Note: This page is not yet complete and has some sections marked TBD. But there's plenty here to get you started!
This document lays out the coding standards for writing open-source Flex framework components in ActionScript 3. Adhering to these standards makes the source code look consistent, well-organized, and professional.
Some of these standards are completely arbitrary, since there is not always a “best way” to code. Nevertheless, in the interest of consistency, all commits to the Flex SDK project will be expected to follow these conventions.
Code conventions are important. Code reviewers should point out when code doesn't follow the conventions. If there are disagreements, they can be discussed and the conventions adjusted but following the conventions is not optional.
Choosing good names is critical to creating code that is easy to use and easy to understand. You should always take the time to think about whether you have chosen the right name for something, especially if it is part of the public API.
Our naming standards are mostly consistent with those of ECMAScript and Flash Player 9.
Avoid them as a general rule. For example, calculateOptimalValue()
is a better method name than calcOptVal()
.
Being clear is more important than minimizing keystrokes. And if you don't abbreviate, developers won't have to remember whether you shortened a word like “qualified” to “qual” or “qlfd”.
However, we have standardized on a few abbreviations:
- acc for accessibility, as in
ButtonAccImpl
- auto for automatic, as in
autoLayout
- eval for evaluate, as in
EvalBindingResponder
- impl for implementation, as in
ButtonAccImpl
- info for information, as in
GridRowInfo
- num for number of, as in
numChildren
- min for minimum, as in
minWidth
- max for maximum, as in
maxHeight
- nav for navigation, as in
NavBar
- regexp for regular expression, as in
RegExpValidator
- util for utility, as in
StringUtil
This list probably does not include all abbreviations that are currently in use. If you're considering using an abbreviation that isn't listed here, please search the source code to determine whether it is already in use. If you don't find it, think twice about whether abbreviating is really appropriate.
Occasionally we are (deliberately) inconsistent about abbreviations. For example, we spell out “horizontal” and “vertical” in most places, such as horizontalScrollPolicy
and verticalScrollPolicy
but we abbreviate them to H and V in the very-commonly-used container names HBox and VBox.
Various acronyms are common in Flex, such as AIR, CSS, HLOC, IME, MX, MXML, RPC, RSL, SWF, UI, UID, URL, WSDL, and XML.
An acronym is always all-uppercase or all-lowercase (e.g., SWF or swf, but never Swf). The only time that all-lowercase is used is when the acronym is used by itself as an identifier, or at the beginning of an identifier, and the identifier should start with a lowercase letter. See the rules below for which identifiers should start with which case.
Examples of identifiers with acronyms are CSSStyleDeclaration
, IUID
, uid
, IIME
, and imeMode
.
When an identifier contains multiple words, we use two ways of indicating word boundaries: intercaps (as in LayoutManager
or measuredWidth
) and underscores (as in object_proxy
). See the rules below for which method to use.
Sometimes it isn't clear whether a word combination has become its own single word, and we are unforunately inconsistent about this in some places: dropdown
, popUp
, pulldown
.
Follow the acronym-casing rules even in the rare case that two acronyms must be adjacent. An example (which isn't actually in use) would be something like loadCSSURL()
. But try to avoid such names.
If you want to incorporate the type into the name, make it the last “word”. Don't use the old ActionScript 1 convention of concatenating abbreviated type suffixes such as _mc
to indicate type. For example, name a border Shape border
, borderSkin
, or borderShape
, but not border_mc
.
Often, the best name for an object is simply the same as its type, with different casing:
var button:Button = new Button();
Start them with a lowercase letter and use intercaps for subsequent words: controls, listClasses
.
Package names should always be nouns or gerunds (the -ing noun form of a verb), not verbs, adjectives, or adverbs.
A package implementing lots of similar things should have a name which is the plural form of the thing: charts, collections, containers, controls, effects, events, formatters, managers, preloaders, resources, skins, states, styles, utils, validators
.
It is common to use a gerund for the name of a package which implements a concept: binding, logging, messaging, printing. Otherwise, they are generally "concept nouns": accessibility, core, graphics, rpc
.
A package containing classes that support component FooBar
should be called fooBarClasses
.
For importable APIs, the file name must be the same as the public API inside. But include files don't have to follow this rule.
