Introduction to ActionScript 3.0 programming Object Oriented Programming pt. 1 & 2

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1 Introduction to ActionScript 3.0 programming Object Oriented Programming pt. 1 & 2 Thomas Lövgren Flash developer, designer & programmer thomas.lovgren@humlab.umu.se Umeå Institute of Design,

2 Introduction to ActionScript 3.0 OOP Lecture outline In this lecture we ll discuss and practice the following topics: OOP: Introduction, Planning & Design Classes and Objects Properties Constructor Create a Class file/test it Parameters and get/set methods Encapsulation Inheritance Polymorphism Examples of OOP usage

3 Introduction to OOP What is OOP? Object Oriented Programming is a type of programming which is oriented around objects - a technique to reuse code and decrease code maintenance Why OOP? As applications grow, structured programming gets unwieldy, and you'll be best advised to use an Object Oriented approach When should I use Object Oriented? There s no given rule for this, but in general for large projects (project-teams, many programmers), specific/advanced tasks, extended functionality/libraries etc. For small/basic projects it s probably not worth it, cause OOP planning, design and implementation takes time

4 OOP Planning & Design OOP is a programming paradigm where we can plan, design and use abstraction to create models based on the real world The object-oriented program design involves: Identifying the components of the system or application that you want to build Analyzing and identifying patterns to determine what components are used repeatedly or share characteristics Classifying components based on similarities and differences

5 Classes & Objects The concept of Classes and Objects is an important part in AS3, basically the whole language package is based on various classes So, what is a Class? What is an object? A class is a self-contained description for a set of services and data The class describes the final product (House). To actually do something; we need an Object (House Object) If the class is the House-blueprint, then the Object is the House We can write one class, then create as many Objects we want from that class (with unique properties) Objects are often referred to as Class Instances

6 Properties Properties are a collection of attributes that describes an object; For example, an Apple can have properties like color, size and position In a Class file, properties are variables/attributes that we can access and manipulate, for example like: var xpos:number = 200; xpos = 200 ypos = 200 Height = 300 Color = red

7 Create a New Object/Instance: Properties & methods Here is an example of how we can create a new Dog Object from the Dog class From the Dog class we can create as many new Dog Objects/Instanaces (with unique properties if we want) A Base class (top level class), is also called Super class Methods are very similar to Functions but tied to an object (inside a class) By accessing Methods; we can get data and/or change the properties of an object

8 Packages & Class Paths Packages are folder namespaces where we can store our classes, and give them an unique identifier we can use them to sort classes by function and make the import of classes easier Sometimes we need to import external classes, for the Tween class package it looks like this: import fl.transitions.tween; import fl.transitions.tweenevent; import fl.transitions.easing.*; The class path is made up of your domain name in reverse (this makes sure that the class path is unique), for example like: com.interactiondesign.data

9 Constructor A Constructor is a public method that has the same name as our class (defines our class) and is used to create new instances of our class (by using the new keyword) Any code that we include in our Constructor method is executed when a new instance of the class is created Example of a Constructor for the class Ball //example of a constructor public function Ball():void{ trace("ball constructor in the Ball class"); Note! If we don t define a constructor method in our class, the compiler will automatically create an empty constructor for us

10 Create The Class file First, in the Flash Main menu we select New ActionScript file (.as) The Package Keyword in the class file is a mandatory structure that ensures that our class file is known to the compiler In the example below we inherit (extends) properties & methods from the movieclip class Our Ball-class can also have additional methods package{ //define package import flash.display.movieclip; //import movieclip class public class Ball extends MovieClip{ //define our class //constructor for our class public function Ball():void{ //end package/class trace("ball class created!"); //output Note! We must save the class-file to actually se the result/updates!

11 Testing The Class file Create a new Flash AS3 File In the Main Timeline, write the following code: var ball_mc:ball = new Ball(); //create a new ball object addchild(ball_mc); //add to display list trace(ball_mc); //traces "Ball class created!" Note! The Ball class has only one method, containing the trace-command

12 Adding a Symbol Instance: add/link a MovieClip to our class If we want to add/link a MovieClip to our Ball-class it could be done like this: 1. Create a MovieClip and give it the name ball_mc 2. Right Click on the ball_mc in Library, setup Linkage in the properties-panel 3. Then check the box Export for ActionScript 4. Now the MovieClip is Linked to our Ball-class and will automatically be attached from library at runtime

13 Instance Parameters: create new objects with unique properties We can also create new Objects with unique properties, by sending parameters to the class constructor, part of the code looks like this: //a part of the class file (Ball.as) //constructor for the Ball class, takes 3 parameters public function Ball(xPos:Number, ypos:number, scale:number):void{ x = xpos; y = ypos; scalex = scaley = scale; //in the main timeline (.fla file) or main class //create a new ball object, and send 3 parameters to constructor var ball_mc:ball = new Ball(200, 150, 2.5); addchild(ball_mc); //add to display list

