Handling a Click Event

This is a short segment from my Programming for e-Learning Developers book.

We will cover ToolBook and Flash in this post and finish with JavaScript and Silverlight in a future post.

ToolBook – OpenScript

OpenScript® is the name of ToolBook’s internal programming or scripting language. It can be used for native CBT as well as for automation tools. OpenScript has one of the easiest syntaxes for handling events. Here is the syntax for a simple “buttonClick” handler.

to handle buttonClick
	get ASYM_MessageBox("This is a test","Programming 101", "information", "OK")
end buttonClick

With OpenScript, unlike some of the other environments we’ll examine, the script editor does not provide a list of available events, though you can find the list in the online help. To designate that you are handling an event (as opposed to writing a function, which we will learn to do later), you use the to handle syntax. Next, we forward the message. A powerful feature of ToolBook is the concept of the message hierarchy, allowing messages to “bubble” to higher levels.

After forwarding the message, we call a function or, more generically, a method, of the language. In this case, the function is ASYM_MessageBox. It has four parameters that we are using:

  1. The text of the message.
  2. The caption of the message box.
  3. The name of the icon to use.
  4. What button(s) to display.
ToolBook – Actions Editor

The Actions Editor is a visual programming environment that is a front end for OpenScript when in author mode or when deploying that native .tbk and is a front end for JavaScript when your ToolBook book is exported to HTML. Once you open the Actions Editor for a particular object, it will pick a default event (on click in the case of a button). You can click on the event and see a list of all available events. Any events which have actions associated with them are shown in bold. Once you have selected the desired event, you then drag actions (methods using our terminology from the previous section) from the Actions Palette. There is only a single parameter for the Display alert method: the text to be shown in the message box.


Flash is actually the most complicated of the environments for handling events, though its approach is quite powerful as well. Beginning with ActionScript 3, Flash no longer allows script within objects but rather only in a layer, usually named the Actions layer for obvious reasons. You can insert a layer by right-clicking on the timeline and choosing Insert Layer. You would normally name it Actions and make it the top layer, but that is not required. I like to hide the layer to avoid putting objects on that layer. Again, nothing prevents that but most developers recommend keeping objects off the Actions layer. You then click on the desired frame and go to the Window menu – Actions (or press F9) to bring up the editor. The lowercase a in the frame indicates that there are actions in the layer.

ActionScript uses the concept of the listener. In simple terms, a listener associates an event such as a button click with a method or event handler. This method must have the right signature, meaning that it must have the kind of parameters that the event generates. For example, a “key press” event will send parameters (also called arguments in this context) that tell the method what key was in fact pressed and whether the Ctrl, Alt, etc. keys were held down at the same time. The nice thing about listeners is that you can set up multiple functions that listen for a single event or one function that listens for multiple events. This can be quite handy, as we’ll see in some of the examples later in the book. The hard part to get your hands around is that you need to set up the listener relationship explicitly as shown below.


function runInitialLoad():void {
	// set up listener
	Button1.addEventListener(MouseEvent.CLICK, alertMessage);

function alertMessage(eventId:MouseEvent):void {
	DisplayText.text = "This is a test.";

We start by calling the runInitialLoad function. In Flash, a call like this that is not inside a function will be called as soon as the movie enters the frame. We use this function to set up the listener before anything else happens (in particular, before the user clicks the button). Note that lines like this end in a semicolon (;). I tend to use Flash like a page or form-based environment like ToolBook or Silverlight, but code like the stop(); line remind you that it is timeline-based. The stop line keeps us from moving to the next frame.

The first thing to note is that Flash uses function for all methods. Any parameters to the function go between the parentheses. If there are no parameters, as in this case, you still need to include the parentheses. After that, you should specify the return type (though it is not required). A return type of void means that this function does not return anything . The reason I recommend specifying the return type is that the programming language will then let you know if you try to do something invalid. We’ll see more examples of this technique later in the book. At the end of the line is the left bracket { that shows the beginning of the function. This can go on the next line if desired but the most common syntax is to put it at the end of the line. Basically, any line without a bracket needs a semicolon instead.

