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Macromedia Chapter 1 - 5

Multiple Choice
Identify the letter of the choice that best completes the statement or answers the question.
 

 1. 

The timeline you use to organize what happens when and where is called the _________.
a.
Score
b.
Control Panel
c.
Cast
d.
Stage
 

 2. 

The viewing area for the visual elements of a Director movie is the _________.
a.
Score
b.
Control Panel
c.
Cast
d.
Stage
 

 3. 

To preview and test the movie to make sure it runs the way you want it to, use the _________.
a.
Cast
b.
Control Panel
c.
Score
d.
Development Platform
 

 4. 

Scripting allows you to extend the functionality of your movie beyond what is possible using the _________.
a.
Stage and Score
b.
Cast
c.
Control Panel
d.
Cast and Score
 

 5. 

When you create new media elements in Director or import ones that have already been developed, you store them in the _________.
a.
Score
b.
Control Panel
c.
Cast
d.
Stage
 

 6. 

A collection of information stored together as an individual unit is a _________.
a.
File
b.
Movie
c.
Score
d.
Both a and b
 

 7. 

This element contains buttons for the most frequently used commands.
a.
Menu
b.
Menu bar
c.
Toolbar
d.
Tool palette
 

 8. 

This element provides a convenient way to view and change attributes of any selected object or multiple objects in your movie.
a.
Control Panel
b.
Tool palette
c.
Property Inspector
d.
Internal Cast
 

 9. 

This window is the storage area that contains your media elements, such as graphics, images, digital videos, sounds, etc.
a.
Score window
b.
Stage window
c.
Cast window
d.
Control Panel
 

 10. 

This window organizes and controls media elements over a linear timeline, in channels and frames.
a.
Score window
b.
Stage window
c.
Cast window
d.
Control Panel
 

 11. 

When you position the mouse pointer over a button, the element that appears is called a _________.
a.
Frame
b.
Command
c.
Tooltip
d.
Tool palette
 

 12. 

What element organizes commands into groups of related operations?
a.
Menu
b.
Menu bar
c.
Toolbar
d.
Tool palette
 

 13. 

A directive that accesses a feature of a program is a _________.
a.
Command
b.
Menu
c.
Tooltip
d.
Channel
 

 14. 

A list of commands that you use to accomplish certain tasks is called a _________.
a.
menu
b.
toolbar
c.
Menu bar
d.
Tool palette
 

 15. 

What displays the file name of the open file and the program name, Director MX 2004?
a.
Menu
b.
Toolbar
c.
Title bar
d.
Control Panel
 

 16. 

This window's title bar displays the movie name and the zoom factor.
a.
Score window
b.
Stage window
c.
Cast window
d.
Property Inspector window
 

 17. 

On a menu, what identifies a feature that is currently selected (the feature is enabled or on)?
a.
Underlined lettering
b.
Check mark
c.
Arrow
d.
Bold lettering
 

 18. 

Which channel in the Score window allows you to set screen transitions, such as fades, wipes, dissolves, and zooms?
a.
Tempo channel
b.
Palette channel
c.
Sprite channel
d.
Transition channel
 

 19. 

The ______ window is where you instruct the cast members where to appear on the Stage, what to do, and where to exit.
a.
Stage
b.
Cast
c.
Score
d.
Control Panel
 

 20. 

Each channel on the Score begins with either a number or a distinctive icon called a(n) _________.
a.
Holding point
b.
Effect channel
c.
Sprite
d.
Marker
 

 21. 

The Score window contains ______ channel types, each designed to hold different types of data.
a.
Five
b.
Six
c.
Seven
d.
Eight
 

 22. 

Which channel in the Score window is used to adjust the speed, or time, of the movie as it plays?
a.
Tempo channel
b.
Palette channel
c.
Transition channel
d.
Frame channel
 

 23. 

Which channel in the Score window sets the available colors for the movie?
a.
Tempo channel
b.
Palette channel
c.
Sprite channel
d.
Frame channel
 
 
md1to5_files/i0250000.jpg
 

 24. 

Which element in the figure above is the transition channel?
a.
1
b.
2
c.
3
d.
4
 

 25. 

What is the name of item number 1 in the figure above?
a.
Behavior channel
b.
Sound channel
c.
Transition channel
d.
Tempo channel
 

 26. 

What is the name of item number 4 in the figure above?
a.
Behavior channel
b.
Sound channel
c.
Transition channel
d.
Tempo channel
 

 27. 

What is the name of item number 5 in the figure above?
a.
Behavior channel
b.
Sound channel
c.
Transition channel
d.
Tempo channel
 

 28. 

To close a movie, you can _________.
a.
Create a new movie
b.
Open an existing movie
c.
Exit Director
d.
All the above
 

 29. 

A _________ window allows you to collapse, expand, and group together.
a.
Score
b.
Panel
c.
Stage
d.
Control Panel
 

 30. 

