True/False
Indicate whether the sentence or statement is true
or false.
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1.
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Dynamically instantiated movie clips are the basis for deciding at run-time if we need
to add new clips to the stage.
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2.
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By
default, when you publish a Flash movie, only symbols that have been instantiated on the stage will
be exported into the final..swf file.
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3.
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You
are given the option to force Flash to export a symbol into the final .fla, even if its not on
the stage.
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4.
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In
the following code...
_root.attachMovie(ball, ball1, 1);
...the function is called on the _root reference, indicating that the
instance should be attached to the main timeline.
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5.
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There
are two different types of depth: depth determined at author-time, and depth determined at
run-time.
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6.
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Clips
that are dragged into the same layer appear in the order they are instantiatied. Therefore, a
newly instantiated clip will appear on bottom of an older one.
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7.
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You
can duplicate an existing movieClip by using the duplicateMovieClip function.
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8.
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You
can use function reference properties to assign event handler scripts to dynamically attached
clips. These are commonly referred to as Dynamic Event Handlers.
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9.
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The
clip to which the function is attached defines the scope of a function.
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10.
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Buttons have three states: _up, _over, and _down.
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Multiple Choice
Identify the
letter of the choice that best completes the statement or answers the question.
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11.
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If
there is art in your final .swf that is never used in your movie... a. | Flash maintains
all symbols in the library when you publish the move into a .swf
file. | d. | both b and
c | b. | it will do
nothing but increase your file size. | e. | none of the above | c. | by default,
Flash only exports symbols that it knows are going to be used in the final
movie | | | | |
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12.
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The
built-in function attachMovie will allow us to a. | attach a new
movie object to the library | c. | attach a new
instance. | b. | attach a new symbol object to the
library | d. | none of the
above | | | | |
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13.
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Considering the following syntax...
MovieClip myMovieclip.attachMovie(idName, NewName, depth
[, initObject]);
The first
argument, idName,
a. | is the name you use when you export the
clip. | c. | is
optional | b. | is always identical to the symbol name in the
library | d. | none of the
above | | | | |
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14.
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Consider the following code...
_root.attachMovie(ball, ball1,
1);
attachMovie(ball, ball2, 2);
attachMovie(ball, ball3, 3);
ball1._x += 100;
ball3._y +=100;
ball2._x += 160; ball3._y +=100;
ball3._x += 220;
ball3._y +=100;
...the root reference is left off
because...
a. | the locally
scoped timeline is used which in this case is _root, the main
timeline. | c. | both a and
b | b. | this script is
attached to a frame in the main timeline. | d. | none of the above | | | | |
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15.
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When
clips are dragged from the library to the stage, they are said to be instantiated at
... a. | run-time | c. | real-time | b. | author-time | d. | compile time. | | | | |
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16.
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Using
empty clips to group other clips... a. | reduces the amount of effort necessary to maintain the depth
settings of all your clips. | d. | both a and
b | b. | helps to
organize your clips. | e. | none of the
above | c. | serves no purpose at all. | | | | |
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17.
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Consider the following code and indicate the most correct
answer.
createEmptyMovieClip("myBalls",1);
for(i=1; i<6;
++i){
myBalls.attachMovie("ball",
"ball" + i, i);
eval("myBalls.ball"+i)._x += i*100;
}
myBalls._alpha = 50;
a. | This code
creates an empty movieClip called myBalls at a depth of 1. Because there is no reference before the
call, Flash uses the local timeline-in this case the _root timeline. | c. | This code creates an empty movieClip called myBalls at a depth
of 1. The depth is then incremented 5 times. Because there is no reference before the call, Flash
uses the local timeline-in this case the _root timeline. | b. | This code
creates an empty movieClip called myBalls at a depth of i. Because there is no reference before the
call, Flash uses the local timeline-in this case the _root timeline. | d. | The above code will not work. | | | | |
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18.
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The
eval functions purpose is to... a. | allow you to create a variable name at
author-time. | c. | allow you
to evaluate a variable name at run-time. | b. | allow you
to create a variable name at run-time. | d. | allow you to evaluate a variable name at
author-time. | | | | |
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19.
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The
scope of a function is defined to be ... a. | the parentheses around the defined
function. | c. | the timeline
that the function is defined in. | b. | is always on the main timeline
(_root). | d. | both a and
b | | | | |
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20.
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The
stop() function... a. | causes the loop algorithm to exit one scope above the existing
level of scope. | c. | stops the
function and exists to the code following the function. | b. | causes the
playead to freeze at its current frame until its told to move
again. | d. | none of the
above. | | | | |
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Matching
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Match
the following event handlers to their respective definition. a. | MovieClip.onEnterFrame | e. | MovieClip.onMouseUp | b. | MovieClip.onUnload | f. | MovieClip.onMouseMove | c. | MovieClip.onData | g. | MovieClip.onReleaseOutside | d. | MovieClip.onMouseDown | h. | MovieClip.onKillFocus | | | | |
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21.
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Called when the mouse button is pressed anywhere on the stage
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22.
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Called when the mouse was moved since the last frame
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23.
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Called when the mouse button is pressed over the clip and then released outside the
clip
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24.
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Called when the clip is unloaded from the stage
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25.
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Called when focus is removed from the clip
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26.
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Called once each frame that the clip exists on the stage
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27.
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Called when you load data into a clip and it finishes loading
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28.
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Called when the mouse button is released anywhere on the stage
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