The next line is a comment (denoted by // in ActionScript) so that someone reading the code will understand what you are doing. Finally, we set up the actual listener. This is the typical way to call methods or set properties (covered in a later section) across languages. We call the addEventListener method of the Button1 object. The first parameter is the type of event you want to handle. You can type the first part (MouseEvent) and then the . to get a popup list of options. The events are shown in all capitals like CLICK. If you wanted a different event like RIGHT_CLICK, you could choose that instead. The second parameter is the name of the function that you want to call, alertMessage in this case. We then end the function with the right bracket }. This typically goes on its own line and is indented to match the indentation of the line with its matching left bracket. So in this case, it lines up with the word function.

Finally, we have the alertMessage function. Since it is handling an event, its signature has to have an event object (of type MouseEvent) as the parameter. We again set the return type as void, meaning that the function doesn’t return a value. Since ActionScript 3 does not have an Alert component, we set the text of a field instead.


Debugging Your Applications

This is a short segment from my Programming for e-Learning Developers book.

Although all of us would like to write perfect programs from the start, that rarely happens in the real world. We therefore need a way to figure out what is wrong with them. This is known as debugging. While entire books have been written on the subject, we can at least take a look at the core debugging techniques you can use in each of our environments.

ToolBook – OpenScript

To debug OpenScript, you open the Script Editor for the script you are interested in and click the “Debugger” button on the toolbar.

The next step is to put in a “breakpoint.” This is where the script execution will stop and allow you to “step through” and watch the code. In OpenScript, you click on the line(s) where you want to stop.

You then return to “reader” mode and initiate the script. For example, you might click the button that starts the sequence or re-enter the page. The Debugger will then pop up. The first thing I recommend doing is viewing variables (View menu – Variables). This allows you to see the current value of your variables. ToolBook also displays sysError, Target, and TargetWindow. These can also be helpful for figuring out strange problems. You can then use the Trace menu (Figure 137) to step through the code. Most common is to continue line by line (“Trace Statement”) or to step into another method (“Trace Into Call”). If all looks OK and you want to either jump to the next breakpoint or finish the script execution completely, you can choose “Continue Execution.”

ToolBook – Actions Editor

The Actions Editor doesn’t have an integrated debugger. While it is possible to use the OpenScript Debugger on the code generated by the Actions Editor for native mode, that is not for the faint of heart, since the generated code is typically more complex than hand-coded script would be. Similarly, you can publish to HTML and use a JavaScript debugger like those covered later in this chapter, but trying to find the right code and digging through ToolBook’s own generated JavaScript can be daunting. In most cases, you can get by with the poor man’s debugger: alert boxes.

For example, we add a Display alert action with both the variable name and variable value. These work both natively and after publishing to HTML. It was important to try this in both native and HTML mode as CRLF in our code turned out to be one character in native and two characters once inside the browser. If you are linking to external .js files, you can put JavaScript alert calls for simple debugging of those scripts. You can also put in a debugger; line to launch as explained in the upcoming JavaScript section.


Flash has a robust debugging environment that is much improved in recent versions. Rather than needing to go to a separate “debug” mode as in ToolBook OpenScript, you set the breakpoint by clicking to the left of the line number.

The next step is to go to the Debug menu and select Debug Movie. This will launch both the Flash Debugger and the Flash movie itself. You then run the movie as normal until you hit the breakpoint. The Debugger window will then come to the front. You can view various object properties and the values of your variables. You don’t need to wait until you have a problem in order to use the Debugger. I’ll often fire it up just to confirm initial logic or to see what variable values look like if I’m not positive about the format or contents .

We can then use the Debug menu to control our debugging session. The most common options are to “Step In” to a function, “Step Over” the current line to stay in the current function, or to “Continue” execution until you reach another breakpoint.