Which save command creates a copy of a movie?
a.
Save
b.
Save As
c.
Save and Compact
d.
Save All
 

 31. 

A panel allows you to perform which of the following?
a.
Collapse
b.
Expand
c.
Group
d.
All of the above
 

 32. 

Which player comes with Director MX 2004?
a.
Flash
b.
Shockwave
c.
Flash and Shockwave
d.
None of the above
 

 33. 

What file extension identifies a Director movie?
a.
.mmd
b.
.dtx
c.
.mov
d.
.dir
 

 34. 

Which of the following is NOT a Tool palette layout?
a.
Default
b.
Classic
c.
Main
d.
Flash Component
 

 35. 

When you want to create a movie, your first step should be to _________.
a.
Identify the audience
b.
Develop the content and organize the structure
c.
Determine the purpose
d.
Develop the layout and design of the movie
 

 36. 

When you want to create a movie, your second step should be to _________.
a.
Identify the audience
b.
Develop the content and organize the structure
c.
Determine the purpose
d.
Develop the layout and design of the movie
 

 37. 

The most beneficial planning tools for the multimedia developer are the ______ and schematic flowchart.
a.
Cast
b.
Script
c.
Score
d.
Control Panel
 

 38. 

Just as in the movies, a script is used to _________.
a.
Describe each section
b.
List audio or video
c.
Provide a basis for the text that will appear on screen or be read by a voice-over talent
d.
All the above
 

 39. 

What tells the story of your movie in visual form?
a.
Script
b.
Schematic flowcharts
c.
Score
d.
Storyboard
 

 40. 

The last of the five steps in the movie planning process is to _________.
a.
Identify the audience
b.
Develop the content and organize the structure
c.
Identify the delivery computer system to be used for playback
d.
Develop the layout and design of the movie
 

 41. 

Before you start creating a new movie, you need to first set up the movie ______ in order to make basic decision about how your movie looks and operates.
a.
Properties
b.
Guidelines
c.
Instructions
d.
Parameters
 

 42. 

What is the name of the movie palette that provides you with a set of Web-safe colors that will ensure that your colors will be properly displayed on the Web?
a.
Web 323
b.
Web 216
c.
16-bit color
d.
8-bit color
 

 43. 

Which color palette display allows you quick access to colors in the color palette?
a.
Color palette window
b.
Pop-up color palette
c.
Color palette slider
d.
None of the above
 

 44. 

The color palette window allows you to do all the following, EXCEPT _________.
a.
Select or create a color palette
b.
Select or create a new text size
c.
Change foreground, background, and fill colors
d.
Define new colors
 
 
md1to5_files/i0470000.jpg
 

 45. 

Which item number changes the default color palette in the figure above?
a.
1
b.
2
c.
3
d.
4
 

 46. 

In the figure above, item 2 refers to the _________.
a.
Channels
b.
Stacking button
c.
List View Mode button
d.
Color Mode
 

 47. 

In the figure above, item 1 refers to the _________.
a.
Color box
b.
Stage fill color
c.
Score channels
d.
Movie palette
 
 
md1to5_files/i0510000.jpg
 

 48. 

In the figure above, item number 4 points to an area in which WHAT will appear?
a.
Media files
b.
URLs for the file
c.
Cast members
d.
Files selected for import
 

 49. 

Which item number in the figure above would you click to change the order of the imported files?
a.
3
b.
4
c.
5
d.
6
 

 50. 

In the figure above, item _____ points to the list of media files.
a.
1
b.
2
c.
3
d.
4
 

 51. 

Which of the following is NOT one of the most common color depth display settings?
a.
2-bit
b.
8-bit
c.
12-bit
d.
16-bit
 

 52. 

A Cast window can contain up to ______ cast members.
a.
8000
b.
16,000
c.
32,000
d.
50,000
 

 53. 

Which of the following does each individual cast member NOT have?
a.
An optional name
b.
A Score number
c.
A thumbnail image
d.
A position number
 

 54. 

When you drag a cast member in the Score, the range of frames in which the sprite appears is called the _________.
a.
Span duration
b.
Sprite overlay
c.
Sprite span
d.
Sprite duration
 

 55. 

When several sprites appear on the Stage, which layer appears in the front?
a.
Lowest-numbered channel
b.
Highest-numbered channel
c.
First channel created
d.
Last channel created
 

 56. 

You can create sprites by placing cast members _________.
a.
On the Stage
b.
In the Score
c.
Either a or b
d.
Neither a nor b
 

 57. 

You use the Stage to control ______ a sprite appears.
a.
Where
b.
When
c.
How
d.
Why
 

 58. 

You use the Score to control ______ a sprite appears.
a.
Where
b.
When
c.
How
d.
Why
 

 59. 

In a sprite, a keyframe is denoted by a _________.
a.
Circle
b.
Small bar
c.
Rectangle
d.
Triangle
 

 60. 

The first frame in a sprite is called the _________.
a.
frame
b.
keyframe
c.
cell
d.
keyframe indicator
 

 61. 

