AS3 reflection. How to find out if a method is overridden? - actionscript-3

Is it possible to use AS3 reflection to find out if a method was overridden?
I need a method like:
protected function isOverriden(methodName:string) : bool
{
//magic here!
//...
return awesomeLocalVariable;
}
So, I pass in the method name as a string and the isOverridden method yields true only if and only if the object has a method of that name and it is overridden from its original implementation.
Any idea on how to code the magic there?
Thanks.
Edit: As requested, the context of the problem:
I'm building a framework for creating AS3 games. I want to provide "components" for my game objects, each component provides functionality to the game object it is applied. Components are based on events (onClick, onUpdate, onShapeCollision, etc) I need this code in the Component class, so I can register only the events that the actual Component-derived class implements (overrides).
Example component:
public class CTrace extends ScriptComponent
{
public override function onClick(event:MouseEvent = null):void
{
trace(Owner.Id);
}
}
The framework should register the onClick method as the event handler for the MouseEvent.CLICK event because it overrides the default implementation.
Why do I need the default implementation? Because I want the classes to override the supported methods so there will be a compile time error if the user tries to use an unsupported event.
Does that makes sense?

Here is a try. The function is static and it may be used to check any class or object regardless of the class in which it is implemented. If you give it the type, it will use it, if you give it an instance, it will get the type by itself. The inner logic is just to check the given type description for the function we are looking for, if such exists and is declared by the class, it will check if the method also exists in the parent. And if both exists, enjoy, it means it is overridden.
/**
* Returns true only if the method name given is declared by
* the source class, and any parent class.
*/
static public function isOverridden(source:*, methodName:String):Boolean {
var parentTypeName:String = getQualifiedSuperclassName(source);
if (parentTypeName == null) {
return false;
}//if
var typeName:String = getQualifiedClassName(source);
var typeDesc:XML = describeType(getDefinitionByName(typeName));
var methodList:XMLList = typeDesc.factory.method.(#name == methodName);
if (methodList.length() > 0) {
//Method exists
var methodData:XML = methodList[0];
if (methodData.#declaredBy == typeName) {
//Method is declared in self
var parentTypeDesc:XML = describeType(getDefinitionByName(parentTypeName));
var parentMethodList:XMLList = parentTypeDesc.factory.method.(#name == methodName);
return parentMethodList.length() > 0;
}//if
}//if
return false;
}//isOverridden
And just in case it is needed, the imports required for it to work:
import flash.utils.describeType;
import flash.utils.getDefinitionByName;
import flash.utils.getQualifiedClassName;
import flash.utils.getQualifiedSuperclassName;
And to use it:
trace(isOverridden(ChildrenClass, "overriddenMethod")); //true
trace(isOverridden(ChildrenClass, "onlyChildMethod")); //false
trace(isOverridden(ChildrenClass, "onlyParentMethod")); //false

If you are asking inside the same object you can
overriden = (this[stringNameOfMethod] instanceOf Function && super[stringNameOfMethod] instanceOf Function);
If not, try using describeType. Check if there's a method with the name and check the "declaredBy" attribute. Voila!
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/utils/package.html#describeType()
Sorry, I'm in the middle of a migration from CS3 to Flash builder so for now I cannot ensure my ideas work correctly. But I will be back.

Related

Are classes methods created individually for instances?

