Get ActionScript 3.0 design patterns PDF

By William B Sanders; Chandima Cumaranatunge

ISBN-10: 0596528469

ISBN-13: 9780596528461

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Throughout this book, you will see references to implementation used again and again with different design patterns, and you need to consider the other elements being discussed where the term is used. 0 lexicon (like implements is), but the term is used in discussing design patterns. Essentially, state is used to refer to an object’s current condition. For the most part you will see state used to convey the value of a key variable. Imagine a class with a single method with a Boolean value set in the method.

Inheritance The third key concept in good OOP is inheritance. Inheritance refers to the way one class inherits the properties, methods, and events of another class. If Class A has Methods X, Y, and Z, and Class B is a subclass (extends) Class A; it too will have Methods X, Y and Z. This saves a lot of time and adds functionality to your programming projects. 0, you’ve probably extended the Sprite class as we’ve done in Example 1-1 through Example 1-10. Because of inheritance, the new classes (subclasses) derived from the Sprite class have all the functionality of the Sprite class, in addition to anything you add to the subclass.

This principle will be fully explored elsewhere in this chapter and in Chapter 8, but for now, just note that fact. A word about the interface and abstract class naming conventions used in this book: with the focal point of this book on object-oriented programming and design patterns, we use naming conventions that best reflect and clarify the structure of the different design patterns. As a result, we don’t always follow some of the naming conventions. One convention is to name interfaces beginning with a capital I.

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ActionScript 3.0 design patterns by William B Sanders; Chandima Cumaranatunge


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