By William B Sanders; Chandima Cumaranatunge
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Extra info for ActionScript 3.0 design patterns
So of the 52 properties in the MovieClip class, you can see that only 9 are unique to MovieClip class. The rest are all inherited. Likewise, the methods and properties we added are unique to the class—the rest are inherited from Sprite. To see the effect of inheritance and the effect of using one class or another, change the two references to Sprite to MovieClip in Example 1-9. 0 class inherits everything in the Sprite class, the application should still work. As you will see, it works just fine.
We don’t need to build a theater around a single movie. Likewise, we don’t need to build a class around a single video file. The second advantage of abstraction is flexibility. If you’re thinking that in the previous section the Example 1-2 was easier and took less code and classes, you’re right. However, suppose you want to place four videos on the stage. Then, all you would need to do is to create four instances using the abstract class instead of re-writing three more classes. In other words, the second method using abstraction is more flexible.
ShowDogTalk( ); addChild(encap); } } } Go ahead and test it by changing the Document class name to TestEncap. This time, though, you’ll get the following error in the Complier Errors panel: Line 11: 1178: Attempted access of inaccessible property dogTalk through a reference with static type Encap. dogTalk="Meow"; That error reflects the fact that it attempted to access a private variable outside the class. 0 Try testing it again. ” You may be thinking that private variables really limit what you can do.
ActionScript 3.0 design patterns by William B Sanders; Chandima Cumaranatunge