Symbols are an important part in the way designer works with Fireworks. The application at the same time tries to reduce the burden or test his memory of updating all instances of the same object when any change is done.
To update all the instances in one go and provide further flexibility in the operations, Fireworks has symbols with multiple variations of it. Symbols are actually stored in the fireworks png file . Once a file is opened they can be accessed from "Document Library" panel in CS4 version. In the prior version it can be accessed from "Library" panel. The panels can be accessed from "Window" menu on a Mac or a Windows machine.
- Component Symbols (aka Rich Symbols)
This is the most generic form and has a parent child relationship. Whenever the master instance of the symbol is edited, the changes are broadcasted to all child instances of the symbol within the entire document. This serves as the edit once and update all mechanism. Any of the child instances can be updated so that the master knows of edits and transmits the update to all other instances.
For creating effects like roll over, hover and similar behavior, the button symbol are used. They can be 2 state or 4 state buttons depending on the number of States/Frames which are present inside the symbol object. These symbols exhibit the behavior when previewed in browser or the preview button.
This is the traditional form of creating animated gif files. The transitions, delay settings and other file details are customized from the States panel.
Introduced in CS3 this is probably the most advance and least understood symbol type. This type of symbol also has a parent child relationship with an overriding facility. All the attributes of parent are inherited by all the child instances but if the child instance changes any of the available attribute from "Symbol Properties" panel, the parent attributes get over ridden only for that instance of the symbol. Any other instance of the symbol in the document does not get affected. Only the attributes changes through this panel are overridden, all other attributes are inherited from the parent.Each rich symbol is associated with a script from where the Symbol Properties panel is populated with the attributes which can be edited..
Symbols can be edited by double clicking on them. Once done so, the user enters the symbol edit mode where all the graphic tools are present for editing the objects.