custom imports/non-local classes in as3 - actionscript-3

I was attempting to use this and this to figure out how to set up some math classes (the sin/cos functions I use for anything top down.) but I have it set to import package.class (the names of course.) but It said that "defintion package:Class not found". This confuses me and I am going to assume I have to do something with folders. However I'm not sure what folders to put it in/what to do to enter things specifically in a folder.
//import sthreets.CustomFuncs;
private function Movement()
{
if(LEFT==true)
{
rotation=rotation-6;
}
if(RIGHT==true)
{
rotation=rotation+6;
}
if(UP==true)
{
//x=x+CustomFuncs.TopDownMove("x", rotation, 0);
//y=y+CustomFuncs.TopDownMove("y", rotation, 0);
}
if(DOWN==true)
{
//x=x-CustomFuncs.TopDownMove("x", rotation, 0);
//y=y-CustomFuncs.TopDownMove("y", rotation, 0);
}
}
Commented out stuff was giving me errors, here's the CustomFuncs code.
package sthreets
{
public class CustomFuncs
{
public function CustomFuncs()
{
}
public function TopDownMove(xy:String, rot:Number, offSet:Number):Number
{
if(xy=="x")
{
return cos(DegreesToRadions(rot)+offSet)
}
if(xy=="y")
{
return sin(DegreesToRadions(rot)+offSet)
}
}
public function DegreesToRadions(rot:Number):Number
{
return rot*Math.PI/180;
}
}
}

Package names are determined by the location from src. src/my/package/name is my.package.name. The package you import at the top of any class must match the actual package, otherwise the compiler will not find the class.
So... say you have this structure in your folders:
src
->my
->package
->name
->ClassName
The class would be set up as so:
package my.package.name {
public class ClassName {
public function ClassName(){
//construct
}
}
}
And you would import it using:
import my.package.name.ClassName;
or
import my.package.name.*; //only use the wildcard if every class in that package is being used, otherwise you will include code you may or may not need to in your project
Hopefully that helps explain packages and imports a bit.
I also noticed that you are using the functions in your CustomFuncs class as if they were static (as you would with Math.cos() or similar). Your class is not set up to work this way. To do that, you need to use this static access modifier.
package sthreets
{
public class CustomFuncs
{
public static function TopDownMove(xy:String, rot:Number, offSet:Number):Number
{
if(xy=="x")
{
return cos(DegreesToRadions(rot)+offSet)
}
if(xy=="y")
{
return sin(DegreesToRadions(rot)+offSet)
}
}
public static function DegreesToRadions(rot:Number):Number
{
return rot*Math.PI/180;
}
}
}
The static access modifier means that the object (in this case, the functions) only exist once in any instance of the app, whereas a standard access modifier (public, private, protected, internal, mx_internal, final) create one object for every single instance of the class. Using the static access modifier allows you to access objects through ClassName.objectName because the objects belong to the class, not to the parent object. To get to those objects, you never have to instantiate (you will notice in the above code that I removed your constructor because it is unnecessary in this case).
Note: The following isn't necessarily directed at you, but I am including it for any future readers who might visit this question
This blog post gives a fairly good rundown of the standard access modifiers. The comparisons it makes in relation to beer are incredibly good and incredibly easy for someone with limited knowledge about the modifiers to understand.
I also suggest reading this Wikipedia article on "Static Variable" to help you understand what a static object is and where and how to use it.
AS3 strictly follows OOP (object oriented programming) and ECMAScript policies and its syntax is based heavily on Java. For these reasons, nearly every principle used by other OOP or ECMA languages applies to AS3 as well. This means that you can improve your AS3 skills by reading up on these principles, even if they are not specifically for AS3 (AS3 OOP tutorials are fairly limited in both quantity and quality so it can be difficult for someone who is learning AS3 as their first OOP language to learn these principles).

Related

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).

Where should I place an edited containers class?

I would like to modify an Accordion class to suit my needs.
Instead of simply extending Accordion, I would like to copy and paste the whole class as a start, with the new class name "MyAccordion", into the src folder; to gain the maximum freedom(I assume).
However, several problems encountered. For the "include "../core/Version.as";" error, I had solved by replacing it with a explicit Version static const string. But for the problems lead by the inheritance, e.g. AccordionHeader, etc, I found that there would be too many files to be edited when going down the stream. I suspect I mis-understand the whole logic of editing the class.
Would anyone give me some help? May be some reference for me to read, or even just some keywords for me to search. Thanks in advance.
Well - for all the reasons your discovering, you actually don't have flexibility when leveraging "boilerplate" code like this. Use Extend and Override to properly modify existing classes:
package com.yourSite.src
{
public class Foo
{
public function Foo
{
}
public function foo():void
{
trace("foo");
}
}
}
package com.yourSite.src
{
public class Bar extends Foo
{
public function Bar
{
}
override public function foo():void
{
trace("bar");
}
}
}
So, write a class that Extends Accordion, and override anything that you want to work differently. Any other functionality you may need can be added as required. OOP 101 :D
Check out the link above for a more cohesive discussion.
Cheers!

