I know that AS3 does not have pointer or reference. Every object is pass by reference already. (I supposed?)
What should I do if I want to do with pointer?
e.g. all object point to one target, I only need to change target's value, then all other object will access different value.
You can effectively get the same behavior by using a helper object to simulate a pointer -- in other words using it to carry the target reference. For instance:
public class PseudoPointer
{
private var obj:Object;
private var prop:String;
public function PseudoPointer(obj:Object, prop:String)
{
// Point to property with name 'prop' on object 'obj'.
this.obj = obj;
this.prop = prop;
}
public function get value():* {
return obj[prop];
}
public function set value(value:*):void {
obj[prop] = value;
}
}
Then you could do this -- assume there's a magicNumber property on an object named target:
var numberPtr = new PseudoPointer(target, "magicNumber");
myDynamicObjectA.numberPtr = numberPtr;
myDynamicObjectB.numberPtr = numberPtr;
myDynamicObjectC.numberPtr = numberPtr;
Now any object that has a reference to the pseudo-pointer can read and write the target property:
numberPtr.value = 42;
You could create a function and in which you give it the value and then subsequently assign it to all of those other variables.
Something like below:
var objectA:Number;
var objectB:Number;
...
function myFunction(newValue:Number):void
{
objectA = newValue;
objectB = newValue;
...
}
You could try setting a variable reference to a function. Then if you update that reference, it would return a different function.
var myFunc:Function;
function funcOne():int {
return 1;
}
function funcTwo():int {
return 2;
}
function getFunc():Function {
return myFunc;
}
myFunc = funcOne;
var myObjOne:Object = new Object();
myObjOne.objFunc = getFunc;
var myObjTwo:Object = new Object();
myObjTwo.objFunc = getFunc;
trace(myObjOne.objFunc.call().call()); // 1
trace(myObjTwo.objFunc.call().call()); // 1
myFunc = funcTwo;
trace(myObjOne.objFunc.call().call()); // 2
trace(myObjTwo.objFunc.call().call()); // 2
This allows any object to point at a single function and have what that returns be updateable for all of them simultaneously. It's not the prettiest code and it's not as type-safe as if ActionScript had delegates to enforce the signatures of what's set for myFunc, but it is still a pretty flexible model if you get creative with it.
Have those pointers point to something that contains the object or has the object as a property on it.
So
var myArr:Array = [new YourObject()];
var client1:ArrayClient = new ArrayClient();
client1.array = myArr;
var client2:ArrayClient = new ArrayClient();
client2.array = myArr;
myArr[0] = new YourObject();
//client1.array[0]==client2.array[0]==the new object
However, this seems to be a great way to get yourself into a lot of trouble really quickly. What's the use case?
Related
I'm trying to port the Box2DFlashAS3 physics engine to another language (Xojo). I am not particularly fluent in Actionscript (but am more so than I am with C++ which Box2D was originally written in).
As I understand it, parameters passed to functions in Actionscript as done so by reference. Consider these two classes (greatly cut down for simplicity, it's the two GetInverse() functions I'm interested in):
public class b2Mat22 {
public function GetInverse(out:b2Mat22) : b2Mat22 {
var a:Number = col1.x;
var b:Number = col2.x;
var c:Number = col1.y;
var d:Number = col2.y;
var det:Number = a * d - b * c;
if (det != 0.0)
{
det = 1.0 / det;
}
out.col1.x = det * d; out.col2.x = -det * b;
out.col1.y = -det * c; out.col2.y = det * a;
return out;
}
public var col1:b2Vec2 = new b2Vec2();
public var col2:b2Vec2 = new b2Vec2();
}
and
public class b2Transform {
public function GetInverse(out:b2Transform = null) : b2Transform {
if (!out)
out = new b2Transform();
R.GetInverse(out.R);
out.position.SetV(b2Math.MulMV(out.R, position));
out.position.NegativeSelf();
return out;
}
public var position:b2Vec2 = new b2Vec2();
public var R:b2Mat22 = new b2Mat22();
}
I don't understand R.GetInverse(out.R); in the b2Transform class. Doesn't the GetInverse() function of the b2Mat22 class return a value? If so, why is it not being used?
