|
Code templatesCode templates speed-up your coding efforts by letting
you auto-insert frequently used coding patterns.
Flash Builder includes a number of predefined code templates.
You can also define additional code templates for commonly used
code patterns. To see all the available code templates, open the
Preferences dialog box, and select Flash Builder > Editors >
Code Templates.
Adobe Community Professional, Paul Robertson, blogged
about using code templates.
MXML, ActionScript, and CSS code templatesThe ActionScript, CSS, and MXML code templates are context-based
and can be called on pressing Control+Space. You can use the pre-defined
templates that are shipped with Flash Builder or you can create
your own.
Insert code templatesTo insert a code template in the code editor, type the
name of the template in the code editor, and press Control+Space.
For example, when writing ActionScript code, say, you use the for loop repeatedly.
You can then define a code template for the for loop
as follows: for (var i:int = 0; i < array.length; i++) { }
When
you use a code template, you don’t have to type the complete code
for the for loop. Instead, in the ActionScript
class, type ' for' and press Control+Space. A template
option to create the for loop appears. On selecting
the code template, the code that you defined in the template is
inserted.
Templates can also contain template variables. A template variable
is defined within ${}. The variable is resolved
based on the corresponding variable definition in the editor.
For example, if you define a code template for the for loop
as follows: for (var ${index}:int = 0; ${index} < ${array}.length; ${index}++) { ${cursor} }
And you invoke the code template after defining a variable myArr as
follows:
{
var myArr:ArrayCollection = null;
}
Then, ${array} in the code template resolves
to myArr, and the resulting code looks like: {
var myArr:ArrayCollection = null;
for (var ${index}:int = 0; ${index} < myArr.length; ${index}++) { ${cursor} }
}
Create and edit code templatesOpen the Preferences dialog box, and select Flash
Builder > Editors > Code Templates.
Code templates are categorized as ActionScript, MXML, and
CSS code templates. Under each category, you find a set of predefined
code templates. You can edit an existing template or add a new one.
To add a new template, select the code template category,
and click Add. In the New Template dialog box, enter a name and
brief description for the code template. Then, specify a context
in which the code template must be called.
You can specify
contexts for ActionScript and MXML code templates.
You can
select from the following ActionScript contexts:
ActionScript:
Inserts the code template anywhere in the ActionScript document
ActionScript statement: Inserts the code template
within functions and within elements of a class
ActionScript members: Inserts the code template only
within elements of a class
ActionScript Package Scope: Inserts the code template
within a package, as follows:
Package
{
/* insert code template*/
}
You can select from the following MXML
contexts:
MXML: Inserts the code template anywhere
in the MXML document
MX Component: Inserts the code template within MX
components available for Flex 3 SDK
Spark Components: Inserts the code template within
Spark components available for Flex 4 SDK or a higher SDK version
MXML attributes: Inserts the code template for MXML
attributes within MX and Spark components.
Enter the code for the template in the Pattern section. To
insert variables in the code, click Insert Variable, and select
from a list of predefined variables. The variables are contextual
to the template category.
ActionScript templates contain
predefined variables that include array, enclosing_method, enclosing_package, enclosing_type, field, local_var,
and var. MXML templates contain predefined variables that
include fx, mx, s,
and tag.
If you don’t want Flash Builder to automatically insert the
code template into your code, deselect the Automatically Insert
Into Code option.
To customize an existing code template, select the template,
and click Edit. After editing the template, click OK.
For
more information about customizing file templates and template variables,
see Customize file templates and Template variables.
At any point, you can remove the custom
template and restore the predefined code template by clicking Revert
To Default.
By default, you can call all the predefined templates using Content
Assist. If you, however, don’t want a specific template to appear
in the Content Assist options, deselect that template in the Existing
Templates section.
You can also import and export code templates. You can select
one or more templates and export them. The templates are exported
as an XML file.
Adobe Community Professional, Paul Robertson, blogged
about sharing code templates.
Flash Builder code templatesFlash Builder can automatically generate predefined code
in the following scenarios:
You can customize the predefined code template that Flash Builder
generates.
Customize the code templateOpen the Preferences dialog box, and select Flash
Builder > Editors > Code Templates > Flash Builder.
Select the name of the code template that you want to customize,
and click Edit. For example, to customize the code that is generated
when you generate an event handler, select the event handler template,
and click Edit.
You can customize the name of the template, the description,
and the code pattern.