Start the names of include files for [Style(...)]
metadata with an uppercase letter, use intercaps for subsequent words, and make the last word “Styles”: BorderStyles.as
, ModalTransparencyStyles.as
.
Start the names of individual asset files with a lowercase letter and use underscores between words: icon_align_left.png
.
Start them with a lowercase letter and use underscores between words: mx_internal, object_proxy
.
Start them with I and use intercaps for subsequent words: IList, IFocusManager, IUID
.
Start them with an uppercase letter and use intercaps for subsequent words: Button, FocusManager, UIComponent
.
Name Event
subclasses FooBarEvent
.
Name Error
subclasses FooBarError
.
Name the EffectInstance
subclass associated with effect FooBar FooBarInstance
.
Name Formatter
subclasses FooBarFormatter
.
Name Validator
subclasses FooBarValidator
.
Name skinning classes FooBarBackground, FooBarBorder, FooBarSkin, FooBarIcon, FooBarIndicator, FooBarSeparator, FooBarCursor
, etc.
Name utility classes FooBarUtil
(not FooBarUtils;
the package is plural but the class is singular).
It is common to name a base class FooBarBase: ComboBase, DateBase, DataGridBase, ListBase
.
Start them with a lowercase letter and use intercaps for subsequent words: "move", "creationComplete"
.
Start them with a lowercase letter and use intercaps for subsequent words: color, fontSize
.
Start them with a lowercase letter and use intercaps for subsequent words: "auto", "filesOnly"
.
Use all uppercase letters with underscores between words: OFF, DEFAULT_WIDTH
.
The words in the identifier must match the words in the constant value if it is a String
:
public static const FOO_BAR:String = "fooBar";
Start them with a lowercase letter and use intercaps for subsequent words: i, width, numChildren
.
Use i
for a loop index and n
for its upper limit. Use j
for an inner loop index and m
for its upper limit.
for (var i:int = 0; i < n; i++)
{
for (var j:int = 0; j < m; j++)
{
...
}
}
Use p
(for “property”) for a for-in loop variable:
for (var p:String in o)
{
...
}
If a class overrides a getter/setter and wants to continue to expose the base getter/setter, it should do so by implementing a property whose name is the base name with a $ prepended. This getter/setter should be marked final
and should do nothing more than call the supergetter/setter.
mx_internal final function get $numChildren():int
{
return super.numChildren;
}
Give the storage variable for the getter/setter foo
the name _foo
.
Start them with a lowercase letter and use intercaps for subsequent words: measure(), updateDisplayList()
.
Method names should always be verbs.
Parameterless methods should generally not be named getFooBar()
or setFooBar();
these should be implemented as getter/setters instead. However, if getFooBar()
is a slow method requiring a large amount of computation, it should be named findFooBar()
, calculateFooBar(), determineFooBar()
, etc. to suggest this, rather than being a getter.
If a class overrides a method and wants to continue to expose the base method, it should do so by implementing a method whose name is the base name with a $ prepended. This method should be marked final
and should do nothing more than call the supermethod.
mx_internal final function $addChild(child:DisplayObject):DisplayObject
{
return super.addChild(child);
}
Event handlers should be named by concatenating “Handler” to the type of the event: mouseDownHandler()
.
If the handler is for events dispatched by a subcomponent (i.e., not this
), prefix the handler name with the subcomponent name and an underscore: textInput_focusInHandler()
.
Use value
for the argument of every setter:
Do this:
public function set label(value:String):void
Not this:
public function set label(lab:String):void
Or this:
public function set label(labelValue:String):void
Or this:
public function set label(val:String):void
Use event (not e, evt
, or eventObj
) for the argument of every event handler:
protected function mouseDownHandler(event:Event):void
If a resource bundle contains resources for a particular package, name the bundle the same as the package: controls, {formatters}}, validators
.
Start them with a lowercase letter and use intercaps for subsequent words: pm, dayNamesShort
.
Avoid “object” because it is vague.
An “item” is a data item, not a DisplayObject
.
A “renderer” is a DisplayObject
that displays a data item.
A “type” is an AS3 type; use "kind" otherwise.
This section discusses how we use the language constructs of ActionScript 3, especially when there are multiple ways to express the same thing.
Compile with the options -strict
and -show-actionscript-warnings
. (These are the defaults in the flex-config.xml file.)
