Syntax Flashcards

1
Q

can be thought of as a template or a blueprint for a type of object.

A

class

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2
Q

can include variables and constants, which hold data values, and methods, which are functions that encapsulate behavior bound to the class.

A

class definitions

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3
Q

The values stored in properties can be_or other objects.

These are numbers, strings, or Boolean values.

A

primitive values

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4
Q

contains a number of built-in classes that are part of the core language

A

ActionScript 3.0

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5
Q

All classes, whether built-in or user-defined, derive from the _ class

A

Object

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6
Q

Object data type is no longer the _ , even though all other classes still derive from it.

A

default data type

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7
Q

In ActionScript 2.0, the following two lines of code were equivalent because the lack of a type annotation meant that a variable would be of type Object:

A

var someObj:Object;

var someObj;

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8
Q

ActionScript 3.0, however, introduces the concept of untyped variables, which can be designated in the following two ways:

A

var someObj:*;

var someObj;

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9
Q

allow you to store values that you use in your program

A

Variables

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10
Q

To declare a variable, you must use the _ with the variable name.

A

var statement

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11
Q

the following line of ActionScript declares a variable named i:

A

var i;

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12
Q

Declaring a variable without designating the variable’s type is legal, but generates a compiler warning in _.

A

strict mode

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13
Q

You designate a variable’s type by appending the variable name with a _, followed by the variable’s type

A

colon (:)

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14
Q

the following code declares a variable i that is of type int:

A

var i:int;

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15
Q

You can assign a value to a variable using the assignment _.

A

operator (=)

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16
Q

the following code declares a variable i and assigns the value 20 to it:

A

var i:int; i = 20;
(or if more convenient)
var i:int = 20;

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17
Q

The technique of assigning a value to a variable at the time it is declared is commonly used not only when assigning primitive values such as integers and strings, but also when creating an _ or instantiating an instance of a class.

A

array

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18
Q

The following example shows an array that is declared and assigned a value using one line of code

A

var numArray:Array = [“zero”, “one”, “two”];

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19
Q

You can create an instance of a class by using the _ operator

A

new

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20
Q

The following example creates an instance of a class named Custom Class, and assigns a reference to the newly created class instance to the variable named custom Item:

A

var customItem:CustomClass = new CustomClass();

21
Q

If you have more than one variable to declare, you can declare them all on one line of code by using the _ to separate the variables

A

comma operator (,)

22
Q

the following code declares three variables on one line of code

A

var a:int, b:int, c:int;

23
Q

the following code declares three variables (a, b, and c) and assigns each a value

A

var a:int = 10, b:int = 20, c:int = 30;

24
Q

is the area of your code where the variable can be accessed by a lexical reference.

A

scope of a variable

25
Q

variable that is defined in all areas of your code; a variable that you define outside of any function or class definition.

A

global variable

26
Q

variable that is defined in only one part of your code

A

local variable

27
Q

You declare a local variable by declaring the variable inside a _ - the smallest area of code for which you can define a local variable.

A

function definition

28
Q

The primitive data types include Boolean, int, Null, Number, String, uint, and void. The ActionScript core classes also define the following complex data types: Object, Array, Date, Error, Function, RegExp, XML, and XMLList.

A

Data Type Descriptions

29
Q

data type includes two values: true and false.

A

Boolean data type

30
Q

default value of a Boolean variable that has been declared but not initialized

A

false

31
Q

stored internally as a 32-bit integer and includes the set of integers from -2,147,483,648 (-231) to 2,147,483,647 (231- 1), inclusive.

A

int data type

32
Q

Previous versions of ActionScript offered only the _, which was used for both integers and floating-point numbers

A

Number data type

33
Q

The default value for variables that are of the data type int

A

0

34
Q

This is the default value for the String data type and all classes that define complex data types, including the Object class

A

null

35
Q

can represent integers, unsigned integers, and floating-point numbers

A

Number data type

36
Q

To store a floating-point number, include a _ in the number.

A

decimal point

37
Q

This standard dictates how floating-point numbers are stored using the 64 available bits

A

IEEE Standard for Binary Floating-Point Arithmetic (IEEE-754)

38
Q

In a 64- bit, one bit is used to designate whether the number is _

A

positive or negative

39
Q

In a 64-bit, eleven bits are used for the _, which is stored as base 2

A

exponent

40
Q

In a 64-bit, the remaining 52 bits are used to store the_, which is the number that is raised to the power indicated by the exponent.

A

significand(also called themantissa)

41
Q

is stored internally as a 32-bit unsigned integer and includes the set of integers from 0 to 4,294,967,295 (2^32 - 1), inclusive

A

uint data type

42
Q

Use the uint data type for special circumstances that call for _

A

non-negative integers

43
Q

The default value for variables that are of data type uint

A

0

44
Q

The void data type contains only one value, _

A

undefined

45
Q

In previous versions of ActionScript, _ was the default value for instances of the Object class

A

undefined

46
Q

are variables that either lack any type annotation, or use the asterisk (*) symbol for type annotation

A

Untyped Variables

47
Q

The _ is defined by the Object class

A

Object data type

48
Q

serves as the base class for all class definitions in ActionScript.

A

Object Class

49
Q

The following example shows two equivalent statements, both of which declare an untyped variable x

A

var x

var x:*