SlideShare una empresa de Scribd logo
1 de 63
Descargar para leer sin conexión
Flex 4 Component Lifecycle
    RJ Owen (or perhaps Tony Hillerson, if I’m called in for jury duty.)

    Flash Camp Denver

    10.12.2010




1
Who am I?
    Senior Software Architect @ EffectiveUI

    Blogger for InsideRIA

    Adobe Community Expert in Flex

    Lead developer on some cool projects for cool clients (just like you.)




2
Who are you?
    Software Developers, perhaps Designers

    Experienced in Flex 3?

    Interested in building better interfaces

    Interested in performance




3
What will we talk about today?
    What is Flex?

    Frames, and how to slice them

    Flex 4 component theory

    Flex 4 component life-cycle




4
What is Flex anyway?
    A FRAMEWORK built on top of Flash - content for the Flash player and AIR runtime

    A declarative Flash content language - MXML

    An expanding and evolving set of components

    A framework for displaying and managing components
    •   The LayoutManager
    •   The Component Lifecycle


    You could do all of this in Flash (authoring)! (It would take longer.)




5
The Flash Timeline




    All flash-platform content is FRAME-BASED

    Frames execute one after another, over and over, forever and ever.




6   timeline image: www.jaanuskase.com
Slicing a Frame

                                                 A Frame




                                    Processing             Drawing


    During each frame, the appropriate player / runtime will:
    ‣ Execute Code (process)
    ‣ Render to the screen (draw)



    This continues for every frame in the Flash movie or AIR application.




                   1                  2             3                       n


7
Frames that take too long




                   1                                        2                                         3       n




                   1                              2                               3                       n


    When frames spend too much time processing or rendering, “stretching” occurs.

    This causes the frame-rate to drop (fewer frames are rendered per second), making your
    application slow, choppy and less responsive.

    This is often referred to as the “elastic racetrack.”




8   racetrack image:Ted Patrick, http://ted.onflash.org/2005/07/flash-player-mental-model-elastic.php
Three Slices



                            Player              User               Prerender       User                             Player
                            Events              Code               Event           Code                             Render




                                     User Action                  Invalidate Action                        Render Action



    Frames aren’t really that simple. The Flash Player runs on event loops.

    Loops vary in time from ~5ms to ~20ms (see Sean Christmann’s research on this)
    depending on code execution and rendering time.

    Event loops process the user action, invalidate action, and render action in that order.

    Each frame is built of combinations of these slices, depending on the frame rate.


9   Frame image and everything I know about the frame model: Sean Christmann, http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/
Frames can contain multiple slices
                                                              Frame 1
     5 fps
     compiled
     framerate




     25 fps           Frame 1             Frame 2             Frame 3             Frame 4             Frame 5
     compiled
     framerate




     50 fps      Frame 1   Frame 2   Frame 3   Frame 4   Frame 5   Frame 6   Frame 7   Frame 8   Frame 9   Frame 10
     compiled
     framerate




     Sean assumes ~20ms slices. In that case, a framerate of 5 fps yields 9 processing-only
     frames and 1 processing+render frame.

     25fps gives 1 processing frame and 1 processing + rendering; at 50 fps we render with
     each slice (20ms = .002s; 50 fps * .002s = 1 frame)


10
http://www.austinkleon.com/2008/04/21/so-what/
FLEX RUNS IN
     FRAMES
     The point is that Flex runs in these frames, and we need to make the most of them.

     You may go through multiple processing slices before you get to render

     Flex components and the framework itself are built around the frame model. Flex
     components help optimize your application for performance through....



     THE COMPONENT LIFECYCLE!



     Understanding frames and slices is key to understanding the value of the lifecycle.


12
FLEX 4 COMPONENT THEORY
     A little on why Flex 4 components are different




13
Components: What are they?
     Contained bits of functionality

     Controls displayed on the screen

     Containers for those controls

     Highly Visual
     Examples: Button, ComboBox, List




14
Components: what’s broken?
     In Halo (Flex 3), components were rigid

     Hard to extend

     “Monkey patching” to make small changes to component view

     Example: HTML text in the panel title bar




15
Flex 4 Components: Issues to address
     Separate data, logic and behavior from visuals, states, animation and layout

     Create component-logic with no assumption about appearance

     Create component-view without digging into the logic




16
label:String, selected:Boolean




                    text field, icon, background




                    mouse handlers, selection logic




17   MVC in a button component
Flex 3 Components (Halo)




                                Skin (background)




               Component



18
Flex 4 Components (Spark)




                                 Skin
                                 (entire view)



               Component



19
Skin Parts
     Component specifies optional/required skin parts as metadata
     
  [SkinPart(required=”true”)]
     
  public var labelElement:SimpleText;

     Skin implements skin parts

     Exception thrown if required part is not found

     Component should set data on skin parts in the setters AND component.partAdded();
     method




20
Skin States
     Defined in the component using metadata
     [SkinState(“up”)]
     [SkinState(“down”)]

     Current state is passed to the skin from the component

     All states are required. An exception will be thrown if a state is not implemented in the
     skin




21
Skins are Components too
     Your component has one child in it’s display list: your Skin class

     All other elements (skin parts, component children) are added to the Skin’s child list in
     different display objects, which are made accessible as your Component’s elements list.



                                                UIComponent


                                    GroupBase         SkinnableComponent


                                      Group


                                       Skin


22
FLEX 4 COMPONENT LIFE-CYCLE
     An in-depth look at the life and times of today’s modern component




23
Flex 4 Component Lifecycle
     What is it?
     The way the framework interacts with every Flex component
     A set of methods the framework calls to instantiate, control, and destroy components
     Methods that make the most of every frame




24
UIComponent



                                     Skinnable Component




                Flex 4Flex 4 Component Model (Spark)
                        Component Model (Spark)

                Flex 3 Component Model (Halo)
                      Flex 3 Component Model (Halo)




25   Flex 4 Components are built on Flex 3 Components
Flex 4 Component Lifecycle: 3 Stages


                      Construction

              Birth   Configuration
                      Addition
                      Initialization


                      Invalidation
              Life    Validation
                      Interaction


              Death   Removal
                      Garbage Collection




26
Construction
                                                              Configuration
                                                              Addition
                                                              Initialization


     Birth: Construction
     Calls your constructor

     Can access properties and methods of the class, but note that children have not been
     created yet!!

