Adobe Flash Animation Trivia Questions! Quiz

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Adobe Flash Animation Trivia Questions! Quiz - Quiz

Below are some Adobe Flash Animation Trivia Questions! If you are a fan of making animations, you, for sure, have had the chance to use the adobe flash to make some of your own. Do you think you have what it takes to tackle this quiz on the basics of the app? Do give it a shot and see what more you may learn.


Questions and Answers
  • 1. 

    What is a blank keyframe?

    • A.

      A frame that is the same as the keyframe before it - it looks like a gray rectangle without a dot

    • B.

      A frame that represents a change in content, be that scale, movement, rotation, color, etc - it looks like a gray rectangle with a black dot.

    • C.

      A frame without any content - it looks like a white box

    • D.

      A frame without any content - it looks like a white box with a white dot

    Correct Answer
    D. A frame without any content - it looks like a white box with a white dot
    Explanation
    A blank keyframe refers to a frame in an animation or video editing software that does not contain any content. In this case, it is represented by a white box with a white dot. This means that there is no change in content, such as scale, movement, rotation, or color, in this particular frame. It is essentially an empty frame that serves as a placeholder or a pause in the animation sequence.

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  • 2. 

    To apply a stroke to a shape that does not currently have one, you ...

    • A.

      Select the shape, open the dialogue box in the properties window for ink color and make a selection. From there you can edit the weight and style in the properties window.

    • B.

      Select the ink tool in the tool box, select the ink color in the color picker and click on the shape near the outside of its fill. From there you can edit the weight and style in the properties window.

    • C.

      Select the paint bucket in the tool box, select the ink color in the color picker and click on the shape near the outside of its fill. From there you can edit the weight and style in the properties window.

    • D.

      Go to the actions window and add the "addStroke()" method to the fill. Be sure to also set the "strokeColor" and "strokeWeight" properties.

    Correct Answer
    B. Select the ink tool in the tool box, select the ink color in the color picker and click on the shape near the outside of its fill. From there you can edit the weight and style in the properties window.
    Explanation
    To apply a stroke to a shape that does not currently have one, you need to select the ink tool in the tool box. Then, choose the desired ink color from the color picker. After that, click on the shape near the outside of its fill. Once you have done that, you can edit the weight and style of the stroke in the properties window.

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  • 3. 

    The difference between the black arrow and the white arrow in the tool box is...

    • A.

      The black arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The white arrow allows us to have more precise control of the points that define the shape by allowing us to manipulate their anchor points and beizier curves.

    • B.

      The black arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The white arrow allows us to transform the shape by scaling, rotating, skewing and distorting it.

    • C.

      The white arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The black arrow allows us to have more precise control of the points that define the shape by allowing us to manipulate their anchor points and beizier curves.

    • D.

      The white arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The black arrow allows us to transform the shape by scaling, rotating, skewing and distorting it.

    Correct Answer
    A. The black arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The white arrow allows us to have more precise control of the points that define the shape by allowing us to manipulate their anchor points and beizier curves.
    Explanation
    The explanation for the given answer is that the black arrow tool in the toolbox is used to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. On the other hand, the white arrow tool allows for more precise control of the points that define the shape by allowing the manipulation of their anchor points and bezier curves. This means that the black arrow is used for overall shape manipulation, while the white arrow is used for fine-tuning and adjusting specific points and curves.

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  • 4. 

    Where is the envelop distort tool located?

    • A.

      With a movie clip selected, use the Free Transform tool and go to its options in the toolbox. The Envelop Distort tool is located at the bottom of the box.

    • B.

      With a shape selected, use the Free Transform tool and go to its options in the toolbox. The Envelop Distort tool is located at the bottom of the box.

    Correct Answer
    B. With a shape selected, use the Free Transform tool and go to its options in the toolbox. The Envelop Distort tool is located at the bottom of the box.
    Explanation
    The Envelop Distort tool is located at the bottom of the options box when the Free Transform tool is used with a shape selected.