I want to know whether in ActionScript 3 there's a way to share a same function (method) between the instances of a class definition, only referencing the same function everytime... i.e., this example should log true, but logged false (note: I'd want this to reduce duplicating functions).
class A {
function f() {}
}
trace(
(new A).f === (new A).f
)
An ActionScript 3 language specification appears to say that a prototype attribute exists, but not implemented. I've understood that individual classes have a prototype object. I've specially found a prototype property (probably inherited from Class/Object) and wonder if classes use meta functions in order to be constructed (since their type is "object"... when I test with typeof: trace(typeof A, typeof Class, typeof Object)).
My last try:
class A {}
A.prototype.f = function() {}
trace(
(new A).f === (new A).f
)
It says that f doesn't exist. I could define this class as a function instead (in order to move methods to the prototype object):
function A() {}
A.prototype.f = function() {}
, but in this way I can't control access of instance members.
AS3 uses Bound methods to ensure that inside your functions, this always points to original instance object by default.
Imagine that you pass a function f of an instance a to some other object b. When then object b calls function f, the this name still points to a inside scope of the function - this reference has to be store somewhere.
Well, you could assign function to static property of your class:
package adnss.projects.evTest
{
public class A {
private var x:Number = 5;
private var _y:Number = 0;
public function A(){}
static public const f = function (p:Number):Number {
this._y = p;
return this.x*p;
}
public function get y():Number { return _y; }
}
}
And then have access to private properties of the instance of A in that static function by explicitly using this:
var instance:A = new A();
trace("return:", A.f.call(instance, 3)); //return: 15
trace("instace:", instance.y); //instance: 3
But that is kind of tricky for possible benefits (if any).
And about prototypes. You basically don't use them in AS3. Is't there like a souvenir :) - read this for more info

AS3 How to extends Event class without keeping any existing event types?

I would like to extends the Event class to add some events I am using in game.
But I don't want the new Event Class to have the old public static types..
For instance I don't want to have:
NewEventClass.ENTER_FRAME
How do you go about extending the Event class without getting the old types mixed in?
Is there any way to outsmart AS3 to leave out the uneeded types?
Or should I avoid creating a new Event type altogether and just add the new strings?
Extending Event is only really necessary if you want to add some extra properties to it, for example:
public class EnemyEvent extends Event
{
// Constants used to represent event type
public static const ENEMY_KILLED:String = "killed";
// Event properties
public var score:int = 0;
/**
* Constructor
* Retain Event behaviours
*/
public function EnemyEvent(type:String, bubbles:Boolean=false, cancelable:Boolean=false)
{
super(type, bubbles, cancelable);
}
}
So that when you dispatch this event from an enemy you can go:
var evt:EnemyEvent = new EnemyEvent(EnemyEvent.ENEMY_KILLED);
evt.score = myScoreValue;
dispatchEvent(evt);
And then make use of the score property from the listening method within the game engine:
enemy.addEventListener(EnemyEvent.ENEMY_KILLED, _countKill);
function _countKill(e:EnemyEvent):void
{
gameTotalScore += e.score;
if(gameTotalScore > 100) getAchievement();
e.target.removeEventListener(e.type, _countKill); // <-- woudn't work without extending event either
}
If you just need to store constants to use in addEventListener(x, ..), new Event(x), etc then you can just make a class that holds these and doesn't have anything to do with Event:
public class CustomEvents
{
public static const MY_CUSTOM_EVENT:String = "myCustomEvent";
}
So that you can just use these as needed:
new Event(CustomEvents.MY_CUSTOM_EVENT);
addEventListener(CustomEvents.MY_CUSTOM_EVENT, _listener);
The former method is still preferable as it's tidier and more logical.
Additionally; your note about your custom event having constants such as ENTER_FRAME isn't the case anyway, because they are static and belong to Event. You'll get this error if you try access ENTER_FRAME through the example in your answer:
1119: Access of possibly undefined property ENTER_FRAME through a
reference with static type Class.

AS3: Loading swf as Custom Class that extends MovieClip - getting null object reference