     Must be public, no return type

     Call super();

     Not used often in Flex


     var theLabel : Label = new Label();
     <mx:Label id="theLabel"/>
27
Construction
                                                                  Configuration
                                                                  Addition
                                                                  Initialization


     Birth: Construction
     JIT: “Just In Time” compilation. The VM will compile AS3 bytecode down to native
     machine code for your target platform.

     Constructors are NEVER JIT compiled, so putting code in your constructor is less efficient
     in terms of swf size than keeping it elsewhere.

     Most everything else in the framework IS JIT’d, and there’s a place in the lifecycle for
     most everything else you’ll need.

     If you want to assign listeners at this stage, put them in a separate method so JIT
     compilation can occur.

     Your takeaway: keep your constructors slim.



28
Construction
                                                                Configuration
                                                                Addition
                                                                Initialization


     Birth: Configuration
     The process of assigning values to properties on objects

     <local:SampleChild property1="value!"/>

     This results in the first call to commitProperties();

     Containers must not expect children to be added yet

     For optimization, make setters fast and DEFER the real work until validation (more later)

     Until attachment occurs and your component is added to a display list, things stall here.
     Your component is in memory and it has values assigned to its properties, but it’s not
     visible and won’t go through the rest of the life cycle.



29
Construction
                                                       Configuration
                                                       Addition
                                                       Initialization


     Birth: Attachment
     Adding a component to the display elements list
     
      parent.addElement(yourComponent);




30
Construction
                                                                 Configuration
                                                                 Addition
                                                                 Initialization


     Attachment: Element Lists
     Every component on the screen lives in a Display List

     Components are added to display lists

     Graphical Elements (rectangles, circles, text, etc.) are DRAWN into other Components

     True components are still on the child list

     Flex 4 lets us treat graphical elements as first class citizens (like components), but we
     need display objects that inherit from UIComponent to draw them on.

     The Elements List abstracts the components created to draw graphics for us - we use it
     like the child list, but it’s not the same thing. Graphics are DRAWN into children while
     components ARE children, yet they’re all elements.


31
Group
                       (DisplayObject)             Elements


                                         Rect

                                         Rect
                                         UIComponent
                                         (DisplayObject)

                                         Path

                                         Rect

                                         Rect
                                         Rotation=90

                                         Ellipse

                                         Label


32   Attachment: DisplayObject Sharing
Group
                       (DisplayObject)                   Elements


                                               Rect
                                   Draw Into
                                               Rect
                                               UIComponent
                                               (DisplayObject)

                                               Path

                                               Rect

                                               Rect
                                               Rotation=90

                                               Ellipse

                                               Label


32   Attachment: DisplayObject Sharing
Group
           Children    (DisplayObject)                   Elements


                                               Rect
                                   Draw Into
                                               Rect
                                               UIComponent
                                               (DisplayObject)

                                               Path

                                               Rect

                                               Rect
                                               Rotation=90

                                               Ellipse

                                               Label


32   Attachment: DisplayObject Sharing
Group
           Children     (DisplayObject)                    Elements


                                                 Rect
                                    Draw Into
                                                 Rect
                                                 UIComponent
                                                 (DisplayObject)

               Sprite                            Path
                                     Draw Into
                                                 Rect

                                                 Rect
                                                 Rotation=90

                                                 Ellipse

                                                 Label


32   Attachment: DisplayObject Sharing
Group
           Children     (DisplayObject)                    Elements


                                                 Rect
                                    Draw Into
                                                 Rect
                                                 UIComponent
                                                 (DisplayObject)

               Sprite                            Path
                                     Draw Into
                                                 Rect
                                     Draw Into   Rect
               Sprite                            Rotation=90

                                                 Ellipse

                                                 Label


32   Attachment: DisplayObject Sharing
Group
           Children     (DisplayObject)                    Elements


                                                 Rect
                                    Draw Into
                                                 Rect
                                                 UIComponent
                                                 (DisplayObject)

               Sprite                            Path
                                     Draw Into
                                                 Rect
                                     Draw Into   Rect
               Sprite                            Rotation=90

               Sprite                            Ellipse
                                     Draw Into
                                                 Label


32   Attachment: DisplayObject Sharing
Birth: Initialization
     After attachment, it’s time to initialize your component.
     Initialization involves several method calls and dispatches several events.




33
Birth: Initialization
  Create children, do first validation pass
                   Component                               Skin
initialize();
        preInitialize event dispatched!
        createChildren();                       constructor();
           validateSkinChange();
                attachSkin();                   initialize();
                    findSkinParts();
                       partAdded();

                       getCurrentSkinState();   currentState = ...

        childrenCreated();
        initializeAccessibility();
        initializeComplete();
                initialize event dispatched!

 measure(); / updateDisplayList();              commitProperties(); / measure(); /
                                                updateDisplayList();
       creationComplete event dispatched!
Life
     After initialization, we’re ready to go

     The component is added to the screen and available to users

     User interaction should cause changes in components – set invalidation flags

     When the next Render event occurs, validation methods will be called

     Invalidation
     Validation
     Interaction



35
Life: Deferment
     The invalidation process:
     When a property is set, retain the value on a   public function set text(value:String):void
     private variable                                 {
                                                          if (value != _text)
     Set a “dirty” flag                                    {
     Invalidate the Component                                 _text = value;


