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| ActionScript | |
|---|---|
| Paradigm | Multi-paradigm |
| Appeared in | 1998 |
| Designed by | Gary Grossman |
| Developer | Macromedia, Adobe Systems |
| Latest release | 3.0/ June 27, 2006 |
| Typing discipline | strong, static, safe[citation needed] |
| Major implementations | Adobe Flash, Adobe Flex |
| Influenced by | JavaScript, Java |
| OS | Cross-platform |
| ActionScript | |
|---|---|
| File name extension | .as |
| Internet media type | application/actionscript[1] |
ActionScript is a scripting language based on ECMAScript. ActionScript is used primarily for the development of websites and software using the Adobe Flash Player platform (in the form of SWF files embedded into Web pages), but is also used in some database applications (such as Alpha Five). Originally developed by Macromedia, the language is now owned by Adobe (which acquired Macromedia in 2005), which continues its development. ActionScript was initially designed for controlling simple 2D vector animations made in Adobe Flash (formerly Macromedia Flash). Later versions added functionality allowing for the creation of Web-based games and rich Internet applications with streaming media (such as video and audio).
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ActionScript started as a scripting language for the Adobe Flash authoring tool. The first three versions of the Flash authoring tool provided limited interactivity features. Early Flash developers could attach a simple command, called an "action", to a button or a frame. The set of actions was limited to basic navigation controls, with commands such as "play", "stop", "get URL", and "goto and play".
With the release of Flash 4 in 1999, this simple set of actions matured into a small scripting language. New capabilities introduced for Flash 4 included variables, expressions, operators, if statements, and loops. Although referred to internally as "ActionScript", the Flash 4 user manual and marketing documents continued to use the term "actions" to describe this set of commands .
2000–2003: ActionScript "1.0" With the release of Flash 5 in September 2000, the "actions" from Flash 4 were enhanced once more and named "ActionScript" for the first time.[2] This was the first version of ActionScript with influences from JavaScript and the ECMA-262 (Third Edition) standard, supporting the said standard's object model and many of its core data types. Local variables may be declared with the var statement, and user-defined functions with parameter passing and return values can also be created. Notably, ActionScript could now also be typed with a text editor rather than being assembled by choosing actions from drop-down lists and dialog box controls. With the next release of its authoring tool, Flash MX, and its corresponding player, Flash Player 6, the language remained essentially unchanged; there were only minor changes, such as the addition of the switch statement and the "strict equality" (===) operator, which brought it closer to being ECMA-262-compliant. Two important features of ActionScript that distinguish it from later versions are its loose type system and its reliance on prototype-based inheritance. Loose typing refers to the ability of a variable to hold any type of data. This allows for rapid script development and is particularly well-suited for small-scale scripting projects. Prototype-based inheritance is the ActionScript 1.0 mechanism for code reuse and object-oriented programming. Instead of a class keyword that defines common characteristics of a class, ActionScript 1.0 uses a special object that serves as a "prototype" for a class of objects. All common characteristics of a class are defined in the class's prototype object and every instance of that class contains a link to that prototype object.
2003–2006: ActionScript 2.0 The next major revision of the language, ActionScript 2.0, was introduced in September 2003 with the release of Flash MX 2004 and its corresponding player, Flash Player 7. In response to user demand for a language better equipped for larger and more complex applications, ActionScript 2.0 featured compile-time type checking and class-based syntax, such as the keywords class and extends. (While this allowed for a more flexible object-oriented programming approach, the code would still be compiled to ActionScript 1.0 bytecode, allowing it to be used on the preceding Flash Player 6 as well. In other words, the class-based inheritance syntax was a layer on top of the existing prototype-based system.) With ActionScript 2.0, developers could constrain variables to a specific type by adding a type annotation so that type mismatch errors could be found at compile-time. ActionScript 2.0 also introduced class-based inheritance syntax so that developers could create classes and interfaces, much as they would in class-based languages such as Java and C++. This version conformed partially to the ECMAScript Fourth Edition draft specification.
