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.