Mixin or Trait implementation in AS3?

I'm looking for ideas on how to implement a Mixin/Trait style system in AS3.
I want to be able to compose a number of classes together into a single object. Of course this is not a language level feature of AS3, but I'm hoping that there is maybe some way to do this using prototype based techniques or maybe some bytecode hacking that I believe AsMock uses to implement it's functionality.
An existing Java example is Qi4J where the user define interfaces that the Qi4j framework implements based on metadata tags and coding by convention.
Has anyone any ideas on how to get the Mixin/Trait concept working within AS3?
Zero solutions presented on this, so I looked into a few methods. There are ECMA script style mixins by adding methods defined on other objects to the base objects prototype. But this means that the advantages of static typing are gone.
I was looking for a solution that didn't sidestep the static type system. I knew that ASMock used bytecode injection to create proxy classes. I hacked around ASMock for the past few days and came up with a possible solution implemented by creating a class with composed classes (through bytecode injection).
From the users point of view this involves defining your object that uses mixins through many interfaces:
public interface Person extends RoomObject, Moveable
public interface RoomObject
{
function joinRoom(room:Room):void
function get room():Room
}
public interface Moveable
{
function moveTo(location:Point):void
function get location():Point
}
Then you define classes to represent these interfaces:
public class MoveableImpl implements Moveable
{
private var _location:Point = new Point()
public function get location():Point { return _location }
public function move(location:Point):void
{
_location = location.clone()
}
}
public class RoomObjectImpl implements RoomObject
{
private var _room:Room
public function get room():Room { return _room }
public function joinRoom(room:Room):void
{
_room = room
}
}
In a normal situation where you want to compose classes you would write:
public class PersonImpl implements Person
{
private var _roomObject:RoomObject = new RoomObjectImpl()
private var _moveable:Moveable = new MoveableImpl()
public function get room():Room { return _roomObject.room }
public function joinRoom(room:Room):void { _roomObject.joinRoom(room) }
public function get location():Point { return _moveable.location }
public function move(location:Point):void { _moveable.move(location) }
}
This is easily written using code due to it's regular layout. And that is exactly what my solution does, by injecting the equivilant bytecode into a new class. With this bytecode injection system we can create a Person object like so:
public class Main
{
private var mixinRepo:MixinRepository = new MixinRepository()
public function Main()
{
with(mixinRepo)
{
defineMixin(RoomObject, RoomObjectImpl) // associate interfaces with concreate classes
defineMixin(Moveable, MoveableImpl)
defineBase(Person)
prepare().completed.add(testMixins) // the injection is a async process, just liek in ASMock
}
}
private function testMixins():void
{
var person:Person = mixinRepo.create(Person)
var room:Room = new Room('room you can play in')
person.joinRoom(room)
trace('person.room:', person.room)
person.move(new Point(1, 2))
trace('person.location:', person.location)
}
}
At the moment this system is a proof of concept and is therefore very basic and brittle. But it shows that it is possible to come close to a Scala mixin/traits style system to AS3. I've made a github project to hold the code if anyone is interested in running the solution and poking around at how it was done.
A more complete example is given on the project wiki.
Look here, this works, mixes in methods and is simple.
http://github.com/specialunderwear/as3-mixin
o, and it works when you compile in as3 mode.
I found this one in Realaxy -- http://realaxy.com/

Actionscript 3.0 Best Option for Subclassing Vector Class (Flash Player 10)

I would like to take advantage of all the goodness of the newer Vector class for FP10, but it seems it is marked as final.
I am doing some intensive mathematical processing in Actionscript, and repeatedly process arrays of Numbers. I have previously been using my own subclass of Array(I call it NumericArray), with added functions such as sum(), mean(), add(), multiply(), etc. This works very well and allows for some clean OO code. However, I am finding through profiling that about 95% of my processing time occurs in the functions of these objects. I need more performance out of these arrays.
I want to use a Vector, as it provides some performance enhancements. I want to specifically use a Vector.<Number>. Unfortunately, I cannot subclass Vector as it is marked final.
What is the best and cleanest way to imitate what I was previously doing with a subclass of Array, to a Vector.<Number>?
I have thought about passing around Vector.<Number> variables instead of my custom class and just using utility functions to manipulate, but this is not good OO design and will be a pain to use, not to mention ugly.
If adding your additional functionality doesn't require access to protected properties/methods of Vector, you could create a wrapper class for the Vector. Something along these lines?
import flash.utils.Proxy;
import flash.utils.flash_proxy;
use namespace flash_proxy;
public class NumericVector extends Proxy
{
private var vector:Vector.<Number>;
public function NumericVector(vector:Vector.<Number> = null)
{
if(vector == null)
{
this.vector = new Vector.<Number>();
}
else
{
this.vector = vector;
}
}
override flash_proxy function nextName(index:int):String
{
return vector[index - 1].toString();
}
override flash_proxy function nextNameIndex(index:int):int
{
// implementation
}
public function sum():Number
{
// do whatever you intend to do
}
...
}
A way to sidestep this issue might be to use the as3ds (short for actionscript 3 data structures). Whether they can be faster than using Vector, I'm not sure.
How come on this page
http://help.adobe.com/en_US/AS3LCR/Flash_10.0/Vector.html
it says:
"Note: To override this method in a subclass of Vector, use ...args for the parameters, as this example shows:"
??
doesn't that imply that you can subclass a Vector?
James

