Run a 'constructor' or function, after class fields initialized, in a sane way? - ecmascript-6

I'd like to use ES6 public class fields:
class Superclass {
constructor() {
// would like to write modular code that applies to all
// subclasses here, or similarly somewhere in Superclass
this.example++; // does NOT WORK (not intialized)
//e.g. doStuffWith(this.fieldTemplates)
}
}
class Subclass extends Superclass {
example = 0
static fieldTemplates = [
Foo,
function() {this.example++},
etc
]
}
Problem:
ES6 public fields are NOT initialized before the constructors, only before the current constructor. For example, when calling super(), any child field will not yet have been defined, like this.example will not yet exist. Static fields will have already been defined. So for example if one were to execute the code function(){this.example++} with .bind as appropriate, called from the superclass constructor, it would fail.
Workaround:
One workaround would be to put all initialization logic after all ES6 public classes have been properly initialized. For example:
class Subclass extends Superclass {
example = 0
lateConstructor = (function(){
this.example++; // works fine
}).bind(this)()
}
What's the solution?
However, this would involve rewriting every single class. I would like something like this by just defining it in the Superclass.constructor, something magic like Object.defineProperty(this, 'lateConstructor', {some magic}) (Object.defineProperty is allegedly internally how es6 static fields are defined, but I see no such explanation how to achieve this programatically in say the mozilla docs; after using Object.getOwnPropertyDescriptor to inspect my above immediately-.binded-and-evaluated cludge I'm inclined to believe there is no way to define a property descriptor as a thunk; the definition is probably executed after returning from super(), that is probably immediately evaluated and assigned to the class like let exampleValue = eval(...); Object.defineProperty(..{value:exampleValue})). Alternatively I could do something horrible like do setTimeout(this.lateConstructor,0) in the Superclass.constructor but that would break many things and not compose well.
I could perhaps try to just use a hierarchy of Objects everywhere instead, but is there some way to implement some global logic for all subclasses in the parent class? Besides making everything lazy with getters? Thanks for any insight.
References:
Run additional action after constructor -- (problems: this requires wrapping all subclasses)

Can I create a thunk to run after the constructor?
No, that is not possible.
How to run code after class fields are initialized, in a sane way?
Put the code in the constructor of the class that defines those fields.
Is there some way to implement some global logic for all subclasses in the parent class?
Yes: define a method. The subclass can call it from its constructor.

Just thought of a workaround (that is hierarchically composable). To answer my own question, in a somewhat unfulfilling way (people should feel free to post better solutions):
// The following illustrates a way to ensure all public class fields have been defined and initialized
// prior to running 'constructor' code. This is achieved by never calling new directly, but instead just
// running Someclass.make(...). All constructor code is instead written in an init(...) function.
class Superclass {
init(opts) { // 'constructor'
this.toRun(); // custom constructor logic example
}
static make() { // the magic that makes everything work
var R = new this();
R.init(...arguments);
return R;
}
}
class Subclass extends Superclass {
subclassValue = 0 // custom public class field example
init(toAdd, opts) { // 'constructor'
// custom constructor logic example
this.subclassValue += toAdd; // may use THIS before super.init
super.init(opts);
// may do stuff afterwards
}
toRun() { // custom public class method example
console.log('.subclassValue = ', this.subclassValue);
}
}
Demo:
> var obj = Subclass.make(1, {});
.subclassValue = 1
> console.log(obj);
Subclass {
subclassValue: 1
__proto__: Superclass
}

Related

AS3 How to declare an object without the dreaded "Conflict Exists" error?