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  • 5. 

    What is "stacking order?"

    • A.

      It is the order in which Flash executes actionscript. Listeners are run first in order to "catch" any events that may occur so that all functions may run correctly without causing any TypeErrors.

    • B.

      It is the order in which Flash renders a scene - elements are stacked within layers and layers are stacked with the movie. Shapes fall to the "bottom" of the stack within a layer, allowing for symbols and text objects to "rise to the top." Likewise, layers at the "top" of the "stack" of layers in the timeline will be rendered first - being more visible - and those at the bottom will be obscured by any content in layers above it.

    • C.

      The order in which you have to nest symbols within movie clips in order for motion tweens to work correctly.

    • D.

      The order in which you have to nest movie clips within symbols in order for motion tweens to work correctly.

    Correct Answer
    B. It is the order in which Flash renders a scene - elements are stacked within layers and layers are stacked with the movie. Shapes fall to the "bottom" of the stack within a layer, allowing for symbols and text objects to "rise to the top." Likewise, layers at the "top" of the "stack" of layers in the timeline will be rendered first - being more visible - and those at the bottom will be obscured by any content in layers above it.
    Explanation
    The stacking order in Flash refers to the order in which elements are rendered within a scene. This includes the stacking of elements within layers, as well as the stacking of layers within the movie. When elements are stacked within a layer, shapes are placed at the bottom of the stack, while symbols and text objects are positioned at the top. Similarly, layers at the top of the stack in the timeline will be rendered first and be more visible, while those at the bottom will be hidden by content in layers above them. This ensures that the visual hierarchy and visibility of elements are maintained in the rendered scene.

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  • 6. 

    What does not qualify as a symbol?

    • A.

      Graphic

    • B.

      Bitmap

    • C.

      Button

    • D.

      Movie clip

    Correct Answer
    B. Bitmap
    Explanation
    A bitmap is a type of image file format that represents graphics in the form of a grid of pixels. It is not considered a symbol because symbols are typically objects or elements that can be reused and manipulated in a design or programming environment. A bitmap is a static image and does not have the same interactive or dynamic properties as symbols like graphics, buttons, or movie clips.

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  • 7. 

    If you want to have a loop animation nested with in a symbol that you can tween on the main stage, you would

    • A.

      Make a graphic symbol, then edit its timeline to animate a movie clip with shape tweens. Then on the main stage, you could motion tween the graphic symbol.

    • B.

      Make a movie clip symbol, then edit its timeline to animate a movie clip with motion tweens. Then on the main stage, you could motion tween the movie clip symbol.

    • C.

      Make a shape symbol, then edit its timeline to animate a graphic with shape tweens. Then on the main stage, you could motion tween the shape symbol.

    • D.

      Make a movie clip symbol, then edit its timeline to animate a shape clip with shape tweens. Then on the main stage, you could motion tween the movie clip symbol.

    • E.

      Either b or d

    Correct Answer
    E. Either b or d
  • 8. 

    With a button symbol...

    • A.

      You need to have content on all four keyframes (Up, Over, Down and Hit).

    • B.

      The "Over" keyframe represents what the button will look like when a user clicks on it.

    • C.

      The "Hit" keyframe represents what the button will look like when a user clicks on it.

    • D.

      You need to write some actionscript to get the mouse over and down states to work properly.

    • E.

      The hit area will never been seen by the end user.

    Correct Answer
    E. The hit area will never been seen by the end user.
    Explanation
    The hit area of a button is not visible to the end user. It is a transparent area that determines the clickable area of the button. When a user clicks or hovers over the button, the hit area is used to detect the interaction. The "Hit" keyframe in Flash is used to define the hit area for the button. This allows the user to interact with the button accurately, even if the visible area of the button is smaller than the hit area.

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  • 9. 

    Shape tweens can only

    • A.

      Be used to tween between one shape on one frame and another shape on another frame, but on the same layer.

