Format, navigate, and organize code
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The Flash Builder editors
provide many shortcuts for navigating your code, including folding
and unfolding code blocks, opening the source of code definitions,
and browsing and opening types. Code navigation includes the ability
to select a code element (a reference to a custom component in an
MXML application file, for example) and go to the source of the
code definition, wherever it is located in the project, workspace,
or path.
Multiple line code blocks can be collapsed and expanded to help
you navigate, view, and manage complex code documents. In Flash
Builder, expanding and collapsing multiple-line code statements
is referred to as code folding and unfolding.
Code formatting, indenting, and commentingAs you write code, Flash Builder automatically indents
lines of code to improve readability, adds distinguishing color
to code elements, and provides many commands for quickly formatting
your code as you enter it (adding a block comment, for example).
To change the default formatting, in the Preferences dialog box,
select Flash Builder > MXML Code > Formatting.
You can change the order and grouping of the attributes.
When you paste MXML or ActionScript code into the code editor,
Flash Builder automatically indents the code according to your preferences.
You can also specify indenting for a selected block of code.
To specify the indentation preferences, in the Preferences dialog,
select Flash Builder > Editors. You can specify the
indent type and size.
Set, fold, and unfold code blocksIn the editor, click the fold symbol (-) or the
unfold symbol (+) in the editor’s left margin.
Folding
a code block hides all but the first line of code.
Unfolding
the code block to make it visible again. Hold the mouse over the unfold
(+) symbol to show the entire code block in a tool tip.
By default, code folding is turned on in Flash Builder. To
turn off code folding, open the Preferences dialog and select Flash
Builder > Editors, and then deselect the Enable Code
Folding option.
Apply syntax coloring preferencesYou can easily adjust syntax coloring preferences.
Open the Preferences dialog and select Flash Builder
> Editors > Syntax Coloring.
For more information, see Syntax coloring.
Default font colors can also be configured on the Text Editors
and Colors and Fonts Preferences pages (see Preferences > General
> Appearance > Colors and Fonts. See also Preferences >
General > Editors > Text Editors).
Indent code blocksThe
editor automatically formats the lines of your code as you enter
it, improving readability and streamlining code writing. You can
also use the Tab key to manually indent individual lines of code.
When you copy and paste code blocks into Flash Builder, Flash
Builder automatically indents the code according to your indentation
preferences.
If you want to indent a block of code in a single action, you
can use the Shift Right and Shift Left editor commands.
Shift a code block to the left or rightIn the editor, select a block of code.
Select Source > Shift Right or Source >
Shift Left.
Press Tab or Shift Tab to indent or unindent blocks of code.
Set indent preferencesOpen the
Preferences dialog and select Flash Builder > Indentation.
Select the indent type (Tabs or Spaces) and specify the IndentSize
and Tab Size.
Add comments and comment blocksYou
can add or remove comments using options in the Source menu or by
using keyboard shortcuts. You can add the following types of comments:
Source comment for ActionScript (//)
Block comment for ActionScript (/* */)
ASDoc comments for ActionScript (/** */)
Block comment for MXML (<!---->)
CDATA block for MXML (<![CDATA[ ]]>)
Comments in ActionScript code can be toggled on or off.
Adobe Community Professional, Paul Robertson, blogged
about using block selection mode.
Toggle comments in ActionScript codeIn the editor, select one or more lines of ActionScript code.
Press Control+Shift+C (Windows) or Command+Shift+C (Mac OS)
to add, or remove, C-style comments.
Press Control+/ (Windows) or Command+/ (Mac OS)
to add, or remove, C++ style comments.
Add XML comments in MXML codeIn the editor, select one or more lines of MXML code.
Press
Control+Shift+C (Windows) or Command+Shift+C (Mac OS) to
add a comment.
Add CDATA blocks in MXML codeIn the editor, select one or more lines of MXML code.
Press
Control+Shift+D (Windows) or Command+Shift+D (Mac OS) to
add a comment.
Navigate and inspect codeWith
applications of any complexity, your projects typically contain
many resources and many lines of code. Flash Builder provides several
features that help you navigate and inspect the various elements
of your code.