There are two approaches for debugging your JavaScript. If you are using a development environment like Visual Studio, you can set breakpoints directly within it and then run the project. To do this, you click to the left of the line where you want to set the breakpoint. This is quite similar to how you set a breakpoint in Flash.

You’ll also need to “Disable script debugging ” for both Internet Explorer and other browsers in order for this to work. When you do this, you’ll get the option to debug any JavaScript errors out there as you browse the web. This is a great idea when you are testing your own software but can be a drag when you run into all the bad web pages out there. So remember where the setting is so you can turn it off later if desired.

When you perform the action (such as click a button) that calls that code, Visual Studio comes to the front and shows you the current execution line. The variables and parameters that are currently being used are automatically shown in the “Locals” window. The “Autos” window limits the display to variables used in the current and preceding line of code. You can also have one or more “Watch” windows which show the value of just variable(s) you select.

As with the ToolBook OpenScript and Flash debuggers, you can “Step Into” a Method (e.g., jump into its code), “Step Over” a line to get to the next one, or “Continue” to the next breakpoint or to the end of the program. You can also “Step Out” to move back up a level to the calling method. This can be handy if you have “stepped in” to a method and now want to return to where you were without having to step through each line of the called method. You control this with the Debug menu. Notice that the accelerators (F8 for “Step Into” for example) are settable based on your language profile. F8 is traditionally the value for Visual Basic developers while C# and C++ developers have typically used F10.

The second approach for debugging JavaScript involves using the browser itself. Firefox has a free JavaScript Debugger “Add-on” that then is listed under the Tools menu. That brings up the JavaScript Debugger itself. You can go to the correct HTML page in the upper left of the screen. If the page is using .js files, you can select the one you want from the list. The Debugger will then show the code from the page or file in the right window. You can then set a breakpoint by clicking to the left of the desired line number. We then return to the main browser window and exercise the code.

The JavaScript Debugger then comes to the front with the breakpoint highlighted. We can then “Step Over,” “Step Into,” or “Step Out” using the toolbar or the Debug menu. We can then view variables on the left side window.

Starting with Internet Explorer 8, IE also has a debugger right in the browser. It is located with HTML, CSS, and Profiler tools under the Developer Tools option under the Tools menu. Once you have the Developer Tools open, you want to click on the “Script” tab. From there, you can list the JavaScript in the page itself or select the desired .js file from the drop-down list. You can then set one or more breakpoints in the normal way by clicking in the area to the left of the line number. We then return to the browser window and cause this code to be executed.

The JavaScript Debugger then comes to the front with the breakpoint highlighted. Rather than use a menu in this case, we use the toolbar to “Step Over,” “Step Into,” or “Step Out” the current line of code. We can choose to view Locals as well as a Console (for executing code), a list of breakpoints, a list of “watched” variables, and the entire “call stack.” Notice how we can again expand nodes and other variables to view their values. This is extremely useful, particularly when working with XML.

History and Advantages of Template-Based e-Learning Authoring

My last response on Responsive Web Design with Exam Engine and Training Studio got me to thinking about the advantages of templates in e-Learning. I first wrote on the subject in 1999 with the paper “Extended” Page Templates for Speeding Up CBT Development.  We later included it in 2001’s The ToolBook Companion. The idea behind that paper was the work we did in ToolBook to copy in “template pages” that are already configured rather than creating them by hand or haphazardly copying and pasting pages. We used this successfully in large custom training development efforts for companies like Baker-Hughes Inteq. Here is the dialog box for selecting a template:


Here was my “advantages and disadvantages” statement:

Although there was quite a bit of up-front time to do this, we believe that it paid off nicely later in the project. The biggest advantages in the end were consistency and faster screen creation. Consistency refers to the fact that individual developers can’t introduce bugs on individual pages. They may expose bugs in the shared scripts or editors, but once these are fixed you know that all of the pages work correctly. This reduces the testing burden and allows the developers to focus on the content rather than the programming. The main disadvantage of the approach was the development time and skill needed to create a new extended page template. It wasn’t too bad for a page that was going to be used a number of times, but it was too much work for a unique page. Another disadvantage was more from a business perspective. Although the “Wellbore” approach worked very well for its specific project, it didn’t “scale up” that well to a general authoring solution. The shared scripts and editors were so optimized for efficient screen creation as to be of little use for developers outside of Platte Canyon. Since our focus is on products, we saw this as a disadvantage.