    • B.

      Be used on the main stage.

    • C.

      Change the shape of a symbol.

    • D.

      Eat bunnies.

    Correct Answer
    A. Be used to tween between one shape on one frame and another shape on another frame, but on the same layer.
    Explanation
    Shape tweens are a feature in animation software that allow for smooth transitions between different shapes. However, they have certain limitations. In this case, the correct answer explains that shape tweens can only be used to transition between shapes on different frames, but they must be on the same layer. This means that you cannot use shape tweens to transition shapes on different layers or to change the shape of a symbol. The answer also dismisses the unrelated and incorrect option of "eating bunnies."

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  • 10. 

    Anticipation is...

    • A.

      The animation principle that deals with the motion at the end of an action.

    • B.

      The animation principle that deals with the effect on the surrounding environment as an action occurs.

    • C.

      The animation principle that deals with the motion at the beginning of an action.

    • D.

      The animation principle that deals with the transformation of object as it moves through its action and reacts with gravity.

    Correct Answer
    C. The animation principle that deals with the motion at the beginning of an action.
    Explanation
    Anticipation is the animation principle that deals with the motion at the beginning of an action. It involves preparing the audience for an upcoming action by showing a small movement or change in the character or object before the main action takes place. This helps to create a sense of anticipation and makes the action more believable and engaging. By showing the initial movement, the animator can also convey the character's intention or motivation behind the action.

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  • 11. 

    What is an acceptable instance name?

    • A.

      1thumb_mc

    • B.

      Thumb01.mc

    • C.

      *thumb01_mc

    • D.

      $01thumb

    • E.

      1thumb.mc

    Correct Answer
    D. $01thumb
    Explanation
    An acceptable instance name in this case would be "$01thumb" because it starts with a valid character ($), followed by alphanumeric characters (0-9, a-z, A-Z), and underscores (_). The other options do not meet these criteria.

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  • 12. 

    What is dot syntax?

    • A.

      Refers to when a dot or period (.) is used in actionscript to conclude a line of code.

    • B.

      Refers to when a dot or period (.) is used in actionscript to access a property or method of an object.

    • C.

      Refers to when a dot or period (.) is used in actionscript to being a function.

    • D.

      Refers to when a dot or period (.) is used in actionscript to set a parameter.

    Correct Answer
    B. Refers to when a dot or period (.) is used in actionscript to access a property or method of an object.
    Explanation
    Dot syntax in actionscript refers to the use of a dot or period (.) to access a property or method of an object. This allows programmers to interact with specific attributes or behaviors of an object by using the object's name followed by a dot and the property or method they want to access. This syntax is commonly used to manipulate and retrieve data from objects in actionscript programming.

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  • 13. 

    What is not a possible value for a boolean variable?

    • A.

      0

    • B.

      On

    • C.

      False

    • D.

      1

    • E.

      True

    Correct Answer
    B. On
    Explanation
    The value "on" is not a possible value for a boolean variable. Boolean variables can only have two possible values: true or false. The values 0 and 1 represent false and true respectively in many programming languages. However, "on" is not a standard boolean value and would not be recognized as a valid input for a boolean variable.

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  • 14. 

    Which option represents the correct syntax for writing an event listener for a movie clip called "sandbox_mc"

    • A.

      Sandbox_mc.addeventlistener(mouseevent.click, buildCastle);

    • B.

      Sandbox_mc.addEventListener(MouseEvent.Click, buildCastle);

    • C.

      Sandbox_mc.addEventListener(MouseEvent.CLICK, buildCastle);

    • D.

      SandBox_mc.addEventListener(MouseEvent.Click, buildCastle);

    • E.

      SandBox_mc.addEventListener(MouseEvent.CLICK, buildCastle);

    Correct Answer
    C. Sandbox_mc.addEventListener(MouseEvent.CLICK, buildCastle);
    Explanation
    The correct syntax for writing an event listener for a movie clip called "sandbox_mc" is sandbox_mc.addEventListener(MouseEvent.CLICK, buildCastle).