A track the sprite moves along to create movement is called the _________.
a.
keyframe indicator
b.
keyframe
c.
animation path
d.
tweening
 

 62. 

Drawing all the frames in between the main frames is called _________.
a.
keyframe indicator
b.
keyframe
c.
animation path
d.
tweening
 

 63. 

Step 5 in the development process is _________.
a.
assemble media elements
b.
package the movie
c.
add scripting
d.
preview and test movie
 

 64. 

Step 6 in the development process is _________.
a.
assemble media elements
b.
package the movie
c.
add scripting
d.
preview and test movie
 

 65. 

Step 4 in the development process is _________.
a.
assemble media elements
b.
package the movie
c.
add scripting
d.
preview and test movie
 

 66. 

Step 2 in the development process is _________.
a.
assemble media elements
b.
package the movie
c.
add scripting
d.
preview and test movie
 

 67. 

A mathematical description of a geometric form, which is composed of line thickness, line color, line slope, fill color, corner points, and so on, is called a ____________.
a.
Pixel
b.
Vector shape
c.
Bitmap
d.
Gradient blend
 

 68. 

A pixel is an individual point in a graphic with a distinct ____________.
a.
Size
b.
Shape
c.
Color
d.
Line thickness
 

 69. 

A pixel-by-pixel representation of a graphic is called a ____________.
a.
Bitmap
b.
Vector shape
c.
Gradient blend
d.
Closed shape
 

 70. 

Use the anti-aliasing feature when an image has become ____________.
a.
Too small
b.
Too large
c.
Faded
d.
Distorted
 

 71. 

Which of the following can be edited?
a.
Single pixels
b.
Groups of pixels
c.
Bitmap of pixels
d.
All the above
 

 72. 

Ovals, rectangles, and rounded rectangles are all what kind of shapes?
a.
Open
b.
Irregular
c.
Regular
d.
Gradient
 

 73. 

A shape in which the starting and ending points connect is called a(n) ______ shape.
a.
Open
b.
Closed
c.
Regular
d.
Irregular
 

 74. 

When you create a vector shape, you create fixed points called ______.
a.
Vertices
b.
Bitmaps
c.
Control handles
d.
Pixels
 
 
md1to5_files/i0790000.jpg
 

 75. 

To change the Fill color of a vector shape, which number would you click in the figure above?
a.
3
b.
4
c.
5
d.
6
 

 76. 


To add a solid color fill, you would need to click which number in the figure above?
a.
3
b.
4
c.
5
d.
6
 

 77. 

The shapes you create directly on the Stage with the Tool palette are called _________.
a.
Vector shapes
b.
Bitmaps
c.
QuickDraw graphics
d.
QuickDraw shapes
 

 78. 

The last vertex in a curve is ________.
a.
Red
b.
Green
c.
Yellow
d.
Blue
 

 79. 

The first vertex in a curve is ________.
a.
Red
b.
Green
c.
Yellow
d.
Blue
 

 80. 

Once you create a vector shape, you can modify it by adding and changing the ________.
a.
Color
b.
Pattern
c.
Gradient blend
d.
All the above
 
 
md1to5_files/i0860000.jpg
 

 81. 

If you want to add a gradient to a vector shape, which number would you click in the figure above?
a.
2
b.
3
c.
4
d.
5
 

 82. 

In the figure above, number 9 is pointing to a ________.
a.
Fill
b.
Vertex
c.
Control handle
d.
Vector shape
 

 83. 

If you want to select a gradient type, which number would you click in the figure above?
a.
1
b.
2
c.
3
d.
4
 

 84. 

In the figure above, number 8 is pointing to a ________.
a.
Fill
b.
Vertex
c.
Control handle
d.
Vector shape
 

 85. 

In the figure above, number 6 is pointing to a ________.
a.
Fill
b.
Vertex
c.
Control handle
d.
Vector shape
 

 86. 

You can edit a vector shape by moving, adding, or deleting ________.
a.
Bitmaps
b.
Control points
c.
Pixels
d.
Control curves
 

 87. 

To select all or part of a bitmap, which tool would you use?
a.
Lasso
b.
Marquee
c.
Neither a nor b
d.
Either a or b
 

 88. 

The default color that you use with the painting tools, the fill color for solid patterns, and the primary color in multicolored patterns is the ________.
a.
Foreground color
b.
Background color
c.
Destination color
d.
Stage color
 

 89. 

Which of the following consists of a small image that is repeated continuously to fill in a shape?
a.
Palette
b.
Pattern
c.
Marquee
d.
Tile
 

 90. 

Which of the following is NOT a main painting tool in the Paint window?
a.
Paint Bucket
b.
Pattern
c.
Eyedropper
d.
Air Brush
 

 91. 

Which of the following is NOT a spray setting in the Air Brush tool's pop-up menu?
a.
Spray length
b.
Flow rate
c.
Spray area
d.
Dot size
 

 92. 

