® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Flex Component Lifecycle: Halo and Spark Deepa Subramaniam Flex SDK

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Presentation transcript:

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Flex Component Lifecycle: Halo and Spark Deepa Subramaniam Flex SDK

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Vocab Lesson Flex Component Lifecycle  A mechanism the framework uses to create, manage and destroy components  A mechanism that makes the most of the player rendering model. Halo: Component architecture used in Flex 3 and earlier versions. Gumbo/Spark  Gumbo is the codename for the next version of Flex and Flex Builder  Spark is the component and skinning architecture in Gumbo.  Spark is built on top of Halo. Parts: Internal parts of a component that are composited together to create a whole component.  Composition is the name of the game. Lets write a component!

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Community Questions  Pitfalls to avoid when building components?  Follow best practice suggestions outlined in the talk!  Will help memory consumption as well as performance  What is the overhead of Spark components? (compared to Halo)  Does skinning come with a cost?  Did Doug really write all of Flex for Dummies as he claims?  No

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Halo Component Architecture Patterns Defining Patterns in Halo  Invalidation/Validation Model  Methodology to aggregate changes and defer work until an optimal later time  Event Driven Interaction Model  Inform the component if something is about to or has already occurred  Composition  Parameterization of a component’s appearance or content.  Most often occurs through factories and item renderers.

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Halo Component Lifecycle – Broken Down 3 Phase Lifecycle 1. Initialization  Construction  Configuration  Attachment  Initialization 2. Updating  Component responds to changes by using the Invalidation/Validation Model 3. Destruction  Out of sight, out of mind  Detachment  Garbage collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Lifecycle Phase 1: Initialization Construction: Component begins its lifecycle  Decide on the right base-class  Component is instantiated, through the new operator in ActionScript or in markup  Constructor must have zero required arguments  Constructor can add event listeners, hard code initialization properties of super classes  Minimal work should occur here. Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Lifecycle Phase 1: Initialization Configuration: Component properties are set internally to be processed later  Property values are assigned before parts are attached or initialized to avoid duplicate code execution.  Properties must expect that parts haven’t been created yet. Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Lifecycle Phase 1: Initialization Attachment: Addition to the display list  What is the display list?  Component is added to the display list through an addChild() call by its parent.  Without attachment, component lifecycle will stall. Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Lifecycle Phase 1: Initialization Initialization  Full invalidation/validation cycle is invoked (we will come back to this)  5 main lifecycle actions occur at this step: 1. preinitialize event is dispatched 2. createChildren() is called 3. initialize event is dispatched 4. First full invalidation/validation pass occurs 5. creationComplete event is dispatched Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Lifecycle Phase 1: Initialization createChildren() - The attachment workhorse  Ideal place for adding children that are required throughout the lifetime of the component  Dynamic or data-driven parts which should be added in commitProperties()  Check to make sure the children have not been instantiated already  Follow the same pattern Flex uses: construct, configure, attach. Halo Rules:  UIComponents can contain anything (Sprites, Shapes, MovieClips, Video, etc).  UIComponents must go inside other UIComponents  Containers must contain only UIComponents Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Lifecycle Phase 1: Initialization First full invalidation/validation pass occurs here  Invalidation is captured by 3 methods:  invalidateProperties()  invalidateSize()  invalidateDisplayList()  Validation is captured by 3 methods:  commitProperties()  measure()  updateDisplayList() Phase 1 Done! Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Phase 2: Updating Our component has been created! It’s a living, breathing entity, and now it needs to know how to update. Updates occur  When a user interacts with a component  When methods or properties are invoked/set A component should use Flex’s Invalidation/Validation Model to respond to changes. Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. The Elastic Racetrack Flex component lifecycle is built atop this frame model Invalidation/Validation takes advantage of the elastic racetrack to get work done in an efficient manner. Images courtesy of Sean Christmann Traditional Flash Player Elastic Racetrack

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Deferred Validation Model Waiting for update request Update Requested Invalidation Validation Validation occurs right before Rendering

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Deferred Validation Model: An Optimization Invalidation/validation model is split into 3 phases:  Update component properties  Update sizing & measurement information  Update drawing and positioning invalidateProperties() invalidateSize() invalidateDisplayList() commitProperties() measure() updateDisplayList()

