn_")
- Right-click and select Edit in
Place from the context menu.
- In the
Timeline, Add to Up Keyframe
other Keyframe
Select Up KeyFeame,
Right-click and select Insert
Keyframe from the context menu. New
Keyframe name: Over appears
- Select
Over KeyFeame. and add
2 Lines to the button ("Btn_Pict")
on the Stage
- In the
Tools
panel, select the Line tool,. near
the top of the button ("Btn_Pict") , draw
the 1st line
- In the
Tools
panel, select the Line tool,. near
the botton of the button ("Btn_Pict") ,
draw the 2nd line
|
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo First Screen
behavior _root.presentation.gotoFirstSlide(); _root.presentation.txtVar_init.text
= "0"; _root.presentation.txtstatus_A.text =
str0; _root.presentation.txtstatus_chk.text =
str0;
_root.presentation.btn_Next.enabled =
true; _root.presentation.btn_Prev.enabled =
false; _root.presentation.Btn_Pict.enabled =
false; // GoTo First Screen behavior
} |
|
|
|
5. |
"Btn_Next_F.bmp" |
- Select this
element ("Btn_Next_F.bmp") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: Btn_Next
and select Button Click
OK.
- This
button call slide3, slide4,
slide5, slide6,
slide7
- the Property
inspector panel
- Btn_Next
- W:62
- H:19
- X:
-339
- Y:
-269
|
- Focus - Add
Keyframe to this
button
- Select
this button ("Btn_Next")
- Right-click and select Edit in
Place from the context menu.
- In the
Timeline -
(see the following
figure)

Add to
Up Keyframe other Keyframe
Select
Up KeyFeame, Right-click and select
Insert Keyframe from the context
menu. New Keyframe name: Over appears
-
(see the following
figure)
- Select
Over KeyFeame, From the Library
panel, drag
"Btn_Next_L.bmp" on the button
Btn_Next
|
- add the ActionScript
code:to this
button - Btn_Next
(symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo Next Screen
behavior var screen = null; var target =
this; while ((screen == null) && (target
!= undefined) && (target != null)) { if
(target instanceof mx.screens.Screen) { screen =
target; } else { target =
target._parent; } } if (screen instanceof
mx.screens.Slide)
{ screen.rootSlide.currentSlide.gotoNextSlide();
switch (txtVar_init.text) { case "0"
: txtVar_init.text = "1"; txtstatus_A.text =
str1 + txtVar_init.text + str2;
txtstatus_chk.text = pic1; btn_Prev.enabled
= true; Btn_Pict.enabled = true;
break; case "1" : txtVar_init.text =
"2"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic2;
break; case "2" : txtVar_init.text =
"3"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic3;
break; case "3": txtVar_init.text =
"4"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic4;
break; case "4": txtVar_init.text =
"5"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic5;
break; case "5": txtVar_init.text =
"6"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic6;
btn_Next.enabled = false; break; }
} // End GoTo Next Screen behavior
} |
|
|
|
6. |
"Btn_Prev_F.bmp" |
- Select this
element ("Btn_Prev_F.bmp") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol:
Btn_Prev and select
Button Click OK.
- This
button call slide7, slide6,
slide5, slide4,
slide3
- the Property
inspector panel
- Btn_Prev
- W:62
- H:19
- X:
-339
- Y:
-269
|
- Focus - Add
Keyframe to this button
- Select
this button ("Btn_Prev")
- Right-click and select Edit in
Place from the context menu.
