the converted symbols are stored here
Answers
Explanation:
Convert text into binary. Computers store all characters as numbers stored as binary data. Binary code uses the digits of 0 and 1 (binary numbers) to represent computer instructions or text. Each instruction or symbol gets a bit string assignment.
A symbol can include artwork that you import from another application. Any symbol that you create automatically becomes part of the library for the current document.
An instance is a copy of a symbol located on the Stage or nested inside another symbol. An instance can be different from its parent symbol in color, size, and function. Editing the symbol updates all of its instances, but applying effects to an instance of a symbol updates only that instance.
Using symbols in your documents dramatically reduces file size; saving several instances of a symbol requires less storage space than saving multiple copies of the contents of the symbol. For example, you can reduce the file size of your documents by converting static graphics, such as background images, into symbols and then reusing them. Using symbols can also speed SWF file playback, because a symbol needs to be downloaded to Flash® Player only once.
Share symbols among documents as shared library assets during authoring or at runtime. For runtime shared assets, you can link assets in a source document to any number of destination documents, without importing the assets into the destination document. For assets shared during authoring, you can update or replace a symbol with any other symbol available on your local network.
If you import library assets with the same name as assets already in the library, you can resolve naming conflicts without accidentally overwriting existing assets.
Additional introductory instruction about symbols is available from these resources:
Types of symbols
Each symbol has a unique Timeline and Stage, complete with layers. You can add frames, keyframes, and layers to a symbol Timeline, just as you can to the main Timeline. When you create a symbol you choose the symbol type.
Use graphic symbols for static images and to create reusable pieces of animation that are tied to the main Timeline. Graphic symbols operate in sync with the main Timeline. Interactive controls and sounds won’t work in a graphic symbol’s animation sequence. Graphic symbols add less to the FLA file size than buttons or movie clips because they have no timeline.
Use button symbols to create interactive buttons that respond to mouse clicks, rollovers, or other actions. You define the graphics associated with various button states, and then assign actions to a button instance. For more information, see Handling events in the ActionScript 3.0 Developer’s Guide.
Use movie clip symbols to create reusable pieces of animation. Movie clips have their own multiframe Timeline that is independent from the main Timeline—think of them as nested inside a main Timeline that can contain interactive controls, sounds, and even other movie clip instances. You can also place movie clip instances inside the Timeline of a button symbol to create animated buttons. In addition, movie clips are scriptable with ActionScript®.
Use font symbols to export a font and use it in other Animate documents.
Animate provides built‑in components, movie clips with defined parameters, that you can use to add user interface elements, such as buttons, checkboxes, or scroll bars, to your documents. For more information, see About ActionScript 3.0 Components in Using ActionScript 3.0 Components.
note: To preview animation in component instances and scaling of 9-slice-scaled movie clips in the Animate authoring environment, select Control > Enable Live Preview.
Create symbols
You can create a symbol from selected objects on the Stage, create an empty symbol and make or import the content in symbol-editing mode, and create font symbols in Animate. Symbols can contain all the functionality that Animate can create, including animation.
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