ActionScript 3.0 Design Patterns: Object Oriented Programming Techniques
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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:
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| 06-07-08 | 3 | 1\1 |
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The concepts in this book are great for any Actionscript developer and they thoroughly explain solutions via design patterns. I'd recommend this book to any aspiring AS3 developer.
HOWEVER, there is so many horrible mistakes in this book. While the content is awesome, it seems like the editor was plastered when he put this little job together. In Chapter 7, it is almost unbearable. Words are omitted, code is omitted, sections are re-pasted into the book often... it's utterly horrible. I keep finding myself getting upset trying to read this book because so much is left out and so much is repeated identically on the next page!!! All in all, if you're interested in learning Design Patterns (and they are very useful) buy this book. The content is great, the editor should be fired from the universe. (Review Data Last Updated: 2008-11-19 05:24:10 EST)
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| 02-18-08 | 5 | 2\2 |
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I bought this book when I wanted to pick up on Design Patterns in AS3 (I had little to no experience with DP in AS2), and after I read "Essential ActionScript 3.0". I bought it without reading any reviews because I like O'reilly books, but after I placed the order, I looked at the reviews, and noticed that people were favoring "Advanced ActionScript 3 with Design Patterns" (by Joey Lott and Danny Patterson) -- so I went to the closest B&N and picked it up a day before the O'reilly one arrived, so I was able to compare. I must say that I liked the O'reilly book by FAR over the other one, mostly because of the detailed and extensive examples, descriptive copy and easy-to-follow real-life samples (even though the author referred to Gnarls Barkley as a person at one point.. haha).
So - for someone like me, who knew AS3 (the books assumes you do), but wanted to get into OOP with Design Patters, this was an excellent choice. I would highly recommend it. (Review Data Last Updated: 2008-06-09 07:29:19 EST)
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| 02-05-08 | 2 | 0\2 |
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ActionScript 3.0 has more in common with Java than any previous ECMAScript, so it lends itself to a reimplementation of the classic Design Patterns originally espoused by the "Gang of Four" in "Design Patterns: Elements of Reusable Object-Oriented Software". "ActionScript 3.0 Design Patterns" essentially does just this.
Unfortunately, ActionScript 3.0 does have some differences (no abstract classes, no private constructors) that make it impossible to implement the patterns in exactly the same way as the canonical Java solutions. Even with the workarounds Sanders and Cumaranatunge explain to get back on track, I can't help but think that there might be better solutions using the full range of ActionScript's capabilities, instead of sticking obstinately to the new Java-like syntax. (Review Data Last Updated: 2008-02-19 07:34:45 EST)
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| 11-24-07 | 4 | 2\2 |
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I've been reading through O'Reilly's "ActionScript 3.0 Design Patterns: Object Oriented Programming Techniques" by William Sanders and Chandima Cumaranatunge for the last few weeks and have to say its an incredibly useful resource.
The interesting thing is that this book approaches design patterns in the more traditional sense, not dumbing down on the object-oriented terminology. In that sense it is very approachable to those coming from a Java or C background and are looking for ActionScript 3.0 implementations of specific patterns. Full review at: [...] (Review Data Last Updated: 2008-02-08 07:33:37 EST)
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| 10-05-07 | 5 | 4\5 |
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College-level and specialty computer libraries covering web development will find William Sanders & Chandima Cumaranatunge's ActionScript 3.0 Design Patterns an excellent acquisition, covering common problems in Flash and Flex applications and providing developers with the tools necessary to adopt superior design patterns. From key components of ActionScript 3.0 and its characteristics to the benefits of developing both structural and behavioral patterns, ACTIONSCRIPT 3.0 is a pick for any advanced programmer's library.
(Review Data Last Updated: 2007-11-26 00:50:13 EST)
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| 09-28-07 | 4 | 2\3 |
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Great book! The concepts shown are useful not only to action script but to any language at the enterprise development level.