     The validation process:                                 invalidateTextLines();
                                                             invalidateSize();
     When the framework calls validation                     invalidateDisplayList();
     methods, update your component                      }
                                                     }
     accordingly

     Example: set “Text” on the TextBase class




36
Invalidation
                                                             Validation
                                                             Interaction




     Life: Invalidation

              Player        User     Prerender   User        Player
              Events        Code     Event       Code        Render




                       User Action   Invalidate Action   Render Action


                              Invalidation Occurs Here
37
Invalidation
                                                                                Validation
                                                                                Interaction




     Life: Invalidation
     Invalidation Methods
     Called to “invalidate” a component, but not do any work on it
     invalidateProperties()
     •   any property changes

     invalidateSize()
     •   changes to width or height

     invalidateDisplayList()
     •   changes to child elements - either their size or position - or data provider (if applicable.)

     invalidateSkinState()
     •   Just sets skinChanged=true;
     •   Calls invalidateProperties();
38
Invalidation
                                                             Validation
                                                             Interaction




     Life: Validation

              Player        User     Prerender   User        Player
              Events        Code     Event       Code        Render




                       User Action   Invalidate Action   Render Action

                                                   Validation Occurs Here
39
Invalidation
                                                              Validation
                                                              Interaction




     Life: Validation
     “Do the work” that invalidation requires

     Move things, add things, remove things, etc.

     The goal: don’t duplicate or re-do things in the same frame

     commitProperties()

     getCurrentSkinState()

     updateDisplayList()

     measure()




40
commitProperties()
     Invoked first - immediately before measurement and layout

     ALL changes based on property and data events go here

     Even creating and destroying children, so long as they’re based on changes to properties
     or underlying data

     Example: any list based component with empty renderers on the screen




41
getCurrentSkinState()
     Used if the skin state needs to be updated based on a change to the component

     Override this in your components to provide the proper skin state - it’s a worthless
     method in SkinnableContainer.

     Necessary moving forward when skin states will vary depending on interaction
     modes, but otherwise this isn’t very important

     Example: mobile components have no “over” state.




42
measure()
     Component calculates its preferred (“default”) and minimum proportions based on
     content, layout rules, constraints.

     Measure is called bottom up - lowest children first

     Caused by “invalidateSize()”

     NEVER called for explicitly sized components




43
overriding measure()
     In Flex 3 this was very important for container components.

     In Flex 4, consider using a layout if you find yourself needing to override measure.

     Use getExplicitOrMeasuredWidth() (or height) to get child proportions

     ALWAYS called during initialization, but not necessarily after that. The framework
     optimizes away calls to measure that aren’t “necessary.”

     Call super.measure() first!

     Set measuredHeight, measuredWidth for the default values; measuredMinHeight and
     measuredMinWidth for the minimum.



44
updateDisplayList()
     Used when elements on the elements / display lists need to be drawn

     In Flex 3 this was a major component of layout containers - now we use Layout objects
     and skin classes, so this is less important

     Try not to override this on your component - first examine if perhaps the logic should
     be in the skin class instead.

     Sometimes you will need to override this method on the skin class itself.




45
Life: Deferment
     Deferment is the core concept of the component lifecycle!
     Put off doing the “real work” until the appropriate time
     Validation methods listen for the Prerender event - happen once before a render



                                            Frame 1




                        set a
                                                set width    actually  render
                        component’s
                                                (deferred)   set width component
                        width - deferred
46
Life: Deferment
          Player        User     Prerender   User        Player
          Events        Code     Event       Code        Render




                   User Action   Invalidate Action   Render Action

          Queued Invalidation
                    Deferred Validation
                                   Render!
47
Invalidation
                                      Validation
                                      Interaction




     Interaction
     Assign handlers to user events

     Process things

     Cause invalidation to occur

     Away we go!




48
Invalidation
                                                                            Validation
                                                                            Interaction




     Interaction: why?
     Events: objects passed around when anything interesting goes on (clicks, moves,
     changes, timers...)
     •   If something happens to a component, it “fires” or “dispatches” the event
     •   If another component wants to know when something happens, it “listens” for events
     Event-based architecture is loosely-coupled
     Event-based architectures are more reusable
     Components don’t have to know anything about each other - just listen for the events!




49
Invalidation
                                                            Validation
                                                            Interaction




     Interaction: how?
     Any component that inherits from EventDispatcher can send events
     component.dispatchEvent(event);
     Events are identified by a type (constant)
     Some popular events:
     •   Event.CHANGE
     •   MouseEvent.CLICK
     •   FlexEvent.CREATION_COMPLETE
     •   Event.RESIZE
     •   MouseEvent.ROLL_OUT




50
Interaction
                                                 Invalidation
     Event propagation happens in 3 phases:      Validation
     1. Capturing                                Interaction
     2. Targeting
     3. Bubbling




       Application                            Application

        Capturing                               Bubbling
        Phase                                   Phase
                                    Target
                                  Targeting
                                    Phase
51
event.target vs. event.currentTarget
     target: the object that dispatched the event (doesn’t change)

     currentTarget: the object who is currently being checked for specific event listeners
     (changes as we traverse the display tree during the capture or bubbling phase)

     During the targeting phase, target == currentTarget.




52
Life Goes On
     Interaction (dispatching events) sets the stage for the next user action

     In the next user action we’ll process these events and set up more queued invalidation

     In the invalidation action we’ll process all of that queued invalidation in our validation
     methods (commitProperties, updateElementsList, measure)

     Render!

     And so it goes, on and on forever, as long as your component remains on an elements
     list.




53
Removal
                                                                Garbage Collection




     Death: Removal
     “Removal” refers to the process of removing a component from the elements list. These
     components can be re-parented (brought back to life) or abandoned to die

     parent.removeElement(component);

     Abandoned components don’t get validation calls and aren’t drawn. Ever.