I am designing a simple game in Flash and have come across this error. I have no idea how to go about this in actionscript and would appreciate any help.
Basically, I have a switch statement which creates an object of different type depending on each case (as I would prefer not to duplicate the same ten lines of code for each case) and I am getting a "conflict exists with definition in namespace internal" compiler error and I think I understand why.
switch(power){
case 1:
var Pow:objectOne = new objectOne();
break;
case 2:
var Pow:objectTwo = new objectTwo();
break;
}
My question however is this - what is the proper way of going about this?
I initially thought of declaring the variable before the switch statement which results in an "implicit coercion of a value of type object(One/Two) to an unrelated type Class" error. What am I missing here?
Aside from the compiler error you are experiencing, another problem here is that you are planning on using the pow variable later in your code, yet they are of different types. My suggestion is to use the benefits of Inheritance in OOP and create a base class that your two custom classes can inherit from. That way they are both technically of the same base type, while still giving you the freedom to customize each custom class, while keeping similar functionality in the base class.
Remember, OOP is here to always help you and is there to avoid issues like the one you have come across, but here is how I would do it, and I tested the following implementation in Flash CC 2014 and it compiled successfully:
Example .FLA:
var pow:BaseClass;
var power = 1;
switch(power){
case 1:
pow = new ObjectOne();
break;
case 2:
pow = new ObjectTwo();
break;
}
pow.whichObjectAmI(); // this will simply trace what object pow is
Base Class
package {
public class BaseClass {
public function BaseClass() {
// constructor code
}
public function whichObjectAmI() {
trace("I am the base class");
}
}
}
Object One
package {
public class ObjectOne extends BaseClass {
public function ObjectOne() {
// constructor code
}
override public function whichObjectAmI() {
trace("I am Object One!");
}
}
}
Object Two
package {
public class ObjectTwo extends BaseClass {
public function ObjectTwo() {
// constructor code
}
override public function whichObjectAmI() {
trace("I am Object Two!");
}
}
}
You can always inherit from any of ActionScript's classes as well like MovieClip, Button, etc. And by doing so, you're adding custom functionality on top of their functionality so 1) you don't have to rebuild a bunch of functionality, and 2) giving you the chance to reuse their functionality while adding your own custom code!
Disclaimer: My AS3 is a little rusty ;)
Of what type would the variable Pow be after the switch statement? objectOne or objectTwo? From the compiler's perspective objectOne and objectTwo could be totally different from each other (read: methods, fields,...)
So:
A) Keep variable name for both assignments but declare it before the switch-statement AND use a common base-type (object, MovieClip,...)
B) Have 2 different variables: var PowOne: objectOne and var PowTwo: objectTwo
I think option A would be preferable...

When using the 'Class' datatype, how can I specify the type so I only accept subclass of a specific class?

I've got a method that accepts a parameter of type Class, and I want to only accept classes that extend SuperClass. Right now, all I can figure out to do is this, which does a run-time check on an instance:
public function careless(SomeClass:Class):void {
var instance:SomeClass = new SomeClass();
if (instance as SuperClass) {
// great, i guess
} else {
// damn, wish i'd have known this at compile time
}
}
Is there any way to do something like this, so I can be assured that a Class instance extends some super class?
public function careful(SomeClass:[Class extends SuperClass]):void {
var instance:SuperClass = new SomeClass();
// all is good
}
If you are going to instantiate it anyway, why not accept an object instead which allows you to type it to :SuperClass?
careless(SomeClass);
//vs.
careless(new SomeClass);
Not too much of a problem there as far as your code goes.
There are a few differences though:
The object has to be created, because an object is required. If your function does not instantiate the class under some circumstances, this can be a problem. Additional logic to pass either an object or null can bloat the function call.
If you cannot call the constructor outside that function, it won't
work either.
All that is solved by the factory pattern. Pass a factory as the parameter that produces SuperClass objects.
function careful(factory:SuperClassFactory)
Your requirements:
I want to only accept classes that extend SuperClass
and
I need to pass in a Class so that it can be instantiated many times
by other objects later
Can be met by passing in an instance of the class you need, and using the Object.constructor() method.
public function careful(someInstance:SuperClass):void {
//you probably want to store classRef in a member variable
var classRef: Class = someInstance.constructor();
//the following is guaranteed to cast correctly,
//since someInstance will always be a descendant of SuperClass
var myInst:SuperClass = new classRef() as SuperClass;
}
More reading here.
You can't do that in ActionScript 3. In languages like C# you can do something like (forgive me if the syntax is off):
public void Careless<T>() where T : SuperClass
But AS3 does not have 'generics'. Unfortunately the only way I know how to do what you want is the way you have already done.
A pattern that might be more suitable for your use case might be something like:
class SuperClass
{
public static function careless():void
{
var instance:SuperClass = new SuperClass();
// ...
}
}
The only way to have static type checking in ActionScript 3 is to provide an instance of a class.
It is possible but it's expensive. You can use on a Class (not instance) the:
flash.utils.describeType
You then get an XML with a bunch of information including inheritance for that class. Like I said it's an expensive process and probably creating an instance and checking it will be in most cases faster.

How can I create a subclass that takes in different parameters for the same function name?

