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  • Format: PDF


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…mehr

Produktbeschreibung
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 languageOOP characteristics, such as classes, abstraction, inheritance, and polymorphismThe benefits of using design patternsCreational patterns, including Factory and Singleton patternsStructural patterns, including Decorator, Adapter, and Composite patternsBehavioral patterns, including Command, Observer, Strategy, and State patternsMultiple design patterns, including Model-View-Controller and Symmetric Proxy designsDuring 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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  • Produktdetails
  • Verlag: O'Reilly Media
  • Seitenzahl: 532
  • Erscheinungstermin: 16.07.2007
  • Englisch
  • ISBN-13: 9780596517625
  • Artikelnr.: 52918949
Autorenporträt
William Sanders is a Professor of Interactive Information Technology at the University of Hartford. He teaches courses in Flash, ActionScript, Flash Media Server, PHP, C#, SQL, and XHTML among other Internet languages. He has published 44 computer and computer-related books, written software ranging from Basic to Flash Media Server ActionScript and served as a consultant for different computer software companies.
Inhaltsangabe
Inhaltsverzeichnis Preface Part I. Constant Change 1. 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 Patterns 2. 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 Patterns 4. 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 Kinematics      Using Flash's Built
in Composite Structure: the Display List      Summary Part IV. Behavioral Patterns 7. 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 Patterns 12. 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
Rezensionen
"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