     If an abandoned component has no more active references, it *should* be garbage-
     collected

     Re-parenting isn’t cheap, but it’s cheaper than re-creating the same component twice

     Listen for FlexEvent.REMOVED from the component or
     ElementExistienceEvent.ELEMENT_REMOVED from the parent to do custom cleanup.

     Consider hiding rather than removing (set visible and includeInLayout to false)
54
Removal
                                                                  Garbage Collection




     Death: Garbage Collection
     Any object not on an element’s list with no active references is eligible for destruction,
     garbage collection

     Use strongly typed objects

     Use weak listeners

     Be careful with object / dictionary references

     The flash player does not reduce it’s footprint, though memory can be recycled




55
Conclusion
     Remember the frame model! It will help you understand what’s happening in your Flex
     application. For Flash developers this is second nature; for Java or .NET devs it’s an
     adjustment.

     Queued Invalidation & Deferred Validation are the core concepts of the component
     lifecycle

     Master the validation methods, and know which to override for any situation




56
More Reading / Bibliography
     360 | Flex Talk with Brad Umbaugh on the Flex 3 Component Lifecycle
     http://tv.adobe.com/watch/360flex-conference/diving-deep-with-the-flex-component-lifecycle
     A video of our 360|Flex presentation on the Flex 3 lifecycle. It’s long and in depth.


     Ely Greenfield: “Building a Flex Component” (Flex 3)
     http://onflex.org/ACDS/BuildingAFlexComponent.pdf
     A presentation Ely gave years ago that I still review.


     Sean Christmann on the Elastic Racetrack / Frame model
     http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/
     This blog post is the granddaddy of every discussion about the Flash frame model or component lifecycle.


     Flex 4 Training by Development Arc
     http://www.developmentarc.com
     James Polanco and Aaron Pedersen do affordable online Flex 4 training. Their one day session covers
     much of this material in more depth.




57
RJ Owen
     rj.owen@effectiveui.com
     Twitter: rjowen

     Thanks!




     www.effectiveui.com

58

Más contenido relacionado

La actualidad más candente

Custom Metadata Records Deployment From Apex Code
Custom Metadata Records Deployment From Apex CodeCustom Metadata Records Deployment From Apex Code
Custom Metadata Records Deployment From Apex CodeBohdan Dovhań
 
XPages Workshop: Concepts And Exercises
XPages Workshop:   Concepts And ExercisesXPages Workshop:   Concepts And Exercises
XPages Workshop: Concepts And Exercisesddrschiw
 
Angular - Chapter 1 - Introduction
 Angular - Chapter 1 - Introduction Angular - Chapter 1 - Introduction
Angular - Chapter 1 - IntroductionWebStackAcademy
 
OpenNTF Domino API (ODA): Super-Charging Domino Development
OpenNTF Domino API (ODA): Super-Charging Domino DevelopmentOpenNTF Domino API (ODA): Super-Charging Domino Development
OpenNTF Domino API (ODA): Super-Charging Domino DevelopmentPaul Withers
 
2 Day - WPF Training by Adil Mughal
2 Day - WPF Training by Adil Mughal2 Day - WPF Training by Adil Mughal
2 Day - WPF Training by Adil MughalAdil Mughal
 

La actualidad más candente (7)

Custom Metadata Records Deployment From Apex Code
Custom Metadata Records Deployment From Apex CodeCustom Metadata Records Deployment From Apex Code
Custom Metadata Records Deployment From Apex Code
 
XPages Workshop: Concepts And Exercises
XPages Workshop:   Concepts And ExercisesXPages Workshop:   Concepts And Exercises
XPages Workshop: Concepts And Exercises
 
Basics of Spring - KNOWARTH
Basics of Spring - KNOWARTHBasics of Spring - KNOWARTH
Basics of Spring - KNOWARTH
 
Angular - Chapter 1 - Introduction
 Angular - Chapter 1 - Introduction Angular - Chapter 1 - Introduction
Angular - Chapter 1 - Introduction
 
C#/.NET Little Wonders
C#/.NET Little WondersC#/.NET Little Wonders
C#/.NET Little Wonders
 
OpenNTF Domino API (ODA): Super-Charging Domino Development
OpenNTF Domino API (ODA): Super-Charging Domino DevelopmentOpenNTF Domino API (ODA): Super-Charging Domino Development
OpenNTF Domino API (ODA): Super-Charging Domino Development
 
2 Day - WPF Training by Adil Mughal
2 Day - WPF Training by Adil Mughal2 Day - WPF Training by Adil Mughal
2 Day - WPF Training by Adil Mughal
 

Similar a Flex 4 Component Lifecycle

Flex4 Component Lifecycle
Flex4 Component LifecycleFlex4 Component Lifecycle
Flex4 Component LifecycleEffective
 
Buzzword, How'd They Build That?
Buzzword, How'd They Build That?Buzzword, How'd They Build That?
Buzzword, How'd They Build That?dcoletta
 
FITC-review-FUGUK
FITC-review-FUGUKFITC-review-FUGUK
FITC-review-FUGUKjmwhittaker
 
"Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai...
"Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai..."Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai...
"Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai...Fwdays
 
Building Buzzword (Flex Camp Boston 2007)
Building Buzzword (Flex Camp Boston 2007)Building Buzzword (Flex Camp Boston 2007)
Building Buzzword (Flex Camp Boston 2007)dcoletta
 
Micro-Frontends JSVidCon
Micro-Frontends JSVidConMicro-Frontends JSVidCon
Micro-Frontends JSVidConAmir Zuker
 
5 Ways iOS is better and worse than Flash
5 Ways iOS is better and worse than Flash5 Ways iOS is better and worse than Flash
5 Ways iOS is better and worse than FlashArpit Mathur
 
Adobe flex an overview
Adobe flex  an overviewAdobe flex  an overview
Adobe flex an overviewSubin Sugunan
 