2006–today: ActionScript 3.0 In June 2006, ActionScript 3.0 debuted with Adobe Flex 2.0 and its corresponding player, Flash Player 9. ActionScript 3.0 was a fundamental restructuring of the language, so much so that it uses an entirely different virtual machine. Flash Player 9 contains two virtual machines, AVM1 for code written in ActionScript 1.0 and 2.0, and AVM2 for content written in ActionScript 3.0. ActionScript 3.0 provides not only a significant enhancement in performance, but also a more robust programming model that lends itself to complex Rich Internet Application development.
The update to the language introduced several new features:
ActionScript code is free form and thus may be created with whichever amount or style of whitespace that the author desires. The basic syntax is similar to the Java programming language.
When one is working with the Macromedia Flash IDE, it is possible to use the trace() function to print information in the application's output terminal. If one uses this command, then a very short "legal" program in ActionScript would be the following code on frame 1 of layer 1 in an otherwise empty Flash document:
trace("Hello, world!");
However, due to this command being unused in other interpreters of the language, such as the standard Adobe Flash Player, it is reasonable to suggest that this does not suffice. For such a reason, one can consider the following code instead, which works in any compliant player, as the shortest program instead:[3]
createTextField("greet", 0, 0, 0, 100, 100); greet.text = "Hello, world!";
This creates a text field at depth 0, at position (0, 0) on the screen (measured in pixels), that is 100 pixels wide and high. Then the "text" parameter is set to the "Hello, world!" string, and it is automatically displayed in the player.
When writing external ActionScript 2.0 class files the above example could be written in a file named Greeter.as as following.
class com.example.Greeter extends MovieClip { public function Greeter() { var txtHello:TextField = this.createTextField("txtHello", 0, 0, 0, 100, 100); txtHello.text = "Hello World"; } }
ActionScript 3.0 has a similar syntax to ActionScript 2.0 but different set of APIs for creating objects. Compare the below to the previous ActionScript 2.0 version:
var greet:TextField = addChild(new TextField()) as TextField; greet.text = "Hello world";
Minimal ActionScript 3.0 programs may be somewhat larger and more complicated due to the increased separation of the programming language and the Flash IDE.
Presume the following file to be Greeter.as:
package com.example { import flash.text.TextField; import flash.display.Sprite; public class Greeter extends Sprite { public function Greeter() { var txtHello:TextField = new TextField(); txtHello.text = "Hello World"; addChild(txtHello); } } }
Finally, an example of using ActionScript when developing Flex applications, again presuming the following content to be in a file named Greeter.as:
package { public class Greeter { public static function sayHello():String { var greet:String = "Hello, world!"; return greet; } } }
This code will work with the following MXML application file:
<?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" xmlns="*" layout="vertical" creationComplete="initApp()"> <mx:Script> <![CDATA[ public function initApp():void { // Prints our "Hello, world!" message into "mainTxt". mainTxt.text = Greeter.sayHello(); } ]]> </mx:Script> <mx:Label id="title" fontSize="24" fontStyle="bold" text='"Hello, world!" Example'/> <mx:TextArea id = "mainTxt" width="250"/> </mx:Application>
The following code prints Hello world to the stage (screen).
_root.createTextField("myText", 1, 0, 0, 100, 25); _root.myText.text = "Hello world!";
The following code outputs the current mouse position when the mouse moves, by using the onMouseMove event. Again this will only work in the Flash IDE.
onMouseMove = function () { trace("X: " + _root._xmouse); trace("Y: " + _root._ymouse); };
The following code, when placed on a Button, begins to play the timeline of the MovieClip the button is placed in. This also applies to the root timeline since the root is considered a MovieClip as well.
on(release) { play(); }
This more advanced example creates an array containing numbers and strings, and assigns a number to a variable called num and a string to a variable called str using prototype functions and function recursion. Then, using the MovieClip API, a text field is drawn on screen, into which the variable values are written.
