Flash Catalyst contains two libraries that store common, shared assets.

Common library

The Common Library panel contains pre-built assets that can be used across all projects. For a detailed discussion, see Insert Flex Components from the Common Library Panel.

Project library

The Project Library panel contains assets used in a particular project. Components you create in your project and imported assets such as images and media are stored in the Project Library panel.

Library panel
Video play/pause

Import Library Package

Export Library Package


The Project Library is organized into the following categories:

Interactive objects that you create by converting artwork into components or by modifying the wireframe components to create custom skins.

Bitmap files (PNG, GIF, JPG, JPE, JPEG) and SWF content

Video and sound files (FLV/F4V files, mp3)

Optimized Graphics
In an optimized graphic file, all MXML information (vector, stroke, path, fill, and so on) is kept separately in an FXG file. Optimized graphics are created when you convert artwork to an optimized graphic using the Optimize Artwork options in the HUD or Modify menu. When you import an Illustrator file containing symbols, the symbols are automatically converted to optimized graphics. For more information, see Optimizing graphics.
Note: When you import an Illustrator, Photoshop, or FXG file, its bitmap images are stored in a separate subfolder within the Images category.

Manage and place artwork from the Library panel

After importing artwork or creating components, you can reuse these objects in other parts of your project. When you drag a library item to the artboard, you are adding an instance of the library asset to the application. A new object is created in the target layer folder in the Layers panel. Best practice is to give a descriptive name to each object in the Layers panel. That instance of the asset persists across the other states in the application. After adding the asset to the application, you can share it to other states. You can show and hide the asset, or delete it from a specific state. For more information, see Share objects between states.

If you drag another copy of the same asset to the artboard, you have two instances of the same asset in the application. It appears twice in the Layers panel. In most cases, you don’t want to add two instances of the same asset. If you want the same asset to appear in more than one state, add one instance and share it to other states.

Note: If you are editing a component in Edit-In-Place mode, the asset is added to the component, not the application. If you want the asset to appear in the component and in the main application, you can use two instances of the asset. For more information, see Editing a component with edit-in-place.
  • To rename an item in the Library panel, double-click its name, type a new name, and press Enter (Windows) or Return (Mac OS).

  • To preview an image in the Library panel, select it. A preview appears at the top of the panel. To preview an audio or video clip in the Library panel, select it and click the Play button that appears.

  • To delete an item from the project, select it in the Library panel, and click the Delete button (trash can). Deleting an item from the Library removes all instances of the item from the project.

Note: The Layers and Library panels are not linked. Renaming an instance of an item in the layers panel does not affect the original item definition name in the Library panel. When you change the properties of a library item in one state, you are not affecting the properties of the asset in other states. However, if you edit a component in Edit-In-Place mode, you edit the item definition in the project library. Editing the item definition changes every instance of the item in all states.

Export and import a library package

The Library panel facilitates collaboration among the design team. Exporting a library package creates a single package containing all of the library items in the project. The package is saved as an FXPL file. FXPL packages can be used to distribute your project assets to teams. Assets can include logos, video content, components, and so on. Sharing the FXPL reduces duplication of work.

If you are creating a data-centric application, your FXPL document can be imported into Flash Builder by a Flex developer.

  • To export a library, click the Export Library Package button. Specify a name and location for the file, and click Save.

  • To import a library, click the Import Library Package button. Browse to locate the file, select it, and click Open.
    Note: Before you export the library package, be sure that your assets, including components, have descriptive names. No developer wants to receive a library package filled with assets named, button1, button2, and so on.

For more information, see Workflows between Flash Catalyst and Flash Builder.