Ngày tải lên :
23/10/2013, 21:15
... Tiếng Anh dùng cho Macromedia Flash:
Bài 1 Understanding ActionScript overview
1. script = một tập các chỉ lệnh để báo cho chương trình cách thực hiện (đừng dịch từ này
sang tiếng Việt làm gì cho mệt, chỉ hiểu nghĩa thôi là đủ rồi)
2. language = ngôn ngữ (VD : Pascal, Delphi, Visual Basic)
3. create = tạo ra, tạo nên
> creator (n)
4. element = thành phần, thành tố
5. incorporate = hợp nhất
6. complicated = phức tạp = complex (giống như bài Complicated Heart của MLTR đó )
7. syntax = cú pháp
8. reverse = đảo ngược
9. include = bao gồm
exclude = không bao gồm, loại ra
10. provide = cung cấp
11. keyword = từ khóa (VD : for, while,…)
12. operator = toán tử (+,,x, :,…)
13. allow = cho phép
14. store = lưu trữ
15. retrieve = get = lấy ra
16. information = thông tin
17. builtin : xây dựng sẵn
18. function : hàm
19. object = đối tượng
20. style = phong cách > stylish (sành điệu)
21. resemble = tương tự, tương đồng
22. previous = trước đây
next = kế tới
23. chapter = chương
24. introduce = giới thiệu (mọi người thường hay gọi ngắn gọn là intro đó, có nhớ không)
25. objectoriented = hướng đối tượng
26. overview = khái quát
27. term = thuật ngữ
28. basic = cơ bản
29. concept = khái niệm
30. variable = biến
31. constant = hằng số
32. parameter = tham số
3. combination = sự kết nối, kết hợp
4. symbol = biểu tượng, kí hiệu
5. represent = đại diện
6. consist of = bao gồm
7. operand = số hạng, toán hạng
8. block = khối
9. reusable = tái sử dụng được
10. pass = chuyển tới
11. return = trả về
12. version = phiên bản
13. currently = hiện tại
14. Identifier = từ định danh
15. underscore = dấu gạch ( _ )
16. sign = kí hiệu
17. subsequent = theo sau, tiếp theo
18. instance = phiên bản
19. belong to = lệ thuộc vào
20. certain = nhất định
21. unique = độc nhất
22. target = xác định, mục tiêu
23. Property inspector : Công cụ kiểm tra Properties của Flash
24. assign = giao nhiệm vụ, gán
25. master symbol = biểu tượng gốc
26. reserved = dành riêng
27. declare = khai báo
28. local = cục bộ
29. collection = tập hợp
30. particular = cá biệt
31. predefine = định nghĩa trước, xác định trước
32. calculate = tính toán
33. manipulate = thao tác, điều khiển bằng tay (thường dùng cho Sound); thao túng (thị
trường chứng khoán)
34. placeholder = (tạm dịch) nơi lưu trữ
35. argument = đối số, tham số, (có khi còn mang nghĩa là “lý lẽ, sự tranh luận”)
36. attribute = thuộc tính
37. visible = thấy được
38. hidden = ẩn
39. hierachical = có tính phân cấp
40. address = địa chỉ
Bài 4. Equality operators
(toán tử “so sánh bằng”)
1. Equality = bằng nhau, so sánh bằng
2. determine = xác định, quyết định
3. whether = có hay không = if
4. reference = tham chiếu (thường dùng cho mảng hay cho objects)
5. common = phổ biến
6. assignment = phép gán
7. incorrect = sai, không chính xác
8. strict = nghiêm
9. conversion = sự chuyển đổi
10. inequality = bất đẳng thức
11. inversion = phép nghịch đảo
Đoạn văn
Equality operators
You can use the equality (==) operator to determine whether the values or identities of two
operands are equal. This comparison returns a Boolean (true or false) value. If the
operands are strings, numbers, or Boolean values, they are compared by value. If the
operands are objects or arrays, they are compared by reference.
It is a common mistake to use the assignment operator to check for equality. For example,
the following code compares x to 2:
if (x == 2)
In that same example, the expression x = 2 is incorrect because it doesn't compare the
operands, it assigns the value of 2 to the variable x.
The strict equality (===) operator is like the equality operator, with one important
difference: the strict equality operator does not perform type conversion. If the two
operands are of different types, the strict equality operator returns false. The strict
inequality (!==) operator returns the inversion of the strict equality operator.
The following table lists the ActionScript equality operators:
== Equality
=== Strict equality
follows :
quote1 = “Flash is cool”
quote2 = “Flash is my favourite program”
quote3 = “Flash rules”
However a better way may be to use an array, there are numerous ways of creating an
array but I will show you the easiest way first :
name_of_array = new Array()
So to store our quotes in an array we could use :
quotes = new Array()
OK that’s great we now have an array, but the problem is we don’t have any data inside if
our array, that’s not very useful so we will now place data inside of our array, we do this by
using an index number, the index number refers to the position in the array.
To place a piece of data inside the first element of our array we would use :
quotes[0] = “Flash is cool”
As I mentioned before, arrays in Flash are zero based, meaning that the first element in
the array has an index of zero (0)
So to place a piece of data inside the second element of our array we would use :
quotes[1] = “Flash is my favouite program”
We use this syntax to fill an element of an array with a piece of data :
name_of_array[index] = value
Where name_of_array is the name of your array, the index is the position in your array
and the value is the piece of data you want to add to your array.
So the code we created earlier using variables :
quotes1 = “Flash is cool”
quotes2 = “Flash is my favourite program”
41. root = gốc, rễ
43. direct = chỉ đường
44. equal sigh = dấu bằng (“=”)
Đoạn văn :
ActionScript terminology
EXPRESSIONS are any legal combination of ActionScript symbols that represent a value.