So I have made this simple interface:
package{
public interface GraphADT{
function addNode(newNode:Node):Boolean;
}
}
I have also created a simple class Graph:
package{
public class Graph implements GraphADT{
protected var nodes:LinkedList;
public function Graph(){
nodes = new LinkedList();
}
public function addNode (newNode:Node):Boolean{
return nodes.add(newNode);
}
}
last but not least I have created another simple class AdjacancyListGraph:
package{
public class AdjacancyListGraph extends Graph{
public function AdjacancyListGraph(){
super();
}
override public function addNode(newNode:AwareNode):Boolean{
return nodes.add(newNode);
}
}
Having this setup here is giving me errors, namely:
1144: Interface method addNode in namespace GraphADT is implemented with an incompatible signature in class AdjacancyListGraph.
Upon closer inspection it was apparent that AS3 doesn't like the different parameter types from the different Graph classes newNode:Node from Graph , and newNode:AwareNode from AdjacancyListGraph
However I don't understand why that would be a problem since AwareNode is a subClass of Node.
Is there any way I can make my code work, while keeping the integrity of the code?
Simple answer:
If you don't really, really need your 'addNode()' function to accept only an AwareNode, you can just change the parameter type to Node. Since AwareNode extends Node, you can pass in an AwareNode without problems. You could check for type correctness within the function body :
subclass... {
override public function addNode (node:Node ) : Boolean {
if (node is AwareNode) return nodes.add(node);
return false;
}
}
Longer answer:
I agree with #32bitkid that your are getting an error, because the parameter type defined for addNode() in your interface differs from the type in your subclass.
However, the main problem at hand is that ActionScript generally does not allow function overloading (having more than one method of the same name, but with different parameters or return values), because each function is treated like a generic class member - the same way a variable is. You might call a function like this:
myClass.addNode (node);
but you might also call it like this:
myClass["addNode"](node);
Each member is stored by name - and you can always use that name to access it. Unfortunately, this means that you are only allowed to use each function name once within a class, regardless of how many parameters of which type it takes - nothing comes without a price: You gain flexibility in one regard, you lose some comfort in another.
Hence, you are only allowed to override methods with the exact same signature - it's a way to make you stick to what you decided upon when you wrote the base class. While you could obviously argue that this is a bad idea, and that it makes more sense to use overloading or allow different signatures in subclasses, there are some advantages to the way that AS handles functions, which will eventually help you solve your problem: You can use a type-checking function, or even pass one on as a parameter!
Consider this:
class... {
protected function check (node:Node) : Boolean {
return node is Node;
}
public function addNode (node:Node) : Boolean {
if (check(node)) return nodes.add(node);
return false;
}
}
In this example, you could override check (node:Node):
subclass... {
override protected function check (node:Node) : Boolean {
return node is AwareNode;
}
}
and achieve the exact same effect you desired, without breaking the interface contract - except, in your example, the compiler would throw an error if you passed in the wrong type, while in this one, the mistake would only be visible at runtime (a false return value).
You can also make this even more dynamic:
class... {
public function addNode (node:Node, check : Function ) : Boolean {
if (check(node)) return nodes.add(node);
return false;
}
}
Note that this addNode function accepts a Function as a parameter, and that we call that function instead of a class method:
var f:Function = function (node:Node) : Boolean {
return node is AwareNode;
}
addNode (node, f);
This would allow you to become very flexible with your implementation - you can even do plausibility checks in the anonymous function, such as verifying the node's content. And you wouldn't even have to extend your class, unless you were going to add other functionality than just type correctness.
Having an interface will also allow you to create implementations that don't inherit from the original base class - you can write a whole different class hierarchy, it only has to implement the interface, and all your previous code will remain valid.
I guess the question is really this: What are you trying to accomplish?
As to why you are getting an error, consider this:
public class AnotherNode extends Node { }
and then:
var alGraph:AdjacancyListGraph = new AdjacancyListGraph();
alGraph.addNode(new AnotherNode());
// Wont work. AnotherNode isn't compatable with the signature
// for addNode(node:AwareNode)
// but what about the contract?
var igraphADT:GraphADT = GraphADT(alGraph);
igraphADT.addNode(new AnotherNode()); // WTF?
According to the interface this should be fine. But your implemenation says otherwise, your implemenation says that it will only accept a AwareNode. There is an obvious mismatch. If you are going to have an interface, a contract that your object should follow, then you might as well follow it. Otherwise, whats the point of the interface in the first place.
I submit that architecture messed up somewhere if you are trying to do this. Even if the language were to support it, I would say that its a "Bad Idea™"
There's an easier way, then suggested above, but less safe:
public class Parent {
public function get foo():Function { return this._foo; }
protected var _foo:Function = function(node:Node):void { ... }}
public class Child extends Parent {
public function Child() {
super();
this._foo = function(node:AnotherNode):void { ... }}}
Of course _foo needs not be declared in place, the syntax used is for shortness and demonstration purposes only.
You will loose the ability of the compiler to check types, but the runtime type matching will still apply.
Yet another way to go about it - don't declare methods in the classes they specialize on, rather make them static, then you will not inherit them automatically:
public class Parent {
public static function foo(parent:Parent, node:Node):Function { ... }}
public class Child extends Parent {
public static function foo(parent:Child, node:Node):Function { ... }}
Note that in second case protected fields are accessible inside the static method, so you can achieve certain encapsulation. Besides, if you have a lot of Parent or Child instances, you will save on individual instance memory footprint (as static methods therefore static there exists only one copy of them, but instance methods would be copied for each instance). The disadvantage is that you won't be able to use interfaces (can be actually an improvement... depends on your personal preferences).

