birt pdf 417 Test the movie. You ll see 1 in the Output panel. You ve created a numeric variable named in Font

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3. Test the movie. You ll see 1 in the Output panel. You ve created a numeric variable named
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loneliestNumber, set it to 1, and traced its value. Close the SWF.
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4. Beneath the existing ActionScript, add the following new code:
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function quickTest():void { trace(loneliestNumber); } quickTest();
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5. Test the movie again. You ll see 1 in the Output panel twice: once from the original trace and
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once from the trace inside the custom quickTest() function. Close the SWF. The idea is a bit harder to grasp, but try to wrap your head around the notion that quickTest() is an instance of the Function class. Remember that everything is an object! Just like creamyFilling is a
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MovieClip instance nested inside yellowPastry, this is a Function instance nested inside the main timeline. Because quickTest() doesn t have its own loneliestNumber value, it looks outside its own scope to find that value in the scope of its parent.
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6. Replace the existing ActionScript altogether with this variation:
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trace(loneliestNumber); function quickTest():void { var loneliestNumber:int = 1; trace(loneliestNumber); } quickTest();
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7. Test this movie one last time. You ll see an error in the Compiler Errors panel: 1120:
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Access of undefined property loneliestNumber. Close the SWF.
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This time, the variable is declared inside the function. The function s scope can see it, but the main timeline s no longer can. Why Outer scopes can t look in; the process moves only from inside out. You got an error because, when the main timeline looks into its own private world, it doesn t see anything named loneliestNumber. There s nothing above it that has that value either, so it gives up. You ve seen that scope has the potential to trip you up with variables. Now let s dig deeper into variables.
Variables
Variables are often described as buckets. It s not a bad analogy. Like buckets, variables are containers that temporarily hold things. Like buckets, variables come in specific shapes and sizes, and these configurations determine what sorts of things, and how many of them, a given variable can hold. In fact, variables are practically the same as properties. A great way of understanding the concept of a variable is to consider a trip to the supermarket. You pay for a bunch of tomatoes, a can of soup, a box of Twinkies, a head of lettuce, and a package of paper towels. The clerk puts them in a bag, you pay for them, pick up the bag, and walk out of the store. If someone were to ask you what you carrying, the answer would be groceries. The word describes all of the objects you have purchased, but it doesn t describe any item in particular, and the contents of your bag certainly might change. The word groceries is a suitable placeholder. Essentially, variables are properties that aren t associated with a particular class, which means you can create a variable in any timeline and access it from that timeline without needing to refer to an object first. The formal term for creating a variable is declaring a variable. This is done with the var keyword, like this: var theGreatStoneFace:String = "Buster Keaton"; or this: var groceries:Array = new Array("tomatoes", "soup", "Twinkies", "lettuce", "toweling");
ACTIONSCRIPT BASICS
From that point forward, the variable theGreatStoneFace is a stand-in, or placeholder, for the phrase Buster Keaton, referring to the deadpan comedian of early silent films. If you type trace(theGreatStoneFace); after the variable declaration, you ll see Buster Keaton in the Output panel. The variable groceries is a placeholder for an instance of the Array class, which lets you store lists of things. To summarize, the var keyword dictates, All right folks, time for a variable. theGreatStoneFace and groceries are arbitrary names provided by you, used to set and retrieve the contents of the variable. The :String or :Array part is interesting. Although not strictly necessary, its presence declares the variable as efficiently as possible, as explained in the next section. Just because we said the class declaration is not strictly necessary, not using it is not suggested or recommended by using it you are letting Flash know exactly what you mean, and in return Flash can help you by giving you more accurate code hinting in the Actions panel and better error reporting in the Output panel when something goes wrong. Finally, the equality operator (=) sets the value of the variable. In the first example, its value is set to a string, delimited by quotation marks. In the second, the variable value is an array, with its elements in quotation marks, separated by commas, and enclosed in parentheses.
One of the authors, in order to get his students to understand variable naming, tells them they can use any name they want, and then he creates a variable named scumSuckingPig. A few years back, Macromedia asked for a video tape of one of his lessons, and not even thinking while the camera was rolling, he wrote scumSuckingPig on the white board, pointed to it, and asked the class, What is this Thirty voices answered, a variable. To this day, those Macromedia people who saw the tape never forget to mention this to him.
You pick the names for your variables, but remember the third grammar rule: you can t name your own variable after an existing keyword in ActionScript. That makes sense how is Flash supposed to know the difference between a variable named trace and the trace() function As noted earlier, search the phrase keywords and reserved words in the documentation, and you ll find the full list. Also, your variable names can contain only letters, numbers, dollar signs ($), and underscores (_). If you decide to use numbers, you can t use a number as the first character.
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