How to call a Class in a Function (Flex 4)?
Example:
public class A {
private function a();
private function b();
....
}
This is my question-->
private function loadMain() {
**call class A in here**
}
Who have any ideas ???
Thank for watching
Is this what you mean?
Class A:
public class A {
public function a();
public function b();
}
Function loadMain:
private function loadMain() {
var instance:A = new A();
instance.a();
instance.b();
}
Related
How can definition a global variable for use in all function controller
class TestController extends Controller
{
private $x;
public function index()
{
$this->$x ='22';
}
public function send_message()
{
echo $this->$x;
}
}
Write $this->x rather than $this->$x
class TestController extends Controller
{
private $x;
public function index()
{
$this->x ='22';
}
public function send_message()
{
echo $this->x;
}
}
If you want to make global variable in controller, the following code will work definitely:
private $x = 22;
public function index()
{
print_r($this->x);
die();
}
I am having a problem that is driving me nuts.
Recently I configured my BlazeDS to use Array instead of ArrayCollection for performance reasons. Additionally I adjusted my templates to generate Array properties.
Everything wen't fine. All except one function that causes TypeError: Error #1034. These are being thrown before the result callback is called. It claims to have problems casting an ArrayCollection to Array. I removed the generated types to make Flex use Objects instead, but these did not contain any ArrayCollections. My question now is: How can I get the stack-traces of errors thrown in event-handlers?
I allready added handlers for unhandledExceptions in all of my modules and they are called if errors occur in code triggered from user-interaction, but they don't seem to be able to catch stuff thrown by event-handlers.
How can I track these Errors?
Chris
PS: The classes are:
package de.upw.ps.ucg.model.ucg.scheduler {
[Bindable]
[RemoteClass(alias="de.upw.ps.ucg.model.ucg.scheduler.Task")]
public class Task extends TaskBase {
}
}
And:
package de.upw.ps.ucg.model.ucg.scheduler {
import de.upw.ps.ucg.model.oval.common.OvalVersionedIdentifier;
import flash.utils.IExternalizable;
[Bindable]
public class TaskBase {
public function TaskBase() {}
private var _aborted:Boolean;
private var _characteristicsId:String;
private var _currentExecutorPhase:JobExecutorPhase;
private var _definitionSetName:String;
private var _definitionSetVid:OvalVersionedIdentifier;
private var _endTime:Date;
private var _enqueueTime:Date;
private var _environmentId:String;
private var _environmentName:String;
private var _messages:Array;
private var _numberOfDefinitions:int;
private var _processedNumberOfTests:int;
private var _resultsId:String;
private var _schedulerJob:SchedulerJob;
private var _startTime:Date;
private var _statusMessage:String;
private var _taskId:String;
private var _totalNumberOfTests:int;
public function set aborted(value:Boolean):void {
_aborted = value;
}
public function get aborted():Boolean {
return _aborted;
}
public function set characteristicsId(value:String):void {
_characteristicsId = value;
}
public function get characteristicsId():String {
return _characteristicsId;
}
public function set currentExecutorPhase(value:JobExecutorPhase):void {
_currentExecutorPhase = value;
}
public function get currentExecutorPhase():JobExecutorPhase {
return _currentExecutorPhase;
}
public function set definitionSetName(value:String):void {
_definitionSetName = value;
}
public function get definitionSetName():String {
return _definitionSetName;
}
public function set definitionSetVid(value:OvalVersionedIdentifier):void {
_definitionSetVid = value;
}
public function get definitionSetVid():OvalVersionedIdentifier {
return _definitionSetVid;
}
public function set endTime(value:Date):void {
_endTime = value;
}
public function get endTime():Date {
return _endTime;
}
public function set enqueueTime(value:Date):void {
_enqueueTime = value;
}
public function get enqueueTime():Date {
return _enqueueTime;
}
public function set environmentId(value:String):void {
_environmentId = value;
}
public function get environmentId():String {
return _environmentId;
}
public function set environmentName(value:String):void {
_environmentName = value;
}
public function get environmentName():String {
return _environmentName;
}
public function set messages(value:Array):void {
_messages = value;
}
public function get messages():Array {
return _messages;
}
public function set numberOfDefinitions(value:int):void {
_numberOfDefinitions = value;