The Brush tool displays a pop-up menu where you can define _____ different brush sizes and shapes.
a.
Three
b.
Five
c.
Seven
d.
Nine
 

 93. 

If you want to match the color of one or more pixels with another set of pixels, you can use the ______ tool, which allows you to select a color currently in the Paint window as the foreground, background, or destination color.
a.
Spray
b.
Paint bucket
c.
Brush
d.
Eyedropper
 

 94. 

When working with bitmapped text, which of the following edits would NOT require erasing the original text and starting over again?
a.
Changing a word
b.
Selecting a new font style
c.
Rotating the text
d.
Increasing the text spacing
 

 95. 

A graphic that you can repeat in a pattern to create backgrounds, textures, or fillers is a ________.
a.
Palette
b.
Marquee
c.
QuickDraw graphic
d.
Tile
 

 96. 

Which option controls whether the gradient is weighted more towards the start color or the end color?
a.
Cycles
b.
Spread
c.
Angle
d.
XOffset
 

 97. 

Which option determines how many times the gradient repeats from the start color to the end color?
a.
Cycles
b.
Spread
c.
Angle
d.
XOffset
 

 98. 

Which option controls the direction of the gradient?
a.
Cycles
b.
Spread
c.
Angle
d.
XOffset
 

 99. 

Before you create and assemble a large number of cast members for a movie, it is important to think about how you want to ________.
a.
Organize them
b.
Create them
c.
Play them
d.
Edit them
 

 100. 

A Cast which is saved as part of the movie is called a(n) ________.
a.
Support Cast
b.
External Cast
c.
Cast window
d.
Internal Cast
 

 101. 

Which of the following is a technique for organizing and managing cast members?
a.
Name each cast member with a unique identifier
b.
Group similar cast members together
c.
Create multiple Casts, either Internal or External
d.
All the above
 

 102. 

If you drag a cast member to a location that already contains a cast member, the selected cast member will move where you place it, and the existing one will move one location ______.
a.
Up
b.
Down
c.
To the left
d.
To the right
 

 103. 

When working with cast members, Director does NOT allow you to do which of the following?
a.
Sort
b.
Move
c.
Copy
d.
Director allows all the above
 

 104. 

You can use the ______ command to arrange cast members by their media type, name, size, or usage in the Score.
a.
Organize
b.
Sort
c.
Copy
d.
Move
 

 105. 

If you are having difficulty locating a particular cast member, you can use the ______ feature.
a.
Search
b.
Locate
c.
Find
d.
Grab
 

 106. 

When you view cast member properties, a tab labeled with the cast member's ______ appears in the Property Inspector.
a.
Name
b.
Type
c.
Palette
d.
Usage
 

 107. 

This determines when cast members are loaded into memory as the movie plays.
a.
Memory inspector
b.
Member tab
c.
Preload value
d.
Unload value
 

 108. 

Besides viewing and changing cast member property information, you can also use cast member properties to manage______ usage in a movie.
a.
Memory
b.
Space
c.
Time
d.
Type
 

 109. 

This determines which cast members stay in memory and which ones are removed when the movie plays.
a.
Memory inspector
b.
Member tab
c.
Preload value
d.
Unload value
 
 
md1to5_files/i1160000.jpg
 

 110. 

Which number would you click in the figure above to view information in a list?
a.
1
b.
2
c.
3
d.
4
 

 111. 

Which number in the figure above indicates the cast member type?
a.
2
b.
3
c.
4
d.
5
 

 112. 

When setting the unload value of a cast member, you should assign heavily used cast members, such as background, a _____ value.
a.
0
b.
1
c.
2
d.
3
 

 113. 

Which of the following will the Transform Bitmap command NOT change for selected cast members?
a.
Size
b.
Shape
c.
Color depth
d.
Palette
 

 114. 

Which of the following options in the Transform Bitmap dialog box allows you to reset the number of colors used in the cast member?
a.
Remap
b.
Dither
c.
Color depth
d.
Palette
 

 115. 

Which of the following options in the Transform Bitmap dialog box allows you to assign a new color palette to the cast member?
a.
Remap
b.
Dither
c.
Color depth
d.
Palette
 

 116. 

Which of the following refers to replacing the original colors of a bitmap with the most similar solid colors in the new palette?
a.
Remap
b.
Dither
c.
Color depth
d.
Palette
 

 117. 

Which of the following refers to blending the colors in the new palette to approximate the original colors of a bitmap?
a.
Remap
b.
Dither
c.
Color depth
d.
Palette
 

 118. 

Which of the following can NOT be converted to a bitmap?
a.
Text cast member
b.
Field cast member
c.
Shape
d.
All the above can be converted to a bitmap
 

 119. 

When creating text cast members, the type of text which looks best at large sizes, is called ________.
a.
Regular text
b.
Field text
c.
Cast text
d.
Expanded text
 

 120. 

To edit text in a text box, ______ the text box.
a.
Click
b.
Double-click
c.
Highlight
d.
Right-click
 

 121. 

