How to choose which child class to instantiate dynamically - actionscript-3

My current project is in as3, but this is something I am curious about for other languages as well.
I'm attempting to use a factory object to create the appropriate object dynamically. My LevelFactory has a static method that returns a new instance of the level number provided to the method. In the code calling that method, I am able to dynamically create the buttons to call the levels like so:
for (var i:int = 1; i < 4; i++) {
var tempbutton:Sprite = createButton("Level " + i, 25, 25 +(60 * i), start(i));
_buttons.push(button);
}
This code just creates a simple button with the given arguments (ButtonText, x, y, function). It's working fine. The buttons are created, and clicking on one of them calls this method with the appropriate argument
private function start(level:int):Function {
return function(e:MouseEvent):void {
disableButtons();
newLevel = LevelFactory.createLevel(level);
addChild(newLevel);
}
}
This is all working fine; I'm just providing it for background context. The question I have is this: Is it possible to dynamically choose the type of object that my static function returns? Currently, I have am doing it as follows
public static function createLevel(level:int):Level {
var result:Level;
switch(level) {
case 1: result = new Level1(); break;
case 2: result = new Level2(); break;
//etc
}
return result;
}
I should note that all of these Level1, Level2, etc. classes extend my base level class. (Yay polymorphism!) What I would like to do is be able to do something along the lines of
public static function createLevel(level:int):Level {
var result:Level;
var levelType:String = "Level" + level;
return new levelType();
}
Obviously it's not going to work with a string like that, but is there any way to accomplish this in as3? What about other languages, such as Java or Python? Can you dynamically choose what type of child class to instantiate?
Update:
import Levels.*;
import flash.events.*;
import flash.utils.*;
public class LevelFactory
{
public static function createLevel(level:int):Level {
var ref:Class = getDefinitionByName('Levels.' + 'Level' + level) as Class;
var result:Level = new ref();
return result;
}
}
Update/Edit: getDefinitionByName seems to be what I'm looking for, but it has a problem. It seems that the compiler will strip unused imports, which means that unless I declare each subclass in the code ahead of time, this method will get a reference error. How can I get around the need to declare each class separately (which defeats the purpose of dynamic instantiation)?

Yes, you sure can, and it's very similar to the string thing that you've provided. The only thing that you are missing is the getDefinitionByName method: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/utils/package.html#getDefinitionByName()
You can generate whatever class name you want, and what this method does is that it searches for that class in it's namespace, and if it finds it - it returns it as a class:
var ClassReference:Class = getDefinitionByName("flash.display.Sprite") as Class;
var instance:Object = new ClassReference();
This piece of code will instantiate a Sprite. This way you can instantiate your classes without all those switches and cases, especially when you have to make a hundred levels :)
Hope that helps! Cheers!
Edit:
In your case, the code should be:
var ref:Class = getDefinitionByName('com.path.Level' + index) as Class;
var level:Level = new ref(); // it will actually be Level1 Class

Since Andrey didn't quite finish helping me out, I am writing up a more complete answer to the question after much research.
getDefinitionByName definitely has the use I am looking for. However, unlike its use in Java, you HAVE to have a hard reference to the class you want instantiated somewhere in your code. Merely imported the class is not enough; the reason for this is that the compiler will strip the reference from any unused import to save space. So if you import the package of classes you want to choose dynamically but don't have a hard reference to them, the compiler will de-reference them. This will lead to a run-time error when the program cannot find the appropriate reference to your class.
Note that you don't actually have to do anything with the reference. You just have to declare a reference so that it can be found at run-time. So the following code will work to eliminate the switch-case statement and allow me to dynamically declare which class I am using at run-time.
{
import Levels.*;
import flash.events.*;
import flash.utils.*;
/**
*
* Returns the requested level using the createLevel class
* ...
* #author Joshua Zollinger
*/
public class LevelFactory
{
Level1, Level2, Level3, Level4, Level5, Level6, Level7;
public static function createLevel(level:int):Level {
var ref:Class = getDefinitionByName('Levels.Level' + level) as Class;
var result:Level = new ref(); // it will actually be the correct class
return result;
}}}
The obvious downside to this is that you still have to have a hard-coded reference to every class that can be instantiated like this. In this case, if I try to create a Level8 instance, it will through a run-time error because Level8 is not referenced. So every time I create a new level, I still have to go add a reference to it; I can't just use the reference dynamically.
There are supposedly ways around this that I have not tested yet, such as putting the code for the classes in a separate SWF and importing the SWF at run-time or using outside libraries that will have different functionality. If anyone has a solid way to get a truly dynamic reference that doesn't require a hard coded reference anywhere, I would love to hear about it.
Of course, it's still a lot cleaner this way; I don't have a extensive switch case statement to pack all the levels. And it's easier and faster to add a reference to the list than creating a new case in a switch. Plus it is closer to dynamic programming, which is usually a good thing.

