Archive for the 'Adobe Flash' Category

Package-level function closures in ActionScript

Tuesday, May 6th, 2008

Package-level function closures are very useful for creating generalized functionality which does not require a class (static methods) or instance of a class (instance methods).

Unlike static and instance methods package-level function closures are not associated with a class or instance of a class but rather with a package. There are no syntactical differences between package-level functions and static or instance methods.

Package-level functions are for the most part utility functions; for instance the flash.utils package contains a number of package-level functions, the most common of which are describeType(), getDefintionByName(), getTimer() and so forth.

Package-level function closures are created by defining a function directly inside the body of a package (where class and interfaces are defined), as can be seen in the following example:

package com.ericfeminella.display
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.IBitmapDrawable;
import mx.graphics.ImageSnapshot;

/**
 *
 * Creates a snap shot of a <code>Bitmap</code> object
 * from the specified <code>IBitmapDrawable</code>
 * implementation.
 *
 * @param  display object in which to create the snapshot
 * @return <code>Bitmap</code> snapshot of the display object
 *
 */
    
public function createSnapShot(target:IBitmapDrawable) : Bitmap
{
    return new Bitmap(ImageSnapshot.captureBitmapData(target));
}
}

Calling a package level function is straightforward, simply import the function just as you would a class or interface and then invoke the function directly…

// import package function
import com.ericfeminella.display.createSnapShot;

// once imported the function can be invoked
createSnapShot( this );

Typically you will find that most functionality can be grouped to a Class or an instance object, however on occasion you may identify specific functionality which is common to packaged functionality as opposed to a specific object, and in these cases utilizing package-level functions is a great option.

Passing …(rest) parameters between functions

Tuesday, April 22nd, 2008

At some point when developing an application with ActionScript 3 you may need to pass a …(rest) parameter to a subsequent function call, and although at first this may appear to be pretty straightforward, doing so will not produce the results one might expect.

For example, consider the following method doSomething which accepts a single …rest parameter:

public function doSomething(rest) : void
{
    var n:int = rest.length;
    trace( "…rest.length = " + n );

    for (var i:int = 0; i < n; i++)
    {
         trace( rest[i] );
    }
}
doSomething("a","b","c");

// outputs:
// …rest.length = 3
// a
// b
// c

Let’s say we also have another function we need to invoke called doSomethingElse which accepts a …(rest) parameter as well:

public function doSomethingElse(rest) : void
{
    var n:int = rest.length;
    trace( "…rest.length = " + n );

    for (var i:int = 0; i < n; i++)
    {
         trace( rest[i] );
    }
}

Now suppose we need to pass the ...(rest) parameter from the doSomething function to the doSomethingElse function. The result would be as follows:

public function doSomething(rest) : void
{
    var n:int = rest.length;
    trace( "…rest.length = " + n );

    for (var i:int = 0; i < n; i++)
    {
     trace( rest[i] );
    }
    doSomethingElse( rest);
}
// doSomething outputs:
// …rest.length = 3
// a
// b
// c

// doSomethingElse outputs:
// …rest.length = 1
// a,b,c

So what went wrong? What happens is the original …rest parameter (passed to doSomething) is now being passed as a single parameter of type Array to the subsequent function (doSomethingElse), not as an Array of individual arguments as you may have expected.

This can easily be resolved by using Function.apply(); as can be seen in the following:

public function doSomething(rest) : void
{
    var n:int = rest.length;
    trace( "…rest.length = " + n );

    for (var i:int = 0; i < n; i++)
    {
     trace( rest[i] );
    }
    doSomethingElse.apply( null, rest);
}
// doSomething outputs:
// …rest.length = 3
// a
// b
// c

// doSomethingElse outputs:
// …rest.length = 3
// a
// b
// c

What we are doing is applying the call to the doSomethingElse function with the original rest parameter as if we were invoking the function directly. So keep this in mind should you ever need to pass a …rest parameter to a subsequent function.

Collections API update

Wednesday, April 2nd, 2008

I recently made a number of updates to my collections API which include some minor changes to the existing code as well as a few additional classes and interfaces which have been added.

The most significant updates involve three additional operations which have been added to the IMap interface which are as follows:

  • putAll(table:Dictionary) : void;
    Allows an Object or Dictionary instance of key / value pairs to be added to an IMap implementation.
  • putEntry(entry:IHashMapEntry) : void;
    Serves as a pseudo-overloaded implementation of the put(key:*, value:*); method in order to allow Strongly typed key / value implementations to be added to a map.
  • getEntries() : IList;
    Returns an IList of HashMapEntry objects based on all key/value pairs
  • I have also added two new additional IMap implementations to the collections API; LocalPersistenceMap, which can be utilized to provide an IMap implementation into a local SharedObject and ResourceMap which allows developers to work with a ResourceBundles via an IMap implementation. All IMap implementations; HashMap, ResourceMap and LocalPersistenceMap have been updated to implement the new operations.