To insert a variable within the code, click Insert Variable,
and select the variable. For more information about the available
code variables, see Use code variables.
At any point, you can discard the changes by clicking Revert
To Default.
You can also import and export the code template. You can
select one or more templates and export them. The templates are
exported as an XML file.
Use code variables
Code variables for event handlersVariable
|
Description
|
Example
|
${component_id}
|
Resolves to the unique ID of the component.
|
If the ID of the button component is test,
the event handler that is generated is test_clickHandler.
If
you have not specified an ID value, the auto-generated values are component1,
component2, and so on.
|
${component_name}
|
Resolves to the name of the tag.
|
${namespace} ${modifiers}function ${:method_name('${component_id}_${event_name}Handler')}(${event}:${event_type}):${return_type}
{
// TODO Auto-generated method stub
${cursor}
}
|
${event_name}
|
Specifies the name of the event.
|
clickEvent, onHover
|
${event_type}
|
Resolves to the event handler type.
|
Flash Builder designates a default event
type for each user interface component.
On generating a click
event for a button component, an event handler of type MouseEvent
is generated as follows:
button1_clickHandler(event:MouseEvent)
|
${modifiers}
|
Specifies the modifiers for the generated
function.
|
static
|
${method_name}
|
Resolves to the event handler name.
|
For a click event for the Button component,
the event handler name can be button1_clickHandler
|
${namespace}
|
Defines the namespace value for the generated
function.
|
The namespace value can be any of the following:
The default
value is protected.
|
Example using code variables for event handler functions:
${namespace} ${modifiers}function
${:method_name('${component_id}_${event_name}Handler')}
${event}:${event_type}):${return_type}
{
// TODO Auto-generated method stub
${cursor}
}
Code variables for get and set accessor functionsVariable
|
Description
|
Example
|
${metadata}
|
Specifies the metadata tags that are generated
|
Generating get and set accessor functions
for a Bindable variable
|
${asdoc}
|
Specifies the ASDoc that are generated for
get and set accessor functions
|
${metadata}
${asdoc}${namespace} ${modifiers}function get ${method_name}()${return_type}
{
return ${property};
}
|
${return_type}
|
Resolves to the variable type.
If
the variable type is not specified, the generated get accessor function
does not have a return type.
|
${metadata}
${asdoc}${namespace} ${modifiers}function get ${method_name}()${return_type}
{
return ${property};
}
|
${property}}
|
Resolves to the property name in the getter/setter
dialog.
|
For a variable var i:int,
i resolves to _i
|
${argument_type}
|
Resolves to the data type of the generated
set function.
|
|
Example using code variables for get and set accessor functions:
${asdoc}
${namespace} ${modifiers}function set ${method_name}(value${argument_type}):void
{
if( ${property} !== value)
{
${property} = value;
dispatchEvent(new Event("${event_name}"));
}
}
Code variables for functions in an undefined classVariable
|
Description
|
Example
|
${params}
|
For an undefined function that accepts a
specified number of arguments, the generated function has the same
number of arguments with the type.
|
|
Override or implement methodsFlash Builder provides you with an option to select and
override parent class methods or implement interface methods.
Open the Override/Implement Methods dialog box by
selecting Override/Implement Methods from the Source menu. You can
also select Source > Override/Implement Methods from
the context menu of the MXML or ActionScript editor.
The methods for each parent class are displayed in a tree
structure format. For each class, you can select the methods that
you want to override and the methods that you want to implement.
You can select the insertion point to insert the selected
methods. The default insertion point option depends on where you
place your cursor in the editor while opening the Override/Implement
Methods dialog box. The variable or method closest to the cursor
location appears as an insertion point option.
Flash Builder
generates the stub code for the selected methods.
To
customize the predefined stub code that Flash Builder generates,
see Code templates.
Metadata code completionFlash Builder displays code completion hints for metadata
that you use in your MXML and ActionScript documents.
In an MXML document, metadata code hints are displayed within
embedded <fx:Metadata> and <fx:Script> tags.
In an ActionScript document, metadata code hints are also displayed
for ActionScript language elements like class names, variables,
getters, and setters.
The code hints are contextual to the MXML and ActionScript document,
and the code in which the metadata is used. For example, when you
invoke Content Assist within two blank lines of an ActionScript
statement, code hints applicable to only that ActionScript statement
appear. To see all the valid code hints applicable to the ActionScript
or MXML document, press Control+Space multiple times to cycle through
the available code hints.
