41: Globalization, Accessibility, and Color Correction in Java

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41: Globalization, Accessibility, and Color Correction
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Globalization, accessibility, and color correction all help ensure that everyone can enjoy your ActionScript application. Globalization, or internationalization, is the process of readying your application for use in multiple locales. Localization is the process of converting your application for a speci c locale. A locale de nes conventions for written text. It s at least a language and usually a combination of language and region, such as U.S. English (en-US). Flash Player 10.1 and later include a globalization package that makes localizing numbers, currency, dates, and times easy. It also aids locale-appropriate String comparisons and capitalization. It s not impossible to make Flash applications accessible, nor is it very hard. Use sane tab ordering, and when necessary, AccessibilityProperties objects attached to InteractiveObjects, to make your application sound more descriptive and organized to users without sight. The best way to test accessibility is to try your application in a screen reader. Color correction is used to reproduce colors accurately across display devices with different color characteristics. Flash Player 10 and later include software color correction, which typically does whatever the host browser does. Turn it on or off manually with the stage.colorCorrection property.
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Deploying Flash on the Web
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rogramming your creation in ActionScript 3.0 is the rst and most important step. Any successful project must also be deployed correctly. In most cases, Flash content is seen on the World Wide Web, within your web browser. There are other possibilities for your content, such as a screensaver or a kiosk, that typically require third-party tools to implement. AIR applications are deployed for desktop operating systems, and Flash Professional CS5 and later can package your application as an iPhone app. But this chapter covers the important issues in preparing your Flash content for deployment on the web.
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If you are developing Flash content for the web, at some point you have to embed your SWF in an HTML page. This process is a stroll in the park, but unfortunately the park is strewn with land mines. Rendering Flash in a web page requires the Flash Player plug-in. Despite the fact that browsers have been around for nearly two decades, there are still differences in plug-in architectures and the HTML that should be used to embed them. To wit, Internet Explorer uses ActiveX controls, and Mozilla browsers use the NSPlugin architecture. Different tags have been used to embed content: the <embed> tag and the <object> tag. Browsers even implement these tags in slightly different ways. To complicate matters, writing valid [X]HTML is desirable, and often required, but the <embed> tag is not valid in HTML 4 or XHTML 1, although it is valid in HTML 5. To make things worse, the EOLAS patent suit against Microsoft in 2005 (http://en.wikipedia.org/wiki/Eolas) forced Internet Explorer to require a mouse click to activate plug-ins. In a utopian future where everyone s browser fully supports HTML 5, you will have to write just one standards-compliant <object> or <embed> tag to embed Flash content. But at the present time, you have to choose a method of embedding SWFs that will provide your content to people with all kinds of browsers,
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Part IX: Flash in Context
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without using invalid markup, that gets around the click-to-activate issue. It needs to be able to display alternative content if the user does not have Flash, and it must be able to detect the version of Flash Player that you are targeting.
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Without intervention, Flash Player tries to play SWFs published for any version of Flash Player. Flash Player 9 tries to display SWFs published for Flash Player 10. Backward compatibility is important to Flash Player: playing a SWF made for an older version of Flash Player should never be a problem. However, forward compatibility does not really exist. If you have any ActionScript in your Flash content, you should not allow older Flash Players to play your content. Accordingly, you should publish your SWFs to the lowest version of Flash Player that supports all the features you use. If I haven t made this clear yet, all ActionScript 3.0 programs require Flash Player 9 or later .
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Fortunately, several tools have stepped up to ful ll these goals. The culmination of these is SWFObject (http://swfobject.googlecode.com), which is the marriage of two well-tested SWF embedding toolkits. It is the de facto standard, it is tested and updated regularly, and I recommend using it. Flash CS4 Professional and Flex Builder 3 shipped with Adobe s ActiveContent JavaScript embedding solution, another embedding toolkit. Flash Professional CS5, and Flash Builder 4, on the other hand, use SWFObject. Alternatively, there are some HTML-only solutions that work with one or two exceptions to embed content cross-browser. The nested object solution and the Flash satay solution are succinct and standards compliant, but they have their limitations. SWFObject in static publishing mode uses the double-object method that works without JavaScript but builds on it when JavaScript is available to correct some browsers bugs. As an added reason to use SWFObject, the web development community has produced some excellent extensions to SWFObject. For example, SWFAddress (http://asual.com/swfaddress/) makes it simple to provide browser history integration and deep linking. SWFMacMouseWheel (http://blog.pixelbreaker.com/flash/swfmacmousewheel/) uses JavaScript to add support for the mouse wheel on the Mac platform. SWFFit (http://swffit.millermedeiros.com/) forces the browser to display scroll bars when a full-page SWF is resized below certain minimum dimensions. All these extensions greatly improve the usability of Flash applications, and I recommend that you use them when appropriate.
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