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Flex Component Lifecycle Kevin Schmidt | LiveCycle Solutions Engineer | kevins@adobe.com | @schmidtkevinall
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.  Spark: Spark is the component and skinning architecture in Flex 4.  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.
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.
Halo Component Lifecycle – Broken Down  3 Phase Lifecycle Initialization Construction Configuration Attachment Initialization Updating  Component responds to changes by using the Invalidation/Validation Model  Destruction  Out of sight, out of mind  Detachment  Garbage collection
Lifecycle Phase 1: Initialization  Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 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.
Lifecycle Phase 1: Initialization  Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 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.
Lifecycle Phase 1: Initialization  Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 Attachment: Addition to the display list  Component is added to the display list through an addChild() call by its parent.  Without attachment, component lifecycle will stall.
Lifecycle Phase 1: Initialization  Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 Initialization 	Full invalidation/validation cycle is invoked (we will come back to this)  	5 main lifecycle actions occur at this step:  preinitializeevent is dispatched createChildren() is called initialize event is dispatched  First full invalidation/validation pass occurs creationCompleteevent is dispatched
Lifecycle Phase 1: Initialization  Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 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). UIComponentsmustgo inside other UIComponents Containers must contain only UIComponents
Lifecycle Phase 1: Initialization  Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 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!
Phase 2: Updating Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 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.
The Elastic Racetrack  Traditional Flash Player Elastic Racetrack Images courtesy of Sean Christmann 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.
Deferred Validation Model Waiting for update request Validation occurs right before Rendering Update Requested Invalidation Validation
Deferred Validation Model: An Optimization  Invalidation/validation model is split into 3 phases: Update component properties Update sizing & measurement information Update drawing and positioning commitProperties() invalidateProperties()  invalidateSize()  measure() invalidateDisplayList()  updateDisplayList()
commitProperties() Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 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())
measure() Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 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.  			<mx:Application> 				<mx:HBox> 				            <mx:Button /> 				</mx:HBox> 			</mx:Application> 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.
updateDisplayList() Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection	 	 Layout and Drawing Phase of Invalidation  Purpose: Lay out component contents and perform any drawing Layout and positioning occurs from the top down, given:  			<mx:Application> 				<mx:HBox> 				            <mx:Button /> 				</mx:HBox> 			</mx:Application> 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
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
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.
Phase 3: Destruction  Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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.
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
Time to Sparker-cise! Step 1: Sit down and think What is the core essence of the component? Step 2: Identify skin parts Which are required, which are optional?  Step 3: Add in Spark-specific code Chose a proper base-class  Implement partAdded(), partRemoved() Decide on the proper set of states Author a skin that includes skin parts.   Skins are associated with components through CSS  Skins use MXML Graphics  Step 4: Yank out Halo-specific code Rip out createChildren(), measure() and updateDisplayList() *
In Conclusion… ,[object Object]
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Flex component lifecycle

  • 1. Flex Component Lifecycle Kevin Schmidt | LiveCycle Solutions Engineer | kevins@adobe.com | @schmidtkevinall
  • 2. 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. Spark: Spark is the component and skinning architecture in Flex 4. 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.
  • 3. 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.
  • 4. Halo Component Lifecycle – Broken Down 3 Phase Lifecycle Initialization Construction Configuration Attachment Initialization Updating Component responds to changes by using the Invalidation/Validation Model Destruction Out of sight, out of mind Detachment Garbage collection
  • 5. Lifecycle Phase 1: Initialization Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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.
  • 6. Lifecycle Phase 1: Initialization Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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.
  • 7. Lifecycle Phase 1: Initialization Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection Attachment: Addition to the display list Component is added to the display list through an addChild() call by its parent. Without attachment, component lifecycle will stall.
  • 8. Lifecycle Phase 1: Initialization Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection Initialization Full invalidation/validation cycle is invoked (we will come back to this) 5 main lifecycle actions occur at this step: preinitializeevent is dispatched createChildren() is called initialize event is dispatched First full invalidation/validation pass occurs creationCompleteevent is dispatched
  • 9. Lifecycle Phase 1: Initialization Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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). UIComponentsmustgo inside other UIComponents Containers must contain only UIComponents
  • 10. Lifecycle Phase 1: Initialization Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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!
  • 11. Phase 2: Updating Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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.
  • 12. The Elastic Racetrack Traditional Flash Player Elastic Racetrack Images courtesy of Sean Christmann 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.
  • 13. Deferred Validation Model Waiting for update request Validation occurs right before Rendering Update Requested Invalidation Validation
  • 14. Deferred Validation Model: An Optimization Invalidation/validation model is split into 3 phases: Update component properties Update sizing & measurement information Update drawing and positioning commitProperties() invalidateProperties() invalidateSize() measure() invalidateDisplayList() updateDisplayList()
  • 15. commitProperties() Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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())
  • 16. measure() Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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. <mx:Application> <mx:HBox> <mx:Button /> </mx:HBox> </mx:Application> 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.
  • 17. updateDisplayList() Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection Layout and Drawing Phase of Invalidation Purpose: Lay out component contents and perform any drawing Layout and positioning occurs from the top down, given: <mx:Application> <mx:HBox> <mx:Button /> </mx:HBox> </mx:Application> 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
  • 18. 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
  • 19. 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.
  • 20. Phase 3: Destruction Construction Configuration Attachment Initialization Invalidation Validation Detachment Garbage Collection 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.
  • 21. 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
  • 22. Time to Sparker-cise! Step 1: Sit down and think What is the core essence of the component? Step 2: Identify skin parts Which are required, which are optional? Step 3: Add in Spark-specific code Chose a proper base-class Implement partAdded(), partRemoved() Decide on the proper set of states Author a skin that includes skin parts. Skins are associated with components through CSS Skins use MXML Graphics Step 4: Yank out Halo-specific code Rip out createChildren(), measure() and updateDisplayList() *
  • 23.
  • 28.