}
public function get numberOfDefinitions():int {
return _numberOfDefinitions;
}
public function set processedNumberOfTests(value:int):void {
_processedNumberOfTests = value;
}
public function get processedNumberOfTests():int {
return _processedNumberOfTests;
}
public function set resultsId(value:String):void {
_resultsId = value;
}
public function get resultsId():String {
return _resultsId;
}
public function set schedulerJob(value:SchedulerJob):void {
_schedulerJob = value;
}
public function get schedulerJob():SchedulerJob {
return _schedulerJob;
}
public function set startTime(value:Date):void {
_startTime = value;
}
public function get startTime():Date {
return _startTime;
}
public function set statusMessage(value:String):void {
_statusMessage = value;
}
public function get statusMessage():String {
return _statusMessage;
}
public function set taskId(value:String):void {
_taskId = value;
}
public function get taskId():String {
return _taskId;
}
public function set totalNumberOfTests(value:int):void {
_totalNumberOfTests = value;
}
public function get totalNumberOfTests():int {
return _totalNumberOfTests;
}
}
}
Both classes are generated by my maven build from a corresponding Java Class and the Types do fit together nicely.
Do you have access to the socket class that's reading in all these messages? Trace out the buffer before the deserialisation and you should at least be able to find the class that's giving you hassle.
Failing that, trace out the object after deserialisation and it should be the very first one after the error is thrown.
This is something you'll have to debug on your own, but I have a gut feeling that the problem is because the data being sent by your java DTO is not the same as your AS3 class, even though that you have the RemoteClass metadata saying that it is.
Are you missing a property? or have a property mismatch? That is the most likely cause of your error. I suggest you debug the java side as much as you can and use something like firebug to see the request/response of the server.
I know actionscript does not allowed private contstructor at any time and But if i want to write a sinlgleton class in action script So how to implement it in actionscript.
Can anyone provide an sample example of a singleton pattern in actionscript?
I use something like this:
package singletons
{
[Bindable]
public class MySingleton
{
private static var _instance:MySingleton;
public function MySingleton(e:Enforcer) {
if(e == null) {
throw new Error("Hey! You can't do that! Call getInstance() instead!");
}
}
public static function getInstance():MySingleton {
if(_instance == null) {
_instance = new MySingleton (new Enforcer);
}
return _instance;
}
}
}
// an empty, private class, used to prevent outside sources from instantiating this locator
// directly, without using the getInstance() function....
class Enforcer{}
You need to alter Alxx's answer slightly as it doesn't stop new Singleton() from working...
public class Singleton {
private static var _instance : Singleton;
public function Singleton( newBlocker : ClassLock ) {
}
public static function getInstance() : Singleton {
if ( _instance == null ) {
_instance = new Singleton( new ClassLock() );
}
return _instance;
}
}
class ClassLock{}
The private class is used by the Singleton to stop other classes simply doing new Singleton() initially and then getting a second instance by doing getInstance().
Note that this still isn't watertight... If someone is determined to break it, they can get access to the private class, but this is about the best option for Singletons.
basically, all answers are right, those of reid and gregor provide more compile time safety. I suppose, the best thing is however, to declare an interface for the singleton and a private implementor exposed through a static class:
package {
interface IFoo {
function foo():void;
}
}
and then:
package Foo {
private static var _instance:IFoo;
public static function getInstance():IFoo {
if (_instance == null) _instance = new Impl();
return _instance;
}
}
class Impl implements IFoo {
public function foo():void {
trace("fooooooooooooooooooo");
}
}
this doesn't rely on runtime errors for safety. Also, it lowers coupling.
greetz
back2dos
public class Singleton {
private static var _instance:Singleton;
public **static** function get instance():Singleton
{
if (_instance == null)
{
_instance = new Singleton();
}
return _instance;
}
public function Singleton()
{
if (_instance != null) throw new Error("You can't create Singleton twice!");
}
}
Runtime check in lack of private constructor.
