Hi my problem is i have to be able to reference certain fields inside my Customer object.]
I am studying AS3 at the moment and being taught custom classes, but we are taught to use the toString method of returning a value i guess you could call it, what i need is to be able to call one field to identify the object i.e. name field from the object in the array, here's my code
package valueObjects
{
public class Person
{
//instance variables
protected var name:String;
protected var address:String;
protected var phoneNo:String;
public function Person(n:String,a:String,p:String)
{
name=n;
address=a;
phoneNo=p;
}
public function toString():String
{
//returns string
return name+":"+address+":"+phoneNo;
}
}
}
some reason it will not put that whole block of code together like THIS IS
So now how do i define it not toString but in object form ??
I think what you are trying to do is access the name, address and phoneNo vars from a different class?
If so, you have to declare them as public vars instead of private vars.
public var name:String; //now this can be accessed from other classes: thisClassInstance.name
If you want to have them read-only from other classes, you have to use a getter method:
protected var name_:String; //local var name for full access;
public function get name():String {
return name_; //this can be access by doing thisClassInstance.name
}
Related
I have two classes, the first one is called CoreModus. In CoreModus (which is a non-document class) I declare a "global" variable, called modus, using the constructor function CoreModus(modus);
CoreModus.as:
package myStudio.basic {
public class CoreModus {
public var modus:String;
public function CoreModus(structure:String) {
modus = structure;
}
public function setup():String {
return modus;
}
}
}
The second class is called Animation, which is a non-document class, and I want to access the variable modus, which is declared in CoreModus constructor function: i.e CoreModus("non-linear"); which in this case modus = non-linear.
Animation.as:
package myStudio.basic {
import fl.transitions.Tween
public class Animation {
public var anim:Tween;
public function Animation() {}
public function tryToRetrieveModus():void {
var modo:CoreModus = new CoreModus();
var modus:String = modo.getModus();
trace("I'm trying to retrieve the modus " + modus);
}
}
}
Of course, because CoreModus needs a parameter, I can't use the option I tried in Animation.as (making an instance of CoreModus).
FLA document, frame 1:
import myStudio.basic.CoreModus;
import myStudio.basic.Animation;
var modo:CoreModus = new CoreModus("non-linear");
var mov1:Animation = new Animation();
trace(modo.setup());
mov1.tryToRetrieveModus();
Is there any other way to access to this variable?
P.S. I omitted a bunch of unrelated lines in CoreModus(); constructor function. I don't want that code to be processed every time, for CPU's sake.
To access the variable from your CoreModus class instance, first create the instance of the class somewhere.
Then, pass the instance reference to the the Animation class instance. After that you can use the public variable of CoreModus as you please.
Here's an example:
//creating the CoreModus class instance
var myCoreModus:CoreModus = new CoreModus("my string");
//creating the Animation class instance
var myAni:Animation = new Animation();
myAni.modo = myCoreModus; // make sure that modo is public instance variable
You can also make your CoreModus a singleton and have a static variable if you have only one instance of your CoreModus.
I'm making a game in action script 3. In it, I have an actor class from which player and enemy classes will be derived. I'm doing this so that unless I need to provide specific AI or fancy behavior (such as for bosses), I can just make a new clip in the library for each enemy without making an actionscript file.
However, I've run into a problem.
Whenever I try to pass arguments to the construction of an enemy (make it spawn with more health), I get error 1136 (Incorrect number of arguments.)
This is because the constructor created automatically at runtime doesn't have the same arguments as it's parent class. Is there any way to get around this without making a class file where I copy and paste the parent constructor function for each of my hundreds of enemies?
Edit
actually rereading your question I think you may be looking for super();
Example
public class Actor{
private var myHelth:uint;
public function Actor(helth:uint = 100){
myHelth = helth; //this will be set to 100 if nothing it passed in or the value passed
}
}
Class that extends Actor:
public class Boss extends Actor{
public function Boss(){
super(200); //passes 200 to Actor;
}
}
If you're trying to pass data into a classes constructor you need to make sure it's accepting arguments.
public class Actor{
private var myHelth:uint;
public function Actor(helth:uint = 100){
myHelth = helth; //this will be set to 100 if nothing it passed in or the value passed
}
}
Then to use
var a:Actor = new Actor(200); //setting health to 200
var b:Actor = new Actor(); //using the default of 100
Make sure your symbols in Flash Pro have appropriate AS linkage, then use pass constructor arguments in super statements:
Actor - base class
package
{
public class Actor
{
public function Actor(name:String, role:String)
{
}
}
}
Player - inherits from Actor defining its own constructor parameters:
package
{
public final class Player extends Actor
{
public function Player(... params:Array)
{
// pass desired inherited constructor parameters
super("name", "role");
}
}
}
Enemy - inherits from Actor defining its own constructor parameters:
package
{
public final class Enemy extends Actor
{
public function Enemy(... params:Array)
{
// pass desired inherited constructor parameters
super("name", "role");
}
}
}
Does anyone know of a framework, preferably some way to have the Flex compiler run an extension or perhaps just a build step that we could generate strongly typed proxy classes of our application's data models.
There are 2 main things we want to do with the proxy's:
At runtime we want to lazily parse and instantiate the instance as accessed (similiar to how Java's Hibernate has Lazy proxy objects)
In an editor application we want to implement setter calls so we can track which objects have been modified
The Proxy is really necessary in this situation beyond things like programatically setting up ChangeWatcther's because we need to track Array adds/remove and possibly track "reference" objects so that when a "reference key" is changed we know to save those objects that are referencing it by key
In the first case we want the proxy to basically abstract when that object is loaded from serialized data, but still pass around references of it with the same public properties and data access pattern if it were the real object.
