ActionScript 3.0 Design Patterns
(Sprache: Englisch)
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...
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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.
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.
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.
Inhaltsverzeichnis zu „ActionScript 3.0 Design Patterns “
InhaltsverzeichnisPreface Part I. Constant Change1. 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 Patterns2. 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 Patterns4. 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
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Kinematics Using Flash's Built-in Composite Structure: the Display List Summary Part IV. Behavioral Patterns7. 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 Patterns12. 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
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Autoren-Porträt von William Sanders, Chandima Cumaranatunge
Dr. William B. Sanders, a professor of multimedia web design and development, has published more than 40 books on a range of Internet programming and web development topics, including PHP, Flash Media Server, and ActionScript.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.
Bibliographische Angaben
- Autoren: William Sanders , Chandima Cumaranatunge
- 2007, 509 Seiten, mit Abbildungen, Maße: 18,1 x 23,2 cm, Kartoniert (TB), Englisch
- Verlag: O'Reilly Media
- ISBN-10: 0596528469
- ISBN-13: 9780596528461
Sprache:
Englisch
Rezension zu „ActionScript 3.0 Design Patterns “
"Design Patterns sind extrem nützliche Helfer im Programmieralltag. Wer die Verwendung von Design Patterns in Actionscript 3.0 erlernen will, der wird seine wahre Freude mit diesem Buch haben." - blog.jensfranke.com, November 2007
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