OOP Proper use of interfaces in AS3

I'm designing a framework and in the process I have come across an interesting but most likely basic problem. I have a base class called CoreEngine and two other classes that extend it: CoreEngine1 and CoreEngine2. I created an interface that each of these classes would implement to increase the flexibility of my project. However, I have a problem... The definition of my methods in the interface do not match the definition in each inherited class! Each class must implement the following method:
function get avatar():AvatarBase;
The problem is that CoreEngine1 and CoreEngine2 expect a different type of avatar:
CoreEngine1
function get avatar():AvatarScaling
CoreEngine2
function get avatar():AvatarPlatform
As you can see, the return type for avatar in CoreEngine1 and CoreEngine2 do NOT match the type as specified in the interface. I was hoping that since both AvatarScaling and AvatarPlatform inherit AvatarBase that I wouldn't have a problem compiling. However, this is not the case. According to Adobe's documentation, the types MUST match the interface. I am trying to follow one of the core concepts of object oriented programming to extend the flexibility of my framework: "Program to an interface rather than an implementation". The first thing that comes to my mind is that the return type of the accessor method should be of an interface type (Maybe I just answered my own question).
I'm certain this is a common problem others have run into before. Architecturally, what do you think is the best way to solve this problem? Thanks in advance!
Regards,
Will
This is a limitation of how interfaces work and are declared.
If there's inheritance that can happen with the return types, as you've described with AvatarBase and subclasses, then I think the right approach is to make the return type the lowest common denominator and just handle the resulting object on the other end. So, if you're dealing with a CoreEngine1 object, you know you can cast the result from AvatarBase to AvatarScaling. Alternately, if you don't know the object type that you are calling get avatar() on, then you can type check the returned value. The type check would then only be needed if you're looking to call a method that exists on AvatarScaling but not on AvatarBase. I don't think returning an interface type will buy you much in this case because the only things that interface can implement would be things that all forms of Avatar share, which wouldn't be any different than methods in AvatarBase.
Like HotN and Dinko mentioned, it would be best to allow get avatar() to return AvatarBase allways and then cast the returned object as the concrete subclass.
Using Dinko's example:
public /* abstract */ class CoreEngine
{
public /* abstract */ function get avatar():AvatarBase {}
}
public function CoreEngine1 extends CoreEngine
{
override public function get avatar():AvatarBase { return new AvatarScaling(); }
}
public function CoreEngine2 extends CoreEngine
{
override public function get avatar():AvatarBase { return new AvatarPlatform(); }
}
public /* abstract */ class AvatarBase {}
public class AvatarScaling extends AvatarBase
{
public function someAvatarScalingMethod():void {}
}
public class AvatarPlatform extends AvatarBase
{
public function someAvatarPlatformMethod():void {}
}
To use a method from AvatarScaling, cast the returned object:
var c1:CoreEngine1 = new CoreEngine1();
var avatarScaling:AvatarScaling = AvatarScaling(c1.avatar());
avatarScaling.someAvatarScalingMethod();
hth
I think you answered your own question... the return type would still be AvatarBase, you need to follow the signature that you specified in the interface... but you can technically return ANY descendent of AvatarBase in that function. So doing something like
return new AvatarScaling();
in CoreEngine1 would be perfectly acceptable.
Of course in your calling function you will get back an AvatarBase instance, and you will have to know what this is in order to cast to a specific subclass.
CoreEngine1 ce1 = new CoreEngine1();
AvatarScaling avatar = ce1.avatar() as AvatarScaling;

AS3 - Retype/Cast an inherited variable permanently in a subclass?