Favor property-based APIs rather than method-based APIs, because these are more suitable for declarative-style MXML programming.
Write a type annotation for every constant, variable, function argument, and function return value, even if the annotation is simply :* to indicate “no type”.
Do this:
var value:*;
Not this:
var value;
Use the narrowest type that is appropriate. For example, a loop index should be a int
, not a Number, and certainly not an Object
or *
. As another example, a mouseDownHandler
should declare its argument as event:MouseEvent
, not event:Event
.
Use int
for integers, even if they can't be negative. Use uint
only for RGB colors, bit masks, and other non-numeric values.
Use \*
only if the value can be undefined. You should generally use Object
rather than *
, with null
being the “object doesn't exist” value.
If you declare something to be of type Array
, add a comment of the form /* of ElementType */
immediately after Array
indicate the type of the array elements. A future version of the language is likely to have typed arrays.
Do this:
var a:Array /* of String */ = [];
Not this:
var a:Array = [];
And this:
function f(a:Array /* of Number */):Array /* of Object */
{
...
}
Not this:
function f(a:Array):Array
Avoid using this when possible. It is only necessary when dealing with values whose compile-time is type is *
, and you should be using *
sparingly as well.
Do not use a decimal point in a integer.
Do this:
2
Not this:
2.
Use a lowercase x
and uppercase A-Z
in hexadecimal numbers.
Do this:
0xFEDCBA
Not this:
0Xfedcba
Always write an RGB color as a six-digit hexadecimal number.
Do this:
private const BLACK:uint = 0x000000;
Not this:
private const BLACK:uint = 0;
When dealing with indices, use the value -1
to mean “no index”.
If a Number value typically can be fractional, indicate this by using a decimal point, and follow the decimal point by a single trailing zero.
Do this:
alphaFrom = 0.0;
alphaTo = 1.0;
Not this:
alphaFrom = 0;
alphaTo = 1;
However, don't do this for pixel coordinates, which are by convention integral even though they can in principle be fractional.
Do this:
var xOffset:Number = 3;
Not this:
var xOffset:Number = 3.0;
Use e
, not E
, when using exponential notation.
Do this:
1.0e12
Not this:
1.0E12
Use the default value NaN as the “not set” value for a Number.
Use quotation marks (double quotes), not apostrophes (single quotes), to delimit strings, even if that string contains a quotation mark as a character.
Do this:
"What's up, \"Big Boy\"?"
Not this:
'What\'s up, "Big Boy"?'
Use \u, not \U, for unicode escape sequences.
Use Array literals rather than new Array()
.
Do this:
[]
Not this:
new Array()
And this:
[ 1, 2, 3 ]
Not this:
new Array(1, 2, 3)
Use the Array constructor only to allocate an array of a prespecified size, as in new Array(3)
, which means [ undefined, undefined, undefined ]
, not [ 3 ]
.
Use Object literals rather than new Object()
.
Do this:
{}
Not this:
new Object()
And this:
o = { a: 1, b: 2, c: 3 };
Not this:
o = new Object();
o.a = 1;
o.b = 2;
o.c = 3;
Or this:
o = {};
o.a = 1;
o.b = 2;
o.c = 3;
Avoid using function literals to define anonymous functions; use a class method or package function instead. If you must use a function literal, declare a return type, and terminate the last statement inside the function block with a semicolon.
Do this:
function(i:int):void { doIt(i - 1); doIt(i + 1); }
Not this:
function(i:int) { doIt(i - 1); doIt(i + 1) }
Use the literal notation rather than constructing a RegExp
instance from a String
.
Do this:
var pattern:RegExp = /\d+/g;
Not this:
var pattern:RegExp = new RegExp("\\d+", "g");
Use the literal notation rather than constructing an XML
instance from a String
.
Do this:
var node:XML = <name first="Jane" last="Doe"/>;
Not this:
var node:XML = new XML("<name first=\"Jane\" last=\"Doe\"/>");
Use double-quotes rather than single-quotes around XML attribute values:
Do this:
var node:XML = <name first="Jane" last="Doe"/>;
Not this:
var node:XML = <name first='Jane' last='Doe'/>;
Use a fully-qualified class literal only if necessary to disambiguate between two imported classes with the same unqualified name.