Access to global application settings

A database application that I'm currently working on, stores all sorts of settings in the database. Most of those settings are there to customize certain business rules, but there's also some other stuff in there.
The app contains objects that specifically do a certain task, e.g., a certain complicated calculation. Those non-UI objects are unit-tested, but also need access to lots of those global settings. The way we've implemented this right now, is by giving the objects properties that are filled by the Application Controller at runtime. When testing, we create the objects in the test and fill in values for testing (not from the database).
This works better, in any case much better than having all those objects need some global Settings object --- that of course effectively makes unit testing impossible :) Disadvantage can be that you sometimes need to set a dozen of properties, or that you need to let those properties 'percolate' into sub-objects.
So the general question is: how do you provide access to global application settings in your projects, without the need for global variables, while still being able to unit test your code? This must be a problem that's been solved 100's of times...
(Note: I'm not too much of an experienced programmer, as you'll have noticed; but I love to learn! And of course, I've already done research into this topic, but I'm really looking for some first-hand experiences)
You could use Martin Fowlers ServiceLocator pattern. In php it could look like this:
class ServiceLocator {
private static $soleInstance;
private $globalSettings;
public static function load($locator) {
self::$soleInstance = $locator;
}
public static function globalSettings() {
if (!isset(self::$soleInstance->globalSettings)) {
self::$soleInstance->setGlobalSettings(new GlobalSettings());
}
return self::$soleInstance->globalSettings;
}
}
Your production code then initializes the service locator like this:
ServiceLocator::load(new ServiceLocator());
In your test-code, you insert your mock-settings like this:
ServiceLocator s = new ServiceLocator();
s->setGlobalSettings(new MockGlobalSettings());
ServiceLocator::load(s);
It's a repository for singletons that can be exchanged for testing purposes.
I like to model my configuration access off of the Service Locator pattern. This gives me a single point to get any configuration value that I need and by putting it outside the application in a separate library, it allows reuse and testability. Here is some sample code, I am not sure what language you are using, but I wrote it in C#.
First I create a generic class that will models my ConfigurationItem.
public class ConfigurationItem<T>
{
private T item;
public ConfigurationItem(T item)
{
this.item = item;
}
public T GetValue()
{
return item;
}
}
Then I create a class that exposes public static readonly variables for the configuration item. Here I am just reading the ConnectionStringSettings from a config file, which is just xml. Of course for more items, you can read the values from any source.
public class ConfigurationItems
{
public static ConfigurationItem<ConnectionStringSettings> ConnectionSettings = new ConfigurationItem<ConnectionStringSettings>(RetrieveConnectionString());
private static ConnectionStringSettings RetrieveConnectionString()
{
// In .Net, we store our connection string in the application/web config file.
// We can access those values through the ConfigurationManager class.
return ConfigurationManager.ConnectionStrings[ConfigurationManager.AppSettings["ConnectionKey"]];
}
}
Then when I need a ConfigurationItem for use, I call it like this:
ConfigurationItems.ConnectionSettings.GetValue();
And it will return me a type safe value, which I can then cache or do whatever I want with.
Here's a sample test:
[TestFixture]
public class ConfigurationItemsTest
{
[Test]
public void ShouldBeAbleToAccessConnectionStringSettings()
{
ConnectionStringSettings item = ConfigurationItems.ConnectionSettings.GetValue();
Assert.IsNotNull(item);
}
}
Hope this helps.
Usually this is handled by an ini file or XML configuration file. Then you just have a class that reads the setting when neeed.
.NET has this built in with the ConfigurationManager classes, but it's quite easy to implement, just read text files, or load XML into DOM or parse them by hand in code.
Having config files in the database is ok, but it does tie you to the database, and creates an extra dependancy for your app that ini/xml files solve.
I did this:
public class MySettings
{
public static double Setting1
{ get { return SettingsCache.Instance.GetDouble("Setting1"); } }
public static string Setting2
{ get { return SettingsCache.Instance.GetString("Setting2"); } }
}
I put this in a separate infrastructure module to remove any issues with circular dependencies.
Doing this I am not tied to any specific configuration method, and have no strings running havoc in my applications code.