Basically the proxy would instantiate the object the first time a method is called on it.
I know we could use some AS3 byte-code libraries like as3-commons-bytecode.
Or possibly repurposing the GraniteDS Code Generation.
I'd prefer to generate code because it is a deterministic thing and it'd be nice if we could have a way to debug it at runtime easier.
Does anyone know if I could do something like MXMLC does when it generates AS3 code from MXML files.
Also is there anyway to control "when" in the compilation pipeline I can generate code, because we have a lot of data objects using public fields instead of getter/setters, but that are [Bindable] and so if I could generate the proxy based on the generated getter/setter methods that would work.
Here's an example application data object and proxy classes:
[Bindable]
public class PersonDTO implements Serializable {
private var _name:String;
private var _age:Number
public function get age():Number {
return _age;
}
public function set age(a:Number):void {
_age = a;
}
public function get name():String {
return _name;
}
public function set name(n:String):void {
_name = n;
}
public void readObject(data:*) {
//...
}
}
// GENERATED CLASS BASED ON PersonDTO
public class LazyProxy_PersonDTO extends PersonDTO {
private var _instance:PersonDTO = null;
private var _instanceData:*;
private function getInstance():void {
if (_instance == null) {
_instance = new PersonDTO();
_instance.readObject(_instanceData);
}
}
override public function get age():Number {
//Ensure object is instantiated
return getInstance().age;
}
override public function get name():String {
//Ensure object is instantiated
return getInstance().name;
}
}
// GENERATED CLASS BASED ON PersonDTO
public class LogChangeProxy_PersonDTO extends PersonDTO {
//This will be set in the application
public var instance:PersonDTO;
//set by application
public var dirtyWatcher:DirtyWatcherManager;
override public function set age(a:Number):void {
dirtyWatcher.markAsDirty(instance);
instance.age = a;
}
}
Digging a little deeper into AS3-Commons byte code library it looks like they support generating proxy classes and interceptors.
http://www.as3commons.org/as3-commons-bytecode/proxy.html
public class DirtyUpdateInterceptor implements IInterceptor {
public function DirtyUpdateInterceptor() {
super();
}
public function intercept(invocation:IMethodInvocation):void {
if (invocation.kind === MethodInvocationKind.SETTER) {
if (invocation.arguments[0] != invocation.instance[invocation.targetMember]) {
invocation.instance.isDirty = true;
}
}
}
}
I read a question on stackoverflow (couldn't find it now) about how variables in a method can be only accessed in that method, but the code still works with the answer being an analogy of a hotel room. In AS3, I believe everything that's not primitive gets passed as a reference. So, the following code would be the same as that question and isn't guaranteed to work?
public class Testy {
private var foo:Array;
public function Testy(input:Array) {
// Allow the whole class to access it
foo = input;
}
public function traceFoo(){
trace(foo);
}
}
Now, foo would be a reference to the input argument in the class' constructor. Is this safe code/good practice? Thanks!
Yes this is safe/good code practice as long as you don't want to manipulate the original Array. If you want to manipulate the original array, allow public access to the array by making it a public var or using a public getter/setter.
What you've described is a property, and is inline with encapsulation of object oriented programming.
This would expose a getter and setter:
package
{
import flash.display.Sprite;
public class Testy extends Sprite
{
private var _foo:Array;
public function get foo():Array
{
return _foo;
}
public function set foo(value:Array):void
{
_foo = value;
}
public function Testy()
{
super();
}
}
}
Also it's better to return _foo.concat() in getter not to break encapsulation.
I'm learning AS3, and am a bit confused as to what a static variable or method does, or how it differs from a method or variable without this keyword. This should be simple enough to answer, I think.
static specifies that a variable, constant or method belongs to the class instead of the instances of the class. static variable, function or constant can be accessed without creating an instance of the class i.e SomeClass.staticVar. They are not inherited by any subclass and only classes (no interfaces) can have static members. A static function can not access any non-static members (variables, constants or functions) of the class and you can not use this or super inside a static function. Here is a simple example.
public class SomeClass
{
private var s:String;
public static constant i:Number;
public static var j:Number = 10;
public static function getJ():Number
{
return SomeClass.j;
}
public static function getSomeString():String
{
return "someString";
}
}
In the TestStatic, static variables and functions can be accessed without creating an instance of SomeClass.
public class TestStaic
{
public function TestStaic():void
{
trace(SomeClass.j); // prints 10
trace(SomeClass.getSomeString()); //prints "someString"
SomeClass.j++;
trace(SomeClass.j); //prints 11
}
}
A static variable or method is shared by all instances of a class. That's a pretty decent definition, but may not actually make it as clear as an example...
So in a class Foo maybe you'd want to have a static variable fooCounter to keep track of how many Foo's have been instantiated. (We'll just ignore thread safety for now).
public class Foo {
private static var fooCounter:int = 0;
public function Foo() {
super();
fooCounter++;
}
public static function howManyFoos():int {
return fooCounter;
}
}
So each time that you make a new Foo() in the above example, the counter gets incremented. So at any time if we want to know how many Foo's there are, we don't ask an instance for the value of the counter, we ask the Foo class since that information is "static" and applies to the entireFoo class.
var one:Foo = new Foo();
var two:Foo = new Foo();
trace("we have this many Foos: " + Foo.howManyFoos()); // should return 2
Another thing is static functions could only access static variables, and couldn't be override, see "hidden".