That a function returns a value does not mean that this value needs to be used.
Here is an example:
Array - reverse()
Returns: Array — The new array.
Reverses the array in place.
var letters:Array = new Array("a", "b", "c");
trace(letters); // a,b,c
letters.reverse();
trace(letters); // c,b,a
You can see it modifies the array but it STILL returns the new array. This can be used for some techniques like method chaining:
myArray.reverse().concat(...) //you couldn't do this if it didn't return the new array, in that case you would have to do this:
// --->
myArray.reverse();
myArray.concat(...);
Also note that in AS (just like in JS, Java, etc.) the parameter is passed by reference if it is an object but the primitive values are not passed by reference.
Now to say the complete truth I have no idea what those methods from Box2D do, but I believe this might be the case.
I am trying to develop an application in AS3. What I am really trying to achieve is to have only one datagrid and having it show, you say, three different set of datas. (the real count will be changing dynamically, and it does not matter as the problem is not relevant with this) Yes, it has to be only one datagrid because of you know, I need a compact interface.
The class "Sonuc" has three properties which are string versions of inputs from constructor. A typical "Sonuc" object is something like this.
var sonuc1:Sonuc = new Sonuc(1,1,false);
//sonuc1.num = "1"
//sonuc1.type = "1"
//sonuc1.isTrue = "No"
The reason that I have informed you about "Sonuc" class is that I wanted you to know that class was not something too complicated. And x.mxml is the test mxml where I only load the class for testing purposes.
This is what I have coded so far
public class ResultInterface extends UIComponent
{
private const desiredWidth:int = 250;
private const desiredHeight:int = 150;
private const sonuc1:Sonuc = new Sonuc(1,1,false);
public var tablo:DataGrid = new DataGrid();
public var kolonArray:Array = new Array ();
public var sonucArray:Array = new Array ();
public var currentIndex:int = new int ();
public var prevButon:Button = new Button();
public var nextButon:Button = new Button();
public function ResultInterface():void
{
currentIndex = 0;
super();
tablo = new DataGrid();
width=desiredWidth+40;
height=desiredHeight+60;
this.tablo.width = desiredWidth;
this.tablo.height = desiredHeight;
this.tablo.x = 20;
this.tablo.y = 40;
prevButon.x = 10;
prevButon.y = genislik/2 - 10;
prevButon.width =
prevButon.height = 10;
nextButon.x = genislik +20;
nextButon.y = genislik/2 -10;
nextButon.width =
nextButon.height = 10;
var referansColl:ArrayCollection = new ArrayCollection();
sonucArray.push(referansColl);
tablo.dataProvider = sonucArray[currentIndex];
var sampleCol:DataGridColumn = new DataGridColumn();
sampleCol.dataField = "num";
sampleCol.headerText = "Number";
var sampleCol2:DataGridColumn = new DataGridColumn();
sampleCol2.dataField = "type";
sampleCol2.headerText = "Type";
var sampleCol3:DataGridColumn = new DataGridColumn();
sampleCol3.dataField = "isTrue";
sampleCol3.headerText = "Is it true?";
kolonArray.push(sampleCol,sampleCol2,sampleCol3);
tablo.columns = kolonArray;
this.addElement(tablo); //**** this is the problematic line
this.addChild(oncekiButon);
this.addChild(sonrakiButon);
}
public function getNewSonuc(incoming:Sonuc):void
{
sonucArray[currentIndex].addItem(incoming);
}
public function newTablo():void
{
var newTablo:ArrayCollection = new ArrayCollection();
currentIndex = sonucArray.push(newTablo);
}
public function prev(evt:Event):void //I haven't written event listeners yet
{
if(currentIndex > 0)
currentIndex--;
nextButon.enabled = true;
if(currentIndex == 0)
prevButon.enabled = false;
}
public function birSonrakine(evt:Event):void
{
if(currentIndex < sonucArray.length)
currentIndex++;
prevButon.enabled = true;
if(currentIndex == sonucArray.length)
nextButon.enabled = false;
}
in this version, I get a syntax error "call to a possibly undefined method addElement"
I also tried having the base class as "Sprite" and "Canvas"
when I used addChild instead of addElement, then I get runtime error "addChild is not available to this class"
when I just commented the problematic line out, everything was loaded perfectly but the datagrid itself.
