ADVANCED ANIMATION (3ITFREE)

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Author:
zeravan_27
ID:
253205
Filename:
ADVANCED ANIMATION (3ITFREE)
Updated:
2013-12-15 00:42:22
Tags:
animation
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Flash
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  1. •actions appear on the first frame of a movie.
    Global
  2. 2 SYNTACTIC RULES OF ACTIONSCRIPTING
    • 1) Use a semicolon at the end of each line
    • 2) object.method (argument);
  3. 2 Most Common Uses of Scripts
    • •Controlling a timeline
    • •Controlling a movieclip
  4. Is supposed to be a programming language.
    ActionScript
  5. something which receives some input, performs some processing, and does some output.
    Program
  6. button presses, mouse events
    input
  7. graphics on screen
    output
  8. •is a memory location in which a program can store data values.
    variable
  9. explicitly declare the object type of a variable when you create the variable
    strict data typing
  10. •the set of integers from -2,147,483,648 to 2,147,483,647
    int
  11. •the set of integers from 0 to 4,294,967,295.
    Uint
  12. •Can represent integers, unsigned integers, and floating-point numbers.
    Number
  13. •true/false
    boolean
  14. serves as the base class for all class definitions in ActionScript.
    Object class
  15. is defined by the Object class
    Object data type
  16. represents a sequence of 16-bit characters
    String data type
  17. •Declaring a variable:
    var catName:String;
  18. send the value to the Output panel.
    trace()statement
  19. refers to the area in which the variable is known (defined) and can be referenced.
    variable's scope
  20. one that is defined in all areas of your code
    global variable
  21. •is one that is defined in only one part of your code.
    local variable
  22. •is a variable that you define outside of any function or class definition.
    global variable
  23. object-oriented programming language.
    ActionScript
  24. is simply an approach to programming - really nothing more than a way to organizethe code in a program, using objects.
    Object-orientedprogramming
  25. is often defined as a series of steps or instructions that the computer performs.
    computerprogram
  26. three types of characteristics that any class can include:
    • Properties
    • Methods
    • Events
  27. represents one of the pieces of data that are bundled together in an object.
     property
  28. is used to indicate that you're accessing one of the child elements of an object.
    dot operator
  29. •is an action that can be performed by an object.
    method
  30. •Instructs the MovieClip named shortFilm to start playing:
    shortFilm.play();
  31. •Makes the MovieClip named shortFilm stop playing (the playhead stops in place, like pausing a video):
    shortFilm.stop();
  32. •Makes the MovieClip named shortFilm move its playhead to Frame 1 and stop playing (like rewinding a video):
    shortFilm.gotoAndStop(1);
  33. •are things that happen that ActionScript is aware of and can respond to.
    events
  34. The process of creating an object is known as
    instantiating the object-
  35. a value written directly into the ActionScript code.
    literal expression
  36. can also be used to create an instance of a movie clip symbol that is defined inthe Library but isn't placed on the Stage
    new operator
  37. is an instruction you give the FLA file to do something, such as to perform aparticular action.
    statement
  38. different from statements, are any legal combination of ActionScript symbols thatrepresent a value.
    Expressions
  39. The most common type of punctuators
    • semicolons(;),
    • colons (:),
    • parentheses [()]
    • and braces ({})
  40. ActionScript statements terminate with a
    semicolon(;)
  41. Whenyou define a function in ActionScript, you place parameters inside ____________
    parentheses[()]
  42. is a value that appears directly in your code. Literals are constant (unchanging)values within your Flash documents. Examples of a literal include true, false,0, 1, 52, or even the string “foo”.
    literal
  43. are the backbone of ActionScript syntax.
    Constants and keywords
  44. are properties with a fixed value that cannot be altered, so they are values thatdon’t change throughout an application.
    constant
  45. are words in ActionScript that do one specific thing. For example, you use the var keyword to declare avariable.
    keywords
  46. is a reserved word that has a specific meaning:
    keyword
  47. are words that you cannot use as identifiers in your code because the words arereserved for use by ActionScript.
    Reserved words

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