We had some thoughts of making a template-based ToolBook product, but the market looked questionable.

The next time templates came up was late 2002 when I ran an training class for the U.S. Army MANSCEN Schools based on my then new VBTrain.Net book. I quickly found out that their main interest was writing an editor to connect to an Access database. They had “storyboard” contractors that were entering content that was then used by the e-Learning developers. Rather than copying and pasting it, they wanted the content to read directly from the database. The rest of the weeklong class turned into me designing the database structure, writing the editor, and then writing the ToolBook side (templates and ADO code to populate the templates from the database). They were very happy with the solution as it boosted productivity considerably. But what invariably happened was that developers would edit the ToolBook files after populating them from the database. This caused the content to get out of sync with the database. Plus, the content had to published to DHTML each time a change was made.

In the meantime, we had created our .NET Question control and Exam Engine product (2003). The Army brought me back to create an ASP.NET solution that read the storyboard databases directly and dynamically brought in the images and media. Here is a screen shot:


This was a big step up, but the need for ASP.NET was problematic. Technically that kept the resulting training from being SCORM-compliant, since the SCORM package was supposed to be self-contained and an ASP.NET solution would not work on a non-Windows server or without a virtual directory being created.

We went back to the drawing board and created a Flash-based prototype using a more general database structure (similar to what we had created for Exam Engine). This product would become Training Studio in 2007, but before we could finish it, the Army awarded us a GSA contract in 2006 to create a complete set of editors and Flash templates for their same set of databases. Last we heard, they were still using this system.

As our Exam Engine also suffered from the disadvantages of being ASP.NET-based, we created a Silverlight version in early 2009 and a Flex/Flash version in late 2010. We quickly followed that up with a Flex version of Training Studio in 2010. Both products used our own question implementation (the original Training Studio used the Flash ActionScript 2 Question objects).

These products did fairly well, but like most Flash-based authoring tools, the writing was on the wall from the fact that that iPhone and iPad would not support Flash. So we rewrote both products from scratch, releasing version 4 of Exam Engine in May 2012 and version 3 of Training Studio in July 2012. Both of these were completely HTML/JavaScript/jQuery/CSS.

So why the big history lesson? Today we released version 4.5 of Exam Engine and 3.5 of Training Studio. The big change is the introduction of Responsive Web Design. It occurred to me that this ability was one more huge advantage of template-based authoring. So here is an overall list:

Advantages of Template-Based Authoring

  1. Content is independent of your display engine. We have Exam Engine customers who created their questions and media back in version 1 and have successfully updated it with minimal effort through these technologies: ASP.NET, Silverlight, Flash, and HTML. Since images and media are outside the authoring tool, they are easily updated without re-publishing your content. This is similar in concept to what Doc-To-Help offers for help authoring.
  2. e-Learning can be interactive yet still be created by non-programmers. Subject matter experts pick templates and fill in forms for the content. A “guru” can edit or create templates as needed.
  3. Localization is much easier since all content and images/media are stored externally and only brought together at runtime. The same editors used for content creation can also be used for localization.
  4. Pages are consistent. With traditional page-based authoring, authors tend to move titles and other items around. This can be distracting to the end user.
  5. Responsive Web Design is much easier. Imagine a training course of 5 lessons of 50 pages each. In most authoring tools, adjusting the content to the size of the browser is impossible. But even if it were possible, think of having to create CSS media queries for each unique page (potentially 250 pages in our example). That is such a huge job as to not being feasible. Instead, imagine that you are using templates. Even if you used all 30 Training Studio templates or 16 Exam Engine templates, creating/editing the CSS media queries is much more manageable.