Note that error occurs before sending in some data (Sonuc) to datagrid.
and when I tried with canvas and with addelement, I get "Cannot access a property or method of a null object reference" with some weird functions and classes and packages.
1009: Cannot access a property or method of a null object reference.
at mx.styles::StyleProtoChain$/initProtoChainForUIComponentStyleName()[E:\dev\4.y\frameworks\projects\framework\src\mx\styles\StyleProtoChain.as:358]
at mx.styles::StyleProtoChain$/initProtoChain()[E:\dev\4.y\frameworks\projects\framework\src\mx\styles\StyleProtoChain.as:171]
at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::initProtoChain()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:10926]
at mx.core::UIComponent/regenerateStyleCache()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:10989]
at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::addingChild()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7465]
at mx.core::UIComponent/addChild()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7162]
at mx.controls.listClasses::ListBase/createChildren()[E:\dev\4.y\frameworks\projects\mx\src\mx\controls\listClasses\ListBase.as:3772]
at mx.controls::DataGrid/createChildren()[E:\dev\4.y\frameworks\projects\mx\src\mx\controls\DataGrid.as:1143]
at mx.core::UIComponent/initialize()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7634]
at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::childAdded()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7495]
at mx.core::Container/http://www.adobe.com/2006/flex/mx/internal::childAdded()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:3974]
at mx.core::Container/addChildAt()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:2618]
at mx.core::Container/addChild()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:2534]
at mx.core::Container/addElement()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:2981]
at genel.siniflar::ResultInterfaceArayuz()[C:\Users\Ege\Adobe Flash Builder\brainswift2\src\genel\siniflar\ResultInterface.as:95]
at x()[C:\Users\Ege\Adobe Flash Builder\brainswift2\src\x.mxml:27]
at _x_mx_managers_SystemManager/create()[_x_mx_managers_SystemManager.as:54]
at mx.managers.systemClasses::ChildManager/initializeTopLevelWindow()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\systemClasses\ChildManager.as:311]
at mx.managers::SystemManager/initializeTopLevelWindow()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\SystemManager.as:3057]
at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::kickOff()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\SystemManager.as:2843]
at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::preloader_completeHandler()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\SystemManager.as:2723]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at mx.preloaders::Preloader/timerHandler()[E:\dev\4.y\frameworks\projects\framework\src\mx\preloaders\Preloader.as:542]
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
I really need your help folks, please answer as soon as possible.
Well, I tried calling "addElement" from outside of the constructor, and it worked. However I don't know what did exactly cause this error and I know that my solution is not a legitimate one. And I would like to learn proper solution to this problem.
changes to resultInterface.as
// this.addElement(tablo); **** this is the problematic line, we have commented it out
this.addChild(oncekiButon);
this.addChild(sonrakiButon);
changes to x.mxml
public function onCreationComplete(evt:Event):void
{
showResult.addElement(showResult.tablo);
addElement(showResult);
}
I want to pass an object to a function by value so that I can make modifications to that object. I don't want the original object to be updated. However, all the function parameters are passed by reference.
I've tried to copy an object ( var new_object:Object = original_object; ) This just creates a pointer to original_object.
Is there a way I can pass parameter by value?
update One workaround I see is to make deep copy of an object by using ByteArray as described here. Not sure how efficient it is. Maybe there is a better solution out there.