Related

AS3 Super Class Issue

I have a problem and I'm not too sure the best way to resolve it.
Scenario:
I have a Super Class called 'food' and I have 20 different foods and extends 'food' like Pizza, Curry, Fish and Chip etc.
When I remove a 'food' I keep a record of it so I can reuse (for performance purposes). Can I make a new Pizza class that uses an old 'food'?
E.g.
public class Pizza extends food
{
public function Pizza()
{
super = FOOD.returnUsedFoodClass();
}
}
Is this possible or would I need to save the extending Class as well?
Hope this all make sense.
EDIT:
When I say remove I mean I no longer need it - so I would normally remove all references to it. But instead, I have placed all 'food' classes that I no longer need in a static vector so I can reuse them later.
You misunderstand the basic OOP principles here.
First: a constructor runs only once and only when the object is created so any attempt to stop the creation of the object or replace the object from within its constructor is illogical and cannot succeed since the object at that moment is already created.
Second: Classic misunderstanding of the super keyword. No super doesn't point to any other instance of any other object, super in constructor points to the super class implementation of the constructor. Trying to assign an object to super cannot work and is also illogical. I'm guessing you meant to use 'this' which would also not work anyway.
What you are trying to achieve cannot be done that way and this in any OOP language. There's no way to run a constructor (meaning creating the object) and make this object point to something else within its own constructor. What you are looking for is a classic object pooling system via static methods like this:
var pizza:Pizza = Food.getFood("pizza") as Pizza;
Where the static method checks if any Pizza instance (from the pool) is available and if it is it returns it and if it's not it creates a new one and returns it.
Pooling can be implemented loosely or explicitly, I prefer the more solid and flexible explicit version. Here's an example:
Food class pooling additions:
static private var recycledInstances:Vector.<Food> = new Vector.<Food>();
//hold our reclycled instances
public function recycle():void
{
var index:int = recycledInstances.indexOf(this);
if(index >= 0)
{
return;
}
recycledInstances.push(this);
}
//explicitly add this instance to recycle
private function reset():void
{
}
//to run in constructor and when the instance is retreived from recycle
//this method purpose is to reset all values to default.
Now when an instance is no longer used you call the instance recycle() method to place it in recycle. Then when you need a new instance you do:
var food:Food = Food.getFood();
And this is implemented that way in Food class:
static public function getFood():Food
{
if(recycledInstances.length)
{
var totalInstances:uint = recycledInstances.length;
var instance:Food = recycledInstances[totalInstances - 1];
instance.reset();
recycledInstances.length -= 1;//faster than splice
return instance;
}
return new Food();
}
You can extend this easily to descendant of food class by adding a type member variable to Food for example and check the type of recycled instances before returning them.