An expression consists of operators and operands. For example, in the expression x + 2, x
and 2 are operands and + is an operator.
FUNCTIONS are blocks of reusable code that can be passed parameters and can return a
value. For example, the getProperty function is passed the name of a property and the
instance name of a movie clip, and it returns the value of the property. The getVersion
function returns the version of the Flash Player currently playing the movie.
IDENTIFIERS are names used to indicate a variable, property, object, function, or method.
The first character must be a letter, underscore (_), or dollar sign ($). Each subsequent
character must be a letter, number, underscore, or dollar sign. For example, firstName is
the name of a variable.
INSTANCES are objects that belong to a certain class. Each instance of a class contains
all the properties and methods of that class. All movie clips are instances with properties
(for example, _alpha and _visible) and methods (for example, gotoAndPlay and getURL)
of the MovieClip class.
INSTANCE NAMES are unique names that allow you to target movie clip and button
instances in scripts. You use the Property inspector to assign instance names to instances
on the Stage. For example, a master symbol in the library could be called counter and the
two instances of that symbol in the movie could have the instance names scorePlayer1
and scorePlayer2. The following code sets a variable called score inside each movie clip
instance by using instance names:
_root.scorePlayer1.score += 1;
_root.scorePlayer2.score = 1;
KEYWORDS are reserved words that have special meaning. For example, var is a
keyword used to declare local variables. You cannot use a keyword as an identifier. For
example, var is not a legal variable name.
METHODS are functions assigned to an object. After a function is assigned, it can be
called as a method of that object. For example, in the following code, clear becomes a
method of the controller object:
function reset(){
this.x_pos = 0;
this.x_pos = 0;
8. refer = liên hệ, tham khảo
9. index = chỉ mục
10. organised = có tổ chức
11. related = liên hệ
12. distinguish = phân biệt
13. suppose = giả sử, cho rằng
14. quote = phát biểu
15. numerous = đông đảo, nhiều
16. problem = vấn đề
17. data = dữ liệu
18. position = vị trí
19. mention = đề cập
20. zero based = có yếu tố zero (số không)
21. basically = một cách đơn giản
22. brilliant = rực rỡ, chói lòa, lỗi lạc
23. aware of = ý thức đến, nhận thấy
24. initializer = phần tạo các phần tử ban đầu
25. entirely = trọn vẹn, hoàn toàn
26. up to you = tùy vào bạn
27. prefer = thích hơn
28. access = truy cập
29. fortunately = một cách may mắn
Đoạn văn
ARRAYS
If you are interested in arrays then I assume you already know about variables. Variables
are a container for one piece of data, this piece of data can be a number, a string or a
boolean value.
Arrays are similar to variables as they too are containers for data, except that they can
hold more than one piece of data, each element (piece of data) is referred to by an index.
Arrays can be use to keep your scripts more organised, they are usually used to group
together multiple values that are in some way related to each other, the values use an
index to distinguish them from each other. Suppose you wanted to write out 3 quotes for
use in your movie and use variables for each quote, you could define 3 variables as
44. subcategory = (tạm dịch) hạng con, phạm trù con
Đoạn văn :
ActionScript terminology
Like any scripting language, ActionScript uses its own terminology. The following list
provides an introduction to important ActionScript terms in alphabetical order.
ACTIONS are statements that instruct a movie to do something while it is playing. For
example, gotoAndStop sends the playhead to a specific frame or label. In this manual, the
terms action and statement are interchangeable.
BOOLEAN is a true or false value.
CLASSES are data types that you can create to define a new type of object. To define a
class, you create a constructor function.
CONSTANTS are elements that don't change. For example, the constant Key.TAB always
has the same meaning: it indicates the Tab key on a keyboard. Constants are useful for
comparing values.
CONSTRUCTORS are functions that you use to define the properties and methods of a
class. For example, the following code creates a new Circle class by creating a constructor
function called Circle:
function Circle(x, y, radius){
this.x = x;
this.y = y;
this.radius = radius;
}
DATA TYPES are a sets of values and the operations that can be performed on them. The
ActionScript data types are string, number, boolean, object, movieclip, function, null, and
undefined.
EVENTS are actions that occur while a movie is playing. For example, different events are
generated when a movie clip loads, the playhead enters a frame, the user clicks a button
or movie clip, or the user types at the keyboard.
EVENT HANDLERS are special actions that manage events such as mouseDown or load.
There are two kinds of ActionScript event handlers: actions and methods. There are only
two event handler actions, on and onClipEvent. In the Actions toolbox, each ActionScript
object that has event handler methods has a subcategory called Events.