Plug yourself in and your app will never be the same (1 hr edition)
Plug yourself in and your app will never be the same (1 hr edition)Plug yourself in and your app will never be the same (1 hr edition)
Plug yourself in and your app will never be the same (1 hr edition)Mikkel Flindt Heisterberg
 
Common ASP.NET Design Patterns - Telerik India DevCon 2013
Common ASP.NET Design Patterns - Telerik India DevCon 2013Common ASP.NET Design Patterns - Telerik India DevCon 2013
Common ASP.NET Design Patterns - Telerik India DevCon 2013Steven Smith
 
10 commandments for writing spiffy Lightning Apps
10 commandments for writing spiffy Lightning Apps10 commandments for writing spiffy Lightning Apps
10 commandments for writing spiffy Lightning AppsAnup Jadhav
 
Firefox extension Development
Firefox extension DevelopmentFirefox extension Development
Firefox extension DevelopmentAbhinav Chittora
 
Flex for enterprise applications
Flex for enterprise applicationsFlex for enterprise applications
Flex for enterprise applicationsdarshanvartak
 
Flex Custom Component Lifecycle Practice
Flex Custom Component Lifecycle PracticeFlex Custom Component Lifecycle Practice
Flex Custom Component Lifecycle Practicejexchan
 
Build your first DApp using Substrate Framework - Part I
Build your first DApp using Substrate Framework - Part IBuild your first DApp using Substrate Framework - Part I
Build your first DApp using Substrate Framework - Part IKnoldus Inc.
 

Similar a Flex 4 Component Lifecycle (20)

Flex4 Component Lifecycle
Flex4 Component LifecycleFlex4 Component Lifecycle
Flex4 Component Lifecycle
 
Buzzword, How'd They Build That?
Buzzword, How'd They Build That?Buzzword, How'd They Build That?
Buzzword, How'd They Build That?
 
Spring Framework -I
Spring Framework -ISpring Framework -I
Spring Framework -I
 
FITC-review-FUGUK
FITC-review-FUGUKFITC-review-FUGUK
FITC-review-FUGUK
 
"Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai...
"Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai..."Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai...
"Micro-frontends: Scalable and Modular Frontend in Parimatch Tech", Kyrylo Ai...
 
Building Buzzword (Flex Camp Boston 2007)
Building Buzzword (Flex Camp Boston 2007)Building Buzzword (Flex Camp Boston 2007)
Building Buzzword (Flex Camp Boston 2007)
 
Micro-Frontends JSVidCon
Micro-Frontends JSVidConMicro-Frontends JSVidCon
Micro-Frontends JSVidCon
 
5 Ways iOS is better and worse than Flash
5 Ways iOS is better and worse than Flash5 Ways iOS is better and worse than Flash
5 Ways iOS is better and worse than Flash
 
Adobe flex an overview
Adobe flex  an overviewAdobe flex  an overview
Adobe flex an overview
 
Plug yourself in and your app will never be the same (1 hr edition)
Plug yourself in and your app will never be the same (1 hr edition)Plug yourself in and your app will never be the same (1 hr edition)
Plug yourself in and your app will never be the same (1 hr edition)
 
Common ASP.NET Design Patterns - Telerik India DevCon 2013
Common ASP.NET Design Patterns - Telerik India DevCon 2013Common ASP.NET Design Patterns - Telerik India DevCon 2013
Common ASP.NET Design Patterns - Telerik India DevCon 2013
 
10 commandments for writing spiffy Lightning Apps
10 commandments for writing spiffy Lightning Apps10 commandments for writing spiffy Lightning Apps
10 commandments for writing spiffy Lightning Apps
 
flex_4_tutorials
flex_4_tutorialsflex_4_tutorials
flex_4_tutorials
 
flex_4_tutorials
flex_4_tutorialsflex_4_tutorials
flex_4_tutorials
 
tutorialSCE
tutorialSCEtutorialSCE
tutorialSCE
 
Firefox extension Development
Firefox extension DevelopmentFirefox extension Development
Firefox extension Development
 
Flex and Java
Flex and JavaFlex and Java
Flex and Java
 
Flex for enterprise applications
Flex for enterprise applicationsFlex for enterprise applications
Flex for enterprise applications
 
Flex Custom Component Lifecycle Practice
Flex Custom Component Lifecycle PracticeFlex Custom Component Lifecycle Practice
Flex Custom Component Lifecycle Practice
 
Build your first DApp using Substrate Framework - Part I
Build your first DApp using Substrate Framework - Part IBuild your first DApp using Substrate Framework - Part I
Build your first DApp using Substrate Framework - Part I
 

Más de RJ Owen

Moral Design (Denver Startup Week)
Moral Design (Denver Startup Week)Moral Design (Denver Startup Week)
Moral Design (Denver Startup Week)RJ Owen
 
Moral designfinal
Moral designfinalMoral designfinal
Moral designfinalRJ Owen
 
Obey The Rules: Implementing a Rules Engine in Flex
Obey The Rules: Implementing a Rules Engine in FlexObey The Rules: Implementing a Rules Engine in Flex
Obey The Rules: Implementing a Rules Engine in FlexRJ Owen
 
Flex 4 Overview
Flex 4 OverviewFlex 4 Overview
Flex 4 OverviewRJ Owen
 
Adobe Flex 3 Component Life Cycle
Adobe Flex 3 Component Life CycleAdobe Flex 3 Component Life Cycle
Adobe Flex 3 Component Life CycleRJ Owen
 
Flex3 Deep Dive Final
Flex3 Deep Dive FinalFlex3 Deep Dive Final
Flex3 Deep Dive FinalRJ Owen
 
Adobe Flex Component Lifecycle
Adobe Flex Component LifecycleAdobe Flex Component Lifecycle
Adobe Flex Component LifecycleRJ Owen
 

Más de RJ Owen (7)

Moral Design (Denver Startup Week)
Moral Design (Denver Startup Week)Moral Design (Denver Startup Week)
Moral Design (Denver Startup Week)
 