Do this:
import mx.controls.Button;
...
var b:Button = new Button();
Not this:
import mx.controls.Button;
...
var b:Button = new mx.controls.Button();
But here a fully-qualified name is required and therefore appropriate:
import mx.controls.Button;
import my.controls.Button;
...
var b:Button = new mx.controls.Button();
Don't use unnecessary parentheses with common operators such as +, -, *, /, &&, ||, <, <=, >, >=, ==
, and !=
.
Do this:
var e:Number = a * b / (c + d);
Not this:
var e:Number = (a * b) / (c + d);
And this:
var e:Boolean = a && b || c == d;
Not this:
var e:Boolean = ((a && b) || (c == d));
The precedence rules for other operators are harder to remember, so parentheses can be helpful with them.
Don't compare a Boolean value to true
or false
; it already is one or the other.
Do this:
if (flag)
Not this:
if (flag == true)
Do this:
var flag:Boolean = a && b;
Not this:
var flag:Boolean = (a && b) != false;
Explicitly coerce a Number, String, XML, XMLList, Array, Object
, or *
to a Boolean
, because these types have multiple values which might reasonably be thought to coerce to false and it is difficult to remember which ones actually do coerce to false in AS3.
Type | Can you remember which of these values coerce to false? |
---|---|
Number | 0, NaN |
String | null, "" |
XML / XMLList | null, </> |
Array | null, [] |
Object | null, {}, 0, NaN, false, </> |
* | undefined, null, {}, 0, NaN, false, </> |
Do this:
if (s != null && s != "")
Not this:
if (s)
Subclasses of Object
(e.g., UIComponent
) can coerce implicitly to Boolean, because it is obvious that only the null
value coerces to false
and all others coerce to true
. It's OK to explicitly compare the object to null
as required in Java. (Note: Object and its subclasses cannot store the value undefined
.)
Do this:
if (child)
Or this:
if (child == null)
And this:
if (!child)
Or this:
if (child != null)
For int
and uint
, it is obvious that only the 0 value coerces to false
and all others coerce to true
. So if you want to use implicit coercion, it's OK but a comparison against 0 reads more nicely.
Do this:
if (num != 0)
Or this:
if (num)
And this:
if (num == 0)
Or this:
if (!num)
Prefer the use of a cast to the use of the as
operator. Use the as operator only if the coercion might fail and you want the expression to evaluate to null
instead of throwing an exception.
Do this:
IUIComponent(child).document
Not this:
(child as IUIComponent).document
Write comparisons in the order that they read most naturally:
Do this:
if (n == 3) // "if n is 3"
Not this:
if (3 == n) // "if 3 is n"
In cases where the postfix and prefix forms are equivalent, use the postfix form. Use the prefix form only when you need to use the value before it is incremented.
Do this:
for (var i:int = 0; i < n; i++)
Not this:
for (var i:int = 0; i < n; ++i)
Use a ternary operator in place of a simple if/else
statement, especially for null
checks:
Do this:
return item ? item.label : null;
Not this:
if (!item)
return null;
return item.label;
But don't use nested ternary operators in place of complex if/else
logic.
Do this:
if (a < b)
return -1;
else if (a > b)
return 1;
return 0;
Not this:
return a < b ? -1 : (a > b ? 1 : 0);
new operator
Use parentheses after the class reference, even if the constructor takes no arguments.
Do this:
var b:Button = new Button();
Not this:
var b:Button = new Button;
Terminate each statement with a semicolon. Do not use the optional-semicolon feature of ActionScript 3.
Do this:
a = 1;
b = 2;
c = 3;
Not this:
a = 1
b = 2
c = 3
Use include
, not the deprecated #include
. Terminate the include statement with a semicolon, like any other statement.
Do this:
include "../core/ComponentVersion.as";
Not this:
#include "../core/ComponentVersion.as"
Use relative, not absolute, paths.
Import specific classes, interfaces, and package-level functions rather than using the *
wildcard.
Do this:
import mx.controls.Button;
import flash.utils.getTimer;
Not this:
import mx.core.*;
Use them. Do not use ::
syntax on each reference to something in a non-open namespace.
