That's really not what polymorphism is.

Polymorphism is where an Object can be used anywhere where an instance its
class's parent is supposed to be used.

And it has a lot of applications.

On 8/25/06, Meinte van't Kruis <[EMAIL PROTECTED]> wrote:

well, I get Interfaces, but thanks for explaining :).

I just don't think actionscript, or java, has any polymorphism,
since the definition of that is, in my opinion, a class having more
than one parent class (ie, can extend 2 or more classes), which
isn't the case. So I don't understand why people who are explaining
oop in actionscript talk about polymorphism, because it just
isn't there :), but perhaps I'm wrong.

cheers,
-Meinte

On 8/25/06, James <[EMAIL PROTECTED]> wrote:
>
> they are different, as far as I know!!!!
>
> an interface, as in 'Interface' type does not itself have an
> implementation, whereas a subclass which displays polymorphism does, the
> difference comes from your design needs, for example:
>
> (polymorphism)
> class animal - can be a implemented class with it's own methods
> class dog - is a subclass of animal which alters/extends animal
> class cat - is a subclass of animal which alters/extands animal in a
> different way to dog
>
> so in certain circumstances you may only need to instance and call
methods
> in 'animal', when you don't care what it is but just need an animal
type.
>
> with Interfaces the 'interface' type is not a implemented object, it
does
> not have it's own implemented methods
>
> so an example might be if you owned a sports shop that sold coats and
> bicycles, coat and bicycle are not the same type but if you get them to
> use
> the 'stock control item' interface they are both 'stock control item'
> objects if you need them to be, providing you follow the rules for that
> particular interface you can make any object a 'stock control item' but
> there is no generic 'stock control item' type.
>
> see it is different. you have to see things 'arse-ways-backwards'
> sometimes
> - at first I did not understand the point of interfaces, since the
objects
> implementing them have to implement the actual working methods anyway
but
> OOP is about creating a long-term collection of reusable objects which
may
> be used by teams of coders, structures like interfaces make for a clean
> and
> clear architecture that other coders can quikly understand, and give a
> well
> defined way to extend a system.
>
> James
>
>
> At 12:23 25/08/2006, you wrote:
> >going a bit offtopic here, but isnt polymorphism a non-issue in both
> flash
> >and java? People talk about like there can be such a thing in these
> >languages,
> >which isn't really true. It seems a bit silly to call something
> polymorphism
> >just because its implementing some interfaces.
> >
> >oh well, that probably didn't make any sense i suppose,
> >im not getting any decent sleep lately :)
> >
> >greets,
> >Meinte
> >
> >On 8/25/06, Ricardo Sánchez <[EMAIL PROTECTED]> wrote:
> >>
> >>Ok, I see its not so easy for everyone. Can anyone point out some
> >>tutorial-like examples on internet or books. I know a lot of theory
> >>(inheritance, polymorphism...) but I would like to see more
applications
> >>for
> >>it so I can be more confident when I use it.
> >>
> >>
> >>
> >>On 8/24/06, slangeberg <[EMAIL PROTECTED]> wrote:
> >> >
> >> > My main motivation for this stuff in Flash is so that my code
> actually
> >> > gets
> >> > checked by the compiler, vs. Flash's crappy built-in code-checking
> for
> >>the
> >> > stage. That is, it will tell me if I've mis-spelled something,
> created
> >> > duplicate variables, the list goes on...
> >> >
> >> > In addition, I write my classes in FlashDevelop, which gives you
code
> >> > completion. Which means when I start to type:
> >> >
> >> > > import mx.
> >> >
> >> > I get a listing of all packages that Macromedia's written, instead
of
> >> > looking for stuff in the help (that's fun).
> >> >
> >> > And best yet, when I type:
> >> >