Moral designfinal
Moral designfinalMoral designfinal
Moral designfinal
 
Obey The Rules: Implementing a Rules Engine in Flex
Obey The Rules: Implementing a Rules Engine in FlexObey The Rules: Implementing a Rules Engine in Flex
Obey The Rules: Implementing a Rules Engine in Flex
 
Flex 4 Overview
Flex 4 OverviewFlex 4 Overview
Flex 4 Overview
 
Adobe Flex 3 Component Life Cycle
Adobe Flex 3 Component Life CycleAdobe Flex 3 Component Life Cycle
Adobe Flex 3 Component Life Cycle
 
Flex3 Deep Dive Final
Flex3 Deep Dive FinalFlex3 Deep Dive Final
Flex3 Deep Dive Final
 
Adobe Flex Component Lifecycle
Adobe Flex Component LifecycleAdobe Flex Component Lifecycle
Adobe Flex Component Lifecycle
 

Flex 4 Component Lifecycle

  • 1. Flex 4 Component Lifecycle RJ Owen (or perhaps Tony Hillerson, if I’m called in for jury duty.) Flash Camp Denver 10.12.2010 1
  • 2. Who am I? Senior Software Architect @ EffectiveUI Blogger for InsideRIA Adobe Community Expert in Flex Lead developer on some cool projects for cool clients (just like you.) 2
  • 3. Who are you? Software Developers, perhaps Designers Experienced in Flex 3? Interested in building better interfaces Interested in performance 3
  • 4. What will we talk about today? What is Flex? Frames, and how to slice them Flex 4 component theory Flex 4 component life-cycle 4
  • 5. What is Flex anyway? A FRAMEWORK built on top of Flash - content for the Flash player and AIR runtime A declarative Flash content language - MXML An expanding and evolving set of components A framework for displaying and managing components • The LayoutManager • The Component Lifecycle You could do all of this in Flash (authoring)! (It would take longer.) 5
  • 6. The Flash Timeline All flash-platform content is FRAME-BASED Frames execute one after another, over and over, forever and ever. 6 timeline image: www.jaanuskase.com
  • 7. Slicing a Frame A Frame Processing Drawing During each frame, the appropriate player / runtime will: ‣ Execute Code (process) ‣ Render to the screen (draw) This continues for every frame in the Flash movie or AIR application. 1 2 3 n 7
  • 8. Frames that take too long 1 2 3 n 1 2 3 n When frames spend too much time processing or rendering, “stretching” occurs. This causes the frame-rate to drop (fewer frames are rendered per second), making your application slow, choppy and less responsive. This is often referred to as the “elastic racetrack.” 8 racetrack image:Ted Patrick, http://ted.onflash.org/2005/07/flash-player-mental-model-elastic.php
  • 9. Three Slices Player User Prerender User Player Events Code Event Code Render User Action Invalidate Action Render Action Frames aren’t really that simple. The Flash Player runs on event loops. Loops vary in time from ~5ms to ~20ms (see Sean Christmann’s research on this) depending on code execution and rendering time. Event loops process the user action, invalidate action, and render action in that order. Each frame is built of combinations of these slices, depending on the frame rate. 9 Frame image and everything I know about the frame model: Sean Christmann, http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/
  • 10. Frames can contain multiple slices Frame 1 5 fps compiled framerate 25 fps Frame 1 Frame 2 Frame 3 Frame 4 Frame 5 compiled framerate 50 fps Frame 1 Frame 2 Frame 3 Frame 4 Frame 5 Frame 6 Frame 7 Frame 8 Frame 9 Frame 10 compiled framerate Sean assumes ~20ms slices. In that case, a framerate of 5 fps yields 9 processing-only frames and 1 processing+render frame. 25fps gives 1 processing frame and 1 processing + rendering; at 50 fps we render with each slice (20ms = .002s; 50 fps * .002s = 1 frame) 10
  • 12. FLEX RUNS IN FRAMES The point is that Flex runs in these frames, and we need to make the most of them. You may go through multiple processing slices before you get to render Flex components and the framework itself are built around the frame model. Flex components help optimize your application for performance through.... THE COMPONENT LIFECYCLE! Understanding frames and slices is key to understanding the value of the lifecycle. 12
  • 13. FLEX 4 COMPONENT THEORY A little on why Flex 4 components are different 13
  • 14. Components: What are they? Contained bits of functionality Controls displayed on the screen Containers for those controls Highly Visual Examples: Button, ComboBox, List 14
  • 15. Components: what’s broken? In Halo (Flex 3), components were rigid Hard to extend “Monkey patching” to make small changes to component view Example: HTML text in the panel title bar 15
  • 16. Flex 4 Components: Issues to address Separate data, logic and behavior from visuals, states, animation and layout Create component-logic with no assumption about appearance Create component-view without digging into the logic 16
  • 17. label:String, selected:Boolean text field, icon, background mouse handlers, selection logic 17 MVC in a button component
  • 18. Flex 3 Components (Halo) Skin (background) Component 18
  • 19. Flex 4 Components (Spark) Skin (entire view) Component 19
  • 20. Skin Parts Component specifies optional/required skin parts as metadata [SkinPart(required=”true”)] public var labelElement:SimpleText; Skin implements skin parts Exception thrown if required part is not found Component should set data on skin parts in the setters AND component.partAdded(); method 20
  • 21. Skin States Defined in the component using metadata [SkinState(“up”)] [SkinState(“down”)] Current state is passed to the skin from the component All states are required. An exception will be thrown if a state is not implemented in the skin 21
  • 22. Skins are Components too Your component has one child in it’s display list: your Skin class All other elements (skin parts, component children) are added to the Skin’s child list in different display objects, which are made accessible as your Component’s elements list. UIComponent GroupBase SkinnableComponent Group Skin 22
  • 23. FLEX 4 COMPONENT LIFE-CYCLE An in-depth look at the life and times of today’s modern component 23
  • 24. Flex 4 Component Lifecycle What is it? The way the framework interacts with every Flex component A set of methods the framework calls to instantiate, control, and destroy components Methods that make the most of every frame 24
  • 25. UIComponent Skinnable Component Flex 4Flex 4 Component Model (Spark) Component Model (Spark) Flex 3 Component Model (Halo) Flex 3 Component Model (Halo) 25 Flex 4 Components are built on Flex 3 Components