Open code definitionsFlash Builder lets you open the source of an external code
definition from where it is referred to in your code. For example,
if you create a custom MXML component and import it into your MXML
application you can select the reference to the MXML component and
open the source file in the editor.
Open the source of a code definitionSelect the code reference in the editor.
From the Navigate menu, select Go To Definition.
You
can use the keyboard shortcut, F3.
The source file that contains
the code definition opens in the editor.
Flash
Builder also supports hyperlink code navigation.
Open the source of a code definition using hyperlink navigationLocate the code reference in the editor.
Press and hold the Control key (Windows) or Command key (Mac OS)
and hold the mouse over the code reference to display the hyperlink.
To navigate to the code reference, click the hyperlink.
Use the Outline viewThe
Outline view is part of the Flash Development perspective (see The Flash Development perspective), and, therefore, is available
when you edit code. You use the Outline view to more easily inspect
and navigate the structure of your MXML, ActionScript, and CSS documents.
The Outline view contains three modes: Class, MXML, and CSS.
In Class mode, the Outline view displays the structure of your code
(classes, member variables, functions, and so on). In MXML mode,
the Outline view displays the MXML structure (tags, components,
controls, and so on). In CSS mode, CSS selectors and nested properties
within them are displayed.
Selecting an item in the Outline view locates and highlights
it in the editor, which makes it much easier to navigate your code.
Outline view in Class modeWhen you edit an ActionScript document
(or ActionScript contained in an MXML document), the Outline view
displays the structure of your code. This includes import statements,
packages, classes, interfaces, variables not contained in functions,
and functions. This view does not include metadata, comments, namespace
declarations, and the content of functions.
In the Outline
view, nodes and items in the tree structure represent both the different
types of language elements and their visibility. For example, red
icons indicate private elements, green indicates public elements,
and yellow indicates that the element is not private or public.
Outline view toolbar in Class modeIn Class mode, the Outline
view toolbar contains the sort and filter commands, as the following
example shows:
Outline view in MXML modeWhen you edit an MXML document, which
can contain both MXML and ActionScript code, both the Class and
MXML modes are available in the Outline view.
In MXML mode,
each item in the Outline view represents an MXML tag and the following
types of tags are displayed: components, controls, nonvisual tags
such as WebService or State, component
properties that are expressed as child tags (for example, layout
constraints), and compiler tags such as Model, Array, and Script.
The
Outline view in MXML mode does not show comments, CSS rules and properties,
and component properties expressed as attributes (as opposed to child
tags, which are shown).
Outline view toolbar in MXML modeWhen the Outline view
is in MXML mode, the toolbar menu contains additional commands to
switch between the MXML and class views.
To
switch between the two views, from the toolbar menu, select Show
MXML View or Show Class View.
Use Quick Outline view in the editorWithin
the ActionScript and MXML editors, you can access the Quick Outline view,
which displays the Outline view in Class mode. The Quick Outline
view is displayed in a pop-up window within the editor itself, not
as a separate view, and you can use it to quickly navigate and inspect
your code.
The Quick Outline view contains the same content as the Class
mode, but it also includes a text input area that you can use to
filter the displayed items. For example, entering an item name into
the Quick Outline view displays only the items that contain those
characters.
The Quick Outline view does not contain the commands that let
you alphabetically sort or hide items.
As in the Outline view, selecting an item locates and highlights
it in the editor.
Open the Quick Outline view With
an ActionScript or MXML document open in the editor, from the Navigate menu,
select Quick Outline.
You can also use the keyboard shortcut,
Control+O.
Close the Quick Outline view Navigating
outside the Quick Outline view closes the view. You can also press ESC
to close the Quick Outline view.
Browse and view classesThe Open Type dialog is available for browsing all available
classes (including Flex framework classes) in your project. Select
a class in the Open Type dialog to view the implementation.
 Open Type dialog The Open Type dialog is also available for selecting classes
as the base class for a new ActionScript class or a new MXML component.
The Open Type dialog lets you filter the classes that are displayed
according to the text and wild cards that you specify. The dialog
uses color coding to indicate recommended types and excluded types.
Recommended types display as gray. Excluded types appear brown.