14 Get and Set Methods: class file Get and Set Methods (getters and setters) can be used to access and manipulate properties after an Object has been created var newspeed:number; //speed-variable in class //get and set methods for speed in class-file (Ship.as) public function getspeed():number{ return newspeed; //return speed public function setspeed(speed:number):void{ newspeed = speed; //set new value //in the main timeline (.fla file) or main-class //create a new ship object with speed 200 var ship:ship = new Ship(200); ship.getspeed(); //traces 200 ship.setspeed(350); //set new speed 350 ship.getspeed(); //traces 350

15 Document Class The Document class is a new feature in AS3, it s basically a Main class, that serves as an application entry point for our FLA/SWF When SWF s loaded, the Constructor of the Document class will be called A Document class extends Sprite or MovieClip class In the properties panel in the FLA file, we can define our Document class Note! This means that we necessarily don t need to have any code in the main timeline in our FLA file

16 Encapsulation: Hiding the details Encapsulation allows us to hide class properties and methods from other areas of our project, but still allows us to manipulate them in a controlled way (classes hide their own internal data) An Access modifier is a modifier that changes the visibility of a class or its members (variables, methods etc) In AS3 there are four different Access modifiers: Public: The public modifier provides access to external members Private: The private members are not exposed to external, instances or extended classes Protected: Access from sub-classes Internal: Public to classes in same package Note! In this lecture we are going to focus on the Public and the Private modifier

17 Inheritance (1/3): Avoid rebuilding the wheel With Inheritance a class can inherit or extend properties and methods from other classes (unless the properties and methods are marked as private) The Subclass (class that s inherit), can also add additional properties and/or methods, change some of the ones from the super/baseclass (the class that s being extended) The subclass can send received parameters up to the superclass, by using the super() command/method and also override inherited methods from the superclass by using the override keyword

18 Inheritance (2/3): Avoid rebuilding the wheel In this example we have two classes: A superclass called MySuperClass (see below) and a subclass called MySubClass - which inherit properties and methods from the superclass package{ //set up the superclass public class MySuperClass{ //declare class public function sayhello():void{ //method trace("hello from MyBaseClass"); //output package{ //set up the subclass (inheritance from superclass) public class MySubClass extends MySuperClass{ public function saygoodbye():void{ trace("goodbye from MySubClass"); //output //first frame in main timeline or main class var sub:mysubclass = new MySubClass(); //create a new subclass object sub.sayhello(); //call derived method from superclass sub.saygoodbye(); //call method in subclass

19 Inheritance (3/3): Avoid rebuilding the wheel If a class is derived from more than one superclass, the inheritance is called: Multiple Inheritance If a class is derived from a derived class, it s called: Multilevel Inheritance

20 Drawing/Graphics (Sprite): Circle Drawing class The constructor in this class takes one parameter (radius) and then draws a circle, the code looks like this: package{ import flash.display.sprite; //imports public class DrawCircle extends Sprite{ //extends with sprite private var circle:sprite; //declare sprite object private var newradius:number; //declare variable public function DrawCircle(radius:Number):void{ //constructor newradius = radius; //new radius from parameter circle = new Sprite(); //create new sprite object circle.graphics.beginfill(0xff0000); //fill graphics circle.graphics.drawcircle(300, 100, newradius); //draw circle.graphics.endfill(); //end fill addchild(circle); //add to display list

21 Polymorphism: Exhibiting similar features Polymorphism allows related classes to have methods that share the same name, but that behave differently when invoked By using polymorphism we can reduce the number of methods for our subclasses, which makes it easier to extend classes

22 UML Diagram UML (Unified Modeling Language) Diagram, is ideal for software engineers and software designers who need to draw detailed software design documentation There are quite a lot of UML-software s on the market, for example SmartDraw

23 The Tween Class: example of OOP usage The Tween class can be used for animations, in this case we only have to write 5 lines of code (someone have programmed the OOP part for us) So, to get this working, we only have to write like: //import classes import fl.transitions.tween; import fl.transitions.tweenevent; import fl.transitions.easing.*; //create the tween object, set up parameters var mytween:tween = new Tween(my_mc, "x", Elastic.easeOut, 30, 350, 3, true); mytween.start(); //start tween

24 Flash and Phidgets: example of OOP usage As an Interaction Designer you ll probably sometimes get in touch with Flash and Phidgets (sensors) AS3 has an OOP-based library for controlling different types of Phidgets, part of the code could look like this: //create a new phidget object var phid:phidgetinterfacekit = new PhidgetInterfaceKit(); //add listeners to object, event-connect, call onconnect method phid.addeventlistener(phidgetevent.connect, onconnect); phid.open("localhost", 5001, "", 65472); //open connection The Interactive Peace Creatures (2009)

25 Game development: example of OOP usage OOP is very often used in game development, for example a Space Game could have classes like: Spaceship Enemies Bullet Score

26 Summary: Benefits of OOP Analyzing user requirements Designing software Constructing software Reusability (reusable components) Reliability Robustness Extensibility Maintainability Reduces large problems to smaller, more manageable ones Fits the way the real world works; It is easy to map a real world problem to a solution in OOP code Project team: Split up work/responsibility into OOP parts

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