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ActionScript 3.0 Design Patterns: Object-Oriented Programming Techniques
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William Sanders, Chandima Cumaranatunge
O'Reilly Media, Paperback, Published July 2007, 532 pages, ISBN 0596528469
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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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