I followed the example from a previous question and I am loading an external swf using a loader and inside the loader event handler I am trying to cast the loader.content as my custom class PanelReferenceClip which extends MovieClip
When I publish I receive a this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
Just to make sure and test that the swf location was correct and the swf was actually being loaded, I changed the type of the content to as MovieClip and it worked fine.
EDIT: I also wanted to add that these swfs are being stored locally and not being pulled across the internet, multiple networks or servers.
I am not sure if I did something quirky in my class so I am providing the source to my custom class PanelReferenceClip
package com.components
{
import com.UI.DevicePanel;
import flash.display.MovieClip;
/**
* ...
*
* used to store the loaded swf inside the panel
*
* *parentPanel is set so that it is able to access it's parent Panel when needing
* to set parameters.
*/
public class PanelReferenceClip extends MovieClip
{
private var _parentPanel:DevicePanel;
private var _bg_mc:MovieClip;
private var _oldY:Number = 0;
private var _oldX:Number = 0;
private var _IsDragging:Boolean = false;
public function PanelReferenceClip() {
super();
}
/*--------------------------------------------------------------------------
* GETTERS AND SETTERS
* -----------------------------------------------------------------------*/
public function set parentPanel(p:DevicePanel):void {
_parentPanel = p;
}
public function get parentPanel():DevicePanel {
return _parentPanel;
}
public function get bg_mc():MovieClip {
try {
return getChildByName("bg_mc") as MovieClip;
} catch (e:Error) {
trace("could not find bg_mc in " + _parentPanel.DeviceName + " panel");
}
return null;
}
public function set oldY(n:Number):void {
_oldY = n;
}
public function get oldY():Number {
return _oldY;
}
public function set oldX(n:Number):void {
_oldX = n;
}
public function get oldX():Number {
return _oldX;
}
public function set IsDragging(b:Boolean):void {
_IsDragging = b;
}
public function get IsDragging():Boolean {
return _IsDragging;
}
}
}
Here is the part of another class that is loading the swfs and then trying to assign them as the class prop _reference which is of type PanelReferenceClip . I am doing this so I am able to get ahold of the swf and it's children because when you import a swf you do not get to set the instance name of the imported swf. So I am assigning it a custom class that extends MovieClip so I can store have some custom properties.
private function handleLoad(e:Event):void
{
e.target.removeEventListener(Event.COMPLETE, handleLoad, false);
// keep reference to the content
_reference = e.target.content as PanelReferenceClip;
// ** BREAKS ON THE NEXT LINE **/
trace(_reference.numChildren);
// add loader to the display list so we can see the external SWF.
addChild(e.target.loader);
// signal the sim engine that the swf has loaded
// and to go ahead and wire up the components
dispatchEvent(new DataEvent(DataEvent.COMPLETE));
initPanel();
}
Here is the method used to load the swf. I added in the application context part to try it out but I am still not getting anywhere.
public function loadSWF(theSWF:String):void
{
var url:String = theSWF;
var urlReq:URLRequest = new URLRequest(url);
_urlError = url;
_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleLoad);
_loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
_loader.load(urlReq,context);
_loader.mouseEnabled = false;
}
This might be caused by converting between types that can't be typecast. Instead of an error occurring when performing someVariable as OtherClass, the variable will just become null. (Example Shown)
I would store a reference to the original movieclip as one of the properties in PanelReferenceClip, and just use that reference when you need to access things like .numChildren
//MovieClips are subclasses of Sprites... this conversion works
var originalMC:MovieClip = new MovieClip();