Can I still create Global variables in AS3

Following the answer here, I have created a file called MyGlobals.as and placed some global variables and functions so that I can access it from anywhere within my project just like AS3 buil-in functions such as trace() method.
This is MyGlobals.as which is located in the src folder (top level folder)
package {
public var MessageQueue:Array = new Array();
public var main:Main;
public var BOOKING_STATUS_DATA:Object;
public function postMessage(msg:Object):void {
MessageQueue.push(msg);
}
public function processMessage():void {
var msg:Object = MessageQueue.pop();
if (msg) {
switch (msg.type) {
}
}
}
Looks like my IDE (FD4) is also recognizing all these functions and variables and also highlighting the varibles and functions just like any other built-in global functions. However, I am getting compilation errors "Accessing possibly undefined variable xxx". The code is as simple as trace(MessageQueue) inside my Main (or another classe).
I am wondering if there was any change Adboe has done recently that it can't be done now or am I missing something? I am not sure if I need to give any special instructions to FD to include this MyGlobals.as?
I am using FD4, Flex SKD 3.1, FP12.0
I am aware of the best practices which suggests to avoid using this type of method for creating global variables but I really need it for my project for my comfort which I feel best way (right now) when compared to take any other path which involves daunting task of code refactoring. I just want do something which can be done in AS3 which I guess is not a hack.
I've done some playing around; it looks like you can only define one (1) property or method at package level per .as file. It must be the same name (case-sensitive) as the .as file it is contained in.
So no, nothing has changed since the older Flash Versions.
In your case that would mean you need five separate ActionScript files along the lines of:
MessageQueue.as:
package
{
public var MessageQueue:Array;
}
main.as:
package
{
public var main:Main;
}
...etc. As you can see this is very cumbersome, another downside to the many others when using this approach. I suggest using the singleton pattern in this scenario instead.
package{
public class Singleton{
private static var _instance:Singleton=null;
private var _score:Number=0;
public function Singleton(e:SingletonEnforcer){
trace(‘new instance of singleton created’);
}
public static function getInstance():Singleton{
if(_instance==null){
_instance=new Singleton(new SingletonEnforcer());
}
return _instance;
}
public function get score():Number{
return _score;
}
public function set score(newScore:Number):void{
_score=newScore;
}
}
}
then iin your any as3 class if you import the singleton class
import Singleton
thn where u need to update the global var_score
use for example
var s:Singleton=Singleton.getInstance();
s.score=50;
trace(s.score);
same thing to display the 50 from another class
var wawa:Singleton=Singleton.getInstance();
trace(wawa.score)

Enumerating class properties

I'm trying to iterate through the properties of a custom class, however, the methods provided by Adobe appear to not work. I'm not receiving compile or run-time errors.
Class
package {
public dynamic class enum {
public var foo:Number = 123;
public function enum() {
this.setPropertyIsEnumerable("foo", true);
if (this.propertyIsEnumerable("foo") == false) {
trace("foo:" + foo + " is not enumerable.")
}
}
}
}
// outputs "foo:bar is not enumerable."
Implementaiton
var test:enum = new enum();
for (var property:String in test) {
trace(property);
}
// outputs nothing
I try to keep my code fast and flexible, so it's really frustrating when you must change the class to Dynamic just to be able to use for ... in on the properties. Jackson Dunstan's testing confirms that this can be 400x slower than static class properties, but those have to be explicitly referenced (impractical for property agnostic methods), or use reflection of the class (computationally expensive) to be accessible.
The only way I've found to sidestep the whole issue is to use dynamically declared variables... which is pointless since at that point using setPropertyIsEnumerable(prop, true) is superfluous; all dynamically created properties already are enumerable. Additionally, dynamic variables cannot be strongly datatyped, and performance goes out the window.
For example...
Class
package {
public dynamic class enum {
public var foo:String = "apple";
public function enum(){
this.dynamicVar = "orange";
this.dynamicProp = "banana";
this.setPropertyIsEnumerable("foo", true);
this.setPropertyIsEnumerable("dynamicProp", false);
}
}
}
Implementation
var test:enum = new enum();
for (var key:String in test) {
trace(key + ": " + test[key]); // dynamicVar: 1
}
// outputs "dynamicVar: orange"
Now that the class is dynamic, we see that only one of our 3 test properties are being iterated. There should be 2.
It almost feels like Adobe wants us to adopt bad programming habits. Words fail me...
Non-dynamic classes do not provide enumerable properties or methods.
As stated in the description of the link you provided.
Sets the availability of a dynamic property for loop operations.
I think you might want to refactor your code on this approach.
I have never had to loop over a classes properties like you are doing here.
If you want to track items dynamically you should use an associative array and track them that way not at the class level like you are doing.
And if you want strong data typing then use a vector.

