ActionScript 3.0 Design Patterns: Object-Oriented Programming Techniques Customer Reviews: 1 Average Customer Rating:      Write a Review and tell the world about this title! People who purchase this book frequently purchase: - Essential ActionScript 3.0; Colin Moock, $34.50, 37% Off!
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Now that ActionScript is reengineered from top to bottom as a true object-oriented
programming (OOP) language, reusable design patterns are an ideal way to solve
common problems in Flash and Flex applications. If you're an experienced Flash
or Flex developer ready to tackle sophisticated programming techniques with
ActionScript 3.0, this hands-on introduction to design patterns is the book
you need.
ActionScript 3.0 Design Patterns takes you step by step through the
process, first by explaining how design patterns provide a clear road map for
structuring code that actually makes OOP languages easier to learn and use.
You then learn about various types of design patterns and construct small abstract
examples before trying your hand at building full-fledged working applications
outlined in the book. Topics in ActionScript 3.0 Design Patterns include:
- Key features of ActionScript 3.0 and why it became an OOP language
- OOP characteristics, such as classes, abstraction, inheritance, and polymorphism
- The benefits of using design patterns
- Creational patterns, including Factory and Singleton patterns
- Structural patterns, including Decorator, Adapter, and Composite patterns
- Behavioral patterns, including Command, Observer, Strategy, and State
patterns
- Multiple design patterns, including Model-View-Controller and Symmetric
Proxy designs
During the course of the book, you'll work with examples of increasing complexity,
such as an e-business application with service options that users can select,
an interface for selecting a class of products and individual products in each
class, an action game application, a video record and playback application,
and many more. Whether you're coming to Flash and Flex from Java or C++, or
have experience with ActionScript 2.0, ActionScript 3.0 Design Patterns
will have you constructing truly elegant solutions for your Flash and Flex applications
in no time.
Table of Contents
Preface
Part I. Constant Change
1. Object-Oriented Programming, Design Patterns, and ActionScript 3.0
The Pleasure of Doing Something Well
OOP Basics
Abstraction
Encapsulation
Inheritance
Polymorphism
Principles of Design Pattern Development
Program to Interfaces over Implementations
Favor Composition
Maintenance and Extensibility Planning
Your Application Plan: It Ain't You Babe
Part II. Creational Patterns
2. Factory Method Pattern
What Is the Factory Method Pattern?
Abstract Classes in ActionScript 3.0
Minimalist Example
Hiding the Product Classes
Example: Print Shop
Extended Example: Color Printing
Key OOP Concepts Used in the Factory Method Pattern
Example: Sprite Factory
Example: Vertical Shooter Game
Summary
3. Singleton Pattern
What Is the Singleton Pattern?
Key OOP Concepts Used with the Singleton Pattern
Minimalist Abstract Singleton
When to Use the Singleton Pattern
Summary
Part III. Structural Patterns
4. Decorator Pattern
What Is the Decorator Pattern?
Key OOP Concepts Used with the Decorator Pattern
Minimalist Abstract Decorator
Applying a Simple Decorator Pattern in Flash: Paper Doll
Decorating with Deadly Sins and Heavenly Virtues
Dynamic Selection of Concrete Components and Decorations:
A Hybrid Car Dealership
Summary
5. Adapter Pattern
What Is the Adapter Pattern?
Object and Class Adapters
Key OOP Concepts in the Adapter Pattern
Example: Car Steering Adapter
Extended Example: Steering the Car Using a Mouse
Example: List Display Adapter
Extended Example: Displaying the O'Reilly New Books List
Summary
6. Composite Pattern
What Is the Composite Pattern?
Minimalist Example of a Composite Pattern
Key OOP Concepts in the Composite Pattern
Example: Music Playlists
Example: Animating Composite Objects Using Inverse Kinematics
Using Flash's Built-in Composite Structure: the Display
List
Summary
Part IV. Behavioral Patterns
7. Command Pattern
What Is the Command Pattern?
Minimalist Example of a Command Pattern
Key OOP Concepts in the Command Pattern
Minimalist Example: Macro Commands
Example: Number Manipulator
Extended Example: Sharing Command Objects
Extended Example: Implementing Undo
Example: Podcast Radio
Extended Example: Dynamic Command Object Assignment
Summary
8. Observer Pattern
What Is the Observer Pattern?
Key OOP Concepts Used with the Observer Pattern
Minimalist Abstract Observer
Example: Adding States and Identifying Users
Dynamically Changing States
Example: Working with Different Data Displays
Summary
9. Template Method Pattern
What Is the Template Method Pattern?
Key OOP Concepts Used with the Template Method
Minimalist Example: Abstract Template Method
Employing Flexibility in the Template Method
Selecting and Playing Sound and Video
Hooking It Up
Summary
10. State Pattern
Design Pattern to Create a State Machine
Key OOP Concepts Used with the State Pattern
Minimalist Abstract State Pattern
Video Player Concrete State Application
Expanding the State Design: Adding States
Adding More States and Streaming Capabilities
Summary
11. Strategy Pattern
What Is the Strategy Pattern?
Key OOP Concepts Used with the Strategy Pattern
Minimalist Abstract State Pattern
Adding More Concrete Strategies and Concrete Contexts
Working with String Strategies
Summary
Part V. Multiple Patterns
12. Model-View-Controller Pattern
What Is the Model-View-Controller (MVC) Pattern?
Communication Between the MVC Elements
Embedded Patterns in the MVC
Minimalist Example of an MVC Pattern
Key OOP Concepts in the MVC Pattern
Example: Weather Maps
Extended Example: Infrared Weather Maps
Example: Cars
Custom Views
Adding a Chase Car
Summary
13. Symmetric Proxy Pattern
Simultaneous Game Moves and Outcomes
The Symmetric Proxy Pattern
Key OOP Concepts Used with the Symmetric Proxy
The Player Interface
The Referee
Information Shared Over the Internet
Player-Proxy Classes
Classes and Document Files Support
Summary
Index
About the Authors
Dr. William B. Sanders is a Professor of Interactive Information Technology
at the University of Hartford. He teaches courses in Flash, ActionScript, Flash
Media Server, PHP, C#, SQL, and XHTML among other Internet languages. He has
published 44 computer and computer-related books, written software ranging from
Basic to Flash Media Server ActionScript and served as a consultant for different
computer software companies.
Dr. Chadima Cumaranatunge is an Assistant Professor of Interactive Information
Technology at the University of Hartford. He teaches an introduction to the
IIT major, covering Flash and some ActionScript, a gaming course using Flash
and ActionScript as well as educational technology courses in the Education,
Nursing, and Health Professions College. Recently he received a grant to teach
an experimental course in robotics.
Customer Reviews
Customer Reviews: 1 Average Customer Rating:      Nov 8, 2007     George from USA Helpful Book for Using Action Script 3.0 Eventhough the book based most of the design patterns in Java and C++ it was helpful enough to provide examples of how to implement those patterns in the AS 3.0 language. The book as good sample codes. Fun examples like the vertical shooting game in the book
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