Do this:
import mx.core.mx_internal;
use namespace mx_internal;
// Later, in some method...
doSomething();
Not this:
import mx.core.mx_internal;
// Later, in some method...
mx_internal::doSomething();
If the various branches of an if/else statement involve single statements, don't make them into blocks.
Do this:
if (flag)
doThing1();
Not this:
if (flag)
{
doThing1();
}
And this:
if (flag)
doThing1();
else
doThing2():
Not this:
if (flag)
{
doThing1();
}
else
{
doThing2();
}
But if any branch has multiple statements, make all of them into blocks.
Do this:
if (flag)
{
doThing1();
}
else
{
doThing2();
doThing3();
}
Not this:
if (flag)
doThing1();
else
{
doThing2();
doThing3();
}
When doing multiple error checks, use sequential if statements that test for failure and return early. The successful execution flow is then down the page, with the succesful return at the end of the method. Do not use nested tests for success, which make the execution flow drift across the page.
Do this:
if (!condition1)
return false;
...
if (!condition2)
return false;
...
if (!condition2)
return false;
...
return true;
Not this:
if (condition1)
{
...
if (condition2)
{
...
if (condition3)
{
...
return true;
}
}
}
return false;
Make the body of a for
loop be a block, even if it consists of only one statement.
Do this:
for (var i:int = 0; i < 3; i++)
{
doSomething(i);
}
Not this:
for (var i:int = 0; i < 3; i++)
doSomething(i);
Store the upper limit for a for
-loop variable in a local variable so that it isn't re-evaluated every time through the loop (
unless, of course, it needs to be re-evaluated on each interation).
Do this:
var n:int = a.length;
for (var i:int = 0; i < n; i++)
{
...
}
Not this:
for (var i:int = 0; i < a.length; i++)
{
...
}
Declare the loop var inside the parentheses of the for
statement, unless it is reused elsewhere.
Do this:
for (var i:int = 0; i < 3; i++)
Not this:
var i:int;
for (i = 0; i < 3; i++)
{
...
}
Make the body of a while
loop be a block, even if it consists of only one statement.
Do this:
while (i < n)
{
doSomething(i);
}
Not this:
while (i < n)
doSomething(i);
Make the body of a do
loop be a block, even if it consists of only one statement.
Do this:
do
{
doSomething(i);
}
while (i < n);
Not this:
do
doSomething(i);
while (i < n);
Make the body of each case
clause, and of the default
clause, be a block. Put the break
or return
statement within the block, not after it. If you are returning, don't put a break
after the return
. Treat the default
clause similarly to the case clauses; break
or return
from it rather than falling through the bottom of the switch
.
Do this:
switch (n)
{
case 0:
{
foo();
break;
}
case 1:
{
bar();
return;
}
case 2:
{
baz();
return;
}
default:
{
blech();
break;
}
}
Not this:
switch (n)
{
case 0:
foo();
break;
case 1:
{
bar();
}
break;
case 2:
baz();
return;
break;
default:
blech();
}
Do not enclose a return value in unnecessary parentheses.
Do this:
return n + 1;
Not this:
return (n + 1);
Returning from the middle of a method is OK.
Don't declare multiple constants or variables in a single declaration.
Do this:
var a:int = 1;
var b:int = 2;
Not this:
var a:int = 1, b:int = 2;
If present, put this first, before the access specifier.
Do this:
override protected method measure():void
Not this:
protected override method measure():void
Put an explicit access specifier everywhere that one is allowed. Do not use the fact that internal
is the implicit access specifier if none is written.
Before making an API public
or protected
, think hard about whether it is really needs to be. Public and protected APIs must be documented. They must also be supported for several releases before being formally deprecated.
The static keyword
If present, put this after the access specifier.
Do this:
public static const MOVE:String = "move"
Not this:
static public const MOVE:String = "move";
If present, put this after the access specifier.
Do this:
public final class BoxDirection
Not this:
final public class BoxDirection
Declare all “enum classes” to be final.
Also declare “base” properties and methods (those starting with $) to be final.
All constants should be static. There is no reason to use an instance constant, since all instances would store the same value.
Do this:
public static const ALL:String = "all";
Not this:
public const ALL:String = "all";
If a variable needs to be initialized to a non-default value, do this in the declaration, not in the constructor.
