Adobe Flash Platform Flashcards

1
Q

are blocks of code that carry out specific tasks and can be reused in your program.

A

Functions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

A function is called a _ if you define it as part of a class definition or attach it to an instance of an object. A function is called a _ if it is defined in any other way.

A

method, function closure

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

You call a function by using its identifier followed by the parentheses operator (()).

A

calling function

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

You use the _ to enclose any function parameters you want to send to the function.

A

parentheses operator

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

use the Math.random() method, which takes no parameters, to generate a random number:

A

var randomNum:Number = Math.random();

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Define your functions with _ if you prefer static, or strict mode, programming.

A

function statements

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Define your functions with _ if you have a specific need to do so; are more often used in dynamic, or standard mode, programming.

A

function expressions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

A function statement begins with the _, followed by:

The function name

A

function keyword

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

The _, in a comma-delimited list enclosed in parentheses

A

parameters

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

The _—that is, the ActionScript code to be executed when the function is called, enclosed in curly brackets

A

function body

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

the following code creates a function that defines a parameter and then calls the function using the string “ hello” as the parameter value:

A
function traceParameter(aParam:String)
 { 
trace(aParam); 
} 
traceParameter("hello"); // hello
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

The second way to declare a function is to use an assignment statement with a function expression, which is also sometimes called a _ or an _. This is a more verbose method that is widely used in earlier versions of ActionScript.

A

function literal, anonymous function

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

An _ with a function expression begins with the var keyword

A

assignment statement

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Mouse events such as a button click, double-click, or simply moving the mouse are handled by the _.

A

MouseEvent class

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Since the _ is one of the primary means through which a user interacts with a Flash movie, it’s important to understand how to listen and respond to mouse events.

A

mouse

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

The simplest event is the _, which happens when the user presses and then releases the mouse button.

A

button click,

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

You can detect and respond to a button click by first attaching a listener to the _ (referred to as stage) and using the property MouseEvent.CLICK as follows:

A

main Stage

18
Q

If you want to detect a click on a particular object, use the _ instead of the word stage.

A

object’s name

19
Q

Flash can listen for a mouse event on any object of the _ displayed on the Stage

A

InteractiveObject class

20
Q

Happens when the mouse button is clicked

A

click

21
Q

Happens when the mouse button is clicked twice in rapid succession

A

double_click

22
Q

Happens when the mouse pointer moves

A

mouse_move

23
Q

Happens when the mouse button is pressed

A

mouse_down

24
Q

Happens when the mouse button is released

A

mouse_up

25
Q

Happens when the mouse moves from a nontarget area over a target area

A

mouse_over

26
Q

Happens when the mouse moves from a target area out of the target area

A

MOUSE_OUT

27
Q

Happens when the mouse wheel is rotated

A

MOUSE_WHEEL

28
Q

The _ requires an additional bit of code to work properly

A

MouseEvent.DOUBLE_CLICK

29
Q

The property _ for the button instance must be set to true for double-click events to be captured.

A

doubleClickEnabled

30
Q

instead of MouseEvent.CLICK, you can use _

A

“click”

31
Q

instead of MouseEvent.MOUSE_UP, you can use _

A

“mouseUp”.

32
Q

Check the _ for the full list of shortcuts.

A

Flash Help Action-Script Language Reference

33
Q

features of programming languages that tell the computer to execute certain actions, provided certain conditions are met.

A

Conditional statements, expressions, or simply conditionals

34
Q

_ are used through the various programming languages to instruct the computer on the decision to make when given some conditions. These decisions are made if and only if the pre-stated conditions are either true or false, depending on the functions the programmer has in mind.

A

Conditional statements

35
Q

The _ allows you to test a condition and execute a block of code if that condition exists, or execute an alternative block of code if the condition does not exist.

A

if..else conditional statement

36
Q

the following code tests whether the value of x exceeds 20, generates a trace() function if it does, or generates a different trace() function if it does not:

A
if (x > 20)
 { 
trace("x is > 20");
 } else 
{
 trace("x is <= 20"); 
}
37
Q

You can test for more than one condition using the _ conditional statement.

A

if..else if

38
Q

If an if or else statement is followed by only one statement, the statement does not need to be enclosed in _

A

curly brackets

39
Q

The _ is useful if you have several execution paths that depend on the same condition expression. It provides functionality similar to a long series of if..else if statements, but is somewhat easier to read.

A

switch statement

40
Q

Instead of testing a condition for a _, the switch statement evaluates an expression and uses the result to determine which block of code to execute.

A

Boolean value

41
Q

Blocks of code begin with a _ statement and end with a _ statement.

A

case, break