For consistency, we should look at the disadvantages as well.

Disadvantages of Template-Based Authoring

  1. Not suited for lots of unique screen designs. To the extent that most screens are unique, creating templates to match can be a lot of work. Templates work best when you have consistent types of interactions such as image on the left and content on right, hotspots down the left side of the page, a video that fills the screen, etc.
  2. Different mindset. Authoring with templates can be frustrating to those authors who like to get it and “fiddle” with each page. As someone who has managed teams of e-Learning developers, I actually like keeping the authors out of the source as creative people tend to want to spend hours on a questionable animation rather than cranking out another five pages of training.
  3. Some technical expertise required. While template-based authoring is good for non-programmers, someone in the organization needs to have some HTML, JavaScript, and/or CSS experience in order to update and edit templates. Without this capability, a traditional authoring tool might be a better fit.

Thanks for sticking around for the history lesson!

SCORM and Closing the Browser Window: Flash/Flex

One of the new features of Tracker.Net 5 is the ability to show content in a frame instead of a popup window. One thing we noticed in testing our Exam Engine and Training Studio content is that we were assuming a popup window in that the Exit button closed the browser window and then that triggered the SCORM calls. With a frame, we need to send the SCORM calls first since the LMS will then close the frame. Since deployment via a popup window still requires sending SCORM messages when the user closes the browser window, we needed a global variable to distinguish the two situations.

The “Exit Button” code for Training Studio is shown below. We’ll leave the Exam Engine implementation for the next post since that has a Silverlight equivalent as well.

public function ImplementExitClick(e:MouseEvent):void {
    var exitMessage:String = ReadStructureSetting("ExitBtn_Message", "");
    var returnString:String;
    var okToExit:Boolean = true;

    if (exitMessage != "") {
        returnString = ExternalInterface.call("confirmClose", exitMessage);
        okToExit = ConvertToBoolean(returnString);
    if (okToExit == true) {
        var exitSuccess:Boolean = ExitTraining();

        if (exitSuccess == true) {
            this.AlreadyExited = true;

We read our message (“Are you sure you want to exit?”) and display that to the user via JavaScript. If the user confirms, we call the ExitTraining method. This is where all the SCORM messages are sent. Assuming all went well, we set the AlreadyExited global variable to true and attempt to close the window (this fails silently if you are in a frame).

When we started the application, we registered the “onunload” browser event with the cleanup method as shown below. Notice that we check the same AlreadyExited variable before calling ExitTraining. This avoids it being called twice if the user clicks the Exit button to close the window.

// Added for exit handling
ExternalInterface.addCallback("exitTraining", cleanUp);

public function cleanUp():void {
    if (this.AlreadyExited == false) {
        this.AlreadyExited = true;

Creating an Adobe AIR Slide Show

The “Hack Ack” topic for the 2010 e-Learning Authoring Conference was Rock & Roll. I thought it would be fun to create a “Slide Show” application that would randomly grab all photos from a directory and display them. At the same time, it would randomly pick music files out of another directory, starting the next one as soon as the current one is finished. I decided to build my first incarnation in Flash/Flex (see the next post for a Windows Presentation Foundation example). But the security model of normal Flash is such that you cannot read the contents of directories on the user’s hard drive without user interaction. Adobe AIR applications don’t have that restriction, so I decided to tackle my first AIR application. The complete application can be downloaded as part of the Archives for Attendees, but we will look at some of the highlights.

The basic design is to read all the photos into one collection and all the music into another. We randomly grab a music file and start playing it. We handle its “completed” event and launch a new one when the music file is finished. We then start a timer to use with the photos. When the timer fires, we randomly pick a photo, remove it from the collection, and display the photo. To store information between timer cycles, we need to declare some variables outside a function block as shown below.