Recommended types are those classes available in the default
namespace for a project. For example, in some contexts only Spark
components are allowed. In other contexts, both Spark and Halo components
are allowed.
Excluded types are those classes that are not available
in the default namespace for a project.
Open the Open Type dialog(Browse
classes) To browse classes and view their implementation:
From the Flash Builder menu, select Navigate >
Open Type.
(Optional) Type text or select filters to modify the classes
visible in the list.
Select a class to view the source code.
You cannot
modify the source code for classes in the Flex framework.
(New ActionScript classes) When selecting a base class for
a new ActionScript class:
Select File >
New > ActionScript class.
For the Superclass field, click Browse.
(Optional) Type text or select filters to modify the classes
visible in the list.
Select a base class from the list.
(New MXML components) When selecting a base component for
a new MXML component:
Select File > New >
MXML Component.
From the list of projects in your workspace, select a project
for new MXML component and specify a filename.
The available
base components vary, depending on the namespaces configured for
a project.
For the Based On field, click Browse.
Note: Clear or
modify the default base class listed in the Based On field to widen
your choices.
(Optional) Type text or select filters to modify the classes
visible in the list.
Select a base component from the list.
Show line numbersYou
can add line numbers in the editor to easily read and navigate your
code.
From the context menu in the editor margin, select Show
Line Numbers.
The editor margin is between the marker bar
and the editor.
Use markersMarkers are shortcuts to lines of code in a document, to
a document itself, or to a folder. Markers represent tasks, bookmarks,
and problems and they are displayed and managed. Selecting markers
opens the associated document in the editor and, optionally, highlights
the specific line of code.
With
Flash Builder, you must save a file to update problem markers. Only
files that are referenced by your application are checked. The syntax
in an isolated class that is not used anywhere in your code is not
checked.
The workbench generates the following task and problem markers
automatically. You can manually add tasks and bookmarks.
- Tasks
- Task markers represent a work item. Work items are generated
automatically by the workbench. You can add a task manually to a
specific line of code in a document or to the document itself. For
example, to remind yourself to define a component property, you
might create a task called “Define skinning properties.” You can
also add general tasks that do not apply directly to resources (for
example, “Create a custom component for the employee log-in prompt”). You
use the Task view to manage all the task markers. For more information,
see Add tasks.
- Problems
- Problem markers are generated by the compiler and indicate
invalid states of various sorts. For example, syntax errors and
warnings generated by the compiler are displayed as problem markers
in the Problem view. For more information, see Filter the Tasks and Problems views.
- Bookmarks
- You can manually add bookmarks to a line of code or a resource (folder
or document). You use bookmarks as a convenience, to keep track
of, and easily navigate to items in your projects. You use the Bookmarks
view to manage all bookmarks. For more information, see Add and delete bookmarks.
Note: The Tasks and
Bookmarks views are not displayed by default in the Flash Development
perspective. For more information about adding these views, see Work with views.
Navigate markersMarkers are
descriptions of and links to items in project resources. Markers
are generated automatically by the compiler to indicate problems
in your code, or added manually to help you keep track of tasks
or snippets of code. Markers are displayed and managed in their
associated views. You can easily locate markers in your project
from the Bookmarks, Problems, and Tasks views, and navigate to the
location where the marker was set.
Go to a marker location Select
a marker in the Bookmarks, Problems, or Tasks views.
The file
that contains the marker is located and opened in the editor. If
a marker is set on a line of code, that line is highlighted.
Add tasksTasks represent
automatically or manually generated workspace items. All tasks are
displayed and managed in the Tasks view (Window > Other
Views > General > Tasks), as the following
example shows:
Add a task to a line of code or a resourceOpen a file in the editor, and then locate and select the
line of code where you want to add a task; or in the Flex Package
Explorer, select a resource.
In the Tasks view, click the Add Task button in the toolbar.
Enter the task name, and select a priority (High, Normal,
Low), and click OK.
Note: The resource,
as shown in the Flex Package Explorer, does not indicate that it was
marked. You can view and manage all task markers in the Task view.
Complete and delete tasksWhen
a task is complete, you can mark it and then optionally delete it
from the Tasks view.