Bài 3 : Actionscript Terminology (phần 2)
1. Expression = biểu thức
2. legal = hợp lệ, hợp pháp
10. playhead = thanh tiến trình trong flash (khi nhấn Enter thì có
một thanh chạy theo thời gian, nó đó)
11. manual = sổ tay, sách học, làm bằng tay, làm một cách thủ công
12. specific = nhất định
13. label = nhãn
14. interchangeable = có thể thay thế lẫn nhau
15. value = giá trị
16. boolean = luận lý, có tính lôgic
17. Class = lớp
18. data type = kiểu dữ liệu
19. define = xác định > definition = định nghĩa
20. constructor = xây dựng
21. meaning = ý nghĩa
22. indicate = cho biết, chỉ, ra dấu
23. keyboard = bàn phím (hông phải cây đàn organ nha)
24. compare = so sánh
25. property = tính chất
26. method = phương pháp,phương thức
27. code = đoạn mã (từ này cũng ít ai dịch ra nghĩa tiếng Việt làm gì, cứ gọi “cót” hay “cốt”
gì đó nghe oai hơn )
28. Circle = vòng tròn
center = tâm ; radius = bán kính ; diameter = đường kính ; sphere = hình cầu ;
circumference = perimeter = chu vi ; square = diện tích ; volumn = thể tích ; arc = cung
tròn
29. set = tập hợp
30. operation = quá trình hoạt động, phép toán
31. perform = thực hiện
32. string = chuỗi
33. null = đối tượng rỗng
34. undefined = đối tượng không xác định
35. Event = Sự kiện
36. occur = xảy ra = happen
37. generate = phát ra, phát sinh > generation = thế hệ
38. enter = đến, chạm đến
39. load = nạp
40. Event handlers = (tạm dịch) Phần kiểm soát hành động
41. manage = quản lí, kiểm soát
42. kind = loại
43. toolbox = hộp công cụ
}
controller.clear = reset;
controller.clear();
OBJECTS are collections of properties and methods; each object has its own name and is
an instance of a particular class. Builtin objects are predefined in the ActionScript
language. For example, the builtin Date object provides information from the system
clock.
OPERATORS are terms that calculate a new value from one or more values. For example,
the addition (+) operator adds two or more values together to produce a new value. The
values that operators manipulate are called operands.
PARAMETERS (also called ARGUMENTS) are placeholders that let you pass values to
functions. For example, the following welcome function uses two values it receives in the
parameters firstName and hobby:
function welcome(firstName, hobby) {
welcomeText = "Hello, " + firstName + "I see you enjoy " + hobby;
}
PROPERTIES are attributes that define an object. For example, _visible is a property of all
movie clips that defines whether a movie clip is visible or hidden.
TARGET PATHS are hierarchical addresses of movie clip instance names, variables, and
objects in a movie. You name a movie clip instance in the movie clip Property inspector.
(The main Timeline always has the name _root.) You can use a target path to direct an
action at a movie clip or to get or set the value of a variable. For example, the following
statement is the target path to the variable volume inside the movie clip stereoControl:
_root.stereoControl.volume
VARIABLES are identifiers that hold values of any data type. Variables can be created,
changed, and updated. The values they store can be retrieved for use in scripts. In the
following example, the identifiers on the left side of the equal signs are variables:
x = 5;
name = "Lolo";
customer.address = "66 7th Street";
c = new Color(mcinstanceName);
(hết phần FLASH TERMINOLOGY)
x = x + 15;
The assignment operator can also be used in the middle of an expression, as in the
following:
// If the flavor is not vanilla, output a message.
if ((flavor = getIceCreamFlavor()) != "vanilla") {
trace ("Flavor was " + flavor + ", not vanilla.");
}
This code is equivalent to the slightly more verbose code that follows:
flavor = getIceCreamFlavor();
if (flavor != "vanilla") {
trace ("Flavor was " + flavor + ", not vanilla.");
}
The following table lists the ActionScript assignment operators:
= Assignment
+= Addition and assignment
= Subtraction and assignment
*= Multiplication and assignment
%= Modulo and assignment
/= Division and assignment
<<= Bitwise shift left and assignment
>>= Bitwise shift right and assignment
>>>= Shift right zero fill and assignment
^= Bitwise XOR and assignment
|= Bitwise OR and assignment
&= Bitwise AND and assignment
Bài 6 : Arrays
1. array = mảng
2. assume = giả sử
3. piece = mảnh
4. similar = tương tự
5. as = because = bởi vì
6. except = ngoại trừ
7. hold = nắm giữ
33. statement = phát biểu, câu lệnh
34. conditional = điều kiện (if ... Tiếng Anh dùng cho Macromedia Flash:
Bài 1 Understanding ActionScript overview
1. script = một tập các chỉ lệnh để báo cho chương trình cách thực hiện (đừng dịch từ này
sang tiếng Việt làm gì cho mệt, chỉ hiểu nghĩa thôi là đủ rồi)
2. language = ngôn ngữ (VD : Pascal, Delphi, Visual Basic)
3. create = tạo ra, tạo nên
> creator (n)
4. element = thành phần, thành tố
5. incorporate = hợp nhất
6. complicated = phức tạp = complex (giống như bài Complicated Heart của MLTR đó )
7. syntax = cú pháp
8. reverse = đảo ngược
9. include = bao gồm
exclude = không bao gồm, loại ra
10. provide = cung cấp
11. keyword = từ khóa (VD : for, while,…)
12. operator = toán tử (+,,x, :,…)
13. allow = cho phép
14. store = lưu trữ
15. retrieve = get = lấy ra
16. information = thông tin
17. builtin : xây dựng sẵn
18. function : hàm
19. object = đối tượng
20. style = phong cách > stylish (sành điệu)
21. resemble = tương tự, tương đồng
22. previous = trước đây
next = kế tới
23. chapter = chương
24. introduce = giới thiệu (mọi người thường hay gọi ngắn gọn là intro đó, có nhớ không)
25. objectoriented = hướng đối tượng
26. overview = khái quát
27. term = thuật ngữ
28. basic = cơ bản
29. concept = khái niệm
30. variable = biến
31. constant = hằng số
32. parameter = tham số
3. combination = sự kết nối, kết hợp
4. symbol = biểu tượng, kí hiệu
5. represent = đại diện
6. consist of = bao gồm
7. operand = số hạng, toán hạng