> >> > var sBigD:ScottsSuperHugeOne = new SuperHuge();  //just a little
> >> > poly-morphism thrown in there (huck-huck) ;)
> >> >
> >> > and I type:
> >> >
> >> > > sBigD.
> >> >
> >> > I get a list of every function in my class, as well as its
signature
> >> > (params
> >> > & types).
> >> >
> >> > I'm only talking about FlashDevelop here. Guess I'm spoiled by Java
&
> >>.NET
> >> > which have instance access to API's at your finger tips (when in
the
> >>right
> >> > IDE's).
> >> >
> >> > I'm just trying to find a better and efficient way to go. Way open
to
> >> > suggestions!
> >> >
> >> > -Scott
> >> >
> >> >
> >> > On 8/24/06, Marcelo de Moraes Serpa <[EMAIL PROTECTED]> wrote:
> >> > >
> >> > > OOP and Flash is indeed tricky to fully grasp. It has become
easier
> >>and
> >> > > more
> >> > > natural to implement OOP techniques on AS3 though.
> >> > >
> >> > > @Neo: Completely agree with you.
> >> > >
> >> > > On 8/24/06, neo binedell <[EMAIL PROTECTED]> wrote:
> >> > > >
> >> > > > I'll tell you a little secret about OOP.
> >> > > >
> >> > > > Don't sweat it.
> >> > > >
> >> > > > Sometimes the model jumps out at you but other times you
> >> > > > have to find it. How to find it? Write something that does
> >> > > > what you want. Then refactor it once you have a better idea
> >> > > > of how it works. The more you do that the more certain patterns
> >> > > > and approaches crystalise for you.
> >> > > >
> >> > > > I think there's too much over-engineering going on in general
> >> > > > as some people seem to think implementing all the latest
patterns
> >> > > > on even the smallest project makes them good developers.
> >> > > >
> >> > > > I've been guilty of it myself a couple of times, writing
> frameworks
> >> > > > where a couply of focused classes would have sufficed.
> >> > > >
> >> > > > OOP should be fun if you do it right and don't sweat it when
> >> > > > it turns into a dick swinging contest, just make up pattern
> names.
> >> > > >
> >> > > > I quite like the Absolver pattern ;p
> >> > > >
> >> > > > cheers
> >> > > > ~neo
> >> > > >
> >> > > > -----Original Message-----
> >> > > > From: [EMAIL PROTECTED]
> >> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> >> > Ricardo
> >> > > > Sánchez
> >> > > > Sent: 23 August 2006 06:34 PM
> >> > > > To: Flashcoders mailing list
> >> > > > Subject: [Flashcoders] OOP methodology and flash. I'm loosing
my
> >> > > faith...
> >> > > >
> >> > > > ... well, not really but I thought it was good as I title
> >> > > >
> >> > > > I always use OOP for my flash projects but, even if I find it
> easier
> >> > > than
> >> > > > timeline coding, I dont know if I'm taking all the advantage of
> OOP.
> >> > I'm
> >> > > > not
> >> > > > even sure if I am aplying the correct patterns for every
problem.
> >> > > >
> >> > > > My insecurity probably has to do with the lack of normal work
OOP
> >> > flash
> >> > > > examples. For example the typicall top menu/content web. How
can
> OOP
> >> > be
> >> > > > applied to that?
> >> > > >
> >> > > > I guess I find a gap in the theory of knowing how to link the
> >>symbols,
> >> > > > movieclips, timeline and graphics in flash with the code in
> external
> >> > > > files.
> >> > > >
> >> > > > Am I opening a can of worms?
> >> > > >
> >> > > > Thanks.
> >> > > > _______________________________________________
> >> > > > Flashcoders@chattyfig.figleaf.com
> >> > > > To change your subscription options or search the archive:
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> >> > > >
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> >> > > > _______________________________________________
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> >> > > > To change your subscription options or search the archive:
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> >> >
> >> >
> >> >
> >> > --
> >> >
> >> > : : ) Scott
> >> > _______________________________________________
> >> > Flashcoders@chattyfig.figleaf.com
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