// configuration constant
private var photoDelay:int = 3000; // milliseconds

// shared variables
private var photoArrayCollection:ArrayCollection;
private var musicArrayCollection:ArrayCollection;
private var timerId:Timer;
private var soundChannelId:SoundChannel;

We use photoDelay in our timer. The two ArrayCollection variables allow us to store our list of photos and music respectively. The timerId variable stores the reference to our timer and the soundChannelId is the SoundChannel that we use to play our music.\

When the application starts, we call the configureAppfunction as shown below:

private function configureApp():void {
	// get list of media and photos
	var currentDirectory:File = File.applicationDirectory;
	var photoDirectory:File = currentDirectory.resolvePath("photos");
	var musicDirectory:File = currentDirectory.resolvePath("music");
	var photoArray:Array = photoDirectory.getDirectoryListing();
	var musicArray:Array = musicDirectory.getDirectoryListing();

	// use ArrayCollection so we can remove items easily after they are used
	photoArrayCollection = new ArrayCollection(photoArray);
	musicArrayCollection = new ArrayCollection(musicArray);

We use the AIR File class to find our two subdirectories (“photos” and “music”) and then get a listing of all the files in them. We store them in our associated photoArrayCollection and musicArrayCollection variables.

The code for the “Start” button is shown below:

protected function startBtn_clickHandler(event:MouseEvent):void
	// start timer and begin playing sound
	timerId = new Timer(photoDelay, photoArrayCollection.length); // once per photo
	timerId.addEventListener(TimerEvent.TIMER, timerHandler);


We create our timer using our photoDelay variable (3000 milliseconds). The second parameter is the number of times that we want the timer to fire. We use the number of photos that we have. This is nice in that we don’t then have to stop the timer. The next line is where we tell Flash/Flex what function (timerHandler) to call when the timer fires. We then start the timer and call the playSoundfunction below.

private function playSound():void {
	if (musicArrayCollection.length > 0) {
		// get a random number between 0 and the length of the photoArrayCollection. 
		// Then show that photo and remove the item from the collection
		var rand:Number = Math.random();
		var indexNum:int = Math.round(rand * (musicArrayCollection.length - 1));
		var musicFileId:File = musicArrayCollection[indexNum] as File;
		var musicPath:String = musicFileId.nativePath;

		var soundId:Sound = new Sound();
		var requestId:URLRequest = new URLRequest(musicPath);

		if (soundChannelId != null) {
		soundChannelId = soundId.play();
		soundChannelId.addEventListener(Event.SOUND_COMPLETE, soundCompletedHandler);	
		status = "Playing " + musicFileId.name + ". indexNum = " + indexNum + 
		    ". length = " + musicArrayCollection.length;

private function soundCompletedHandler(e:Event):void {

We first check to make sure that we have music files to play. If so, we use the Math.random() function to get a random number between 0 and 1. We then multiply that by the number of sound files (we subtract 1 since we are creating an index that starts from 0). We then round the number so that we don’t have a decimal number. From there, we go to our musicArrayCollection and grab the associated sound file. We read its nativePath property to get its complete path. We create a Sound object and a URLRequest to actually read the file. We load sound and then check to see if a previous sound is playing. If so, we use the SoundChannel to stop it (that’s why we needed to save a reference to soundChannelId). We play the sound, which gives us the SoundChannel. We call the soundCompleted function when the music file finishes. Notice that this function just calls playSound again. Very importantly, we remove the file from the musicArrayCollection. This is how we avoid playing the file again and how we know to stop when all the files have been played. Finally, we set the status property, which causes the information on the name, index, and length to show up on the application’s status bar.
The last piece of the puzzle is displaying the photos. That happens in the timerHandler function shown below:

private function timerHandler(e:TimerEvent):void {
	var rand:Number = Math.random();
	var indexNum:int = Math.round(rand * (photoArrayCollection.length - 1));
	var photoFileId:File = photoArrayCollection[indexNum] as File;
	var photoPath:String = photoFileId.nativePath;

	photoImage.source = photoPath;	
	status = "Displaying " + photoFileId.name + ". indexNum = " + indexNum + 
        ". length = " + photoArrayCollection.length;

This logic is very similar to that used to play the music files. We again get a random number between 0 and the number of photos still available (-1 to account for the fact that we are starting at 0). We get the complete path and just set the source property of our Image control to that path. We remove the file from the collection and update our status bar.