Use metadata code completion in MXML documentsIn an MXML document or class, you can use metadata code
completion in the following ways:
Enter ’[’ within <fx:Metadata> tags,
as follows:
<fx:Metadata>
[
</fx:Metadata>
Enter ’[’ within <fx:Script> tags,
as follows:
<fx:Script>
<![CDATA[
[
]]>
</fx:Script>
Use metadata code completion in ActionScript documentsIn an ActionScript document, you can use metadata code
completion when you enter ’[’ before a class name, variable, getter,
or setter, as follows:
[
class GetSet
{
[
private var privateProperty:String;
[
public function get publicAccess():String
{
return privateProperty;
}
[
public function set publicAccess(setValue:String):void
{
privateProperty = setValue;
}
}
Code completion for custom metadata tagsFlash Builder supports code completion for custom metadata
tags that are introduced on using third-party Flex frameworks.
To enable code hints for custom metadata tags in your project,
you generate a SWC file containing a metadata.xml file,
as follows:
Create a library project. The New Flex Library Project
wizard guides you through the steps, prompting you for the project
name, location, and build path information. For more information,
see Create Flex library projects.
Add the metadata.xml file in the src folder
under the root folder of your library project. Include all the metadata
tags that you want in the metadata.xml file.
Add
the metadata.properties file (if any) in the appropriate
locale folder. For example, locale/en_US or locale/ja_JP.
For
more information about metadata tags, see About
metadata tags in the Flex documentation.
Include the metadata.xml file in the library
SWC file, as follows:
Select Project >
Properties > Flex Library Build Path.
The metadata.xml file
that you added appears in the Assets tab.
Select the metadata.xml file to include
in the SWC file, and click OK.
The SWC file is compiled and
generated in the output (bin) folder of the library project.
Select the locale folder to which you added the metadata.properties file
(if any).
After generating the SWC file, add it to the build path of
your project, as follows:
Select Project >
Properties > Flex Build Path.
Click Add SWC.
Enter or browse to the location of the SWC file, and click
OK.
Once you add the SWC file to your build path, metadata code completion
hints appear for the metadata tags defined in the metadata.xml file.
You can share the SWC file between your applications or distribute
to other developers.
Customize file templatesFlash Builder allows you to customize the default information
contained in new MXML, ActionScript, and CSS files. Examples of
information you can specify include variables for specifying author
and date, variables for opening and closing tags and attributes,
variables for various ActionScript declarations, namespace prefixes,
and just about any content you want to include in a template file.
File templates are especially useful for specifying introductory comments
and copyright information.
The content of a new file is specified in a file template available
from Preferences > Flash Builder > File
Templates. Templates are available for the following types of files:
ActionScript
|
ActionScript file
ActionScript class
ActionScript
interface
ActionScript skinnable component
|
MXML
|
MXML web application
MXML desktop
application
MXML component
MXML module
MXML skin
ItemRenderer
for Spark components
ItemRenderer for MX components
ItemRenderer
for MX DataGrid
ItemRenderer for Advanced DataGrid
ItemRenderer
for MX Tree
|
FlexUnit
|
FlexUnit TestCase class
FlexUnit TestSuite
class
FlexUnit4 TestCase class
FlexUnit4 TestSuite class
|
CSS
|
CSS file
|
After modifying a template, you can export the template so it
can be shared with other members of your team.
Modify a file templateSelect
Preferences > Flash Builder > File Templates
Expand the file categories and select a file template to
modify.
Select Edit and modify the template.
You can type directly
in the Template editor or select Variables to insert pre-defined
data into the template.
Click OK to save the changes.
Changes apply to new
files.
Export and Import File TemplatesSelect Preferences > Flash Builder >
File Templates
Expand the file categories and select a file template.
Select Export to export a template to the file system, or
Import to import a previously exported template.
Templates
are exported as XML files.
Restore defaultsNote: Restoring defaults
restores all file templates to the default values. You cannot restore
a single template to the default value.
To restore
the default templates, open Preferences > Flash Builder >
File Templates and select Restore Defaults
Template variables
Template variables for all file typesVariable
|
Description
|
Example
|
${date}
|
Current date
|
Feb 15, 2009
|
${year}
|
Current year
|
2009
|
${time}
|
Current time
|
3:15 PM
|
${file_name}
|
Name of the newly created file
|
HelloWorld.mxml
|
${project_name}
|
Name of the Flex or ActionScript project
|
Hello_World_Project
|
${user}
|
User name of the author
|
jdoe
|
$$
${dollar}
|
Dollar symbol
|
$
|
Template variables for MXML filesVariable
|
Description
|
Example
|
${application}
${component}
${module}
|
Specifies the application, component, or module
MXML tag names.