8. block = khối
9. reusable = tái sử dụng được
10. pass = chuyển tới
11. return = trả về
12. version = phiên bản
13. currently = hiện tại
14. Identifier = từ định danh
15. underscore = dấu gạch ( _ )
16. sign = kí hiệu
17. subsequent = theo sau, tiếp theo
18. instance = phiên bản
19. belong to = lệ thuộc vào
20. certain = nhất định
21. unique = độc nhất
22. target = xác định, mục tiêu
23. Property inspector : Công cụ kiểm tra Properties của Flash
24. assign = giao nhiệm vụ, gán
25. master symbol = biểu tượng gốc
26. reserved = dành riêng
27. declare = khai báo
28. local = cục bộ
29. collection = tập hợp
30. particular = cá biệt
31. predefine = định nghĩa trước, xác định trước
32. calculate = tính toán
33. manipulate = thao tác, điều khiển bằng tay (thường dùng cho Sound); thao túng (thị
trường chứng khoán)
34. placeholder = (tạm dịch) nơi lưu trữ
35. argument = đối số, tham số, (có khi còn mang nghĩa là “lý lẽ, sự tranh luận”)
36. attribute = thuộc tính
37. visible = thấy được
38. hidden = ẩn
39. hierachical = có tính phân cấp
40. address = địa chỉ
Bài 4. Equality operators
(toán tử “so sánh bằng”)
1. Equality = bằng nhau, so sánh bằng
2. determine = xác định, quyết định
3. whether = có hay không = if
4. reference = tham chiếu (thường dùng cho mảng hay cho objects)
5. common = phổ biến
6. assignment = phép gán
7. incorrect = sai, không chính xác
8. strict = nghiêm
9. conversion = sự chuyển đổi
10. inequality = bất đẳng thức
11. inversion = phép nghịch đảo
Đoạn văn
Equality operators
You can use the equality (==) operator to determine whether the values or identities of two
operands are equal. This comparison returns a Boolean (true or false) value. If the
operands are strings, numbers, or Boolean values, they are compared by value. If the
operands are objects or arrays, they are compared by reference.
It is a common mistake to use the assignment operator to check for equality. For example,
the following code compares x to 2:
if (x == 2)
In that same example, the expression x = 2 is incorrect because it doesn't compare the
operands, it assigns the value of 2 to the variable x.
The strict equality (===) operator is like the equality operator, with one important
difference: the strict equality operator does not perform type conversion. If the two
operands are of different types, the strict equality operator returns false. The strict
inequality (!==) operator returns the inversion of the strict equality operator.
The following table lists the ActionScript equality operators:
== Equality
=== Strict equality
follows :
quote1 = “Flash is cool”
quote2 = “Flash is my favourite program”
quote3 = “Flash rules”
However a better way may be to use an array, there are numerous ways of creating an
array but I will show you the easiest way first :
name_of_array = new Array()
So to store our quotes in an array we could use :
quotes = new Array()
OK that’s great we now have an array, but the problem is we don’t have any data inside if
our array, that’s not very useful so we will now place data inside of our array, we do this by
using an index number, the index number refers to the position in the array.
To place a piece of data inside the first element of our array we would use :
quotes[0] = “Flash is cool”
As I mentioned before, arrays in Flash are zero based, meaning that the first element in
the array has an index of zero (0)
So to place a piece of data inside the second element of our array we would use :
quotes[1] = “Flash is my favouite program”
We use this syntax to fill an element of an array with a piece of data :
name_of_array[index] = value
Where name_of_array is the name of your array, the index is the position in your array
and the value is the piece of data you want to add to your array.
So the code we created earlier using variables :
quotes1 = “Flash is cool”
quotes2 = “Flash is my favourite program”
41. root = gốc, rễ
43. direct = chỉ đường
44. equal sigh = dấu bằng (“=”)
Đoạn văn :
ActionScript terminology
EXPRESSIONS are any legal combination of ActionScript symbols that represent a value.
An expression consists of operators and operands. For example, in the expression x + 2, x
and 2 are operands and + is an operator.
FUNCTIONS are blocks of reusable code that can be passed parameters and can return a
value. For example, the getProperty function is passed the name of a property and the
instance name of a movie clip, and it returns the value of the property. The getVersion
function returns the version of the Flash Player currently playing the movie.
IDENTIFIERS are names used to indicate a variable, property, object, function, or method.
The first character must be a letter, underscore (_), or dollar sign ($). Each subsequent
character must be a letter, number, underscore, or dollar sign. For example, firstName is
the name of a variable.
INSTANCES are objects that belong to a certain class. Each instance of a class contains
all the properties and methods of that class. All movie clips are instances with properties
(for example, _alpha and _visible) and methods (for example, gotoAndPlay and getURL)
of the MovieClip class.
INSTANCE NAMES are unique names that allow you to target movie clip and button
instances in scripts. You use the Property inspector to assign instance names to instances
on the Stage. For example, a master symbol in the library could be called counter and the
two instances of that symbol in the movie could have the instance names scorePlayer1
and scorePlayer2. The following code sets a variable called score inside each movie clip
instance by using instance names:
_root.scorePlayer1.score += 1;
_root.scorePlayer2.score = 1;
KEYWORDS are reserved words that have special meaning. For example, var is a
keyword used to declare local variables. You cannot use a keyword as an identifier. For
example, var is not a legal variable name.
