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Learn how to use runtime polymorphism based on the ActionScript interface.
Click Interface01 to run this ActionScript program. (Click the "Back" button in your browser to return to this page.)

Table of contents

Preface

General

All references to ActionScript in this lesson are references toversion 3 or later.

This tutorial lesson is part of a continuing series of lessons dedicated to object-oriented programming (OOP) with ActionScript.

The three main characteristics of an object-oriented program

Object-oriented programs exhibit three main characteristics:

  • Encapsulation
  • Inheritance
  • Polymorphism

There are two different ways to implement polymorphism:

  • Polymorphism based on class inheritance
  • Polymorphism based on interface inheritance

I explained encapsulation, inheritance, and polymorphism based on class inheritance in previous lessons. (See Baldwin's ActionScript programming website .)

I will explain and illustrate polymorphism based on interface inheritance in this lesson.

Several ways to create and launch ActionScript programs

There are several ways to create and launch programs written in the ActionScript programming language. Many of the lessons in this series willuse Adobe Flex as the launch pad for the sample ActionScript programs.

An earlier lesson titled The Default Application Container provided information on how to get started programming with Adobe's Flex Builder 3. (See Baldwin's Flex programming website .) You should study that lesson before embarking on the lessons in this series.

Some understanding of Flex MXML will be required

I also recommend that you study all of the lessons on Baldwin's Flex programming website in parallel with your study of these ActionScript lessons. Eventually you will probably need to understand both ActionScript and Flex andthe relationships that exist between them in order to become a successful ActionScript programmer.

Will emphasize ActionScript code

It is often possible to use either ActionScript code or Flex MXML code to achieve the same result. Insofar as this series of lessons is concerned,the emphasis will be on ActionScript code even in those cases where Flex MXML code may be a suitable alternative.

Viewing tip

I recommend that you open another copy of this document in a separate browser window and use the following links to easily find and view the figuresand listings while you are reading about them.

Figures

  • Figure 1 . Project file structure.
  • Figure 2 . Program output at startup.
  • Figure 3 . Output after clicking the Area Button for circle.
  • Figure 4 . Output after clicking the Area Button for rectangle.

Listings

  • Listing 1 . Beginning of the class named Driver.
  • Listing 2 . Beginning of the constructor for the Driver class.
  • Listing 3 . The remainder of the constructor for the Driver class.
  • Listing 4 . The getRandomValues method.
  • Listing 5 . The event handler method named areaButtonHandler.
  • Listing 6 . The other two click event handler methods.
  • Listing 7 . The interface named IArea.
  • Listing 8 . The interface named IVolume.
  • Listing 9 . The class named MyCircle.
  • Listing 10 . Listing for the file named Interface01.mxml.
  • Listing 11 . Listing for the file named Driver.as.
  • Listing 12 . Listing for the file named IArea.as.
  • Listing 13 . Listing for the file named IVolume.as.
  • Listing 14 . Listing for the file named ICircumference.as.
  • Listing 15 . Listing for the file named MyCircle.as.
  • Listing 16 . Listing for the file named MyRectangle.as.

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Source:  OpenStax, Object-oriented programming (oop) with actionscript. OpenStax CNX. Jun 04, 2010 Download for free at http://cnx.org/content/col11202/1.19
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