For a web application, ${application} expands
to “Application.”
For a desktop application, ${application} expands
to “WindowedApplication.”
${component} expands to “Component.”
${module}
expands to “Module.”
These tags are typically used to position
the starting and closing tags of a file.
|
The following:
<${application} ${xmlns}${wizard_attributes}${min_size}>
${wizard_tags}
</${application}>
expands to:
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/halo" minWidth="1024" minHeight="768">
<s:layout>
<s:BasicLayout/>
</s:layout>
</s:Application>
|
${xml_tag}
|
XML version
|
<?xml version="1.0" encoding="utf-8"?>
|
${xmlns}
|
Resolves to the namespace definition, based on
the project's Flex SDK type and the namespace prefix defined in
Preferences.
|
For a Flex 4 SDK project:
xmlns="http://ns.adobe.com/mxml/2009"
|
${min_size}
|
Minimum size of an MXML web application.
|
minWidth="1024" minHeight="768"
|
${ns_prefix}
|
Namespace prefix for the project’s Flex
SDK.
You cannot change the default values for this variable.
|
For Flex 3: mx:
For
Flex 4: fx:
|
${wizard_attributes}
|
Specifies the position of the attributes defined
by the New File wizard.
|
For a new web application:
${application}
${xmlns}${wizard_attributes}>
expands to:
<Application
xmlns="http://ns.adobe.com/mxml/2009" layout="vertical">
|
${wizard_tags}
|
Specifies the layout property for containers defined
by the New File wizard
|
For a new application using Flex 4 SDK:
<s:layout>
<s:BasicLayout/>
</s:layout>
|
${fx}
|
Prefix for the MXML 2009 language document
namespace. The perfix is as specified in the MXML document.
|
When you use the following Library tag template
in an MXML document:
<${fx}Library>
<${fx}Definition id="${def}">
${cursor}
</${fx}Definition>
</${fx}Library>
A library tag is
created as follows:
<fxLibrary>
<fxDefinition id="def">
</fxDefinition>
</fxLibrary>
|
${mx}
|
Prefix for the MX document namespace. The prefix
is as specified in the MXML document.
|
When you use the following Combobox template
in the MX Components context: <${mx}ComboBox id="${comboBox}"
rowCount="${rowCount:values(5)}"
dataProvider="${dataProvider}"/>
${cursor}
A combobox is created as follows:
<mx:ComboBox
id="comboBox" rowCount="5" dataProvider="dataProvider"/>
|
${s}
|
Prefix for the Spark document namespace
|
When you use the Spark Button template in
the Spark Components context: <${s}Button id="${btn}"
label="${myButton}"
click="${onClick}(${event})"/>
${cursor}
A Spark button is created as
follows:
<s:Button id="btn"
label="myButton"
click="onClick(event)"/>
|
${tag}
|
Fully-qualified tag name for the project’s
MX components.
|
When you use the List template in the MXML
context:
<${list:tag(mx.controls.List)} id="${myList}">
<${dp:tag(dataProvider)}>
<${arraycollection:tag(mx.collections.ArrayCollection)}>
${cursor}
</${arraycollection}>
</${dp}>
</${list}>
A list is created as follows:
<s:List id="myList">
<s:dataProvider>
<s:ArrayCollection>
</s:ArrayCollection>
</s:dataProvider>
</s:List>
|
Template variables for ActionScript filesVariable
|
Description
|
Example
|
${package_declaration}
|
Generates the package declaration.
|
For a file in the com/samples package, generates:
package
com.samples
|
${import_declaration}
|
For a new ActionScript class or ActionScript Interface,
generates required import declarations .
|
For a subclass of TextBox, generates:
import
flex.graphics.TextBox;
|
${interface_declaration}
|
For a new ActionScript interface, generates the
interface declaration.
|
For a new Interface that extends IButton
interface, generates:
public interface IMyButton extends IButton
|
${class_declaration}
|
For a new ActionScript class, generates
the class declaration.
|
For a new subclass of CheckBox, generates:
public
class MyCheckBox extends CheckBox
|
${class_body}
|
Generates all the required statements for
a new class.
|
For a new subclass of Button that implements
the IBorder interface, generates the following for the class body:
public function MyButton()
{
super();
}
public function get borderMetrics():EdgeMetrics
{
return null;
}
|
${interface_name}
${class_name}
${package_name}
|
Specifies the interface, class, or package name.