Mark a task as complete In the
Tasks view, select the task in the selection column, as the following example
shows:
Delete a task In the Tasks view,
open the context menu for a task and select Delete.
Delete all completed tasks In
the Tasks view, open the context menu and select Delete Completed
Tasks.
Add and delete bookmarksYou
can use bookmarks to track and easily navigate to items in your
projects. All bookmarks are displayed and managed in the Bookmarks
view (Window > Other Views > General >
Bookmarks), as the following example shows:
Add a bookmark to a line of code or a resourceOpen a file in the editor, and then locate and select the
line of code to add a bookmark to.
From the main menu, select Edit > Add Bookmark.
Enter the bookmark name, and click OK.
A bookmark icon
( ) is
added next to the line of code.
Note: The
resource, as shown in the Flex Package Explorer, does not indicate
that it was marked. You can view and manage all bookmarks in the
Bookmarks view.
Delete a bookmarkIn the Bookmarks
view, select the bookmark to delete.
Right-click (Windows) or Control-click (Mac OS)
the bookmark and select Delete.
Organize import statementsYou can add, sort, and remove unused import statements
in ActionScript and MXML script blocks using the Organize Imports
feature.
To use the Organize Imports feature, with an ActionScript or
MXML document that contains import statements open in the editor,
do one of the following:
Select Organize Imports from the Source menu.
Use the keyboard shortcut: Control+Shift+O (Windows) or Command+Shift+O
(Mac OS)
Place the cursor on any import statement, and press Control+1.
Then, select the option to organize imports.
Add missing import statementsIf you have
undefined variables within your ActionScript script or MXML script block,
you can add all missing import statements all at once by using the Organize
Imports feature.
Resolve ambiguous importsWhen you use
the Organize Imports feature in the MXML and ActionScript editors,
the packages in which the classes are located are automatically
imported into the document.
If you declare an ActionScript
type that is present in two packages, you can choose the import
statement for the required package. For example, Button is present
in both spark.components and mx.controls packages.
If
you have more than one instance of ambiguous import statements,
all the unresolved imports are displayed letting you resolve them
one after the other.
Remove unused import statementsFlash
Builder places all import statements at the head of an ActionScript document
or at the top of the script block of an MXML document by default.
To
remove import statements that are not referenced in your document,
keep the document that contains import statements open in the editor,
and use the Organize Imports feature.
Sort import statementsYou can quickly
sort all the import statements in your ActionScript or MXML script
block using the Organize Imports feature.
Flash Builder sorts
the import statements alphabetically by default. To change the default
order in which you want Flash Builder to add the import statements, use
the Preferences dialog. To do so, open the Preferences dialog, and
select Flash Builder> Editors > ActionScript Code > Organize
Imports. For more information, see ActionScript code.
Auto-import missing import statements when copy-pasting ActionScript codeWhen you copy ActionScript code from
an ActionScript document and paste into another ActionScript document,
any missing import statements are automatically added. The missing
import statements are added at either the package level or file
level depending on where you paste the code.
Note: This feature
is supported only for ActionScript code. If you copy ActionScript code
from a file outside Flash Builder or from a file other than an ActionScript
file, then the missing import statements are not added.
Consolidate import statements across MXML script blocksIf you have multiple MXML script blocks in a document
with multiple import statements defined for each script block, Flash
Builder lets you consolidate all the import statements.
The
Consolidate Import Statements Across MXML Script Blocks option in
the Organize Imports preferences dialog box is selected by default.
The import statements are consolidated, sorted, and added only once
at the top of the first script block.
Consolidate import statements from the same package using wildcardsIf you have multiple import statements
from the same package, you can use wildcards in your import statement
instead of repeating the statements multiple times.
You can
specify the number of import statements that are allowed for types
in the same package before the <package>.* wildcard
is used. For example, if you have multiple import statements from
the flash.events package, Flash Builder consolidates
all the import statements as: import flash.events.*;
By
default, Flash Builder applies the <package>.* wildcard
if you use more than 99 import statements from the same package.
You can change the default value using the Organize Imports Preferences
dialog. For more information, see ActionScript code.
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