- In the
Timeline -
(see the following
figure)

Add to
Up Keyframe other Keyframe
Select
Up KeyFeame, Right-click and select
Insert Keyframe from the context
menu. New Keyframe name: Over appears
-
(see the following
figure)
- Select
Over KeyFeame, From the Library
panel, drag
"Btn_Prev_L.bmp" on the
button Btn_Prev
|
- add the
ActionScript
code:to this button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) {
// GoTo Previous
Screen behavior var screen = null; var target
= this; while ((screen == null) &&
(target != undefined) && (target != null))
{ if (target instanceof mx.screens.Screen)
{ screen = target; } else { target =
target._parent; } } if (screen instanceof
mx.screens.Slide)
{ screen.rootSlide.currentSlide.gotoPreviousSlide();
switch
(txtVar_init.text) { case
"6": txtVar_init.text = "5"; txtstatus_A.text
= str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic5;
btn_Next.enabled = true; Btn_Pict.enabled =
true; break; case "5": txtVar_init.text =
"4"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text =
pic4; break; case "4": txtVar_init.text =
"3"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text =
pic3; break; case "3": txtVar_init.text =
"2"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic2;
break; case "2": txtVar_init.text =
"1"; txtstatus_A.text = str1 + txtVar_init.text +
str2; txtstatus_chk.text = pic1;
break; case "1": txtVar_init.text =
"0"; txtstatus_A.text =
str0; txtstatus_chk.text =
str0; btn_Prev.enabled =
false; btn_Next.enabled =
true; Btn_Pict.enabled =
false; break;
} } // End GoTo
Previous Screen behavior }
|
|
|
| | |
|
|
The presentation slide after all mofification
|
| |
4. |
- Select the
slide
- From the
Library panel, drag the
graphic: ("pic b1.JPG", "pic
b2.JPG", "pic b3.JPG", "pic b4.JPG",
"pic b5.JPG", "pic b6.JPG") in the
Document window. (see the following figure)
- Add
2 dynamic text box:
1. |
From Window menu, select
Tools, Tools panel
dialog box appears ,
- In the
Tools
panel, click the Text tool.
- Click
the text box you just drew to select it.
- In this
text box, Type "Beirut - Lebanon"
| |
|
|
2. |
From Window menu, select
Tools, Tools panel
dialog box appears ,
- In the
Tools
panel, click the Text tool.
- Click
the text box you just drew to select it.
- In this
text box, Type
"www.puresoftwarecode.com"
| |
|
|
- Convert
element to a symbol,
Add ActionScript
code-
List of elements
on the Stage to be convert: ("pic
b1.JPG", "pic b2.JPG", "pic b3.JPG",
"pic b4.JPG", "pic b5.JPG", "pic
b6.JPG"
1. |
"pic
b1.JPG" |
- Select this
element ("pic b1.JPG") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: btn_pic_b1 and
select Button Click OK.
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo slide2
Screen
behavior this._parent.gotoSlide(this._parent.slide2);
_root.presentation.txtVar_init.text
= "1"; _root.presentation.txtstatus_A.text =
"Picture No " + _root.presentation.txtVar_init.text
+ " of 6"; _root.presentation.txtstatus_chk.text
= "Place de l'Etoile";
_root.presentation.btn_Next.enabled =
true; _root.presentation.btn_Prev.enabled =
true; _root.presentation.Btn_Pict.enabled =
true; // GoTo slide2 Screen behavior
} |
|
|
|
2. |
"pic
b2.JPG" |
- Select this
element ("pic b2.JPG") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: btn_pic_b2 and
select Button Click OK.
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo slide3
Screen
behavior
this.gotoSlide(this._parent.slide3); _root.presentation.txtVar_init.text
= "2"; _root.presentation.txtstatus_A.text =
"Picture No " + _root.presentation.txtVar_init.text
+ " of 6"; _root.presentation.txtstatus_chk.text
= "Narrow street leading to the 'Place de
l'Etoile'";
_root.presentation.btn_Next.enabled =
true; _root.presentation.btn_Prev.enabled =
true; _root.presentation.Btn_Pict.enabled =
true; // GoTo slide3 Screen behavior
} |
|
|
|
3. |
"pic
b3.JPG" |
- Select this
element ("pic b3.JPG") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: btn_pic_b3 and
select Button Click OK.