METHODS are functions assigned to an object. After a function is assigned, it can be
called as a method of that object. For example, in the following code, clear becomes a
method of the controller object:
function reset(){
this.x_pos = 0;
this.x_pos = 0;
8. refer = liên hệ, tham khảo
9. index = chỉ mục
10. organised = có tổ chức
11. related = liên hệ
12. distinguish = phân biệt
13. suppose = giả sử, cho rằng
14. quote = phát biểu
15. numerous = đông đảo, nhiều
16. problem = vấn đề
17. data = dữ liệu
18. position = vị trí
19. mention = đề cập
20. zero based = có yếu tố zero (số không)
21. basically = một cách đơn giản
22. brilliant = rực rỡ, chói lòa, lỗi lạc
23. aware of = ý thức đến, nhận thấy
24. initializer = phần tạo các phần tử ban đầu
25. entirely = trọn vẹn, hoàn toàn
26. up to you = tùy vào bạn
27. prefer = thích hơn
28. access = truy cập
29. fortunately = một cách may mắn
Đoạn văn
ARRAYS
If you are interested in arrays then I assume you already know about variables. Variables
are a container for one piece of data, this piece of data can be a number, a string or a
boolean value.
Arrays are similar to variables as they too are containers for data, except that they can
hold more than one piece of data, each element (piece of data) is referred to by an index.
Arrays can be use to keep your scripts more organised, they are usually used to group
together multiple values that are in some way related to each other, the values use an
index to distinguish them from each other. Suppose you wanted to write out 3 quotes for
use in your movie and use variables for each quote, you could define 3 variables as
44. subcategory = (tạm dịch) hạng con, phạm trù con
Đoạn văn :
ActionScript terminology
Like any scripting language, ActionScript uses its own terminology. The following list
provides an introduction to important ActionScript terms in alphabetical order.
ACTIONS are statements that instruct a movie to do something while it is playing. For
example, gotoAndStop sends the playhead to a specific frame or label. In this manual, the
terms action and statement are interchangeable.
BOOLEAN is a true or false value.
CLASSES are data types that you can create to define a new type of object. To define a
class, you create a constructor function.
CONSTANTS are elements that don't change. For example, the constant Key.TAB always
has the same meaning: it indicates the Tab key on a keyboard. Constants are useful for
comparing values.
CONSTRUCTORS are functions that you use to define the properties and methods of a
class. For example, the following code creates a new Circle class by creating a constructor
function called Circle:
function Circle(x, y, radius){
this.x = x;
this.y = y;
this.radius = radius;
}
DATA TYPES are a sets of values and the operations that can be performed on them. The
ActionScript data types are string, number, boolean, object, movieclip, function, null, and
undefined.
EVENTS are actions that occur while a movie is playing. For example, different events are
generated when a movie clip loads, the playhead enters a frame, the user clicks a button
or movie clip, or the user types at the keyboard.
EVENT HANDLERS are special actions that manage events such as mouseDown or load.
There are two kinds of ActionScript event handlers: actions and methods. There are only
two event handler actions, on and onClipEvent. In the Actions toolbox, each ActionScript
object that has event handler methods has a subcategory called Events.
Bài 3 : Actionscript Terminology (phần 2)
1. Expression = biểu thức
2. legal = hợp lệ, hợp pháp
10. playhead = thanh tiến trình trong flash (khi nhấn Enter thì có
một thanh chạy theo thời gian, nó đó)
11. manual = sổ tay, sách học, làm bằng tay, làm một cách thủ công
12. specific = nhất định
13. label = nhãn
14. interchangeable = có thể thay thế lẫn nhau
15. value = giá trị
16. boolean = luận lý, có tính lôgic
17. Class = lớp
18. data type = kiểu dữ liệu
19. define = xác định > definition = định nghĩa
20. constructor = xây dựng
21. meaning = ý nghĩa
22. indicate = cho biết, chỉ, ra dấu
23. keyboard = bàn phím (hông phải cây đàn organ nha)
24. compare = so sánh
25. property = tính chất
26. method = phương pháp,phương thức
27. code = đoạn mã (từ này cũng ít ai dịch ra nghĩa tiếng Việt làm gì, cứ gọi “cót” hay “cốt”
gì đó nghe oai hơn )
28. Circle = vòng tròn
center = tâm ; radius = bán kính ; diameter = đường kính ; sphere = hình cầu ;
circumference = perimeter = chu vi ; square = diện tích ; volumn = thể tích ; arc = cung
tròn
29. set = tập hợp
30. operation = quá trình hoạt động, phép toán
31. perform = thực hiện
32. string = chuỗi
33. null = đối tượng rỗng
34. undefined = đối tượng không xác định
35. Event = Sự kiện
36. occur = xảy ra = happen
37. generate = phát ra, phát sinh > generation = thế hệ
38. enter = đến, chạm đến
39. load = nạp
40. Event handlers = (tạm dịch) Phần kiểm soát hành động
41. manage = quản lí, kiểm soát
42. kind = loại
43. toolbox = hộp công cụ
}
controller.clear = reset;
controller.clear();
OBJECTS are collections of properties and methods; each object has its own name and is
an instance of a particular class. Builtin objects are predefined in the ActionScript
language. For example, the builtin Date object provides information from the system
clock.
OPERATORS are terms that calculate a new value from one or more values. For example,
the addition (+) operator adds two or more values together to produce a new value. The
values that operators manipulate are called operands.
PARAMETERS (also called ARGUMENTS) are placeholders that let you pass values to
functions. For example, the following welcome function uses two values it receives in the
parameters firstName and hobby:
function welcome(firstName, hobby) {
welcomeText = "Hello, " + firstName + "I see you enjoy " + hobby;
}
PROPERTIES are attributes that define an object. For example, _visible is a property of all
movie clips that defines whether a movie clip is visible or hidden.
