Working
with Symbols
Symbols are the very essence of what
makes Flash ... well, Flash. You can make anything you draw or import into a
symbol. And in almost all cases you should. Here's why. When an object is
converted into a symbol, it automatically becomes an item in the Flash
document's library. Every Flash document has its own library from which you can
drag a symbol to the Stage. When you do, the object on the Stage is now
referred to as an instance. No matter how many instances of a symbol
reside on the Stage, Flash only needs to load it once. This is how Flash
delivers streaming animations while maintaining small file sizes. It's
extremely efficient to reuse symbols as many times as possible. You can also
apply effects to instances such as Scale, Tint, Alpha, and Brightness, and
apply motion tweens in combination with one or more
effects.
However, before I get too far ahead of
myself, I'll introduce you to symbols and their behaviors.
Create an object—anything, a simple shape
will do. Select it (Ctrl+A) and then convert it to a
symbol by choosing Modify > Convert to Symbol or pressing the F8 key. This
opens the Convert to Symbol dialog box (see Figure 20).

Figure 20. Convert to Symbol dialog box
In the Convert to Symbol dialog box you
can type a name for your symbol, select one of three behaviors, and determine
the registration point of your object. The following list explains what each
behavior is and what it means:
In this animation tutorial, I recommend
using the Graphic behavior. This enables you to scrub the Timeline to
see your animation play while inside the Flash authoring environment. Scrubbing
refers to moving the playhead back and forth manually
to play back the contents of the Timeline. Movie clip symbols do not play
beyond Frame 1 of their contents unless you test your Flash movie (Ctrl+Enter) or export your movie as a SWF file.