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AdvancED ActionScript 3.0: Design Patterns

Book Description

AdvancED ActionScript 3.0 is a fresh look and new approach to utilizing valuable, structural techniques and methods that are commonly used in the field of rich interactive application development. With each method broken down into different strategized explanations, you'll find the approach most suitable for you. Whether it is an example you can utilize as-is, or one you can start with and develop further, you will have a glossary of definitions and organizational concepts at your fingertips.

Object-oriented programming (OOP) and design patterns are not new to the field, but can often be overlooked in their value. They are, at times, not only overwhelming to learn, but difficult to put into practice. However, they are useful because they create a structure that can be broken down, rebuilt, and reused.

  • Provides the building blocks required for the implementation of OOP

  • Addresses problems and concerns regarding OOP

  • Offers solutions on how to approach and utilize OOP

What you'll learn

  • Understand the benefits of OOP

  • How to structure code

  • Explore new techniques

  • Design Patterns for ActionScript

  • Recognize patterns used by professionals in the field

  • Feel more confident about using OOP in your development

  • Think of coding in a new light

Who this book is for AdvancED ActionScript 3.0 Flash and/or Flex developers seeking a better understanding of object-oriented programming and the knowledge to utilize it in a manner practical to the language itself.

Table of Contents

  1. Title
  2. Dedication
  3. Contents at a Glance
  4. Contents
  5. About the Author
  6. About the Technical Reviewer
  7. About the Cover Image Artist
  8. Acknowledgments
  9. Introduction
  10. Chapter 1: Object-Oriented Programming
    1. Encapsulation
    2. Polymorphism
    3. Inheritance
    4. Data Hiding
    5. ActionScript as an Object-Oriented Language
    6. Defining an External Definition
    7. Parts of a Class
    8. Custom Namespaces
    9. Constructing an Interface
    10. Change
    11. General Terms and Definitions
    12. Summary
    13. Key Points
  11. Chapter 2: ActionScript 3.0: The Facts Behind the Basics
    1. ActionScript 3.0
    2. The Traits Object
    3. Garbage Collection
    4. Manually Declared Stage instances
    5. Application Domain
    6. Strong Typing
    7. Casting
    8. Configuration Constants
    9. ActionScript Editors
    10. Summary
    11. Key Points
  12. Chapter 3: Decision-Making and Planning
    1. Object-Oriented Analysis (OOA)
    2. Case Study
    3. Object Oriented Design (OOD)
    4. Summary
    5. Key Points
  13. Chapter 4: Intro to Design Patterns
    1. Design Patterns Catalog
    2. Reading a Design Pattern
    3. Chapter Summary
    4. Key Points
    5. Upcoming Chapters
  14. Chapter 5: Q&A
    1. Quiz 1
    2. Answers to Quiz 1
    3. Quiz 2
    4. Answers to Quiz 2
  15. Chapter 6: Creational Patterns
    1. That Which Must Not Be Named
    2. The Simple Factory
    3. The Factory Method Pattern
    4. The Abstract Factory Pattern
    5. The Builder Pattern
    6. The Simple Singleton Pattern
    7. The Singleton Pattern
    8. Summary
    9. Key Points
  16. Chapter 7: Behavioral Patterns
    1. Summary
    2. Key Points
  17. Chapter 8: Structural Patterns
    1. Chapter Summary
    2. Key Points
  18. Chapter 9: Q&A
    1. Design Pattern Quiz
    2. Answers to Design Patterns Quiz
  19. Chapter 10: MVC: A Compound Pattern
    1. The MVC: Model View Controller
  20. Chapter 11: Object-Oriented Design… A Revisit
    1. Recap
    2. Initially Identified Objects
    3. Candidate Classes
    4. Elimination Phase
    5. Collaborations
    6. Diagramming
    7. The Creative Direction
    8. Implementation
    9. Chapter Summary
  21. Chapter 12: Getting Real
    1. Object-Oriented Obstacles: O3
    2. Object-Oriented Solutions
  22. Index