Array.prototype.pickNumber = function():Number { var rand:Number = random(this.length); return (typeof (this[rand]) == "number") ? this[rand] : this.pickNumber(); }; Array.prototype.pickString = function():String { var rand:Number = random(this.length); return (typeof (this[rand]) == "string") ? this[rand] : this.pickString(); }; var myArray:Array = new Array("Hello", "ActionScript", 3, 7, 11, "Flash"); var num:Number = myArray.pickNumber(); var str:String = myArray.pickString(); _root.createTextField("txt", 1, 10, 10, 530, 390); txt.text = "Array = " + myArray + "\nRandom Number = " + num + "\nRandom String = " + str;
Array and dataProvider example:
var aData:Array = [{name: "J. Bell", age: "55"}, {name: "B. Longman", age: "21"}]; dataGrid.dataProvider = aData;
This Hello World example uses ActionScript 3.0 by Kamran Sarkar:
package { import flash.display.Sprite; import flash.text.TextField; import flash.filters.DropShadowFilter; public class HelloWorld2 extends Sprite { public function HelloWorld2() { var shad:DropShadowFilter = new DropShadowFilter (2, 45, 0x000000, 25, 3, 3, 2, 2); var txt:TextField = new TextField(); txt.textColor = 0xFFFFFF; txt.filters = [shad]; txt.width = 200; txt.x = Math.random() * 300; txt.y = Math.random() * 300; txt.selectable = false; txt.text = "Hello World welcome! [" + Math.round(txt.x) + "," + Math.round(txt.y) + "]"; addChild(txt); } } }
ActionScript primarily consists of "fundamental" or "simple" data types which are used to create other data types. These data types are very similar to Java data types. Since ActionScript 3 was a complete rewrite of ActionScript 2, the data types and their inheritances have changed.
ActionScript 2 top level data types
ActionScript 2 complex data types
There are additional "complex" data types. These are more processor and memory intensive and consist of many "simple" data types. For AS2, some of these data types are:
ActionScript 3 top level data types (see Data type descriptions)
ActionScript 3 complex data types (see Data type descriptions)
Using these data types in ActionScript is quite simple. The basic syntax is:
var yourVariableName:YourVariableType = new YourVariableType(Param1, Param2, ..., ParamN);
So in order to make an empty Object:
var myObject:Object = new Object();
Some types are automatically put in place:
var myString:String = "Hello Wikipedia!"; // This would automatically set the variable as a string. var myNumber:Number = 5; // This would do the same for a number. var myObject:Object = {Param1:"Hi!", Param2:76}; //This creates an object with two variables. // Param1 is a string with the data of "Hi!", // and Param2 is a number with the data of 76. var myArray:Array = [5,"Hello!",{a:5, b:7}] //This is the syntax for automatically creating an Array. //It creates an Array with 3 variables. //The first (0) is a number with the value of 5, //the second (1) is a string with the value of "Hello!", //and the third (2) is an object with {a:5, b:7}.
ActionScript 2.0/3.0 differentiate between variable `references` and absolute pointers. Pointers retrieve data directly and are duplicated when assigned to a new value. Absolute values are direct assignments of primitive values; those values that make up the core data types in Flash. These include base strings, boolean values, numbers, and basic arrays.
var item1:String="ABC"; var item2:String=item1; item2+="D"; //item1 is "ABC" but item2 is "ABCD"; the assignment copied the value.
Primitive values are constructed in the following manner:
var item1:String="ABC"; var item2:Boolean=true; var item3:Number=12 var item4:Array=["a","b","c"];
A reference in ActionScript is a pointer to an instance of a class. This does not create a copy but accesses the same memory space. As a general rule, any objects created using the "new" keyword will be accessed as references by new variables rather than being copied.
var item1:XML=new XML("<node><child/></node>"); var item2:XML=item1; item2.firstChild.attributes.value=13; //item1 now equals item2 since item2 simply points to item1. //Both are now: //<node><child value="13"/></node>
Removal of objects and data is done by the Flash Player garbage collector which checks for any existing references in the Flash memory space. If none are found (no other object is using the orphaned object), it is removed from memory. Only references may be removed by using the "delete" keyword. For this reason, memory management in ActionScript is tricky and requires careful application development planning.
var item1:XML=new XML("<node><child/></node>"); delete item1; //If no other reference to item1 is present anywhere else in the application, //it will be removed on the garbage collector's next pass
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