var sprite:Sprite = originalMC as Sprite;
trace("sprite: " + sprite); //defined
//Sprites are not subclasses of MovieClips... this conversion wont work
var originalSprite:Sprite = new Sprite();
var mc:MovieClip = originalSprite as MovieClip;
trace("mc: " + mc); //null
//MovieClips are not subclasses of PanelReferenceClips (quite the opposite)
//this conversion wont work, just as the one before
var panelRef:PanelReferenceClip = originalMC as PanelReferenceClip;
trace("panelRef: " + panelRef); //null
As mentioned by #nox-noctis, the problem may be due to the applicationDomain. I answered a similar question here.
The underlying cause of the problem is that there are actually two different classes defined for PanelReferenceClip. Even though they have they may have same name, and contain the same code, Flash sees them as two different objects.
If you give the classes two different names, this will more clearly convey how the classes appear to Flash. In essence you are telling Flash to cast one object type to a different type, eg:
var foo:Foo = new Foo();
var bar:Bar = foo as Bar(); // where Bar does not inherit Foo
What would work though, is to case the panel as a MovieClip, since the panel does extend MovieClip. That would let you add it to the display list, but won't provide an API to the panel's implementation.
One solution is to specify an interface for the classes. This tells Flash that even though the code may be different, the two classes can be used in the same way. This also has the advantage that you only need to compile the interface into the parent SWF, and not the whole class, reducing the file size of the parent.
An interface for the panel might look like this:
public interface IPanelReference
{
function set parentPanel(p:IDevicePanel):void;
function get parentPanel():IDevicePanel;
function get bg_mc():MovieClip;
function set oldY(n:Number):void;
function get oldY():Number;
function set oldX(n:Number):void;
function get oldX():Number;
function set IsDragging(b:Boolean):void;
function get IsDragging():Boolean;
}
Apply the interface to the panel like this:
public class PanelReferenceClip extends MovieClip implements IPanelReference
{
...
}
The parent would then reference the loaded class by the interface and known ancestors:
private function handleLoad(e:Event):void
{
...
_reference = e.target.content as IPanelReference;
trace((_reference as DisplayObjectContainer).numChildren);
trace(_reference.oldX);
addChild(_reference as DisplayObject);
....
}
The facts provided are not conclusive, as it is very important where is the loader SWF and from where does it load external SWFs.
My guess: your loaded content resides in a different ApplicationDomain. See LoaderContext.applicationDomain and second parameter to Loader.load() method.
Some details on the mechanics. Apparently, you compile PanelReferenceClip class into two different SWF files. When you load some external SWF file with code in it, VM decides whether to mix or not any incoming declarations with those of loader SWF depending on loader context you provide. If the context you specified allows mixing, then incoming SWF uses the same declarations with coinciding qualified names that parent SWF has. If not -- the classes being initialized are different even if their fully qualified names are identical. In the latter case you will not be able to cast loaded content to what you like.
Try the following tests in handleLoad() method:
trace(getQualifiedClassName(e.target.content)); // This is the incoming declaration
trace(getQualifiedClassName(PanelReferenceClip)); // This is the parent declaration
Even if the output is identical, that doesn't necessarily mean, that the classes are the same. If you are using some kind of debugger, you may look at the memory addresses in the following test lines.
var incomingClass:Class = e.target.content["constructor"];
var residentClass:Class = PanelReferenceClip;
trace(incomingClass == residentClass); // toggle breakpoint here and compare memory addresses

