The reverse engineering work I did on this did not include declaring your own generic types, though it's very likely possible.
References to the declaring (parameterless) generic type (Vector) are made through a regular qualified name (though any multiname should do).
References to a typed generic type (Vector.<int> as opposed to Vector.<>) are made by a new multiname kind (0x1D), which I call GenericName. GenericName has a format like so:
[Kind] [TypeDefinition] [ParamCount] [Param1] [Param2] [ParamN]
Where:
- [TypeDefinition] is a U30 into the multiname table
- [ParamCount] is a U8 (U30?) of how many type parameters there are
- [ParamX] is a U30 into the multiname table.
Obviously generics are not generally supported yet, so ParamCount will always be 1 (for Vector.<*>).
The other interesting thing is how instances of the class are created. A new opcode was added in Flash 10 (0x53), which I will call MakeGenericType. MakeGenericType is declared with the following stack:
TypeDefinition, ParameterType1, ParameterTypeN -> GenericType
It also has one parameter, a U8 (U30?) specifying how many parameters are on the stack. You will generally see MakeGenericType being used like this:
GetLex [TypeDefinitionMultiname]
GetLex [ParameterTypeMultiname]
MakeGeneric [ParamCount]
Coerce [GenericNameMultiname]
Construct [ConstructorParamCount]
So if you had the following...
GetLex __AS3__.vec::Vector
GetLex int
MakeGeneric 1
Coerce __AS3__.vec::Vector.<int>
Construct 0
You would now have an instance of Vector.<int>