On the ruler, what shows the indent settings for the paragraph that contains the insertion point in the Text window?
a.
Left Indent marker
b.
Right Indent marker
c.
Indent markers
d.
First Line Indent marker
 

 122. 

A specialized form of spacing between certain parts of characters is known as ________.
a.
Indenting
b.
Kerning
c.
Hanging
d.
Field text alignment
 

 123. 

To vertically position text at a specific location in the Text window without using the Spacebar, use ________.
a.
Indenting
b.
Kerning
c.
Tabs
d.
Field text alignment
 

 124. 

By default, tab stops are located _____ from the left margin.
a.
1/4"
b.
1/2"
c.
3/4"
d.
1"
 

 125. 

A special type of unlinked External Cast is called a(n) ________.
a.
Libs folder
b.
Internal Cast
c.
Library
d.
Director folder
 

 126. 

When using rulers in the Paint window, they display measurement values in ________.
a.
Inches
b.
Centimeters
c.
Pixels
d.
Any of the above
 

 127. 

Which of these options control which sides of the 3D text are displayed?
a.
Camera position, and rotation
b.
Front face, back face, and tunnel
c.
Tunnel Depth slider
d.
Smoothness slider
 

 128. 

The specular is the ________.
a.
surface highlight color
b.
overall color
c.
reflectivity color
d.
surface color
 

 129. 

The diffuse is the ________.
a.
surface highlight color
b.
overall color
c.
reflectivity color
d.
surface color
 

 130. 

To select a range of frames, press and hold [Shift][Alt] (Win) or [shift][option] (Mac), then click a(n) ________.
a.
Start frame
b.
End frame
c.
Keyframe
d.
Frame
 

 131. 

You can create sprites by placing cast members on the ________.
a.
Stage
b.
Score
c.
Both a and b
d.
Neither a or b
 

 132. 

You can select ________.
a.
Sprites in different channels
b.
All the sprites in a single channel
c.
Frames within sprites
d.
All the above
 

 133. 

For animated sprites that you need to adjust frequently, which option would you use?
a.
Edit Frames
b.
Edit Sprite Frames
c.
Edit Entire Sprite
d.
Edit keyframe
 

 134. 

The ______ property allows users to drag a sprite on the Stage while the movie is playing.
a.
Trail
b.
Moveable
c.
Editable
d.
Locking
 

 135. 

What button helps prevent you from making any changes to a sprite on the Stage?
a.
Editable button
b.
Moveable button
c.
Trails button
d.
Lock button
 

 136. 

The ______ property allows users to enter text on the Stage while the movie is playing.
a.
Trail
b.
Moveable
c.
Editable
d.
Locking
 

 137. 

To display and hide the Sprite toolbar, you click the Score window, click ______ on the menu bar, then click Sprite Toolbar.
a.
File
b.
Edit
c.
View
d.
Window
 

 138. 

You can set the ______ points of a sprite to different blend values, and Director will blend together the points in between.
a.
Start
b.
End
c.
Key
d.
None of the above
 

 139. 

Which of the following can inks NOT do?
a.
Reverse and alter colors
b.
Make sprites change colors depending on the background
c.
Apply permanent effects to the sprite
d.
Create masks that obscure or reveal portions of a background
 

 140. 

For many of the ink effects, you can set a blend value which makes a sprite more or less ________.
a.
Bright
b.
Dark
c.
Transparent
d.
Blended
 

 141. 

The ______ ink allows you to define which parts of a sprite are transparent and which are opaque.
a.
Background Transparent
b.
Matte
c.
Mask
d.
Blend
 

 142. 

The sprite overlay panel can appear ________.
a.
When you roll the mouse over the text
b.
When you select a sprite
c.
All the time
d.
Any of the above
 

 143. 

Of the Score Window display options, which one can identify the number and name of the cast member?
a.
Behavior
b.
Member
c.
Name
d.
Location
 

 144. 

Of the Score Window display options, which one describes the sprite’s registration point relative to the upper-left corner of the Stage?
a.
Behavior
b.
Member
c.
Name
d.
Location
 

 145. 

The text that identifies the sprite in the Score is ________.
a.
Sprite overlay
b.
Sprint number
c.
Sprite label
d.
Sprite name
 

 146. 

The text that describes the sprite on the Stage is_____.
a.
Sprite overlay
b.
Sprint number
c.
Sprite label
d.
Sprite name
 

 147. 

Which option is particularly useful for playing educational games?
a.
Trail
b.
Moveable
c.
Editable
d.
Locking
 

 148. 

Which option is helpful in determining where motion in an animation needs to slow down, speed up, or smooth out?
a.
Trail
b.
Moveable
c.
Editable
d.
Locking
 

 149. 

If you need to change the position of a sprite, which of the following can you NOT do?
a.
Drag a sprite
b.
Use the arrow keys
c.
Set coordinates in the Grid
d.
Set coordinates in the Sprite tab of the Property Inspector
 

 150. 