How do I make an Action Script 3 class, used in two SWF files, resolve to the same class when one SWF dynamically loads the other?

Background
I am developing a highly modular application in pure Action Script 3 (we are using Flex 4 SDK to automate our builds, but all our code must be able to compile directly in Flash CS4 Professional).
We have a "framework.swc" file which contains interface definitions which are shared between all our modules, we have a "mainmodule.swf" that loads our other modules, and then we have various .swf files for our other modules. We are using the Loader class, in conjuction with ApplicationDomain::getDefinition() for loading classes dynamically [we use "new LoaderContext(false,ApplicationDomain.currentDomain)"].
Problem
All our modules implement the "AbstractModule" interface, which is defined in "framework.swc". When I instantiate a dynamically loaded module, however, (module is AbstractModule) returns false. More importantly, if I call module.someMethod(someobject), where someobject implements an interface defined in "framework.swc" and where the module's method expects an object of the same interface defined in "framework.swc", I get a runtime error "TypeError: Error #1034: Type Coercion failed: cannot convert _ to _."
It seems that "mainmodule.swf" and "loadedmodule.swf" (the module I have been loading for testing), are, internally, using separate definitions for the shared interfaces in "framework.swc"
Question
How can I make "mainmodule.swf" and "loadedmodule.swf" resolve their common interfaces to a shared definition, so that class casting and class comparison succeed correctly?
Ok. This isn't the prettiest solution, but it will work. Basically, for every interface "AbstractX" (replace "X" with something else), you need to create two wrapper classes: "ImportX" and "ExportX". The goal of ExportX is to successfully widen AbstractX to type Object, by wrapping an AbstractX, providing all the same methods as type AbstractX, but to use only builtin/predefined data types or data types which are part of flash in their signatures. The goal of ImportX is to narrow a dynamically loaded object with the same characteristics as type AbstractX (but which cannot be cast to type AbstractX and which is not recognized as type AbstractX) but is of type Object to the AbstractX interface. Both ExportX and ImportX use ImportY, ImportZ, etc.; however, ExportX uses ImportY, ImportZ, etc. to wrap parameters, which it delegates to an object of type AbstractX, while ImportX uses them to wrap return values, which come about from delegating to an object of type Object. To make this a little more understandable, I present the following examples:
public interface AbstractX
{
// The export/import functions are mandatory
// for all such interfaces. They allow
// for the wrappers to be correctly manipulated.
function export() : Object;
function original() : Object;
// The interface functions vary from
// interface to interface. They can
// be called something much more appropriate.
function interfaceFunction1(param : AbstractY) : AbstractZ;
function interfaceFunction2(param : AbstractA) : AbstractB;
}
// A class of type Import_ always implements Abstract_
public class ImportX implements AbstractX
{
// The constructor for an Import_ Object
// is always of type Object.
public function ImportX(obj : Object) : void {
_loadedobj = obj;
_exportobj = obj.export();
}
// Every Import_ class must implement a similar "wrap" function:
public static function wrap(obj : Object) : AbstractX {
var result : AbstractX = null;
if ( obj != null ){
if ( obj is AbstractX ){ // Don't wrap if convertible, directly.
result = obj as AbstractX;
}else if ( obj.original() is AbstractX ){ // Don't double wrap
result = obj.original() as AbstractX;
}else{
// Needs to be wrapped.
result = new ImportX(obj);
}
}
return result;
}
public function export() : Object {
return _exportobj;
}
public function original() : Object {
return _loadedobj;
}
// For the interface functions, we delegate to _exportobj
// and we wrap the return values, but not the parameters.
public function interfaceFunction1(param : AbstractY) : AbstractZ {
return AbstractZ.wrap(_exportobj.interfaceFunction1(param));
}
public function interfaceFunction2(param : AbstractA) : AbstractB {
return AbstractB.wrap(_exportobj.interfaceFunction2(param));
}
private var _loadedobj : Object;
private var _exportobj : Object;
}
// Although an Export_ object provides SIMILAR methods to type Abstract_,
// the signatures need to be changed so that only builtin/predefined types
// appear. Thus Export_ NEVER implements Abstract_.
public class ExportX
{
// The constructor to Export_ always takes an object of type Abstract_
public function ExportX(obj : AbstractX) : void {
_obj = obj;
}
public function original() : Object {
return _obj;
}
public function export() : Object {
return this;
}
// For the interface functions, we delegate to _obj
// and we wrap the parameters, not the return values.
// Also note the change in signature.
public function interfaceFunction1(param : Object) : Object {
return _obj.interfaceFunction1(AbstractY.wrap(param));
}
public function interfaceFunction2(param : Object) : Object {
return _obj.interfaceFunction2(AbstractA.wrap(param));
}
private var _obj : AbstractX = null;
}
// The definition of class X can occur in and be loaded by any module.
public class X implements AbstractX
{
public function X( /* ... */ ) : void {
//...
}
public function export() : Object {
if ( ! _export ){
_export = new ExportX(this);
}
return _export;
}
public function original() : Object {
return this;
}
public function interfaceFunction1(param : AbstractY) : AbstractZ {
// ...
}
public function interfaceFunction2(param : AbstractA) : AbstractB {
// ...
}
private var _export : Object = null;
}
// Ok. So here is how you use this...
var classx : Class = dynamicallyLoadClassFromModule("X","module.swf");
var untypedx : Object = new classx();
var typedx : AbstractX = ImportX.wrap(untypedx);
// Use typedx ...
you should try -compiler.external-library-path as documented here ... that way, you can build one swc having dependancies on an interface, that is not in it, but comes from another, thus avoiding collisions ... don't know how to do that in CS4 though ...
greetz
back2dos
You may want to use a Runtime Shared Library (RSL). An RSL allows you to do dynamic linking. However, I don't know if CS4 can build those. Maybe you could reconsider the "must be able to compile directly in Flash CS4" requirement, or look into compiling using the Flex SDK through macros/scripts in the CS4 IDE.
If that's absolutely not an option, another approach would be to have a looser coupling between modules, and rely on more of an implied common external interface for the module SWFs instead of code-level integration.
I'm not 100% sure if its what you need, but Gaia Framework implements a global API, shared by many swfs to interact with each other. You could check it out and maybe get some ideas. Right now I'm confronted with quite a similar situation as yours, so I'm checking alternatives... this post will be very useful, thanks!