Possibly bad practice but I'm not well versed in software design anyway (I'm sure this question would have been asked before but I can't seem to find the right terminology)...Anyhow, it's just another curiosity of mine I'd like to have answered.
So I have worked in a way where I type a base class variable to type Object or Sprite or something similar so that in my subclasses, I can instantiate my custom classes into them and store it. And when I access it, I just cast that variable to ensure I can access the methods.
Take this example, so that you know what I'm talking about:
public class BaseClass
{
protected var the_holder_var:Object;
public function BaseClass()
{
//Whatever abstract implementation here...
}
}
Now, my subclasses of that base class usually use an interface but for simplicity sake, I'll just write it without it.
public class AnExtendedClass extends BaseClass
{
public function AnExtendedClass()
{
//Instantiate my own class into the base class variable
this.the_holder_var = new ACustomClassOfMine();
//Then I can use the 'hackish' getter function below to
//access the var's functions.
this.holder_var.somefunction()
}
private function get holder_var():ACustomClassOfMine
{
return this.the_holder_var as ACustomClassOfMine;
}
}
This works and I'm sure it will make some ppl cringe (I sometimes cringe at it too).
So now, my question, is there a way to recast/retype that base var in my extended subclass?
kinda like this:
public class ExtendedClass extends BaseClass
{
//Not possible I know, but as a reference to see what I'm asking about
//Just want to change the type....
override protected var the_holder_var:ACustomClassOfMine;
public function ExtendedClass()
{
//Then I can forget about having that hackish getter method.
this.the_holder_var = new ACustomClassOfMine();
this.the_holder_var.somefunction();
}
}
I was thinking of typing most of my base class vars that I use as holders as type * and retyping them as I extend the class. (I could use it here too but yeah...)
Thoughts? Comments? Ideas?
I actually think your code (apart from the hypothetical addition at the end) is pretty alright. The practise of adding accessors to solve the type issue you're dealing with is a solid one. I would advise to rename the accessor to show it is a cast, maybe get holderVarAsCustom():ACustomClassOfMine (I'm also not a big fan of the underscores, that's another language's convention), but that's personal preference. What I'd do to solve your last problem is just create a matching setter function:
private function set holderVarAsCustom(value:ACustomClassOfMine):void {
this.the_holder_var = value;
}
This way you can access the correctly typed holder var for both read and write operations with complete type safety:
holderVarAsCustom = new ACustomClassOfMine();
holderVarAsCustom.someFunction();
I would definately advise against dropping the type safety by including arrays and what not, that just makes it unstable.
I must admit that i'm a little confused as to why you want to do this, but here goes. Could you not utilise the fact that Array's can hold different data types. So something like this:
public class BaseClass
{
protected var customStorage:Array;
public function BaseClass()
{
//Whatever abstract implementation here...
}
}
You could then access it with an associative method and a property:
public class AnExtendedClass extends BaseClass
{
private static const myName:String = "myName";
public function AnExtendedClass()
{
//Instantiate my own class into the base class variable
customStorage[myName] = new ACustomClassOfMine();
objectIWant.somefunction()
}
private function get objectIWant():ACustomClassOfMine
{
return ACustomClassOfMine(customStorage[myName]);
}
}
Is that any better?
I would not try to tinker this behaviour, since you can't change the declared type of a variable once declared, no matter how hard you try.
What I do in such cases, I either cast the variable if I use it sparingly or the object it references may change, or I add another variable with the type I want and let the other variable point to the new one. Like this:
public class A {
protected var object:Object;
public function A() {
//Whatever abstract implementation here...
}
}
and
public class B extends A {
protected var other:MyClass;
public function B() {
super();
this.other = new MyClass();
this.object = this.other;
}
}
Having it this way, class A uses the object via the this.object reference, and class B can use the this.other or both. But both references point to the same object. The only issues with this are:
having two references for in the same class to the same object is ugly (so are untyped variables and casts)
if the object one of them may point can change during runtime, you must be really carefull to synchronize these changes