    The IIterator interface has been renamed to Iterator. In addition the remove() operation has been omitted in order to enforce that a concrete implementations can not modify an aggregate. Additionally, ICollectionViewSortHelper has been renamed to CollectionSortUtil.

    Some design decisions worth mentioning involve the inclusion of multiple IMap implementations; HashMap, ResouceMap and LocalPersistanceMap. Initially I identified an AbstractMap from which these classes would extend, however I realize some developers may want to minimize dependencies as much as possible therefore I decided to simply have each concrete map implement the IMap interface rather than extend an abstract map implementation.

    The source, binary and ASDocs for the new Collections API can be downloaded here.

    The Collections API is published under the MIT license.

    Accessing private class members in AS3

    Tuesday, March 11th, 2008

    Reflective programming is a very common, powerful, yet expensive software development practice. In most modern programming languages reflection can not be utilized to modify private members of an object, which is to be expected. However in certain circumstances, such as when developing very high level frameworks and automation APIs it may be beneficial at times to be have the ability to access private members of an object from outside of the public API of the class.

    For instance, consider the following class definition:

    // User class does not define setter functions for
    // the private members _username and _password
    package com.ericfeminella.example
    {
        public class User
        {
            private var _username:String;
            private var _password:String;
           
            public function User(username:String, password:String)
            {
                this._username = username;
                this._password = password;
            }      
            public function get username() : String
            {
                return this._username;
            }
           
            public function get password() : String
            {
                return this._username;
            }
        }
    }

    The above class defines two private members: _username and _password. The public API of this class exposes these properties via the read-only accessors get username and get password. Per design assignments to these properties can only be made via the instance constructor.

    So how can these values be modified once the object has been instantiated? More importantly, should this be allowed as the properties have not been publicly exposed? Theoretically they can not, philosophically they shouldn’t. All of this is debatable; however as a dynamic programming language ActionScript can easily accomplish accessing and modifying private members of an object which have not been exposed.

    To do so is simple: define a method which provides an interface into the private members of the class instance, as in the following example:

    // static method which provides a mechanism allowing
    // private properties to be modified
    public static function modifyMember(instance:User,
                                        property:String,
                                        value:*) : void
    {
        try {
         instance[property] = value;
        }
        catch(error:ReferenceError)
        {
            throw new ArgumentError(property+not defined by+User);
        }
    }

    The above example is pretty straightforward. It is simply a static method which requires 3 arguments. The first being the instance of the class, the second is the property in which to assign a new value, and the third is the value to assign to the property. This static method can be defined in any class and will work fine - you only need to change the type of the instance argument and error message to match the type of the class in which the method is defined. All methods in a class definition have access to any member of the class therefore assignments can be made to an instance of the class via a static method. This is possible in most object oriented languages such as C# and Java, however ActionScript takes this approach into the dynamic realm thus making it much more robust as the actual properties which are to be modified can be specified at runtime.

    This approach can just as easily be accomplished on the instance level as well via an instance method, as in the following:

    // instance method which provides a mechanism allowing
    // private properties to be modified
    public function modifyMember(property:String, value:*) : void
    {
        try {
           this[property] = value;
        }
        catch(error:ReferenceError)
        {
           throw new ArgumentError(property + not defined by+this);
        }
    }

    A client implementation for each would be as follows:

    var vo:User = new User("foo", "bar");

    trace( vo.username ); // foo
    trace( vo.password ); // bar

    // static implementation
    User.modifyMember( vo, "_username ", "efeminella" );
    trace( vo.username ); // efeminella

    // instance implementation
    vo.modifyMember( "_username ", "admin" );
    trace( vo.username ); // admin
     

    This approach is best suited for assigning values to simple types, or for pointing reference types to other object instances. This does not allow nested properties of a member to be accessed or modified (although it could easily be refactored to do so). Most importantly, (as you may be thinking) this breaks encapsulation and violates information hiding; therefore I do not recommend utilizing this approach for general use, however it is a convenient and efficient way to modify objects when developing complex APIs which use reflection and also for implementing Unit Tests directly against private members.

    Initially I was introduced to the static implementation of this technique by a .Net developer on my team, and admittedly I was somewhat skeptical at first, however given the dynamic nature of ActionScript I realized this could open up some interesting possibilities under unique circumstances, similar to how mixins open up many possibilities - when used with discretion in a good design they both provide powerful advantages over other languages.

    Food for thought. Enjoy.