  • 26. Flex 4 Component Lifecycle: 3 Stages Construction Birth Configuration Addition Initialization Invalidation Life Validation Interaction Death Removal Garbage Collection 26
  • 27. Construction Configuration Addition Initialization Birth: Construction Calls your constructor Can access properties and methods of the class, but note that children have not been created yet!! Must be public, no return type Call super(); Not used often in Flex var theLabel : Label = new Label(); <mx:Label id="theLabel"/> 27
  • 28. Construction Configuration Addition Initialization Birth: Construction JIT: “Just In Time” compilation. The VM will compile AS3 bytecode down to native machine code for your target platform. Constructors are NEVER JIT compiled, so putting code in your constructor is less efficient in terms of swf size than keeping it elsewhere. Most everything else in the framework IS JIT’d, and there’s a place in the lifecycle for most everything else you’ll need. If you want to assign listeners at this stage, put them in a separate method so JIT compilation can occur. Your takeaway: keep your constructors slim. 28
  • 29. Construction Configuration Addition Initialization Birth: Configuration The process of assigning values to properties on objects <local:SampleChild property1="value!"/> This results in the first call to commitProperties(); Containers must not expect children to be added yet For optimization, make setters fast and DEFER the real work until validation (more later) Until attachment occurs and your component is added to a display list, things stall here. Your component is in memory and it has values assigned to its properties, but it’s not visible and won’t go through the rest of the life cycle. 29
  • 30. Construction Configuration Addition Initialization Birth: Attachment Adding a component to the display elements list parent.addElement(yourComponent); 30
  • 31. Construction Configuration Addition Initialization Attachment: Element Lists Every component on the screen lives in a Display List Components are added to display lists Graphical Elements (rectangles, circles, text, etc.) are DRAWN into other Components True components are still on the child list Flex 4 lets us treat graphical elements as first class citizens (like components), but we need display objects that inherit from UIComponent to draw them on. The Elements List abstracts the components created to draw graphics for us - we use it like the child list, but it’s not the same thing. Graphics are DRAWN into children while components ARE children, yet they’re all elements. 31
  • 32. Group (DisplayObject) Elements Rect Rect UIComponent (DisplayObject) Path Rect Rect Rotation=90 Ellipse Label 32 Attachment: DisplayObject Sharing
  • 33. Group (DisplayObject) Elements Rect Draw Into Rect UIComponent (DisplayObject) Path Rect Rect Rotation=90 Ellipse Label 32 Attachment: DisplayObject Sharing
  • 34. Group Children (DisplayObject) Elements Rect Draw Into Rect UIComponent (DisplayObject) Path Rect Rect Rotation=90 Ellipse Label 32 Attachment: DisplayObject Sharing
  • 35. Group Children (DisplayObject) Elements Rect Draw Into Rect UIComponent (DisplayObject) Sprite Path Draw Into Rect Rect Rotation=90 Ellipse Label 32 Attachment: DisplayObject Sharing
  • 36. Group Children (DisplayObject) Elements Rect Draw Into Rect UIComponent (DisplayObject) Sprite Path Draw Into Rect Draw Into Rect Sprite Rotation=90 Ellipse Label 32 Attachment: DisplayObject Sharing
  • 37. Group Children (DisplayObject) Elements Rect Draw Into Rect UIComponent (DisplayObject) Sprite Path Draw Into Rect Draw Into Rect Sprite Rotation=90 Sprite Ellipse Draw Into Label 32 Attachment: DisplayObject Sharing
  • 38. Birth: Initialization After attachment, it’s time to initialize your component. Initialization involves several method calls and dispatches several events. 33
  • 39. Birth: Initialization Create children, do first validation pass Component Skin initialize(); preInitialize event dispatched! createChildren(); constructor(); validateSkinChange(); attachSkin(); initialize(); findSkinParts(); partAdded(); getCurrentSkinState(); currentState = ... childrenCreated(); initializeAccessibility(); initializeComplete(); initialize event dispatched! measure(); / updateDisplayList(); commitProperties(); / measure(); / updateDisplayList(); creationComplete event dispatched!
  • 40. Life After initialization, we’re ready to go The component is added to the screen and available to users User interaction should cause changes in components – set invalidation flags When the next Render event occurs, validation methods will be called Invalidation Validation Interaction 35
  • 41. Life: Deferment The invalidation process: When a property is set, retain the value on a public function set text(value:String):void private variable { if (value != _text) Set a “dirty” flag { Invalidate the Component _text = value; The validation process: invalidateTextLines(); invalidateSize(); When the framework calls validation invalidateDisplayList(); methods, update your component } } accordingly Example: set “Text” on the TextBase class 36
  • 42. Invalidation Validation Interaction Life: Invalidation Player User Prerender User Player Events Code Event Code Render User Action Invalidate Action Render Action Invalidation Occurs Here 37
  • 43. Invalidation Validation Interaction Life: Invalidation Invalidation Methods Called to “invalidate” a component, but not do any work on it invalidateProperties() • any property changes invalidateSize() • changes to width or height invalidateDisplayList() • changes to child elements - either their size or position - or data provider (if applicable.) invalidateSkinState() • Just sets skinChanged=true; • Calls invalidateProperties(); 38
  • 44. Invalidation Validation Interaction Life: Validation Player User Prerender User Player Events Code Event Code Render User Action Invalidate Action Render Action Validation Occurs Here 39
  • 45. Invalidation Validation Interaction Life: Validation “Do the work” that invalidation requires Move things, add things, remove things, etc. The goal: don’t duplicate or re-do things in the same frame commitProperties() getCurrentSkinState() updateDisplayList() measure() 40
  • 46. commitProperties() Invoked first - immediately before measurement and layout ALL changes based on property and data events go here Even creating and destroying children, so long as they’re based on changes to properties or underlying data Example: any list based component with empty renderers on the screen 41