TARGET PATHS are hierarchical addresses of movie clip instance names, variables, and
objects in a movie. You name a movie clip instance in the movie clip Property inspector.
(The main Timeline always has the name _root.) You can use a target path to direct an
action at a movie clip or to get or set the value of a variable. For example, the following
statement is the target path to the variable volume inside the movie clip stereoControl:
_root.stereoControl.volume
VARIABLES are identifiers that hold values of any data type. Variables can be created,
changed, and updated. The values they store can be retrieved for use in scripts. In the
following example, the identifiers on the left side of the equal signs are variables:
x = 5;
name = "Lolo";
customer.address = "66 7th Street";
c = new Color(mcinstanceName);
(hết phần FLASH TERMINOLOGY)
x = x + 15;
The assignment operator can also be used in the middle of an expression, as in the
following:
// If the flavor is not vanilla, output a message.
if ((flavor = getIceCreamFlavor()) != "vanilla") {
trace ("Flavor was " + flavor + ", not vanilla.");
}
This code is equivalent to the slightly more verbose code that follows:
flavor = getIceCreamFlavor();
if (flavor != "vanilla") {
trace ("Flavor was " + flavor + ", not vanilla.");
}
The following table lists the ActionScript assignment operators:
= Assignment
+= Addition and assignment
= Subtraction and assignment
*= Multiplication and assignment
%= Modulo and assignment
/= Division and assignment
<<= Bitwise shift left and assignment
>>= Bitwise shift right and assignment
>>>= Shift right zero fill and assignment
^= Bitwise XOR and assignment
|= Bitwise OR and assignment
&= Bitwise AND and assignment
Bài 6 : Arrays
1. array = mảng
2. assume = giả sử
3. piece = mảnh
4. similar = tương tự
5. as = because = bởi vì
6. except = ngoại trừ
7. hold = nắm giữ
33. statement = phát biểu, câu lệnh
34. conditional = điều kiện (if ... Tiếng Anh dùng cho Macromedia Flash:
Bài 1 Understanding ActionScript overview
1. script = một tập các chỉ lệnh để báo cho chương trình cách thực hiện (đừng dịch từ này
sang tiếng Việt làm gì cho mệt, chỉ hiểu nghĩa thôi là đủ rồi)
2. language = ngôn ngữ (VD : Pascal, Delphi, Visual Basic)
3. create = tạo ra, tạo nên
> creator (n)
4. element = thành phần, thành tố
5. incorporate = hợp nhất
6. complicated = phức tạp = complex (giống như bài Complicated Heart của MLTR đó )
7. syntax = cú pháp
8. reverse = đảo ngược
9. include = bao gồm
exclude = không bao gồm, loại ra
10. provide = cung cấp
11. keyword = từ khóa (VD : for, while,…)
12. operator = toán tử (+,,x, :,…)
13. allow = cho phép
14. store = lưu trữ
15. retrieve = get = lấy ra
16. information = thông tin
17. builtin : xây dựng sẵn
18. function : hàm
19. object = đối tượng
20. style = phong cách > stylish (sành điệu)
21. resemble = tương tự, tương đồng
22. previous = trước đây
next = kế tới
23. chapter = chương
24. introduce = giới thiệu (mọi người thường hay gọi ngắn gọn là intro đó, có nhớ không)
25. objectoriented = hướng đối tượng
26. overview = khái quát
27. term = thuật ngữ
28. basic = cơ bản
29. concept = khái niệm
30. variable = biến
31. constant = hằng số
32. parameter = tham số
3. combination = sự kết nối, kết hợp
4. symbol = biểu tượng, kí hiệu
5. represent = đại diện
6. consist of = bao gồm
7. operand = số hạng, toán hạng
8. block = khối
9. reusable = tái sử dụng được
10. pass = chuyển tới
11. return = trả về
12. version = phiên bản
13. currently = hiện tại
14. Identifier = từ định danh
15. underscore = dấu gạch ( _ )
16. sign = kí hiệu
17. subsequent = theo sau, tiếp theo
18. instance = phiên bản
19. belong to = lệ thuộc vào
20. certain = nhất định
21. unique = độc nhất
22. target = xác định, mục tiêu
23. Property inspector : Công cụ kiểm tra Properties của Flash
24. assign = giao nhiệm vụ, gán
25. master symbol = biểu tượng gốc
26. reserved = dành riêng
27. declare = khai báo
28. local = cục bộ
29. collection = tập hợp
30. particular = cá biệt
31. predefine = định nghĩa trước, xác định trước
32. calculate = tính toán
33. manipulate = thao tác, điều khiển bằng tay (thường dùng cho Sound); thao túng (thị
trường chứng khoán)
34. placeholder = (tạm dịch) nơi lưu trữ
35. argument = đối số, tham số, (có khi còn mang nghĩa là “lý lẽ, sự tranh luận”)
36. attribute = thuộc tính
37. visible = thấy được
38. hidden = ẩn
39. hierachical = có tính phân cấp
40. address = địa chỉ
Bài 4. Equality operators
(toán tử “so sánh bằng”)
1. Equality = bằng nhau, so sánh bằng
2. determine = xác định, quyết định
3. whether = có hay không = if
4. reference = tham chiếu (thường dùng cho mảng hay cho objects)
5. common = phổ biến
6. assignment = phép gán
7. incorrect = sai, không chính xác
8. strict = nghiêm
9. conversion = sự chuyển đổi
10. inequality = bất đẳng thức
11. inversion = phép nghịch đảo
Đoạn văn
Equality operators
You can use the equality (==) operator to determine whether the values or identities of two
operands are equal. This comparison returns a Boolean (true or false) value. If the
operands are strings, numbers, or Boolean values, they are compared by value. If the
operands are objects or arrays, they are compared by reference.