Value Will Set properly, but Get receives Null

So, I have successfully grabbed a value out of an XML document and set it into a separate class called "AddCommas." The trace functions have shown me that it sets properly.
For more details, my objective is to take the language indicator ("fr" for french or "en" for english), set it inside the appropriate class and into a variable I will use. Now, I am using this variable to be used in an if statement; which will help me format a number properly (commas, decimals, spaces) per the clients request.
However, my problem is when I try to get the value to use it. It always comes back as Null. I have placed traces all over my program trying to pinpoint when this happens, but I cannot find it. Here's the code...
The pull from the XML file and into the set (this works fine, but I am adding it for your benefit in case I missed something)
public var commaHold = new AddCommas();
localLanguage = xmlObj.localLanguage;
trace("localLanguage + " + localLanguage);
commaHold.setLanguage(localLanguage); // Set Language
//More code follows...
This is the set function istelf...
public function setLanguage(localLanguage:String){
langHold = localLanguage;
trace("Set Language = " + langHold); //This always shows a successful set
}
Now am I wrong in thinking that in AS3, once langHold in my AddCommas class has been set I should be able to use it without calling a get within the function I am using the If Statement in, right? Such as this?
var language = langHold;
if (language == "en"){
trace("Language is = " + language); // More code follows afterwards and as of now, this shows NULL
Now, I have attempted plenty of Get functions to add the language variable in the call itself to this function and it's always the same. Am I missing some fundamentals here?
Thank you very much for your time.
If you expect a string comparison you need to use quotes, unless en is a String variable since langHold is a String, like:
if (language == "en"){
Consider modifying the set function to use the as3 keyword like:
private var _language:String;
public function set language(value:String):void {
_language = value;
//do other stuff here if necessary, put a breakpoint on the line above
}
public function get language():String{
return _language;
//put a breakpoint on the line above
}
You should be able to see when any instance of your class has the property changed. The only other issue I can think of is it is not the same instance of the class and therefore doesn't share the property value you set earlier. In the debugger you can check the "hashCode" or "address" it shows for this to see if it changes when it hits the breakpoints.
Here's a sample Singleton structure in AS3 (this all goes in one file):
package com.shaunhusain.singletonExample
{
public class SingletonExample
{
private static var instance:SingletonExample;
public static function getIntance():SingletonExample
{
if( instance == null ) instance = new SingletonExample( new SingletonEnforcer() );
return instance;
}
/**
*
* #param se Blocks creation of new managers instead use static method getInstance
*/
public function SingletonExample(se:SingletonEnforcer)
{
}
}
}
internal class SingletonEnforcer {public function SingletonEnforcer(){}}
using this single shared instance from any other class would look something like this:
private var singletonInstance:SingletonExample = SingletonExample.getInstance();
ShaunHusain's theory of using a Singleton was the perfect solution I needed. However, his code gave me a bizarre 1061 error and my format and code appeared to be error free. Regardless, I looked up another way to use a Singleton as follows that worked perfectly for me. Honestly, Shaun's code should work for anyone and I have no idea why it wasn't. I am perfectly willing to admit that it was probably a typo on my end that I just did not see.
I ended up embedding the Set and Get within the Singletons class and used it as an intermediary to hold the information I needed. It worked perfectly.
package chart {
import chart.*;
//
public class StaticInstance {
private static var instance:StaticInstance;
private static var allowInstantiation:Boolean;
private var language:String;
public static function getInstance():StaticInstance {
if (instance == null) {
allowInstantiation = true;
instance = new StaticInstance();
allowInstantiation = false;
}
return instance;
}
public function StaticInstance():void {
if (!allowInstantiation) {
throw new Error("Error: Instantiation failed: Use StaticInsance.getInstance() instead of new.");
}
}
public function setLanguage(_language:String):void{
language = _language;
trace("language set = " + language);
}
public function getLanguage():String{
return language;
}
}
}
This code allowed me to hold the data and call upon it again from two different classes. It's a very hack job instead of just being able to pass on the variable from function to function, but in my case we didn't create this file, we are modifying it and attempting to do things beyond the original scope of the project.
Thanks again for your help Shaun! I hope this helps other people!

