The process of creating classes for use in
your projects can seem daunting. However, the more difficult part
of creating a class is the task of designing the class’s methods,
properties, and events.
Strategies for designing a class
The topic of object-oriented design is a complex one; entire
careers have been devoted to the academic study and professional
practice of this discipline. Nevertheless, here are a few suggested
approaches that can help you get started.
-
Think about the role that the instances of this class
play in the application. Generally, objects serve one of these three
roles:
-
Value object: These objects serve primarily
as containers of data. They probably have several properties and
fewer methods (or sometimes no methods). They are generally code
representations of clearly defined items. For example, a music player
application could include a Song class representing a single real-world
song and a Playlist class representing a conceptual group of songs.
-
Display object: These are objects that actually appear on
the screen. Examples include user-interface elements like a drop-down
list or status readout, graphical elements like creatures in a video
game, and so on.
-
Application structure: These objects play a broad range of
supporting roles in the logic or processing performed by applications.
For example, you can make an object to perform certain calculations
in a biology simulation. You can make one that’s responsible for
synchronizing values between a dial control and a volume readout
in a music player application. Another one can manage the rules
in a video game. Or you can make a class to load a saved picture
in a drawing application.
-
Decide the specific functionality that the class needs. The
different types of functionality often become the methods of the
class.
-
If the class is intended to serve as a value object, decide
the data that the instances include. These items are good candidates
for properties.
-
Since your class is being designed specifically for your
project, what’s most important is that you provide the functionality
that your application needs. Try to answer these questions for yourself:
-
What pieces of information is your application storing, tracking,
and manipulating? Answering this question helps you identify any
value objects and properties you need.
-
What sets of actions does the application perform? For example,
what happens when the application first loads, when a particular
button is clicked, when a movie stops playing, and so on? These
are good candidates for methods. They can also be properties if
the “actions” involve changing individual values.
-
For any given action, what information is necessary to perform
that action? Those pieces of information become the parameters of
the method.
-
As the application proceeds to do its work, what things change
in your class that other parts of your application need to know
about? These are good candidates for events.
-
Is there is an existing object that is similar to the object
you need except that it’s lacking some additional functionality
you want to add? Consider creating a subclass. (A
subclass
is
a class which builds on the functionality of an existing class,
rather than defining all of its own functionality.) For example,
to create a class that is a visual object on the screen, use the
behavior of an existing display object as a basis for your class.
In that case, the display object (such as MovieClip or Sprite) would
be the
base class
, and your class would extend that class.
Writing the code for a class
Once
you have a design for your class, or at least some idea of what
information it stores and what actions it carries out, the actual
syntax of writing a class is fairly straightforward.
Here are the minimum steps to create your own ActionScript class:
-
Open a new text document in your ActionScript text editor
program.
-
Enter a
class
statement to define the name
of the class. To add a
class
statement, enter the
words
public class
and then the class’s name. Add opening
and closing curly brackets to contain the contents of the class
(the method and property definitions). For example:
public class MyClass
{
}
The word
public
indicates that
the class can be accessed from any other code. For other alternatives,
see Access
control namespace attributes.
-
Type a
package
statement to indicate the
name of the package that contains your class. The syntax is the
word
package
, followed by the full package name,
followed by opening and closing curly brackets around the
class
statement
block) For example, change the code in the previous step to the following:
package mypackage
{
public class MyClass
{
}
}
-
Define each property in the class using the
var
statement
within the class body. The syntax is the same as you use to declare
any variable (with the addition of the
public
modifier).
For example, adding these lines between the opening and closing
curly brackets of the class definition creates properties named
textProperty
,
numericProperty
,
and
dateProperty
:
public var textProperty:String = "some default value";
public var numericProperty:Number = 17;
public var dateProperty:Date;
-
Define each method in the class using the same syntax that’s
used to define a function. For example:
-
To create
a
myMethod()
method, enter:
public function myMethod(param1:String, param2:Number):void
{
// do something with parameters
}
-
To create a constructor (the special method that is called
as part of the process of creating an instance of a class), create
a method whose name matches exactly the name of the class:
public function MyClass()
{
// do stuff to set initial values for properties
// and otherwise set up the object
textVariable = "Hello there!";
dateVariable = new Date(2001, 5, 11);
}
If you don’t include a constructor method in your
class, the compiler automatically creates an empty constructor in
your class. (In other words, a constructor with no parameters and
no statements.)
There are a few more class elements
that you can define. These elements are more complex.
-
Accessors
are a special cross between a method and
a property. When you write the code to define the class, you write
the accessor like a method. You can perform multiple actions rather
than just reading or assigning a value, which is all you can do
when you define a property. However, when you create an instance
of your class, you treat the accessor like a property and use the
name to read or assign the value.
-
Events in ActionScript aren’t defined using a specific syntax.
Instead, you define events in your class using the functionality
of the EventDispatcher class.
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