It is a common mistake to use the assignment operator to check for equality. For example,
the following code compares x to 2:
if (x == 2)
In that same example, the expression x = 2 is incorrect because it doesn't compare the
operands, it assigns the value of 2 to the variable x.
The strict equality (===) operator is like the equality operator, with one important
difference: the strict equality operator does not perform type conversion. If the two
operands are of different types, the strict equality operator returns false. The strict
inequality (!==) operator returns the inversion of the strict equality operator.
The following table lists the ActionScript equality operators:
== Equality
=== Strict equality
follows :
quote1 = “Flash is cool”
quote2 = “Flash is my favourite program”
quote3 = “Flash rules”
However a better way may be to use an array, there are numerous ways of creating an
array but I will show you the easiest way first :
name_of_array = new Array()
So to store our quotes in an array we could use :
quotes = new Array()
OK that’s great we now have an array, but the problem is we don’t have any data inside if
our array, that’s not very useful so we will now place data inside of our array, we do this by
using an index number, the index number refers to the position in the array.
To place a piece of data inside the first element of our array we would use :
quotes[0] = “Flash is cool”
As I mentioned before, arrays in Flash are zero based, meaning that the first element in
the array has an index of zero (0)
So to place a piece of data inside the second element of our array we would use :
quotes[1] = “Flash is my favouite program”
We use this syntax to fill an element of an array with a piece of data :
name_of_array[index] = value
Where name_of_array is the name of your array, the index is the position in your array
and the value is the piece of data you want to add to your array.
So the code we created earlier using variables :
quotes1 = “Flash is cool”
quotes2 = “Flash is my favourite program”
41. root = gốc, rễ
43. direct = chỉ đường
44. equal sigh = dấu bằng (“=”)
Đoạn văn :
ActionScript terminology
EXPRESSIONS are any legal combination of ActionScript symbols that represent a value.
An expression consists of operators and operands. For example, in the expression x + 2, x
and 2 are operands and + is an operator.
FUNCTIONS are blocks of reusable code that can be passed parameters and can return a
value. For example, the getProperty function is passed the name of a property and the
instance name of a movie clip, and it returns the value of the property. The getVersion
function returns the version of the Flash Player currently playing the movie.
IDENTIFIERS are names used to indicate a variable, property, object, function, or method.
The first character must be a letter, underscore (_), or dollar sign ($). Each subsequent
character must be a letter, number, underscore, or dollar sign. For example, firstName is
the name of a variable.
INSTANCES are objects that belong to a certain class. Each instance of a class contains
all the properties and methods of that class. All movie clips are instances with properties
(for example, _alpha and _visible) and methods (for example, gotoAndPlay and getURL)
of the MovieClip class.
INSTANCE NAMES are unique names that allow you to target movie clip and button
instances in scripts. You use the Property inspector to assign instance names to instances
on the Stage. For example, a master symbol in the library could be called counter and the
two instances of that symbol in the movie could have the instance names scorePlayer1
and scorePlayer2. The following code sets a variable called score inside each movie clip
instance by using instance names:
_root.scorePlayer1.score += 1;
_root.scorePlayer2.score = 1;
KEYWORDS are reserved words that have special meaning. For example, var is a
keyword used to declare local variables. You cannot use a keyword as an identifier. For
example, var is not a legal variable name.
METHODS are functions assigned to an object. After a function is assigned, it can be
called as a method of that object. For example, in the following code, clear becomes a
method of the controller object:
function reset(){
this.x_pos = 0;
this.x_pos = 0;
8. refer = liên hệ, tham khảo
9. index = chỉ mục
10. organised = có tổ chức
11. related = liên hệ
12. distinguish = phân biệt
13. suppose = giả sử, cho rằng
14. quote = phát biểu
15. numerous = đông đảo, nhiều
16. problem = vấn đề
17. data = dữ liệu
18. position = vị trí
19. mention = đề cập
20. zero based = có yếu tố zero (số không)
21. basically = một cách đơn giản
22. brilliant = rực rỡ, chói lòa, lỗi lạc
23. aware of = ý thức đến, nhận thấy
24. initializer = phần tạo các phần tử ban đầu
25. entirely = trọn vẹn, hoàn toàn
26. up to you = tùy vào bạn
27. prefer = thích hơn
28. access = truy cập
29. fortunately = một cách may mắn
Đoạn văn
ARRAYS
If you are interested in arrays then I assume you already know about variables. Variables
are a container for one piece of data, this piece of data can be a number, a string or a
boolean value.
Arrays are similar to variables as they too are containers for data, except that they can
hold more than one piece of data, each element (piece of data) is referred to by an index.
Arrays can be use to keep your scripts more organised, they are usually used to group
together multiple values that are in some way related to each other, the values use an
index to distinguish them from each other. Suppose you wanted to write out 3 quotes for
use in your movie and use variables for each quote, you could define 3 variables as
44. subcategory = (tạm dịch) hạng con, phạm trù con
Đoạn văn :
ActionScript terminology
Like any scripting language, ActionScript uses its own terminology. The following list
provides an introduction to important ActionScript terms in alphabetical order.
ACTIONS are statements that instruct a movie to do something while it is playing. For
example, gotoAndStop sends the playhead to a specific frame or label. In this manual, the
terms action and statement are interchangeable.
BOOLEAN is a true or false value.
CLASSES are data types that you can create to define a new type of object. To define a
class, you create a constructor function.
