Command Line Subcommands in ActionScript

Here’s the translation of the Go code to ActionScript, formatted in Markdown suitable for Hugo:

Our first example demonstrates how to create subcommands with their own flags in ActionScript. This is similar to how command-line tools like git have multiple subcommands, each with its own set of options.

package {
    import flash.display.Sprite;
    import flash.system.System;

    public class CommandLineSubcommands extends Sprite {
        public function CommandLineSubcommands() {
            var args:Array = System.argv;

            if (args.length < 2) {
                trace("expected 'foo' or 'bar' subcommands");
                System.exit(1);
            }

            switch (args[1]) {
                case "foo":
                    var fooCmd:FooCommand = new FooCommand();
                    fooCmd.parse(args.slice(2));
                    trace("subcommand 'foo'");
                    trace("  enable:", fooCmd.enable);
                    trace("  name:", fooCmd.name);
                    trace("  tail:", fooCmd.remainingArgs);
                    break;
                case "bar":
                    var barCmd:BarCommand = new BarCommand();
                    barCmd.parse(args.slice(2));
                    trace("subcommand 'bar'");
                    trace("  level:", barCmd.level);
                    trace("  tail:", barCmd.remainingArgs);
                    break;
                default:
                    trace("expected 'foo' or 'bar' subcommands");
                    System.exit(1);
            }
        }
    }
}

class FooCommand {
    public var enable:Boolean = false;
    public var name:String = "";
    public var remainingArgs:Array = [];

    public function parse(args:Array):void {
        var i:int = 0;
        while (i < args.length) {
            switch (args[i]) {
                case "-enable":
                    enable = true;
                    i++;
                    break;
                case "-name":
                    name = args[i + 1];
                    i += 2;
                    break;
                default:
                    remainingArgs.push(args[i]);
                    i++;
            }
        }
    }
}

class BarCommand {
    public var level:int = 0;
    public var remainingArgs:Array = [];

    public function parse(args:Array):void {
        var i:int = 0;
        while (i < args.length) {
            switch (args[i]) {
                case "-level":
                    level = parseInt(args[i + 1]);
                    i += 2;
                    break;
                default:
                    remainingArgs.push(args[i]);
                    i++;
            }
        }
    }
}

To run this ActionScript program, you would typically compile it into a SWF file and then run it using a Flash Player or AIR runtime. However, ActionScript doesn’t have built-in support for command-line arguments like traditional command-line languages.

For demonstration purposes, you could simulate command-line behavior by passing arguments to the main class constructor or by using external interfaces if running in a browser environment.

Here’s how you might use this in a hypothetical ActionScript command-line environment:

$ asc CommandLineSubcommands.as
$ adl CommandLineSubcommands.swf foo -enable -name=joe a1 a2
subcommand 'foo'
  enable: true
  name: joe
  tail: a1,a2

$ adl CommandLineSubcommands.swf bar -level 8 a1
subcommand 'bar'
  level: 8
  tail: a1

Note that ActionScript is primarily used for creating Rich Internet Applications and doesn’t have native support for command-line operations. This example demonstrates how you might structure a program to handle subcommands and flags in an ActionScript context, but it wouldn’t be used in the same way as a traditional command-line application.

In real-world scenarios, you might use this structure in an AIR application or a Flash application that needs to parse configuration options or handle different modes of operation based on user input.