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo slide4
Screen
behavior
this._parent.gotoSlide(this._parent.slide4);
_root.presentation.txtVar_init.text
= "3"; _root.presentation.txtstatus_A.text =
"Picture No " + _root.presentation.txtVar_init.text
+ " of 6"; _root.presentation.txtstatus_chk.text
= "The National Museum";
_root.presentation.btn_Next.enabled =
true; _root.presentation.btn_Prev.enabled =
true; _root.presentation.Btn_Pict.enabled =
true; // GoTo slide4 Screen behavior
} |
|
|
|
4. |
"pic
b4.JPG" |
- Select this
element ("pic b4.JPG") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: btn_pic_b4 and
select Button Click OK.
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo slide5
Screen
behavior
this._parent.gotoSlide(this._parent.slide5);
_root.presentation.txtVar_init.text
= "4"; _root.presentation.txtstatus_A.text =
"Picture No " + _root.presentation.txtVar_init.text
+ " of 6"; _root.presentation.txtstatus_chk.text
= "The American University of Beirut";
_root.presentation.btn_Next.enabled =
true; _root.presentation.btn_Prev.enabled =
true; _root.presentation.Btn_Pict.enabled =
true; // GoTo slide4 Screen behavior
}
|
|
|
|
5. |
"pic
b5.JPG" |
- Select this
element ("pic b5.JPG") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: btn_pic_b5 and
select Button Click OK.
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo slide6
Screen
behavior
this._parent.gotoSlide(this._parent.slide6);
_root.presentation.txtVar_init.text
= "5"; _root.presentation.txtstatus_A.text =
"Picture No " + _root.presentation.txtVar_init.text
+ " of 6"; _root.presentation.txtstatus_chk.text
= "Typical architecture - Down Town Beirut";
_root.presentation.btn_Next.enabled =
true; _root.presentation.btn_Prev.enabled =
true; _root.presentation.Btn_Pict.enabled =
true; // GoTo slide6 Screen behavior
}
|
|
|
|
6. |
"pic
b6.JPG" |
- Select this
element ("pic b6.JPG") on the
Stage.
Right-click and select
Convert to Symbol from the
context menu. In the Convert to Symbol dialog box (see
Pic A), type the name of the symbol: btn_pic_b6 and
select Button Click OK.
- add the ActionScript code:to this
button (symbol
converted)
Right-click
and select Action from the context
menu. In the Actions panel, type
the following ActionScrip on (release) { // GoTo slide7
Screen
behavior this._parent.gotoSlide(this._parent.slide7);
_root.presentation.txtVar_init.text
= "6"; _root.presentation.txtstatus_A.text =
"Picture No " + _root.presentation.txtVar_init.text
+ " of 6"; _root.presentation.txtstatus_chk.text
= "Pigeons Grotto";
_root.presentation.btn_Next.enabled =
false; _root.presentation.btn_Prev.enabled =
true; _root.presentation.Btn_Pict.enabled =
true; // GoTo slide7 Screen behavior
}
|
|
|
| | |
|
|
5. |
- Select the
slide2
- From the
Library panel, drag the
graphic: (pic beirut modify A) in
the Document window. (see the following
figure)
| |
|
|
6. |
- Select the
slide3
- From the
Library panel, drag the
graphic: (pic beirut 2 modify A) in
the Document window. (see the following
figure)
| |
|
|
7. |
- Select the
slide4
- From the
Library panel, drag the
graphic: (pic beirut 3 modify A) in
the Document window. (see the following
figure)
| |
|
|
8. |
- Select the
slide5
- From the
Library panel, drag the
graphic: (pic beirut 4 modify A) in
the Document window. (see the following
figure)
| |
|
|
9. |
- Select the
slide6
- From the
Library panel, drag the
graphic: (pic beirut 5 modify A) in
the Document window. (see the following
figure)
| |
|
|
10. |
- Select the
slide7
- From the
Library panel, drag the
graphic: (pic beirut 6 modify A) in
the Document window. (see the following
figure)
Note From
File menu, click Save | |
|
|
Save and Publish Settings
.. |
From
File menu, click
Save From
File menu, click
Publish Settings ..
The
Publish
Settings dialog box
appears, In this dialog box:
(see the following
figure)
then click Publish
and click Ok
| | | |
|