Do this:
private var counter:int = 1;
Not this:
private var counter:int;
...
public function MyClass()
{
super();
...
counter = 1;
}
Declare local variables at or just before the point of first use. Don't declare them all at the top of the function.
Do this:
private function f(i:int, j:int):int
{
var a:int = g(i - 1) + g(i + 1);
var b:int = g(a - 1) + g(a + 1);
var c:int = g(b - 1) + g(b + 1);
return (a * b * c) / (a + b + c);
}
Not this:
private function f(i:int, j:int):int
{
var a:int;
var b:int;
var c:int;
a = g(i - 1) + g(i + 1);
b = g(a - 1) + g(a + 1);
c = g(b - 1) + g(b + 1);
return (a * b * c) / (a + b + c);
}
Declare local variables only one per function. ActionScript 3 doesn't have block-scoped locals.
Do this:
var a:int;
if (flag)
{
a = 1;
...
}
else
{
a = 2;
...
}
Not this:
if (flag)
{
var a:int = 1;
...
}
else
{
var a:int = 2;
...
}
And this:
var i:int;
for (i = 0; i < n; i++)
{
...
}
for (i = 0; i < n; i++)
{
...
}
Not this:
for (var i:int = 0; i < n; i++)
{
...
}
for (var i:int = 0; i < n; i++)
{
...
}
If a class simply extends Object, omit the extends Object
clause.
The only “bare statements” in a class should be calls to static class initialization methods, such as loadResources()
.
If a classes has instance members, write a constructor, and make it explicitly call super()
, even if it does nothing else.
If the constructor takes arguments that set instance vars, give the the same names as the instance vars.
Do this:
public function MyClass(foo:int, bar:int)
{
super();
this.foo = foo;
this.bar = bar;
}
Not this:
public function MyClass(fooVal:int, barVal:int)
{
super();
foo = fooVal;
bar = barVal;
}
Don't set the classes' instance vars in the constructor; do this in the declarations of the instance vars. However, if you need to reset the values of inherited instance vars, do this in the consturctor.
TBD
TBD
TBD
TBD
One public API (usually a class, sometimes a namespace or function) inside the package statement.
Helper classes
bare statements
This section presents the order in which a Flex framework file should be organized.
When creating a new Flex component the flexsdk:File Template for Flex Components should be used so that the class is organized in the correct order. Unused sections can be deleted.
Include a copyright notice at the top of every .as file in the framework. The format for the 2008 open-source copyright is given below.
////////////////////////////////////////////////////////////////////////////////
//
// ADOBE SYSTEMS INCORPORATED
// Copyright 2008 Adobe Systems Incorporated
// All Rights Reserved.
//
// NOTICE: Adobe permits you to use, modify, and distribute this file
// in accordance with the terms of the license agreement accompanying it.
//
////////////////////////////////////////////////////////////////////////////////
Note that it is 80 characters wide.
TBD
TBD
TBD
Organize the class metadata into sections, in the order Events, Styles, Effects, Excluded APIs, and Other Metadata. Put a minor section header before each section. Note that the minor section headers are 40 characters wide and that there are two spaces between the // and the section name.
Alphabetize the metadata by name="..." within each section. In the Other Metadata section, alphabetize them by metadata tag name.
//--------------------------------------
// Events
//--------------------------------------
/
**
* ASDoc comment.
*/
[Event
/**
* ASDoc comment.
*/
[Event
//--------------------------------------
// Styles
//--------------------------------------
/**
* ASDoc comment.
*/
[Style
/**
* ASDoc comment.
*/
[Style]
//--------------------------------------
// Effects
//--------------------------------------
/**
* ASDoc comment.
*/
[Effect
/**
* ASDoc comment.
*/
[Effect]
//--------------------------------------
// Excluded APIs
//--------------------------------------
[Exclude(name="horizontalAlign", kind="style")]
[Exclude(name="verticalAlign", kind="style")]
//--------------------------------------
// Other metadata
//--------------------------------------
[DefaultBindingProperty(source="text", destination="text")]
[IconFile("Text.png")]
TBD
Every class should include core/Version.as using a relative path. This file contains the declaration for static const VERSION:String
.
include "../core/Version.as";
TBD
TBD
Put static const
declarations here.
ActionScript 3 does not allow a constant to have type Array
or Object
. Declare such constants using static var
rather than static const
, but put them in this section because they are conceptually constants.
