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			Flash Lite guidelines for animation in mobile devices
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			<h1>
				Flash Lite guidelines for animation in mobile devices
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                        When
creating animated content for a mobile devices, keep device CPU
limitations in mind. Following these guidelines can help prevent
Flash Lite content from running&#160;slowly:<ul><li>
                              <p>When
creating a new Flash Lite file, check that the document is set up
correctly. Although Flash files scale smoothly, performance can
suffer if the file is not running at its native Stage size and has
to scale in the player. Try to set the document Stage size to match
the resolution of the target device. Also set the Flash Player to
the correct version of Flash Lite and select an appropriate device profile
in Device Central.</p>

                           </li>
<li>
                              <p>Flash Lite can render vector graphics at low, medium, and
high quality. The higher the rendering quality, the more smoothly
and accurately Flash Lite renders vector graphics and the greater
the demand on the device’s CPU. To provide complex animation, experiment
with changing the player’s quality setting and then thoroughly test
the SWF file. To control the rendering quality of a SWF file, use
the <samp class="codeph">_quality</samp> property or the <samp class="codeph">SetQuality</samp> command.
Valid values for the <samp class="codeph">_quality</samp> property are <samp class="codeph">LOW</samp>, <samp class="codeph">MEDIUM</samp>,
and <samp class="codeph">HIGH</samp>.</p>

                           </li>
<li>
                              <p>Limit the number of simultaneous tweens. Reduce the number
of tweens, or sequence the animation so that one begins when another
ends. </p>

                           </li>
<li>
                              <p>Use transparency (alpha) effects on symbols sparingly because
they are CPU intensive. In particular, avoid tweening symbols with
alpha levels that are not fully opaque (less than 100%).</p>

                           </li>
<li>
                              <p>Avoid CPU-intensive visual effects, such as large masks,
extensive motion, alpha blending, extensive gradients, and complex
vectors.</p>

                           </li>
<li>
                              <p>Experiment with combinations of tweens, keyframe animations,
and ActionScript-driven movement to produce the most efficient results.</p>

                           </li>
<li>
                              <p>Rendering vector ovals and circles is much more memory intensive
than rendering quadrangles. Using round and oval strokes also greatly
increases CPU use.</p>

                           </li>
<li>
                              <p>Test animations frequently on actual target devices.</p>

                           </li>
<li>
                              <p>When Flash draws an animated region, it defines a rectangular
bounding box around the area. Optimize the drawing by making that
rectangle as small as possible. Avoid overlapping tweens, because
Flash interprets the merged area as a single rectangle, resulting
in a larger total region. Use Flash's Show Redraw Region feature
to optimize the animation.</p>

                           </li>
<li>
                              <p>Avoid using <samp class="codeph">_alpha = 0</samp> and <samp class="codeph">_visible
= false</samp> to hide on‑screen movie clips. If you simply turn
a movie clip’s visibility off or change its alpha to zero, it is
still included in line-rendering calculations, which can affect
performance. </p>

                           </li>
<li>
                              <p>Similarly, do not try to hide a movie clip by obscuring it
behind another piece of artwork. It will still be included in the
player’s calculations. Instead, move movie clips completely off
the Stage or remove them by calling <samp class="codeph">removeMovieClip</samp>.</p>

                           </li>
</ul>

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