Horizontal or vertical lines you can either drag around the Stage or lock in place to help you align sprites in a straight line are ________.
a.
Grids
b.
Guides
c.
Align windows
d.
Directors
 

 151. 

Which of the following moves sprites not to a specific location on the Stage, but to positions relative to one another?
a.
Grid
b.
Guide
c.
Align window
d.
Director
 
 
md1to5_files/i1590000.jpg
 

 152. 

In order to cut, copy, and paste Editable text boxes while a movie is playing, you need to click on which item number in the figure above?
a.
3
b.
4
c.
5
d.
6
 

 153. 

Set a sprite's locking property by using which button in the figure above?
a.
3
b.
4
c.
5
d.
6
 

 154. 

Set a sprite's movable property by using which button in the figure above?
a.
3
b.
4
c.
5
d.
6
 

 155. 

The information in the Sprite tab of the Property Inspector is also visible at the top of the ______ Window.
a.
Stage
b.
Score
c.
Both a and b
d.
Neither a or b
 

 156. 

The ___________ ink effect allows you to define which parts of a sprite are transparent and which are opaque.
a.
Matte
b.
Background
c.
Mask
d.
Copy
 

 157. 

Which ink animates faster?
a.
Matte
b.
Background
c.
Mask
d.
Copy
 

 158. 

A sprite in this channel appears on top.
a.
4
b.
7
c.
2
d.
9
 

 159. 

A sprite in this channel appears at the bottom.
a.
4
b.
7
c.
2
d.
9
 

 160. 

Of the Score Window display options, which one displays member, behavior, ink, blend, and location information?
a.
Behavior
b.
Member
c.
Blend
d.
Extended
 

 161. 

Of the Score Window display options, which one displays the name of the sprite?
a.
Behavior
b.
Member
c.
Name
d.
Extended
 

 162. 

Which animation technique has been used for years by Walt Disney Studios to creation animation for cartoons?
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 163. 

You can create animation in Director by ______.
a.
Moving an object across the Stage
b.
Changing its attributes
c.
Either a or b
d.
Neither a or b
 

 164. 

Which of the following is NOT a technique you can use to create animation in Director?
a.
Tweening
b.
Real-time recording
c.
Step recording
d.
Frame recording
 

 165. 

A(n) ______ contains specific information about a sprite, such as its position on the Stage, size, background or foreground color, or rotation or skew angle.
a.
Animation effect
b.
Keyframe
c.
Step recording
d.
Film loop
 

 166. 

______ is a quick way to animate a sprite that involves two or more keyframes.
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 167. 

Which of the following sprite attributes is NOT involved in tweening?
a.
Size
b.
Color
c.
Rotation
d.
All the above are involved in tweening
 

 168. 

A series of cast members placed in the Score one frame at a time is called ______.
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 169. 

Real-time recording of one frame at a time is called ______.
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 170. 

When you record the movement of a cast member as you manually drag it around the Stage, it is called ______.
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 171. 

To quickly create an animation, drag the ______ handle within the sprite to the place on the Stage where you want the sprite's path to end, then insert keyframes to modify the sprite.
a.
Blue
b.
Green
c.
Yellow
d.
Red
 

 172. 

To tween the animation, you need to set ______ in the Score that correspond to the major change points where you want the sprite's movement to begin and end on the Stage.
a.
Steps
b.
Keyframes
c.
Frames
d.
Record points
 

 173. 

Which of the following does NOT happen when you reposition a keyframe in the Score?
a.
You drag it to another frame in the channel.
b.
It changes the number of frames between the keyframes.
c.
It alters the start and end keyframes.
d.
It modifies the animation.
 

 174. 

You can create the illusion of a sprite rotating in 3D with which tweenable sprite property?
a.
Size
b.
Rotation
c.
Skew
d.
Blend
 

 175. 

You can create a fade out or fade in effect by changing which of the following tweenable sprite properties?
a.
Size
b.
Rotation
c.
Skew
d.
Blend
 

 176. 

You can create a zoom out or zoom in effect by changing which of the following tweenable sprite properties?
a.
Size
b.
Rotation
c.
Skew
d.
Blend
 

 177. 

When a sprite uses ______ or more keyframes, you can make the path between them follow a curve rather than a straight line.
a.
Two
b.
Three
c.
Four
d.
Five
 

 178. 

You can adjust a sprite path by dragging any keyframe in the path or by using the ______ slider in the Sprite Tweening dialog box.
a.
Skew
b.
Curvature
c.
Rotation
d.
Circular
 

 179. 

If the speed changed in a path are too abrupt, you can insert more frames between the keyframes and select the ______ option in the Sprite Tweening dialog box.
a.
Smooth Changes
b.
Curvature
c.
Blend
d.
Sharp Changes
 

 180. 

______ is especially useful for creating complex animation in which you need precise, frame-by-frame control of the sprite animation.
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 181. 