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. commitProperties() Property management phase of validation  Purpose: Commit values typically set using a property setter  Invoked by the framework before measurement and layout.  There is a definite pattern that should be followed in order to avoid extra work.  Dirty flags and storage variables  This is the place to add/remove children not required through the life of the entire component (as opposed to createChildren()) Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. measure() Sizing phase of validation  Purpose: Component can calculate its ‘natural’ size based on content and layout rules.  Implicitly invoked when component children change size. (Don’t call measure() on your children).  Measurement occurs from the bottom up.  Don’t count on it: Framework optimizes away unnecessary calls to measure(). The measure() function calculates and sets four properties:  measuredWidth, measuredHeight  measuredMinWidth, measuredMinHeight To get up and running fast, explicitly size your component. Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. updateDisplayList() Layout and Drawing Phase of Invalidation  Purpose: Lay out component contents and perform any drawing  Layout and positioning occurs from the top down, given:  In updateDisplayList() you must set position and size of each child  If the child is a UIComponent, size it with setActualSize() and position it with move()  If the child is not a UIComponent, set the x, y, width and height properties.  Good place to use Flash Player Drawing API Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Styles  Style support is built into UIComponent  Add Style metadata so the style can be set inline as an attribute in MXML  Set default initial value in user’s application or defaults.css  Override styleChanged() to codify how the component should react when a style has changed.  Check which style has changed and call the right invalidation method If it has more to do with presentation it should be a style. If you have a constant related to presentation, it should be a style

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Events in Flex  Components dispatch and listen to events  Add Event metadata to allow event to be set inline as an attribute in MXML  Use custom Event classes  Define static constants to enable compile-time checking of event types.  If you dispatch the same event as a base class, you must use the same event class. Tip: Chose descriptive event names.

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Phase 3: Destruction Destroying the component  Detachment: Remove the component from the display list  Components do not get validated or drawn when off the display list  Once off the display list:  You can re-parent the component, and it will be brought back to life.  Re-parenting is cheaper then re-instantiating a component  Garbage Collection  No active references can be tough  Common culprits include event listeners, dictionaries and timers. Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Halo VideoWidget  Spark VideoWidget

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Component Architecture Patterns Defining Patterns in Halo  Invalidation/Validation Model  Event Driven Interaction Model  Composition Defining Patterns in Spark  Clean separation of component logic from its visuals  Spark Skinning Architecture  Component functionality can be composited together to build up or pare down.  Designer/Developer contract maintained by data, parts and states  Component makes no assumptions about appearance  Skin doesn’t require digging into code

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Spark Video Player: Classes and Lifecycle Methods  Default layout  Default size  Definition View States  Definition of Skin Parts  Graphics for data representation  Data model  Event Handling  Skin Parts Contract  View States Contract Component Skin Use existing lifecycle methods Add a few new lifecycle methods Build Atop What You Know!

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Step 1: Identify your base class Write component class Write a Skin file Identify View States: [SkinStates] Identify Skin Parts: [SkinParts]

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Anatomy of my Spark Video Widget  Default layout: Basic, resizable layout  Default size: 320 x 240  Define required and optional skin parts  Supported View States: enabled, disabled  Identifies visuals for different view states via enhanced states syntax  Graphics for data representation: shadow, border, fill  Extends SkinnableComponent  Data Model: Video  Skin Parts are video controls:  Video, play button, pause button, mute button, stop button, volume control, etc  Identified via [SkinParts] metadata  Can be required or optional  View States : enabled, disabled  Identified via [SkinStates] metadata Video Widget Component Class Video Widget Skin Class

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Spark Skinnable Component Lifecycle Methods Existing Lifecycle Methods:  commitProperties()  createChildren()  measure()  updateDisplayList() New Lifecycle Methods:  SkinnableComponent.attachSkin()/detachSkin()  Creates/Destroys the skin class for the component  Called internally by the Flex framework in SkinnableComponent.createChildren()  SkinnableComponent.partAdded()/partRemoved()  Notifies the component of skin parts being added/removed  Called by Flex framework in attachSkin()/detachSkin()  SkinnableComponent.getCurrentSkinState()  Called by your code and the Flex framework to set the view state of the skin class

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. Misc… Don’t forget the following:  [HostComponent] metadata – typed pointer from your skin back to your component  Doublecheck your skin parts requirability  Make more things optional: more defensive coding  Make more thing required: stricter contract  Associate your skin with your component via a defaults.css stylesheet VideoWidget { skinClass: ClassReference("skins.VideoWidgetSkin"); }  We continue to optimize!  Spark skinning comes with a cost, but its deemed “in the noise”

® Copyright 2008 Adobe Systems Incorporated. All rights reserved. In Conclusion…    Thank You.  Flash Player Elastic Racetrack: Learn it, love it, live it.  Invalidation: All the cool kids are doing it.  The best component lifecycle reference is right in front of you: Read Framework Code.