William Sanders, Chandima Cumaranatunge's ActionScript 3.0 design patterns: [object-oriented PDF

By William Sanders, Chandima Cumaranatunge

ISBN-10: 0596528469

ISBN-13: 9780596528461

The recommendations during this e-book are nice for any Actionscript developer and so they completely clarify suggestions through layout styles. i would suggest this ebook to any aspiring AS3 developer.

HOWEVER, there's such a lot of terrible blunders during this e-book. whereas the content material is amazing, it sort of feels just like the editor was once plastered whilst he placed this little activity jointly. In bankruptcy 7, it's virtually insufferable. phrases are passed over, code is passed over, sections are re-pasted into the ebook often... it is completely terrible. I continue discovering myself getting disappointed attempting to learn this booklet simply because a lot is disregarded and quite a bit is repeated identically at the subsequent page!!!

All in all, if you are drawn to studying layout styles (and they're very important) purchase this publication. The content material is superb, the editor can be fired from the universe.

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Extra info for ActionScript 3.0 design patterns: [object-oriented programming techniques]

Sample text

Imagine a class with a single method with a Boolean value set in the method. The Boolean can either be true or false. So its state is either true or false—which could represent on/off, allow/disallow, or any number of binary conditions. The exact meaning of true or false depends on the position of the class in the rest of the design pattern. A more specific example would be an object that plays and stops an MP3 file. If the MP3 is playing, it’s in a play state, while if it’s not playing, it’s in a stop state.

Shape, is far more frugal and less cluttering. 0, a wellplanned application benefits greatly from a well-organized plan of inheritance. To see how inheritance works from the inside, the next example provides a simple inheritance model for our four-legged friends. Even with this simple example, you can see what is inherited and what is unique to an application. Example 1-13 through Example 1-16 make up the application illustrating inheritance. The first class, QuadPets, is the parent or superclass with a constructor that indicates when an instance of the class is instantiated using a trace statement.

If you’re thinking that in the previous section the Example 1-2 was easier and took less code and classes, you’re right. However, suppose you want to place four videos on the stage. Then, all you would need to do is to create four instances using the abstract class instead of re-writing three more classes. In other words, the second method using abstraction is more flexible. In addition to adding more videos instances, we can easily change the video file we choose to play. Encapsulation Encapsulation is what makes a code object an object.

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ActionScript 3.0 design patterns: [object-oriented programming techniques] by William Sanders, Chandima Cumaranatunge


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