Which technique is especially useful for simulating the movement of a pointer, or for quickly creating a complex motion for later refinement?
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 182. 

To stop the real-time recording, ______.
a.
Push the stop button
b.
Pause the mouse for more than 3 second
c.
Double-click the mouse button
d.
Release the mouse button
 

 183. 

What aligns the start position of one sprite on the Stage with the end position of the preceding sprite?
a.
Paste Relative command
b.
Onion skinning
c.
Frame-by-Frame animation
d.
Film Loop
 

 184. 

What allows you to create a new cast member in the Paint window while reviewing one or more existing cast members as reference images?
a.
Paste Relative command
b.
Onion skinning
c.
Frame-by-Frame animation
d.
Film Loop
 
 
md1to5_files/i1930000.jpg
 

 185. 

In the figure above, which button would you click to show the background?
a.
1
b.
4
c.
5
d.
6
 

 186. 

In the figure above, which button toggles the onion skinning overlay display on or off?
a.
1
b.
2
c.
5
d.
6
 

 187. 

In the figure above, which number refers to the area you would check to make sure the Preceding Cast Members box is set to zero before onion skinning?
a.
1
b.
2
c.
3
d.
5
 

 188. 

In the figure above, which button would you click to set the background?
a.
1
b.
4
c.
5
d.
6
 

 189. 

In the figure above, which number refers to the area you would check to make sure the Following Cast Members box is set to zero before onion skinning?
a.
1
b.
2
c.
3
d.
5
 

 190. 

Which is the most effective animation technique, but also takes the longest to complete?
a.
Tweening
b.
Step Recording
c.
Real-Time Recording
d.
Frame-by-Frame Animation
 

 191. 

What command can you use to convert all the individual sprites in one frame to a single sprite, to form an animated sequence?
a.
Space to Time
b.
Exchange Cast Members
c.
Cast to Time
d.
Film Loop
 

 192. 

What combines many sprites and effects over a range of frames into a single cast member?
a.
Space to Time
b.
Exchange Cast Members
c.
Cast to Time
d.
Film Loop
 

 193. 

An animated sequence of bitmapped cast members is a(n) ______.
a.
Animated Cursor
b.
Exchange Cast Member
c.
Animated Cast Member
d.
Film Loop
 

 194. 

A set of colors used by a movie or cast members is a ______.
a.
Color depth
b.
Color palette
c.
Color mode
d.
Color manager
 

 195. 

The measure of the number of colors that an image can contain is known as ______.
a.
Color palette
b.
Dynamic color management
c.
Color mode
d.
Color depth
 

 196. 

For computer displays and Web browsers, typically a color depth of _____ bits per pixel, or 256 colors, offers the best balance between high quality color and the time it takes to download a file.
a.
4
b.
8
c.
16
d.
32
 

 197. 

The color mode which identifies a color by a set of hexadecimal numbers, an internal computer numbering scheme, that specify the amounts of red, green, and blue needed to create the color is ______.
a.
Color depth
b.
RGB
c.
Palette index
d.
Dynamic color management
 

 198. 

The color mode which identifies a color by the number (0 through 255) of its position in a color palette and works best with 8-bit or less color depth is ______.
a.
Color mode
b.
RGB
c.
Palette index
d.
Dynamic color management
 

 199. 

The use of a changeable color palette is called ______.
a.
Color depth
b.
RGB
c.
Palette index
d.
Dynamic color management
 

 200. 

The colors reserved for the Windows system palette are the ______.
a.
First 10 colors (1 through 10)
b.
Last 10 colors (246 through 255)
c.
Both a and b
d.
Neither a nor b
 

 201. 

An 8-bit color depth gives you how many colors to work with?
a.
4
b.
16
c.
256
d.
32,768
 

 202. 

What determines the maximum color depth of your computer?
a.
The display adapter
b.
The monitor
c.
Both a and b
d.
Neither a or b
 

 203. 

When you specify the color depth for a movie, you set the ______ number of colors for all the images it contains.
a.
Average
b.
Maximum
c.
Minimum
d.
Lowest
 

 204. 

The greater a cast member's color depth, the more ______.
a.
Memory it requires
b.
Time it takes to load
c.
Colors it can contain
d.
All the above
 

 205. 

When is the best time to determine a movie's color depth?
a.
During the development of the movie
b.
At the end of the project
c.
At the start of the project
d.
As you import each new graphic
 

 206. 

Which color palette display provides you with the ability to switch, or create a color palette, define new colors, or change foreground, background, and fill colors?
a.
Pop-up color palette
b.
Dynamic color management
c.
Color cycling
d.
Color Palettes window
 

 207. 

Which color palette display provides quick access to colors in the color palette?
a.
Pop-up color palette
b.
Dynamic color management
c.
Color cycling
d.
Color Palettes window
 

 208. 

When you set the color palette for the movie, the color palette is used in all frames until ______.
a.
You reset the entire movie color palette
b.
The end of the movie
c.
You begin a new movie
d.
You change it to a different color palette
 

 209. 

