Dylan J. Haney Chapter 1 1. 2D designing and authoring tool used to create presentations 2. Keyframe copies everything from one frame all the way to the specified frame. 3. Solid, linear, radial bitmap 4. It inserts code to execute the game loop 5. Movie clips, buttons, and graphics 6. Blank keyframe Chapter 2 1. Syntax errors 2. Object code is code for each object. Keyframe code is a code specified for frames, keyframes, etc. 3. An expression is single statement or a set of statements that have to be evaluated and return a value 4. (a) color (b) align & info & transform (c) 5. By clicking or rolling the mouse over a button Chapter 3 1. Correctness, robustness, ease of use and validation, maintain ability, reusability, scalability, portability. 2. Rules, objectives, criteria, etc. 3. A storyboard helps create a visual layout of what the final product will look like. 4. A button is something you can interact with. A movie clip is a graphic that can interact with something 5. 6. 7. An event is something that occurs such as a mouse click on a button 8. Chapter 4 1. A series of pictures containing objects that when displayed give perception or movement to the object 2. Shape tweening and motion tweening 3. Creating objects in each frame 4. Helps with tweening Chapter 5 1. Insert > New Symbol… > choose movie clip. 2. Keyframe 3. stop 4. 3 5. It determines if one movie clip overlaps or intersects with a another movie clip 6. Dynamic text boxes are boxes of text that need support from actionscript, text files, etc. Static text boxes are boxes that can be edited no matter what.