Declare any static variables of type Function
that get mixed in rather than being declared as methods.
TBD
TBD
Declare static getters and setters here. Order them alphabetically by property name. Use a minor separator with the property name for each one. Put the getter before the setter.
Put static function
declarations here.
TBD
TBD
Put overrides of non-static getters and setters here. Order them alphabetically by property name. Use a minor separator with the property name for each one. Put the getter before the setter.
Put new non-static getters and setters here. Order them alphabetically by property name. Use a minor separator with the property name for each one. Put the getter before the setter.
Put overrides of non-static functions here.
Put new non-static functions here.
Put overrides of event handlers here.
Put new event handlers here.
TBD
This section covers how a Flex framework class should be formatted.
The target line length is 80-characters per line although up to 100-characters per line is permissible. The most important factor to consider is readability.
FlashBuilder should be configured to show the print margin column (Preferences->General->Editors->Text Editors->Print Margin Column) so the line width is not exceeded.
Use 4-space indentation. Configure your text editor to insert spaces rather than tabs. This allows another program that uses a different indentation setting, such as Notepad with its 8-character indents, to display the code without disfiguring it.
The major section separators inside a class look like this:
//--------------------------------------------------------------------------
//
// Overridden methods
//
//--------------------------------------------------------------------------
They extend from column 4 through column 80. The text is indented to column 8.
The minor section separators inside a class, such as between properties, look like this:
//----------------------------------
// visible
//----------------------------------
They extend from column 4 through column 40. The text is indented to column 8. Put a single blank line above and below the separators.
Use a single blank line as a vertical separator between constant, variable, or function declarations.
/**
* @private
* Holds something.
*/
var a:Number;
/**
* @private
*/
var b:Number
TBD
Do this:
Inspectable[a="1", b="2"]
Not this:
Inspectable[a=1 b=2]
Don't put any spaces before or after the left bracket or before the right bracket.
Do this:
a[0]
Not this:
a[ 0 ]
Follow a comma with a single space. This applies to argument lists, array literals, and object literals.
Put a single space after the left bracket and a single space before the right bracket, and put a single space after (but none before) each comma.
Do this:
[ 1, 2, 3 ]
Not these:
[1, 2, 3]
[1,2,3]
An empty array is a special case.
Do this:
[]
Not this:
[ ]
Format lengthy array initializers requiring multiple lines with aligned brackets:
static var numberNames:Array /* of String */ =
[
"zero",
"one",
"two",
"three",
"four",
"five",
"six",
"seven",
"eight",
"nine"
];
Put a single space after the left brace and a single space before the right brace, and put a single space after the colon separating the property name and value.
Do this:
{ a: 1, b: 2, c: 3 }
Not these:
{a: 1, b: 2, c: 3}
{a:1, b:2, c:3}
{a:1,b:2,c:3}
An empty Object is a special case.
Do this:
{}
Not this:
{ }
Format lengthy object initializers requiring multiple lines with aligned braces:
private static var TextStyleMap:Object =
{
color: true,
fontFamily: true,
fontSize: true,
fontStyle: true,
fontWeight: true,
leading: true,
marginLeft: true,
marginRight: true,
textAlign: true,
textDecoration: true,
textIndent: true
};
TBD
var f:Function;
f = function():void
{
doSomething();
};
Don't put any spaces before or after the colon that separates a variable, parameter, or function from its type.
Do this:
var n:Number;
Not these:
var n : Number;
var n: Number;
And this:
function f(n:Number):void
Not these:
function f(n : Number) : void
function f(n: Number): void
Put a single space around the assignment operator.
Do this:
a = 1;
Not this:
a=1;
Put a single space around infix operators.
Do this:
a + b * c
Not this:
a+b*c
Put a single space around comparison operators.
Do this:
a == b
Not this:
a==b
Don't put any spaces between a prefix operator and its operand.
Do this:
!o
Not this:
! o
Don't put any spaces between a postfix operator and its operand.
Do this:
i++
Not this:
i ++
Start each statement on a new line, so that you can set a breakpoint on any statement.
Do this:
a = 1;
b = 2;
c = 3;
Not this:
a = 1; b = 2; c = 3;
Align the braces of statement blocks.