AS3 driving me nuts

Ok here is what I am currently trying to do. I have a class called vdata.as which takes 2 paramaters both are strings sent from the main stage. Parameter one is the location for an XML file that I need to open and read. The second parameter is the name of the video I am currently looking for.
Now I can get the data from the XML file and display it with out any issue if its called from my class but when I try to access any of it from the stage I get undefined.
import flash.net.*;
import flash.display.*;
import flash.events.*;
public class videoData
{
private var mName:String;
private var mLink:String;
private var mCategory:String;
public static var elementArray:Array;
// Constructor
public function videoData(xmlPath:String,xmlVidSrc:String,pMC:MovieClip)
{
pXmlPath = xmlPath;
pXmlVidSrc = xmlVidSrc;
xmlloader = new URLLoader();
elementArray = new Array();
}
public function getXML()
{
XMLData();
}
private function XMLData()
{
xmlloader.load(new URLRequest(pXmlPath));
xmlloader.addEventListener(Event.COMPLETE,parseXMLData);
}
private function parseXMLData():void
{
var x:XML = new XML(xmlloader.data);
Init(x);
}
private function Init(m:XML):*
{
var i:Number;
for(i=0; i<m.videos.videoname.length(); i++)
{
if(m.videos.videoname[i].#name == pXmlVidSrc)
{
videoData.elementArray.push(m.videos.videoname[i].#name);
videoData.elementArray.push(m.videos.videoname[i].#category);
videoData.elementArray.push(m.videos.videoname[i].link.#url);
}
}
}
}
When I call it from the main stage the code is as follows.
var xData:videoData = new videoData(xmlPath,vidSrc,this);
xData.getXML();
then when I try to access any elements of videoData.elementArray they come up undefined...
Im just smacking my head on my desk trying to figure this out any help would be great.
Why is elementArray a static var, you only need to make it public to use it outside the function.
I'm quite confusing but you may want to try a debugging tool like "De MonsterDebugger", I would start by tracing xmlloader.data in the parseXMLData function.
"addEventListener" doesn't "fire"...the event does. You'll need to add a boolean to state for the stage that elementArray has been populated and set that after the init function.
Is elementArray something that needs to be true across all instances of videoData? If not, it shouldn't be static. You can use MovieClip(this.root).xData to access that instance of the video class from one of your other classes.
If the event has completed and the array is still empty - then it wasn't populated by your parser. You can also do checks to see if the elementArray.length > 0.
EDIT in response to comment:
as a public member or preferably a read-only property make a boolean variable:
var parseComplete:Boolean;
Set it to false in your constructor.
Then, after your call to "Init" in your Event.COMPLETE callback set:
parseComplete=true;
Then make sure parseComplete == true before you ever access elementArray. If you're waiting for the parser to complete you might want to set a timeout or some sort of try/catch mechanism just in case there are any unforeseen errors that would cause some sort of:
while( !xData.parseComplete ) { }
To loop indefinitely. It all depends on the usage. Personally I'd probably add a callback from the event listener to the stage to trigger whatever is supposed to happen next.