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Learn how to select, resize, and rotate objects in Adobe XD. Select objects. Before you modify an object, distinguish it from the objects around it. You do so by selecting the object. Click the Selection tool and when the cursor changes to a pointer, click the object or an object group.

To select multiple objects, draw a marquee around the objects using the Selection tool, or Shift-click the objects. Repeat the keyboard shortcuts to select the layer beneath the selected object in Z-order. When you reach the base object, use the shortcut to navigate to the top-most object and thus resetting the selection cycle.

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This privacy statement applies solely to information collected by this web site. Please contact us about this Privacy Notice or if you have any requests or questions relating to the privacy of your personal information. We may revise this Privacy Notice through an updated posting. We will identify the effective date of the revision in the posting. A method is an action that an object can perform. That movie clip can play, or stop, or be instructed to move the playhead to a particular frame.

This code instructs the MovieClip named shortFilm to start playing:. This line makes the MovieClip named shortFilm stop playing the playhead stops in place, like pausing a video :.

This code makes a MovieClip named shortFilm move its playhead to Frame 1 and stop playing like rewinding a video :. The parentheses are the way that you indicate that you are calling the method, or in other words, instructing the object to perform that action.

Sometimes values or variables are placed in the parentheses, as a way to pass along additional information that is necessary to carry out the action. These values are known as method parameters.

For example, the gotoAndStop method needs information about which frame to go to, so it requires a single parameter in the parentheses. Nevertheless, they are still written with parentheses.

However, some methods can perform calculations and return a result that can be used like a variable. For example, you would use the toString method if you wanted to display the value of a Number variable in a text field on the screen.

The text property represents the actual text content displayed on the screen. This line of code converts the numeric value in the variable numericData to text. It then makes the value show up on the screen in the TextField object named calculatorDisplay :.

A computer program is a series of instructions that the computer carries out step-by-step. Some simple computer programs consist of nothing more than a few steps that the computer performs, at which point the program ends. However, ActionScript programs are designed to keep running, waiting for user input or other things to happen.

Events are the mechanism that determines which instructions the computer carries out and when. In essence, events are things that happen that ActionScript is aware of and can respond to. Many events are related to user interaction, such as a user clicking a button or pressing a key on the keyboard.

There are also other types of events. For example, if you use ActionScript to load an external image, there is an event that can let you know when the image has finished loading. When an ActionScript program is running, conceptually it just sits and waits for certain things to happen. The technique for specifying certain actions to perform in response to particular events is known as event handling. The event source: Which object is the one the event is going to happen to?

For example, which button was clicked, or which Loader object is loading the image? The event source is also known as the event target.

The event: What is the thing that is going to happen, the thing that you want to respond to? The specific event is important to identify, because many objects trigger several events. Any time you write ActionScript code to handle events, it requires these three elements.

This code does two things. First, it defines a function, which is the way to specify the actions you want performed in response to the event.

Next, it calls the addEventListener method of the source object. Consider each of these parts in more detail. A function provides a way for you to group actions with a single name that is like a shortcut name to carry out the actions. When you're creating a function for event handling, you choose the name for the function named eventResponse in this case. You also specify one parameter named eventObject in this example. Specifying a function parameter is like declaring a variable, so you also have to indicate the data type of the parameter.

In this example, the parameter's data type is EventType. Each type of event that you want to listen to has an ActionScript class associated with it. The data type you specify for the function parameter is always the associated class of the specific event you want to respond to. For example, a click event triggered when the user clicks an item with the mouse is associated with the MouseEvent class.

To write a listener function for a click event, you define the listener function with a parameter with the data type MouseEvent. The event-handling function is written. Next you tell the event source object the object that the event happens to, for example the button that you want it to call your function when the event happens. You register your function with the event source object by calling the addEventListener method of that object all objects that have events also have an addEventListener method.

The addEventListener method takes two parameters:. First, the name of the specific event you want to respond to. Each event is affiliated with a specific class. Every event class has a special value, which is like a unique name, defined for each of its events. You use that value for the first parameter. Second, the name of your event response function.

The following is a step-by-step description of the process that happens when you create an event listener. Internally, myButton keeps a list of functions that are listening to each of its events. When its addEventListener method is called, myButton stores the eventResponse function in its list of event listeners.

At some point, the user clicks the myButton object, triggering its click event identified as MouseEvent. CLICK in the code. For many events, this object is an instance of the Event class.



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