  • 47. getCurrentSkinState() Used if the skin state needs to be updated based on a change to the component Override this in your components to provide the proper skin state - it’s a worthless method in SkinnableContainer. Necessary moving forward when skin states will vary depending on interaction modes, but otherwise this isn’t very important Example: mobile components have no “over” state. 42
  • 48. measure() Component calculates its preferred (“default”) and minimum proportions based on content, layout rules, constraints. Measure is called bottom up - lowest children first Caused by “invalidateSize()” NEVER called for explicitly sized components 43
  • 49. overriding measure() In Flex 3 this was very important for container components. In Flex 4, consider using a layout if you find yourself needing to override measure. Use getExplicitOrMeasuredWidth() (or height) to get child proportions ALWAYS called during initialization, but not necessarily after that. The framework optimizes away calls to measure that aren’t “necessary.” Call super.measure() first! Set measuredHeight, measuredWidth for the default values; measuredMinHeight and measuredMinWidth for the minimum. 44
  • 50. updateDisplayList() Used when elements on the elements / display lists need to be drawn In Flex 3 this was a major component of layout containers - now we use Layout objects and skin classes, so this is less important Try not to override this on your component - first examine if perhaps the logic should be in the skin class instead. Sometimes you will need to override this method on the skin class itself. 45
  • 51. Life: Deferment Deferment is the core concept of the component lifecycle! Put off doing the “real work” until the appropriate time Validation methods listen for the Prerender event - happen once before a render Frame 1 set a set width actually render component’s (deferred) set width component width - deferred 46
  • 52. Life: Deferment Player User Prerender User Player Events Code Event Code Render User Action Invalidate Action Render Action Queued Invalidation Deferred Validation Render! 47
  • 53. Invalidation Validation Interaction Interaction Assign handlers to user events Process things Cause invalidation to occur Away we go! 48
  • 54. Invalidation Validation Interaction Interaction: why? Events: objects passed around when anything interesting goes on (clicks, moves, changes, timers...) • If something happens to a component, it “fires” or “dispatches” the event • If another component wants to know when something happens, it “listens” for events Event-based architecture is loosely-coupled Event-based architectures are more reusable Components don’t have to know anything about each other - just listen for the events! 49
  • 55. Invalidation Validation Interaction Interaction: how? Any component that inherits from EventDispatcher can send events component.dispatchEvent(event); Events are identified by a type (constant) Some popular events: • Event.CHANGE • MouseEvent.CLICK • FlexEvent.CREATION_COMPLETE • Event.RESIZE • MouseEvent.ROLL_OUT 50
  • 56. Interaction Invalidation Event propagation happens in 3 phases: Validation 1. Capturing Interaction 2. Targeting 3. Bubbling Application Application Capturing Bubbling Phase Phase Target Targeting Phase 51
  • 57. event.target vs. event.currentTarget target: the object that dispatched the event (doesn’t change) currentTarget: the object who is currently being checked for specific event listeners (changes as we traverse the display tree during the capture or bubbling phase) During the targeting phase, target == currentTarget. 52
  • 58. Life Goes On Interaction (dispatching events) sets the stage for the next user action In the next user action we’ll process these events and set up more queued invalidation In the invalidation action we’ll process all of that queued invalidation in our validation methods (commitProperties, updateElementsList, measure) Render! And so it goes, on and on forever, as long as your component remains on an elements list. 53
  • 59. Removal Garbage Collection Death: Removal “Removal” refers to the process of removing a component from the elements list. These components can be re-parented (brought back to life) or abandoned to die parent.removeElement(component); Abandoned components don’t get validation calls and aren’t drawn. Ever. If an abandoned component has no more active references, it *should* be garbage- collected Re-parenting isn’t cheap, but it’s cheaper than re-creating the same component twice Listen for FlexEvent.REMOVED from the component or ElementExistienceEvent.ELEMENT_REMOVED from the parent to do custom cleanup. Consider hiding rather than removing (set visible and includeInLayout to false) 54
  • 60. Removal Garbage Collection Death: Garbage Collection Any object not on an element’s list with no active references is eligible for destruction, garbage collection Use strongly typed objects Use weak listeners Be careful with object / dictionary references The flash player does not reduce it’s footprint, though memory can be recycled 55
  • 61. Conclusion Remember the frame model! It will help you understand what’s happening in your Flex application. For Flash developers this is second nature; for Java or .NET devs it’s an adjustment. Queued Invalidation & Deferred Validation are the core concepts of the component lifecycle Master the validation methods, and know which to override for any situation 56
  • 62. More Reading / Bibliography 360 | Flex Talk with Brad Umbaugh on the Flex 3 Component Lifecycle http://tv.adobe.com/watch/360flex-conference/diving-deep-with-the-flex-component-lifecycle A video of our 360|Flex presentation on the Flex 3 lifecycle. It’s long and in depth. Ely Greenfield: “Building a Flex Component” (Flex 3) http://onflex.org/ACDS/BuildingAFlexComponent.pdf A presentation Ely gave years ago that I still review. Sean Christmann on the Elastic Racetrack / Frame model http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/ This blog post is the granddaddy of every discussion about the Flash frame model or component lifecycle. Flex 4 Training by Development Arc http://www.developmentarc.com James Polanco and Aaron Pedersen do affordable online Flex 4 training. Their one day session covers much of this material in more depth. 57
  • 63. RJ Owen rj.owen@effectiveui.com Twitter: rjowen Thanks! www.effectiveui.com 58