Do this:
function f():void
{
var n:int = numChildren;
for (var i:int = 0; i < n; i++)
{
if ()
{
x = horizontalGap * i;
y = verticalGap * i;
}
}
}
Not this:
function f():void {
var n:int = numChildren;
for (var i:int = 0; i < n; i++) {
if () {
x = horizontalGap * i;
y = verticalGap * i;
}
}
}
TBD
Use the const
keyword for values that are unmodifiable.
Do this:
const vsp:String = getStyle("verticalScrollPolicy");
Or this:
const dataProvider:ICollectionView = this.dataProvider as ICollectionView;
Avoid calculations and method calls in loops.
Do this:
const myArrayLength:int = myArray.length;
for (var i=0; i < myArrayLength; i++)
{
}
Not this:
for (var i=0; i < myArray.length; i++)
{
}
TBD
Do this:
f(a, b)
Not these:
f(a,b)
f( a, b )
If the parameters have to wrap, indent the subsequent lines after the left parenthesis. Put multiple parameters per line if they fit. Otherwise, put one per line. If even one won't fit, put the first one on the second line, indented past the beginning of the function name.
public function foo(parameter1:Number, parameter2:String,
parameter3:Boolean):void
public function foo(parameter1:Number,
parameter2:String,
parameter3:Boolean):void
public function aVeryLongFunctionName(
parameter1:Number, parameter2:String,
parameter3:Boolean):void
TBD
Do this:
f(a, b)
Not these:
f(a,b)
f( a, b )
Follow the if
keywords with a single space before the left parenthesis. Don't put any spaces after the left parenthesis or before the right parenthesis.
Do this:
if (a < b)
Not these:
if(a < b)
if( a < b )
if ( a < b )
else if ? multiline ?
Follow the for
keyword with a single space before the left parenthesis. Don't put any spaces after the left parenthesis or before the right parenthesis.
Do this:
for (var i:int = 0; i < n; i++)
Not these:
for(var i:int = 0; i < n; i++)
for( var i:int = 0; i < n; i++ )
for ( var i:int = 0; i < n; i++ )
If the for clause needs to wrap, indent the subsequent lines after the left parenthesis.
for (var aLongLoopVariableName:int = aLongInitialExpression;
aLongLoopVariableName < aLongUpperLimit;
aLongLoopVariableName++)
Follow the switch
keyword with a single space before the left parenthesis. Don't put any spaces after the left parenthesis or before the right parenthesis.
Do this:
switch (n)
Not these:
switch(n)
switch( n )
switch ( n )
Follow the switch
keyword with a single space before the left parenthesis. Don't put any spaces after the left parenthesis or before the right parenthesis.
Do this:
switch (n)
{
case 1:
{
a = foo();
break;
}
case 2:
{
a = bar();
break;
}
default:
{
a = blech();
break;
}
}
Not these:
switch(n)
switch( n )
switch ( n )
braces are always balanced
no braces around single lines
single statement per line
It is permissible to deviate from the standard when modifying code that is not conformant to the standard. It is more important to be consistent with the style of the surrounding code.
Only document the first function of a get/set function pair for a property. The idiom for defining and documenting a property is:
/**
* @private
* The backing variable for the property.
*/
private var _someProp:Foo;
/**
* Place all comments for the property with the getter which is defined first.
* Comments should cover both get and set behavior as appropriate.
*/
public function get someProp():Foo
{
...
}
/**
* @private
*/
public function set someProp(value:Foo):void
{
...
}
Also, ASDoc comments are applied to metadata tags as well as other constructs within a class so take care that your comments apply to the proper target. If you tag a property as Bindable, your property comment must precede the get function, not the Bindable metadata tag.
Do this:
[Bindable("somePropChanged")]
/**
* Comments for someProp
*/
public function get someProp():Foo
Not this:
/**
* Comments for someProp
*/
[Bindable("somePropChanged")]
public function get someProp():Foo
Do not use the @private tag in ASDoc comments before private variables and private methods. They are not needed and they take up space.
- Start each sentence in an ASDoc comment on a new line. It is easier to edit the ASDoc.
- Always close HTML tags in comments, including <p></p> and <code></code> tags.
- Do not use @return in a setter/getter. It is ignored.
- Do not use <code> tags around a class name.
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