Typically
used when generating comments.
|
For example, the following template specification:
/*
* ${class_name} implements. . .
*/
generates the following code:
/*
* MyButton implements. . .
*/
|
${array}
|
Specifies the value of an array
|
The following Fore template for each (var ${index}:${type} in ${array}) {
${line_selection}
${cursor}
}
iterates over the value of an array using enumeration
as follows:
for each (var i:type in array)
{
}
|
${enclosing_method}
|
Specifies the enclosing method's name
|
The traceMethod template
traces the method as follows: trace("${enclosing_type}.${enclosing_method}
${enclosing_method_arguments})");
|
${enclosing_package}
|
Specifies the package name such as 'xx.yy'
of 'xx.yy.class'
|
The package template creates
a package as follows: package ${enclosing_package}
{
/**
* @author ${user}
*/
class ${enclosing_type}
{
${cursor}
}
}
|
${enclosing_type}
|
Specifies the type name such as "class"
of "xx.yy.class"
|
The package template creates
a package specifying the class name as follows: package ${enclosing_package}
{
/**
* @author ${user}
*/
class ${enclosing_type}
{
${cursor}
}
}
|
${field}
|
Specifies the class variables
|
The do template creates
the do-while loop as follows:
do
{
${line_selection}
${cursor}
} while (${condition:local_var(Boolean)});
|
${local_var}
|
Specifies the local variable visible within
the block scope
|
if template creates an
if statement as follows:
if (${condition:local_var(Boolean)})
{
${cursor}
}
|
${var}
|
Specifies all the visible variables
|
fori template iterates
over the value of an array as follows
for (var ${index}:int = 0; ${index} < ${array}.length; ${index}++)
{
${cursor}
}
|
Template variables for CSS filesVariable
|
Description
|
Example
|
${css_namespaces}
|
Defines namespaces for Spark and Halo style selectors.
|
Default values for Flex 3:
(In
Flex 3, namespace declarations are not required in CSS files)
Default
values for Flex 4:
@namespace s "library://ns.adobe.com/flex/spark";
@namespace mx "library://ns.adobe.com/flex/halo";
|
Template file examplesThe following shows an example of an MXML Component file
template, followed by a new MXML Component file generated from the
template.
Example File Template for an MXML Component file${xml_tag}
<!--
* ADOBE SYSTEMS Confidential
*
* Copyright ${year}. All rights reserved.
*
* ${user}
* ${project_name}
* Created ${date}
*
-->
<${component} ${xmlns}${wizard_attributes}>
${wizard_tags}
<${ns_prefix}Script>
<![CDATA[
]]>
</${ns_prefix}Script>
</${component}>
New MXML Component file generated from the example template<?xml version="1.0" encoding="utf-8"?>
<!--
* ADOBE SYSTEMS Confidential
*
* Copyright 2009. All rights reserved.
*
* jdoe
* FileTemplates
* Created Jul 13, 2009
*
-->
<s:Group xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/halo" width="400" height="300">
<s:layout>
<s:BasicLayout/>
</s:layout>
<fx:Script>
<![CDATA[
]]>
</fx:Script>
</s:Group>
Generate from usageUse Quick Assist to generate stub code for an undefined
method, variable, or class in your code. The generated stub code
can be used as a placeholder for the code that you want to implement
later without rendering your code incompatible. To customize the
predefined stub code that Flash Builder generates, see Code templates.
To invoke Quick Assist, you can use the keyboard shortcut Control+1(Windows) or
Command+1 (Mac OS).
Use Quick Assist to generate stub code in the relevant class
or MXML script block by selecting any of the following actions:
- Generate Method
- Creates a method
For example, if you have code as follows:
private function genFunc():void
{
bar();
}
Place your cursor anywhere in the line of code containing bar(); and
press Control+1. An option to create a function appears. On selecting
this option, a new function is generated as follows: private function bar():void{}
You
can also generate a function for an undefined function in a referenced
class. For example, if you have an undefined function "setValue()"
in the referenced class "MyClass", as follows:
MyClass cls = new MyClass();
cls.setValue(5);
Place your cursor anywhere
in the line of code containing "setValue" and press Control+1. An
option to create a function appears. On selecting this option, a new
function setValue(int) is generated in the referenced
"MyClass" as follows:
private function setValue(param0:int):void
{
// TODO Auto Generated method stub
}
- Generate Variable
- Creates a property
For example, if you have code, where, i is
an undefined variable, as follows: public function MyClass
{
i;
}
Place your cursor anywhere in the line of code containing i; and
press Control+1. You get options to create a local variable or a
field.