I use this approach ...
package
{
public class Main
{
private static var _instance:Main;
private static var _singletonLock:Boolean = false;
/**
* Creates a new instance of the class.
*/
public function Main()
{
if (!_singletonLock) throw new SingletonException(this);
}
/**
* Returns the singleton instance of the class.
*/
public static function get instance():Main
{
if (_instance == null)
{
_singletonLock = true;
_instance = new Main();
_singletonLock = false;
}
return _instance;
}
}
}
... not as terse as some other methods but it's absolutely safe and there's no need for an empty package-level class. Also note the shortcut with SingletonException which is a class that extends the AS3 Error class and saves typing some code when using more than one Singleton ...
package
{
public class SingletonException extends Error
{
public function SingletonException(object:Object)
{
super("Tried to instantiate the singleton " + object + " through it's constructor."
+ " Use the 'instance' property to get an instance of this singleton.");
}
}
}
There are 3 properties (example 1):
[Bindable] public var name:String;
[Bindable] public var email:Number;
[Bindable] public var address:Boolean;
I needed to have 3 helper methods that will be bindable too (example 2):
[Bindable] public var name:String;
[Bindable] public var email:Number;
[Bindable] public var address:Boolean;
public function get nameIsOk():Boolean { return !Strings.isEmpty(name) }
public function get emailIsOk():Boolean { return email == 3 }
public function get addressIsOk():Boolean { return address }
Sure, the code above doesn't work. I made it work by doing this (example 3):
private var _name:String
[Bindable("nameChanged")]
public function get name():String { return _name }
public function set name(v:String):void { _name = v; dispatchEvent(new Event("nameChanged")) }
[Bindable("nameChanged")]
public function get nameIsOk():Boolean { return !Strings.isEmpty(name) }
private var _email:Number
[Bindable("emailChanged")]
public function get email():Number { return _email }
public function set email(v:Number):void { _email = v; dispatchEvent(new Event("emailChanged")) }
[Bindable("emailChanged")]
public function get emailIsOk():Boolean { return email == 3 }
private var _address:Boolean
[Bindable("addressChanged")]
public function get address():Boolean { return _address }
public function set address(v:Boolean):void { _address = v; dispatchEvent(new Event("addressChanged")) }
[Bindable("addressChanged")]
public function get addressIsOk():Boolean { return address }
It does work, but now it is bloated.
Is there a way to reduce this code (example 3) to something smaller (like example 2)?
UPDATE:
Kudos to just_a_dude for nice answer. Here is the final version:
[Bindable] public var name:String;
[Bindable] public var email:Number;
[Bindable] public var address:Boolean;
public function Remixer() {
for each (var f:String in Strings.split("name email address")) {
ChangeWatcher.watch(this, f, onChange)
}
}
private function onChange(e:PropertyChangeEvent):void {
dispatchEvent(new Event(e.property + "Changed"))
}
[Bindable("nameChanged")]
public function get nameIsOk():Boolean { return !Strings.isEmpty(name) }
[Bindable("emailChanged")]
public function get emailIsOk():Boolean { return email == 3 }
[Bindable("addressChanged")]
public function get addressIsOk():Boolean { return address }
Not sure if this is what you're looking for but you can use mx.binding.utils.ChangeWatcher to "watch" for property changes
<?xml version="1.0" encoding="utf-8"?>
<mx:Script>
<![CDATA[
import mx.events.PropertyChangeEvent;
import mx.binding.utils.ChangeWatcher;
[Bindable] public var firstName:String;
[Bindable] public var email:Number;
[Bindable] public var address:Boolean;
private var _watcher:ChangeWatcher;
private function init():void {
ChangeWatcher.watch(this, "firstName", propertyChangeHandler);
ChangeWatcher.watch(this, "email", propertyChangeHandler);
ChangeWatcher.watch(this, "address", propertyChangeHandler);
firstName = "foo";
email = 0;
address = true;
firstName = "bar";
email = 1;
address = false;
}
protected function propertyChangeHandler(event:PropertyChangeEvent):void {
var prop:Object = event.property;
var name:String = prop.toString() + "Changed";
// trace(name); // displays firstNameChanged or emailChanged or addressChanged
dispatchEvent(new Event(name));
}
]]>
</mx:Script>
Let me know if this helps
Cheers
I'm not sure if you need getters, but if not, a nice way to do it, is to just use a single function, and put your bindable strings as arguments.
