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ActionScript 3.0 Design Patterns Object Oriented Programming Techniques

By William B. Sanders, Chandima Cumaranatunge
First Edition  July 2007 
Pages: 532
Series: Adobe Developer Library
ISBN 10: 0-596-52846-9 | ISBN 13: 9780596528461
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Book description

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 takes you step by step through the process. You 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.
Full Description

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.
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Book details

First Edition: July 2007
ISBN: 0-596-52846-9
Pages: 532
Average Customer Reviews: starstarstarstarstar (Based on 2 Reviews)


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Patterns are not owned by a language,  April 19 2008
Rating: StarStarStarStarStar
Submitted by williebegoode   [Respond | View]

This is a response to the idea that somehow the book "borrowed" design patterns from C++ and Java. Actually, C++, Java, C# and ActionScript 3.0 "borrowed" the patterns from SmallTalk, the programming language that was used in the original design pattern book by Gamma and his associates. All of the examples in this book are for Flash/ActionScript 3.0 programmers and the authors looked at design patterns in lots of different programming languages to help them understand the key relationships between classes and interfaces that make up the bulk of what design patterns are all about. So, the most accurate language of origin would be SmallTalk, but even that isn't quite right. By examining how different languages made the connections between classes, the authors were better able to make examples that used ActionScript 3.0 in ways unique to the language and the programming environment of Flash.

In the chapter on Model View Controller, one of the parts that make up the MVC uses built-in design patterns in ActionScript 3.0 itself. However, those built-in patterns were originally derived from the language in the original Design Pattern book by the Gang of Four.


ActionScript 3.0 Design Patterns: Thinking in Patterns,  November 13 2007
Rating: StarStarStarStarStar
Submitted by Anonymous Reader   [Respond | View]

The book basically got the design patterns from Java and C++. Since ActionScript is an object oriented language, sure enough the book gave really good examples on how to implement those patterns. There is a lot of code examples in the book.

The examples in the book are really interesting specially the vertical shooting game example.

If you use ActionScript a lot, this will help design better and write better codes by example.



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Media reviews

"This book is a useful guide for approaching programming problems and challenges in Flash and Flex applications through the use of reusable design patterns in ActionScript 3.0. The authors show, step by step, how to structure programming code that can be used to build working applications. The reader is introduced to progressively more complex programming examples that provide insight into producing well-structured programming solutions."
-- Michael Kleper, The Kleper Report on Digital Publishing

"College-level and specialty computer libraries covering web development will find William Sanders & Chandima Cumaranatunge's ActionScript 3.0 Design Patterns an excellent acquisition, covering common problems in Flash and Flex applications and providing developers with the tools necessary to adopt superior design patterns. From key components of ActionScript 3.0 and its characteristics to the benefits of developing both structural and behavioral patterns, Actionscript 3.0 is a pick for any advanced programmer's library."
-- James Cox, The Bookwatch: The Computer Shelf

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