Selecting the option to create a local variable, creates
the variable as follows: var i:Object;
Selecting
the option to create a field, creates a class-level variable as
follows:
private var i:Object;
You
can also generate a property for an undefined variable in a referenced
class. For example, if you have an undefined variable "aValue" in
the referenced class "MyClass", as follows:
MyClass cls = new MyClass();
cls.aValue = "str";
Place your cursor
anywhere in the line of code containing aValue,
press Control+1, and select Create Field Variable. A property aValue of
type string is generated in the referenced "MyClass" as follows:
private var aValue:String;
- Generate Class/Interface
- Creates a class or interface
For example, if you have
code, where Foo is undefined, as follows: public function myFunction():Foo;
{
}
Place your cursor anywhere in the line of code containing Foo; and
press Control+1. Options to create a class or interface named Foo appear.
Select one of these options to open either the New ActionScript
Class wizard or New ActionScript Interface wizard. Enter the necessary
details and click Finish. After clicking Finish, a class or interface
with the name Foo is created.
When you generate
a new class, you can create an ActionScript class with a parametrized
constructor.
For example, if you have code like the following:
Private function func(): void {
New NewClass("str1");
}
Place your cursor anywhere in the line of code
containing NewClass("str1"), press Control+1, and select Create
Class. An ActionScript class with a parametrized constructor is
created. If you, however, specify a superclass for the ActionScript class,
then a parameterized constructor is not generated.
Adobe Community
Professional, Paul Robertson, blogged about using Quick Assist for external classes and
interfaces.
- Generate Event Handler
- Generates event handler functions
For example, if you
have code like the following:
public function MyClass
{
Var button:Button = new Button();
button.addEventListener(DragEvent.DRAG,dragHandlerFunction);
}
Place your cursor anywhere in the line of code
containing dragHandlerFunction, and press Control+1.
Then, select the Quick Assist option to create the event handler.
The event handler function is created as follows:
protected function dragHandlerFunction (event:DragEvent):void
{
}
- Generate Import Statement From Usage
- Creates an import statement
For example, if you have
code where the variable type Button is undefined,
as follows:
<fx:Script>
<![CDATA[
var btn:Button;
]]>
</fx:Script>
Place your cursor anywhere in the
line of code containing var btn:Button, and press
Control+1. You get an option to import Button if
a class named Button is available in the project.
The import statement is created as follows:
import spark.components.Button;
You
can generate import statements for function arguments, function
return types, and such.
Generate get and set accessor functionsGet and set accessor functions (getters and setters) let
you keep class properties private to the class. They allow users
of the class to access those properties as if they were accessing
a class variable (rather than calling a class method).
Flash Builder can generate ActionScript get and set accessor
functions for class variables. You can select a bindable property
and generate get and set accessor functions for that property. You
can also specify a custom event name at the time of generating code.
How to generate get or set accessor functionsWith an ActionScript file open in the Source Editor, place
the cursor on a class variable.
Select Source > Generate Getter/Setter from either
the Flash Builder menu or the context menu.
In the Generate Getter/Setter dialog, specify details for
the accessor functions and click OK.
Note: To view the code that
is generated, select Preview before clicking OK.
To
customize the predefined code that Flash Builder generates, see Code templates.
When
you generate getters and setters, Flash Builder provides the following options:
Make the class variable private.
Typically, class variables
have private access.
Rename the class variable, suggesting a leading underscore
for the variable name.
By convention, private class variables
have a leading underscore.
Rename the accessor functions.
Specify a bindable property and a custom event name.
When
you specify a bindable property, a [Bindable] tag
is defined above the generated accessor function in the generated
code.
Specify whether to generate both getter and setter accessor
functions.
Specify the namespace value for the accessor function.
Specify the placement of the accessor function in any of
the following locations:
Preview the code that is generated.
For more
information about get and set accessor functions, see Get and set accessor methods in the ActionScript 3.0 Reference for the Adobe
Flash Platform.
|
|
|