PackageTop Level
Classpublic dynamic class Class
InheritanceClass Inheritance Object

A Class object is created for each class definition in a program. Every Class object is an instance of the Class class. The Class object contains the static properties and methods of the class. The class object creates instances of the class when invoked using the new operator.

Some methods, such as flash.net.getClassByAlias(), return an object of type Class. Other methods may have a parameter of type Class, such as flash.net.registerClassAlias().

The class name is the reference to the Class object, as this example shows:

 
 class Foo {
 }
 

The class Foo{} statement is the class definition that creates the Class object Foo. Additionally, the statement new Foo() will create a new instance of class Foo, and the result will be of type Foo.

Use the class statement to declare your classes. Class objects are useful for advanced techniques, such as assigning classes to an existing instance object at runtime, as shown in the "Examples" section below.

Any static properties and methods of a class live on the class's Class object. Class, itself, declares prototype.

Generally, you do not need to declare or create variables of type Class manually. However, in the following code, a class is assigned as a public Class property circleClass, and you can refer to this Class property as a property of the main Library class:

 package {
  import flash.display.Sprite;
  public class Library extends Sprite {
      
      public var circleClass:Class = Circle;
      public function Library() {
      }
  }
 }
  
 import flash.display.Shape;
 class Circle extends Shape {
  public function Circle(color:uint = 0xFFCC00, radius:Number = 10) {
      graphics.beginFill(color);
      graphics.drawCircle(radius, radius, radius);
  }
 }
 

Another SWF file can load the resulting Library.swf file and then instantiate objects of type Circle. The following example shows one way to get access to a child SWF file's assets. (Other techniques include using flash.utils.getDefnitionByName() or importing stub definitions of the child SWF file.)

 package {
  import flash.display.Sprite;
  import flash.display.Shape;
  import flash.display.Loader;
  import flash.net.URLRequest;
  import flash.events.Event;
  public class LibaryLoader extends Sprite {
      public function LibaryLoader() {
          var ldr:Loader = new Loader();
          var urlReq:URLRequest = new URLRequest("Library.swf");
          ldr.load(urlReq);
          ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
      }
      private function loaded(event:Event):void {
          var library:Object = event.target.content;
          var circle:Shape = new library.circleClass();
          addChild(circle);
      }
  }
 }
 

In ActionScript 3.0, you can create embedded classes for external assets (such as images, sounds, or fonts) that are compiled into SWF files. In earlier versions of ActionScript, you associated those assets using a linkage ID with the MovieClip.attachMovie() method. In ActionScript 3.0, each embedded asset is represented by a unique embedded asset class. Therefore, you can use the new operator to instantiate the asset's associated class and call methods and properties on that asset.

For example, if you are using an MXML compiler to generate SWF files, you would create an embedded class as follows:

     [Embed(source="bratwurst.jpg")]
     public var imgClass:Class;
 

And, to instantiate it, you write the following:

     var myImg:Bitmap = new imgClass();
 

View the examples

See also

Object.prototype
new operator
Classes
Advanced topics


Public Properties
 PropertyDefined By
 Inheritedconstructor : Object
A reference to the class object or constructor function for a given object instance.
Object
 Inheritedprototype : Object
[static] A reference to the prototype object of a class or function object.
Object
Public Methods
 MethodDefined By
 Inherited
Indicates whether an object has a specified property defined.
Object
 Inherited
Indicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter.
Object
 Inherited
Indicates whether the specified property exists and is enumerable.
Object
 Inherited
Sets the availability of a dynamic property for loop operations.
Object
 Inherited
Returns the string representation of this object, formatted according to locale-specific conventions.
Object
 Inherited
Returns the string representation of the specified object.
Object
 Inherited
Returns the primitive value of the specified object.
Object
Examples How to use this example
Class.1.as

The following example shows how to use Class objects to defer until runtime the decision about which class to instantiate using the following steps:
  1. Declare two classes as ClassA and ClassB.
  2. Declare a variable of type Class named classToConstruct and one of type Boolean chooseClassA, which is set to true in this case, but your code could use a custom test expression to set the value of that variable.
package {
    import flash.display.Sprite;
    
    public class ClassExample extends Sprite {
        public function ClassExample() {
            var classToConstruct:Class;            
            var classInstance:Object;

            classToConstruct = ClassA;
            classInstance = new classToConstruct();
            trace(classInstance);    // [object ClassA]

            classToConstruct = ClassB;
            classInstance = new classToConstruct();
            trace(classInstance);    // [object ClassB]
        }
    }
}

class ClassA {
}
    
class ClassB {
}