You will have to make a copy of the object before passing it to the function :
public function copy(value:Object):Object
{
var buffer:ByteArray = new ByteArray();
buffer.writeObject(value);
buffer.position = 0;
var result:Object = buffer.readObject();
return result;
}
public function testFunction(obj:Object):void
{
//do something with obj
}
public function test():void
{
var obj:Object = {};
testFunction(copy(obj));
}
Is there an existing class in Flash or Flex that gets the value from an object from it's property chain?
For example, something like this:
private function labelFunction(item:Object, column:GridColumn):String {
// where dataField equals "fields.status.name"
var value:String = PropertyChain.getValue(field, column.dataField);
return value;
}
~~~ Update ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I found this private method in the Binding class as well that could probably be used in a custom class:
/**
* #private
*/
private static function getFirstWord(destStr:String):String
{
// indexPeriod and indexBracket will be equal only if they
// both are -1.
var indexPeriod:int = destStr.indexOf(".");
var indexBracket:int = destStr.indexOf("[");
if (indexPeriod == indexBracket)
return destStr;
// Get the characters leading up to the first period or
// bracket.
var minIndex:int = Math.min(indexPeriod, indexBracket);
if (minIndex == -1)
minIndex = Math.max(indexPeriod, indexBracket);
return destStr.substr(0, minIndex);
}
I don't think there's an existing function. But it's very easy to build one, and it need not be restricted to generic Object sources, as any member of any object can be retrieved by name using square bracket notation. This simple version doesn't do any validation:
public static function getByName(root:*, member:String):* {
var memlist:Array = member.split('.');
var temp:* = root;
for(var i:uint = 0; i < memlist.length; i++)
temp = temp[memlist[i]];
return temp;
}
// And you can use this even on strongly-typed values, such as a MovieClip:
trace("stageWidth =", SomeUtil.getByName(mc, "stage.stageWidth"));
I'm iterating over the component.nonInheritingStyles (UIComponent) and I'm finding duplicate properties. How is that possible?
var array:Array = getArrayFromObject(myLabelComponent.nonInheritingStyles);
/**
*
**/
protected function getArrayFromObject(value:Object):Array {
var array:Array = [];
for (var styleProp:String in value) {
trace("style:"+styleProp); // fontFamily duplicates a few times
array.push({name:styleProp, value:value[styleProp]});
}
return array;
}
All magic in CSSStyleDeclaration class from Flex SDK.
You can find method:
mx_internal function addDefaultStyleToProtoChain(chain:Object,
target:DisplayObject,
filterMap:Object = null):Object
And you can see code:
defaultFactory.prototype = chain;
chain = new defaultFactory();
This is code contain all magic.
For understand it you can write example:
protected function getArrayFromObject(value:Object):Array {
var array:Array = [];
var parentStyleFactory:Function = function():void {
this.x = 1;
}
var styleFactory:Function = function():void {
this.x = 2;
}
var parentStyle:Object = new parentStyleFactory();
styleFactory.prototype = parentStyle;
var style:Object = new styleFactory();
for (var styleProp:String in style) {
trace("style:"+styleProp); // fontFamily duplicates a few times
array.push({name:styleProp, value:style[styleProp]});
}
return array;
}
This is example will trace:
[trace] style:x
[trace] style:x
If you write this example:
var obj:Object = {x:1, y:1};
var factory:Function = function(){
this.x = 2;
};
factory.prototype = obj;
var obj2:Object = new factory();
trace(obj2.x);
trace(obj2.y);
You will see in console:
[trace] 2
[trace] 1
So, if you try to get value for some property flash try to access to object property, if property is absent, it try to access property from prototype.
But when you iterate in forin by object properties flash return you all object properties and all object prototype properties.
My guess would be is that it is grabbing the styles from the inheritance chain one class at a time and not looking for repeating styles. It just doesn't seem to be the purposes of the function.
The beginning of this component's chain of non-inheriting styles. The
getStyle() method simply accesses nonInheritingStyles[styleName] to
search the entire prototype-linked chain. This object is set up by
initProtoChain(). Developers typically never need to access this
property directly.
SOURCE
Maybe you want inheritingStyles