If you would like to see how to implement this application in Windows Presentation Foundation and Visual Basic, see the next post.

Converting an ActionScript Value to Boolean

In a typical week, I’ll work with ActionScript, Visual Basic, OpenScript, JavaScript, and perhaps even InstallScript. One of the possible traps of moving between languages is making assumptions that similar functions in different languages will in fact operate the same way. One recent example that bit me was in working with a Boolean (true/false) value in Flex and ActionScript. The issue as in a simple confirmation as to whether it was OK to exit the lesson. The design was to call this JavaScript function in order to get a standard “confirmation” dialog from the browser:

confirmClose = function (message) {
    return window.confirm(message);

Here is how we called it from ActionScript:

var returnString:String = ExternalInterface.call("confirmClose", exitMessage);

So far, so good. But how do we convert the string returnString into a Boolean value? In other words, returnString will be either “true” or “false.” My mistake was to use the syntax:

var okToExit:Boolean = Boolean(returnString);

You would think this would work since the ActionScript Number() function will take a numeric string and convert it to a number. Similarly, the Visual Basic CBool() function will take “true” or “True” and convert it to the Boolean True. However, this “casting” function returns true for both “true” and “false!” So the user exited even if she clicked the “Cancel” button in the dialog. This is NOT what we wanted. If I had read the Flex documentation, this behavior is clearly stated:

Casting to Boolean from a String value returns false if the string is either null or an empty string (“”). Otherwise, it returns true.

So what was the fix? Easiest for me was to create a ConvertToBoolean function that operated like I expected. The new syntax plus the function is shown below.

var okToExit:Boolean = ConvertToBoolean(returnString);

public function ConvertToBoolean(inputVal:String):Boolean {
    var returnVal:Boolean;

    if (inputVal == "true") { // need to check string since Boolean() looks for 1 or 0
        returnVal = true;
    else {
        returnVal = false; 

    return returnVal;			

ActionScript Dictionaries

Question: In the context of Training Studio 2.0 templates, I am unclear on the full meaning of “dictionary.” Specifically, I am curious what this statement in the documentation means: The pageArrayLocal variable is a Dictionary that represents the current training page.

Answer: A Dictionary is actually a Flex/ActionScript object. It is similar to a Hashtable in Visual Basic or an associative array in JavaScript. The Dictionary has a key and a value. When we read the content.xml file in Training Studio, we put the content of each page into its own Dictionary.
The keys are column names and the values are the text that the subject matter put in. For example, here is a small section of the XML for a page:

<title>Training Studio TBCON Faculty Sample</title> 
<content_0>Welcome to the TBCON Faculty sample created in the Platte Canyon  Training Studio. To learn more about Training Studio, please visit ~external=http://www.trainingstudio.net~www.trainingstudio.net~.</content_0>        <

title, content_0, and graphic_0 are keys. “Training Studio TBCON Faculty Sample”, “Welcome…”, and “trainingstudio.gif” are values.
When Training Studio navigates to a page, it sets the pageArrayLocal variable to be the Dictionary associated with that page. We then look for the “templateType” key to figure out which template to use. Within the template, the loadData method loops through the keys and sets the appropriate content, reads in the media, load graphics, etc.

A related data type that you’ll run into is the ArrayCollection. It is similar to a Dictionary but does not have keys. Instead you refer to objects by their numeric position. In Training Studio, the TSCommon.masterContentArray is an ArrayCollection of all the Dictionaries (one per page) in the training.

See the next post for the equivalent objects in .NET.