if you put this in your object:
public function isOk(s:String):Boolean
{
return !Strings.isEmpty(s)
}
You would use it like this:
<mx:CheckBox selected="{yourObject.isOk(yourObject.name)}" />
Generally, if you put a function inside the "{}" with parameters which are bindable, it will be called each time that parameter changes.
I would encapsulate your functionality in a class. Do not repeat yourself :)
I know there is something I am doing wrong. In my controls I have keydown events that control my hero. As of right now, I am trying to rotate my hero but he refuses to turn . Below is my Hero Class, my control class, and gameobject class. pretty much all the classes associate with the controls class.
package com.Objects
{
import com.Objects.GameObject;
/**
* ...
* #author Anthony Gordon
*/
[Embed(source='../../../bin/Assets.swf', symbol='OuterRim')]
public class Hero extends GameObject
{
public function Hero()
{
}
}
}
Here is my Controls class. This is the class where I am trying to rotate my hero but he doesnt. The keydown event does work cause I trace it.
package com.Objects
{
import com.Objects.Hero;
import flash.events.*;
import flash.display.MovieClip;
/**
* ...
* #author Anthony Gordon
*/
public class Controls extends GameObject
{
private var aKeyPress:Array;
public var ship:Hero;
public function Controls(ship:Hero)
{
this.ship = ship;
IsDisplay = false;
aKeyPress = new Array();
engine.sr.addEventListener(KeyboardEvent.KEY_DOWN, keyDownListener);
engine.sr.addEventListener(KeyboardEvent.KEY_UP,keyUpListener);
}
private function keyDownListener(e:KeyboardEvent):void {
//trace("down e.keyCode=" + e.keyCode);
aKeyPress[e.keyCode] = true;
trace(e.keyCode);
}
private function keyUpListener(e:KeyboardEvent):void {
//trace("up e.keyCode=" + e.keyCode);
aKeyPress[e.keyCode]=false;
}
override public function UpdateObject():void
{
Update();
}
private function Update():void
{
if (aKeyPress[37])//Key press left
ship.rotation += 3,trace(ship.rotation ); ///DOESNT ROtate
}//End Controls
}
}
Here is GameObject Class
package com.Objects
{
import com.Objects.Engine;
import com.Objects.IGameObject;
import flash.display.MovieClip;
/**
* ...
* #author Anthony Gordon
*/
public class GameObject extends MovieClip implements IGameObject
{
private var isdisplay:Boolean = true;
private var garbage:Boolean;
public static var engine:Engine;
public var layer:Number = 0;
public function GameObject()
{
}
public function UpdateObject():void
{
}
public function GarbageCollection():void
{
}
public function set Garbage(garb:Boolean):void
{
garbage = garb;
}
public function get Garbage():Boolean
{
return garbage
}
public function get IsDisplay():Boolean
{
return isdisplay;
}
public function set IsDisplay(display:Boolean):void
{
isdisplay = display;
}
public function set Layer(l:Number):void
{
layer = l;
}
public function get Layer():Number
{
return layer
}
}
}
Looks like your keyUpListener and keyDownListener methods aren't calling the UpdateObject function.
Try listening for your KeyboardEvent on stage instead of engine.sr (not sure what that is)
If you put them on anything other than the stage you will need to click that specific thing first to give it focus for the events to work.
Also, the line:
ship.rotation += 3,trace(ship.rotation );
in your Control class looks a bit broken.