as3 calling a function in another class [duplicate]

UPDATE: OK I am about ready to give up on Pacakages and classes. No answers coming. Not sure what to do. I tried to make the question easier and made a new post but I was down voted for it. as3 calling a function in another class
I am TOTALLY NEW to using PACKAGES and CLASSES. I am finally converting over from the timeline after having so many issues. Please be patient with my lack of knowledge. I need to know how to call a function in the child swf file I loaded from code in the maintime in the parent swf.
There are 2 swf files. Main.swf and pConent.swf
1. Main.swf has code in the timeline of the first frame.
2. pConent.swf is loading a PACKAGE CLASS as file.
QUESTIONS
I am trying to call a function in it from its parent Main.swf. How do I do this?
Here is sections of the code from both. Thanks
Main.swf CODE /// is an AIR for Andrid swf
function LoadContent()
{
TheContent.load(new URLRequest( "pContent.swf"));
TheContent.contentLoaderInfo.addEventListener(Event.COMPLETE, LoadContentTWO);
function LoadContentTWO(e:Event)
{
Content = TheContent.content as MovieClip;
pContent = Content as Object;
addChild(TheContent);
var OSS:String = "device";
trace(pContent); //// comes out as: [object pContent]
pContent.GetOnlineStatus(OSS); ///// HOW DO I GET THIS TO CALL FUNCTION
}
}
A SECTION OF THE "CLASS" in pContent.swf I am trying to call
public function GetOnlineStatus(OS:String)
{
if(OS=="online")
trace("inside ONLINE" );
}
if(OS=="device")
{
trace("inside DEVICE" );
}
}
THE ERROR I AM GETTING
TypeError: Error #1006: GetOnlineStatus is not a function.
UPDATE: I decided to post the FULL PACKAGE ( my first) to see if I am doing it right.
package
{
import flash.display.MovieClip;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import flash.display.*;
import flash.media.Sound;
import flash.system.*;
import flash.media.SoundChannel;
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class pContent extends MovieClip
{
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
var ScreenY = flash.system.Capabilities.screenResolutionY;
var ScreenX = flash.system.Capabilities.screenResolutionX;
var swf:String;
var daSounds:String;
var images:String;
var videos:String;
var OnlineStatus:Boolean;
//++++++++++++++++++++++++
//++++++++++++++++++++++++
public function pContent()
{
BG.addEventListener(MouseEvent.CLICK, mouseHandlerdown);
}
//++++++++++++++++++++++++
//++++++++++++++++++++++++
//-------- * FUNCTIONS * --------
//-------------------------------
public function mouseHandlerdown(event:MouseEvent):void
{
alpha = .3; // testing
}
public function GetOnlineStatus(OS:String)
{
if(OS=="online")
{
OnlineStatus = true;
Security.allowDomain("*");
trace("inside THE PATH " + ThePath.text);
daSounds = "http://mycontactcorner.com/upload/files/";
swf = "http://mycontactcorner.com/upload/files/";
trace("inside THE DEVICE ONLINE" );
OnlineStatus = false;
swf = "";
daSounds = "content/sounds/";
//LoadMenu();
LoadStage();
LoadBeau();
}
if(OS=="device")
{
trace("inside THE DEVICE ONLINE" );
}
}
//------ * END FUNCTIONS * -----
//------------------------------
}// END FUNCTION pContent
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
}//// END PACKAGE
Don't be disappointed, but I won't have a "real" answer to your question, and I am really not going to work through all of your code to solve it, either. It is your own task to learn how to do this, and unless people here are very, very hungry for reputation, no one will do it for you - we will only help you to find the right way.
Your problem is not "packages and classes", so please do not give up on them. They will help you a great deal, once you've started to understand them. Your problem is, that you are not facing a single problem, but actually at least two (and quite substantial ones, I might add):
You need to go back to learn about the basics of object oriented programming in ActionScript. You won't have much luck getting answers to questions like this, otherwise. And believe me, I don't mean that in a patronizing way - it is simply a complicated matter, and it is hard to communicate complicated issues, both when you don't know the terms to express them, or when your counterpart doesn't understand them. Think of it like a high school math problem: You won't ever find a solution to your trigonometry question (or get a decent answer), unless you learn some basic algebra first.