If you are developing movies for the Web, you should use the ______ color palette for the entire movie and all cast members.
a.
Web 216
b.
RGB
c.
Index
d.
Cycling
 

 210. 

You can import a color palette ______.
a.
Along with an image
b.
As a file from another program
c.
Either a or b
d.
Neither a nor b
 

 211. 

You can permanently ______.
a.
Remap a color palette to a cast member
b.
Remap a color palette to a sprite
c.
Both a and b
d.
Neither a nor b
 

 212. 

What simulates a color not available in the color palette by blending pixels from two available colors?
a.
Remapping
b.
Cycling
c.
Dithering
d.
Combining
 

 213. 

On the pop-up color palette, there are 16 larger color box spots reserved to store ______.
a.
The most recently used colors
b.
The most frequently used colors
c.
Your favorite colors
d.
The default colors
 
 
md1to5_files/i2230000.jpg
 

 214. 

Once you have chosen a color from the color matrix box, which number in the figure above would you drag to adjust the color?
a.
1
b.
2
c.
3
d.
4
 

 215. 

In the figure above, number 6 is called the ______.
a.
Color picker
b.
Color matrix box
c.
Color slider
d.
Pointer
 

 216. 

A measure of how much black is mixed in with the color is ______.
a.
Saturation
b.
Hue
c.
Luminosity
d.
Cycling
 

 217. 

The color created by mixing primary colors (Red, Blue, and Yellow) is ______.
a.
Saturation
b.
Hue
c.
Luminosity
d.
Cycling
 

 218. 

A measure of how much white is mixed in with the color is ______.
a.
Saturation
b.
Hue
c.
Luminosity
d.
Cycling
 

 219. 

A set of colors that you create, select, and arrange to meet the color requirements of your movies is a(n) ______.
a.
Custom color palette
b.
Color mode
c.
Optimal color palette
d.
Color cycle
 

 220. 

In the Color Palettes window, you can ______.
a.
Duplicate a color palette
b.
Move colors from one palette to another
c.
Sort colors in a palette
d.
All the above
 
 
md1to5_files/i2310000.jpg
 

 221. 

In the figure above, which number would you click to blend colors?
a.
2
b.
3
c.
4
d.
6
 

 222. 

In the figure above, which number would you click to reverse colors?
a.
2
b.
3
c.
4
d.
6
 

 223. 

In the figure above, which number would you click to sort colors?
a.
2
b.
3
c.
4
d.
6
 

True/False
Indicate whether the sentence or statement is true or false.
 

 224. 

Director MX 2004 is a software program that allows you to create your own software.
 

 225. 

The first step in developing interactive multimedia software with Director is to assemble the media elements in the Cast.
 

 226. 

Refinements and adjustments to the movie are made using the Control Panel.
 

 227. 

A docking channel is a region located on the left and right side of the Director window to which you can temporarily attach and detach panels.
 

 228. 

When printing a movie, you choose between printing the Stage, the Score, or the Cast.
 

 229. 

A vector shape can be resized without distortion, unlike a bitmap.
 
 
md1to5_files/i2420000.jpg
 

 230. 

Item number 10 in the figure above is the first point in the vector shape.
 

 231. 

You apply Paint ink effects, which are permanent, in the Paint window.
 

 232. 

An External Cast is saved in a separate file outside of the movie.
 

 233. 

You can move cast members around to any location in the Cast window; they are not required to be in consecutive order.
 

 234. 

You can use the Cast View Style button in the Cast window to easily toggle between List and Thumbnail views.
 

 235. 

Once you convert a cast member to a bitmap, you cannot undo the change.
 

 236. 

Director automatically saves changes to an External Cast when you save the movie.
 

 237. 

The surface highlight color of a 3D object is called the specular.
 
 
md1to5_files/i2510000.jpg
 

 238. 

Set a sprite's editable property by using button number 6 in the figure above.
 

 239. 

When you lock a sprite, you can still change its settings.
 

 240. 

The Ghost ink is most useful when you want to hide white backgrounds.
 

 241. 

You can create a fading in or fading out effect by using the blend value.
 

 242. 

You can only tween one sprite property at a time, using the Sprite Tweening dialog box.
 

 243. 

When onion skinning, the cast members used as references are slightly altered in the process, so you should save a backup copy before beginning.
 

 244. 

Tweening fills in the difference between two sprites to create an animation.
 

 245. 

Director allows you to use multiple color palettes at the same time.
 

 246. 

A movie can use one color palette, while a cast member can use another palette.
 

 247. 

A movie set to 8-bit color depth displays all 16-bit graphic cast members in 16-bit color.
 

 248. 

Director uses the maximum color depth of the monitor and display adapter for the current movie.
 

 249. 

When you import an image and make color changes to it within Director, the original image does not change, just the copy you imported into Director.
 

 250. 

Saturation is a measure of how much black is mixed in with the color.
 



 
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