Multimedia Programming
312-136
Exam 1 Topics
Exam 1 will take place at 6 - 8PM on
March 4 in Williams 225.
This is an open book exam which means that you can use the required
text book and your notes. No other references are allowed.
All references are to the required textbooks, Director Comprehensive
and Director 8 Demystified. You may not use any
material stored on the computer, including disks, Nova accounts, CDs, etc. If you have
material that you wish to use, you must make hard copies of that material.
You will not be allowed to use any behaviors on this exam.
Director General.
- Know how to use the various windows, including the score,
cast, control, and stage windows. (Modules A and B)
- Know how to create cast members in the paint window. (Module C)
- Know how to create simple animations. (Module J)
- Know how color is represented in computers and the
difference between 8 bit, 16 bit and 24 (or 32) bit graphics. (Module I)
- Know the difference between vector and bitmapped graphics
and how to use each in director. (Module C)
- Be able to use the tool palette to create cast members
directly on the stage. (Module C)
- Know how to use inks to achieve effects in both the
paint window and the score. (Modules C & E)
- Know what registration points are and how to change them. (Modules C & E)
Director: Creating animations.
- auto-distort (Module J).
- onion skinning. (Module J)
- creating and using gradients. (Module C)
- film loops. (Module J)
- exchanging cast members. (Demystified, pp 62-63)
- extending cast members. (Demystified, p 73)
- paste relative, reversing cast members. (Demystified pp 59, 61-62)
- various types of 'tweening (size, path, rotation, circular animations etc)
using Modify->sprite->tweening. (Module J)
- step recording and real time recording. (Module J)
- Changing sprite characteristics in the property inspector
window (rotation, size, position, trails, etc). (Module D)
- Effects channels: sound, transitions, color, tempo. (Module G)
- Know how to add sounds and transitions. (Module G)
- Be able to use the tempo channel to provide simple
interactivity. For example, to stop the movie and wait for a mouse click
or to wait for a certain number of seconds. (Module G)
Lingo Topics. All Lingo topics are found in modules K and L.
The Demystified book describes Lingo in many places, but primarily
in chapter 9.
- Sprite and frame scripts with Lingo.
- Know how to do animation, control and navigation with
lingo.
- Know how to examine scripts.
- Lingo. (chapter 9)
- Messages and events. The message heirarchy.
- Handlers.
- Text. Getting items into/out of fields.
- Types: integers, decimal, strings.
- Boolean expressions.
- Operators: &, &&, +, -, *, /
- variables, global and local.
- if-then-else statements.
- events: mouseEnter, mouseLeave, mouseUp, exitFrame, etc.
- Properties: visible, member, locV, locH, the mouseV, the mouseH,
the mouseDown.
- Cursors and timers will not be covered.
- Variables, both local and global. You will be required to use variables
to pass information from one scene to another.
- User defined handlers. You will have to create handlers that can be called
from other parts of the movie.
- If-then and if-then-else statements. You may have to use nested if
statements.
- repeat statements. You may have to use nested repeat statements. See pp 412-413.
You should be familiar with repeat with ... to ... statments, repeat with ...
down to ... statements, and repeat while ... statements. You should know how to
create nested repeat loops.
- You should be familiar with all of the event types that we have talked about, including
mouseUp, mouseDown, mouseEnter, mouseLeave, keyUp, keyDown, exitFrame, and startMovie
as well as any others that we have used.
Last
updated on February 19, 2003 by
John
Barr
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