You also have a problem related to loading, application domains, and the Flash Player security model - which are all far more complicated than what you should aim at when trying out OOP stuff. This can be a major obstacle, and unless you want to frustrate yourself, you should try to avoid it, until your program actually runs.
So this here is my advice: Always try to solve one problem at a time. Do not work yourself into such complex scenarios as the one you are in right now, but take step by step, until you've reached a level where you are confident with what you are doing.
Your first issue should be to understand what's going on with classes and objects. Everything else will come later. You should try to isolate your problem in the pContent.swf and get that to work first - or better yet, put everything you need for your program into a single file. Convert to using classes. Then, once you know how to work with those, start learning about more advanced OO, decoupling your code using interfaces, type casting and loading binaries at runtime.
//makes contact with classs but comes out as: [object pContent]
its because you said
pContent = Content as Object;
I am not sure why you are doing this extra step
Change it to this
Content = TheContent.content as MovieClip;
// pContent = Content as Object; //NO NEED OF THIS
addChild(Content); // just in case this gives error change it as addChild(Content as Object);
var OSS:String = "device";
trace(Content); //now see the difference
Content.GetOnlineStatus(OSS); // it calls now
Also, give the link where you posted that scary question :P if it has rest of the code
Sorry if this does not sound like an answer, but I'm going to write a couple of doubts that I have reading your code that can possibly lead to the solution:
Why are you casting it to MovieClip? If you cast it as MovieClip, the compiler it is going to tell you that the method "GetOnlineStatus" doesn't exist, because MovieClip class doesn't have it! I think you have to cast it as pContent
Why are you trying to casting TheContent.content? What is "content"? I had a look to your previous post and I cannot see anything called "content"?
If I ignore my second doubt (TheContent.content issue), I would change the code like this:
Content = TheContent.content as pContent; // your class it's called pContent
addChild(Content);
Content.GetOnlineStatus(OSS); // it calls now
Also, keep in mind that generally it's a good pratice to capitalize name of classes and not variables.
Let me know!
private function GetOnlineStatus
Try making this a public function instead. When it's private it can't be accessed outside the scope of the class that owns it.
I believe that in order to make this work, content property of the Loader. You have to create a reference to the loaded SWF as the class you are trying to call. This class has to be included in the main SWF's project. Then you can call the functions of that particular class in the child.
function LoadContent()
{
TheContent.load(new URLRequest( "pContent.swf"));
TheContent.contentLoaderInfo.addEventListener(Event.COMPLETE, LoadContentTWO);
}
function LoadContentTWO(e:Event)
{
var pContent:GetOnlineStatus = GetOnlineStatus(e.target.content);
addChild(e.target.content); //Assuming that "TheContent was
// declared as var TheContent:Loader , you'd be adding the loader to the stage when I think you actually wanted // to add the content.
var OSS:String = "device";
trace(pContent); //// comes out as: [object pContent]
pContent.GetOnlineStatus(OSS); ///// HOW DO I GET THIS TO CALL FUNCTION
// This should work now. If not, try to loading a function that is not the class' main function. Because I think you might get an "unable to call static function error". I'm a begginner too though, so sorry if I'm wrong. Example: pContent.GetOnlineStatusFunction(OSS);
}
This answer assumes that the pContent.swf contains a class file that looks like this:
package {
public class GetOnlineStatus {
public function GetOnlineStatus (OSS:String) {
//Do your GetOnlineStatus Logic. This is the main function.
}
/*public function GetOnlineStatusFunction (OSS:String) {
//Example non-main function
} */
}
}
Source: http://www.scottgmorgan.com/accessing-document-class-of-externally-loaded-swf-with-as3/