CONSTANTS are elements that don't change. For example, the constant Key.TAB always
has the same meaning: it indicates the Tab key on a keyboard. Constants are useful for
comparing values.
CONSTRUCTORS are functions that you use to define the properties and methods of a
class. For example, the following code creates a new Circle class by creating a constructor
function called Circle:
function Circle(x, y, radius){
this.x = x;
this.y = y;
this.radius = radius;
}
DATA TYPES are a sets of values and the operations that can be performed on them. The
ActionScript data types are string, number, boolean, object, movieclip, function, null, and
undefined.
EVENTS are actions that occur while a movie is playing. For example, different events are
generated when a movie clip loads, the playhead enters a frame, the user clicks a button
or movie clip, or the user types at the keyboard.
EVENT HANDLERS are special actions that manage events such as mouseDown or load.
There are two kinds of ActionScript event handlers: actions and methods. There are only
two event handler actions, on and onClipEvent. In the Actions toolbox, each ActionScript
object that has event handler methods has a subcategory called Events.
Bài 3 : Actionscript Terminology (phần 2)
1. Expression = biểu thức
2. legal = hợp lệ, hợp pháp
10. playhead = thanh tiến trình trong flash (khi nhấn Enter thì có
một thanh chạy theo thời gian, nó đó)
11. manual = sổ tay, sách học, làm bằng tay, làm một cách thủ công
12. specific = nhất định
13. label = nhãn
14. interchangeable = có thể thay thế lẫn nhau
15. value = giá trị
16. boolean = luận lý, có tính lôgic
17. Class = lớp
18. data type = kiểu dữ liệu
19. define = xác định > definition = định nghĩa
20. constructor = xây dựng
21. meaning = ý nghĩa
22. indicate = cho biết, chỉ, ra dấu
23. keyboard = bàn phím (hông phải cây đàn organ nha)
24. compare = so sánh
25. property = tính chất
26. method = phương pháp,phương thức
27. code = đoạn mã (từ này cũng ít ai dịch ra nghĩa tiếng Việt làm gì, cứ gọi “cót” hay “cốt”
gì đó nghe oai hơn )
28. Circle = vòng tròn
center = tâm ; radius = bán kính ; diameter = đường kính ; sphere = hình cầu ;
circumference = perimeter = chu vi ; square = diện tích ; volumn = thể tích ; arc = cung
tròn
29. set = tập hợp
30. operation = quá trình hoạt động, phép toán
31. perform = thực hiện
32. string = chuỗi
33. null = đối tượng rỗng
34. undefined = đối tượng không xác định
35. Event = Sự kiện
36. occur = xảy ra = happen
37. generate = phát ra, phát sinh > generation = thế hệ
38. enter = đến, chạm đến
39. load = nạp
40. Event handlers = (tạm dịch) Phần kiểm soát hành động
41. manage = quản lí, kiểm soát
42. kind = loại
43. toolbox = hộp công cụ
}
controller.clear = reset;
controller.clear();
OBJECTS are collections of properties and methods; each object has its own name and is
an instance of a particular class. Builtin objects are predefined in the ActionScript
language. For example, the builtin Date object provides information from the system
clock.
OPERATORS are terms that calculate a new value from one or more values. For example,
the addition (+) operator adds two or more values together to produce a new value. The
values that operators manipulate are called operands.
PARAMETERS (also called ARGUMENTS) are placeholders that let you pass values to
functions. For example, the following welcome function uses two values it receives in the
parameters firstName and hobby:
function welcome(firstName, hobby) {
welcomeText = "Hello, " + firstName + "I see you enjoy " + hobby;
}
PROPERTIES are attributes that define an object. For example, _visible is a property of all
movie clips that defines whether a movie clip is visible or hidden.
TARGET PATHS are hierarchical addresses of movie clip instance names, variables, and
objects in a movie. You name a movie clip instance in the movie clip Property inspector.
(The main Timeline always has the name _root.) You can use a target path to direct an
action at a movie clip or to get or set the value of a variable. For example, the following
statement is the target path to the variable volume inside the movie clip stereoControl:
_root.stereoControl.volume
VARIABLES are identifiers that hold values of any data type. Variables can be created,
changed, and updated. The values they store can be retrieved for use in scripts. In the
following example, the identifiers on the left side of the equal signs are variables:
x = 5;
name = "Lolo";
customer.address = "66 7th Street";
c = new Color(mcinstanceName);
(hết phần FLASH TERMINOLOGY)
x = x + 15;
The assignment operator can also be used in the middle of an expression, as in the
following:
// If the flavor is not vanilla, output a message.
if ((flavor = getIceCreamFlavor()) != "vanilla") {
trace ("Flavor was " + flavor + ", not vanilla.");
}
This code is equivalent to the slightly more verbose code that follows:
flavor = getIceCreamFlavor();
if (flavor != "vanilla") {
trace ("Flavor was " + flavor + ", not vanilla.");
}
The following table lists the ActionScript assignment operators:
= Assignment
+= Addition and assignment
= Subtraction and assignment
*= Multiplication and assignment
%= Modulo and assignment
/= Division and assignment
<<= Bitwise shift left and assignment
>>= Bitwise shift right and assignment
>>>= Shift right zero fill and assignment
^= Bitwise XOR and assignment
|= Bitwise OR and assignment
&= Bitwise AND and assignment
Bài 6 : Arrays
1. array = mảng
2. assume = giả sử
3. piece = mảnh
4. similar = tương tự
5. as = because = bởi vì
6. except = ngoại trừ
7. hold = nắm giữ
33. statement = phát biểu, câu lệnh
34. conditional = điều kiện (if...