Adobe® Flash® CS5
Adobe Certified Expert (ACE) Objectives Mapping
The Adobe Certified Expert (ACE) Program is for graphic designers, web designers, developers, systems integrators, value-added resellers, and business professionals, who seek recognition for their expertise with specific Adobe products. Certification candidates must pass a product proficiency exam in order to become an Adobe Certified Expert. 
Selected Element K courseware addresses product-specific exam objectives. The following table indicates where Adobe® Flash® CS5 exam objectives are covered in this series. For example, 1A indicates that the objective is addressed in Lesson 1, Topic A. 

Exam Objectives	Adobe® Flash® CS5: Level 1	Adobe® Flash® CS5: Level  2	Adobe® Flash® CS5: Level 3	
1.0 Planning and designing Flash applications	
1.1 Given a requirement based on your audience, determine the appropriate Flash features and options used to meet the needs of your audience and target platform. (Audience requirements include: publishing to AIR, accessibility, player version)	1C			
1.2 Given a scenario, explain how Flash can be used in an application. (Scenarios include: Creating a banner, full Web application, mobile application, desktop AIR application, or visual element)	1C			
1.3 Given an asset type, explain the benefit of that asset type for a given application. (Asset types include: raster, vector, FXG, XFL)			To be covered in Level 3	
1.4 Understand the benefits and uses of FLA source files versus XFL packages.			To be covered in Level 3	
2.0 Creating and managing assets	
2.1 Given an option in the Library panel, explain the purpose of and how to use that option.	3A			
2.2 Given a tool, work with an existing asset by using that tool. (Tools include: Transform, 3D Rotation, Bone)	5B	5A, 5C		
2.3 Import external assets into Flash. (External assets include: XFG, XFL, Photoshop files, Illustrator files, and images)			To be covered in Level 3	
2.4 Create and manage text fields by using the Text tool including using the Text Layout Framework.		4A		
2.5 Embed and manage fonts. (Methods include: using the Font Embedding dialog box, library)		4A		
2.6 Given an asset, convert that asset to a symbol and explain the capabilities of that symbol.	3A			
2.7 Given a component, explain the purpose of or how to use that component.			To be covered in Level 3	
2.8 Edit the skin of a component.			To be covered in Level 3	
2.9 Manage performance by utilizing bitmap techniques.	4C			
3.0 Creating Flash interactive and visual output	
3.1 Given a tool, create a shape by using that tool. (Tools include: Deco, Spray Brush, Rectangle Primitive)		2B		
3.2 Given an asset, modify individual properties to achieve specific design requirements. (Design requirements include: advanced text controls including anti-aliasing, stroke control and styling)		4A		
3.3 Create animations by using the Timeline.	7A			
3.4 Edit animations by using the Motion Editor.			To be covered in Level 3	
3.5 Create and use Motion Presets.		5B		
3.6 Incorporate and manage audio and video in your movie.		6A		
3.7 Apply filters and effects to Movie Clips and text.		5D		
3.8 Add queue points to the FLV playback component on the stage for synchronized content.			To be covered in Level 3	
3.9 Add basic interactivity by using code snippets.	8C			
4.0 Programming with ActionScript 3.0	
4.1 Given an ActionScript class, create an instance from and work with the properties of that class.			To be covered in Level 3	
4.2 Given an object-oriented concept, explain the definition of or purpose associated with that concept. (Object-oriented concepts include: Classes, Interfaces, Inheritance, Polymorphism, and Packages)			To be covered in Level 3	
4.3 Create custom classes. (Options include: Extending, Subclassing)			To be covered in Level 3	
4.4 Explain how to use the Document class.			To be covered in Level 3	
4.5 Load and use content and data from external sources. (Sources include: XML, SWF, and remote objects)			To be covered in Level 3	
4.6 Create code snippets.	8C			
4.7 List and describe the benefits and limitations of code hinting.	8B			
4.8 Understand the use of the ExternalInterface class for execution with JavaScript.			To be covered in Level 3	
5.0 Testing Flash applications	
5.1 Recognize effective optimization considerations when testing and debugging Flash applications.			To be covered in Level 3	
5.2 Test an application by using Device Central, AIR Debug Launcher, or within Flash Pro.			To be covered in Level 3	
5.3 Given a Debug panel, explain how to use that panel. (Panels include: Debug Console, variables, output)			To be covered in Level 3	
6.0 Publishing and deploying Flash applications	
6.1 Given a scenario, select the appropriate Publish settings to deploy a Flash movie. (Scenarios include: Web delivery, AIR, mobile)			To be covered in Level 3	
6.2 Understand the publish settings. (Publish settings include: HTML container page, script settings, SWF settings)			To be covered in Level 3	
6.3 Understand the implications of and how to implement cross-domain security for SWF, data, and visual assets.			To be covered in Level 3	
6.4 Understand how to enable and explain the limitations of functionality related to full screen.			To be covered in Level 3