Advanced ActionScript 3: Design Patterns by Ben Smith (auth.)

By Ben Smith (auth.)

Advanced ActionScript 3 is a clean glance and new method of using important, structural options and techniques which are generic within the box of wealthy interactive program improvement. With each one approach damaged down into diversified strategized motives, you will discover the process most fitted for you. if it is an instance you could make the most of as-is, or one you can begin with and enhance extra, you've gotten a word list of definitions and organizational strategies at your fingertips.

Object-oriented programming (OOP) and layout styles usually are not new to the sector, yet can frequently be ignored of their price. they're, every now and then, not just overwhelming to benefit, yet tough to place into perform. even if, they're invaluable simply because they bring about a constitution that may be damaged down, rebuilt, and reused.

This variation has been absolutely up-to-date to mirror glossy coding criteria and practices.

  • Provides the construction blocks required for the implementation of OOP
  • Addresses difficulties and matters relating to OOP
  • Offers recommendations on tips to method and make the most of OOP

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Extra info for Advanced ActionScript 3: Design Patterns

Example text

But having done your due diligence, you know to be careful about a few particulars. As you continue to analyze your system, be aware of how you store and load data. During every iteration of the analysis, new issues may arise that you can’t see at this stage. Layering You’ve gathered a satisfying amount of information from your initial analysis of the system. To recap what you have thus far, you’ve devised a use-case scenario to explain the features expected by the client, and you’ve determined what requirements accompany those features.

Figure 2-5 demonstrates that while the reference ‘obj’ may be set to null, secondaryObj has not been, and therefore the memory consumed from the Objects instantiation cannot yet be reclaimed. Figure 2-5. Instantiation and memory location referenced via secondaryObj; Design patterns, whether creational, behavioral, or structural, pass references for delegation and modification. Some examples are the Observer pattern (discussed in Chapter 7) and the Command pattern (also discussed in Chapter 7), just to name two.

You use these all the time when you use the new operator. Each Class object can be referenced by the name it was given when you specified its external definition. As you saw earlier in Figure 2-3, any reference that remains within scope can be obtained. swf file. If you have a reference to the current appDom and want to retrieve a particular Class object with which to work, you can do so using the getDefinition and getDefinitionByName methods. swf file from Listing 2-3 was defined by an attached class DocumentClass, shown in Listing 2-4.

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