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  • 15. 

    To instruct a button to stop on the first frame of another scene, called "replay," you would need to call the following method

    • A.

      Gotoandplay(1, "replay");

    • B.

      GotoAndPlay("replay", 1);

    • C.

      GotoAndStop("replay", 1);

    • D.

      GotoAndStop(1, "replay");

    • E.

      Gotoandstop(1, "replay");

    Correct Answer
    D. GotoAndStop(1, "replay");
    Explanation
    The correct method to instruct a button to stop on the first frame of another scene called "replay" is "gotoAndStop(1, "replay");". This method will navigate to the specified scene ("replay") and stop at the first frame.

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  • 16. 

    If you want a button to not be visible to the user but still listen for events, you would need to...

    • A.

      Set the property .alpha = 0

    • B.

      Set the property .visible = true

    • C.

      Set the property .alpha = 1;

    • D.

      Set the property .visible = false;

    Correct Answer
    A. Set the property .alpHa = 0
    Explanation
    Setting the property .alpha = 0 means that the button's opacity is set to 0, making it completely transparent and invisible to the user. However, the button will still listen for events, allowing it to respond to user interactions even though it cannot be seen.

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  • 17. 

    In order to refer to an imported sound in actionscript,

    • A.

      You need to give it an instance name in the property window.

    • B.

      You need to give it an instance name in the library.

    • C.

      You need to set its linkage properties to export for actionscript and assigning it a class by right clicking on the sound in the library and pulling up the "linkage" dialogue box.

    • D.

      You need to set its linkage properties to export for actionscript and assigning it a class in the properties window by pulling down the "linkage" option.

    Correct Answer
    C. You need to set its linkage properties to export for actionscript and assigning it a class by right clicking on the sound in the library and pulling up the "linkage" dialogue box.
    Explanation
    To refer to an imported sound in ActionScript, you need to set its linkage properties to export for ActionScript and assign it a class by right-clicking on the sound in the library and pulling up the "linkage" dialogue box. This allows the sound to be recognized and accessed by its instance name in ActionScript code.

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  • 18. 

    Actionscript refers to movieclips via their...

    • A.

      Symbol name

    • B.

      Instance name

    Correct Answer
    B. Instance name
    Explanation
    In Actionscript, movieclips are referred to by their instance name. The instance name is a unique identifier given to each movieclip instance on the stage. It allows the programmer to manipulate and control specific movieclips individually by referencing their instance names in the code. By using the instance name, properties and methods of the movieclip can be accessed and modified programmatically. The symbol name, on the other hand, refers to the name of the movieclip symbol in the library, and is used for creating new instances of the movieclip, rather than referring to existing instances.

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  • 19. 

    Functions need to be bracketed by....

    • A.

      [...]

    • B.

      (...)

    • C.

      {...}

    • D.

      :...;

    Correct Answer
    C. {...}
    Explanation
    The correct answer is "{...}". In programming, functions are typically defined and enclosed within curly braces. This allows for better organization and readability of the code. The use of curly braces also helps to define the scope of the function, ensuring that it is executed as intended. Therefore, functions need to be bracketed by curly braces.

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  • 20. 

    What is the most common user error (according to Meg) in writing actionscript?

    • A.

      Forgetting to name your instances

    • B.

      Misspelling an instance name or variable

    • C.

      Forgetting a { or }

    • D.

      All of the above

    Correct Answer
    D. All of the above
    Explanation
    The correct answer is "all of the above". This means that according to Meg, the most common user error in writing actionscript is a combination of forgetting to name instances, misspelling instance names or variables, and forgetting to include opening and closing curly braces.

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  • Current Version
  • Mar 20, 2023
    Quiz Edited by
    ProProfs Editorial Team
  • Jul 15, 2009
    Quiz Created by
    Megmcg
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