(Review Data Last Updated: 2007-10-06 07:42:15 EST)
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| 08-31-07 | 5 | 4\4 |
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This book is a solid resource for developers who want to fully embrace OOP concepts in their Flash and Flex projects.
With examples based on traditional GoF patterns, the authors demonstrate the use of OOP specifically for ActionScript 3 development. For someone like me, who's just getting their head around AS3 and large-scale RIAs, this book is invaluable. It starts out with a good introduction to OOP, helping to familiarize those who are just getting started or who don't quite think in OOP terms just yet, with the over-arching principles. With AS getting closer and closer to Java structure, this introduction is especially helpful for AS developers. For those already comfortable thinking in OOP-terms, you may want to skip this section and dive into the meat of the book, which is quite substantial. Each chapter addresses a specific design pattern, analyzes it's structure and benefits, and provides both an abstract example and real-world examples. This not only gives you the full understanding of the pattern, but also gives you an idea of how to implement it in your projects. This makes this book both a great overall OOP reference, but also a practical one. If you are familiar with OOP, or just wrapping your head around it, I highly recommend this book to take your Flash and Flex projects to the next level. (Review Data Last Updated: 2007-09-29 15:45:19 EST)
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| 08-28-07 | 1 | 3\9 |
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My biggest complaint with this book is that the authors basically just took the design patterns found in Java and C++ and re-implemented them to run under ActionScript 3 (AS3). The list is comprehensive, but it's clear that the authors don't "think in AS3".
In several core ways, AS3 is very different than Java and even more so with respect to C++. For instance, the event model is baked into the language and asynchronous programming is a different style. Also, XML and XPath are native constructs in ActionScript 3, not libraries like they are in other languages. These differences (among others) imply that some of the original Gang of Four (GoF) and Java patterns manifest themselves differently and some patterns don't apply at all. There are a few places in the book where the authors use the built-in events infrastructure and few other native features, but it's clear that they don't think in AS3. It seems like they think in Java. For instance, the observer pattern is one of the core GoF and HeadFirst patterns. However, the native event capability in AS3 serves the same purpose. Rather than show you how/why to use the native event capability, this book happily shows you an AS3 translation of the GoF/HeadFirst observer pattern and never tells you to use the built-in event capability instead. In contrast, the Joey Lott and Danny Patterson book from Adobe Press, does not have a section on the observer pattern, but there is a chapter on "WORKING WITH EVENTS". The above problem would be enough for me to recommend that you not buy this book but it gets worse. This book is not even great at teaching you how to think in design patterns. To be fair, neither is the original GoF design patterns book nor is the Lott/Patterson book. The best book for this purpose is the HeadFirst book. Its examples are Java but, the HeadFirst book walks you through application evolution which really makes the case for why the patterns are useful. The HeadFirst book also includes exercises and discussion as well as a quirky style that really make the concepts sink in so you learn to recognize when to use each pattern. If you are an AS3 programmer who is already familiar with design patterns, just get the Lott/Patterson book. If you are new to design patterns, get the HeadFirst book AND the Lott/Patterson book. (Review Data Last Updated: 2007-09-24 07:25:45 EST)
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| 07-26-07 | 5 | 5\6 |
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This book tackles the rather advanced topic of writing reusable OOP code for ActionScript 3.0 targeting intermediate ActionScript developers. The book organizes its topics in a way similar to the book "Design Patterns Elements of Reusable Object-Oriented Software" by Erich Gamma et al - also known as the Gang of Four. In spite of its target audience, the first part of the book contains an introduction to both design patterns and object orientation to assist those readers with minimal object-oriented programming experience. More advanced users may want to skip the review of OOP, but go over the materials on design patterns. Parts II, III and IV are the three major parts of the book. They examine fundamental design patterns, and organize the patterns into creational, structural and behavioral categories. Representative design patterns are included in each part, but every single design pattern from the book by Gamma and his associates is not included since these other patterns are not very relevant to ActionScript, plus Gamma's book is considered the definitive reference on the subject.
Each chapter on design patterns is organized in a similar matter both to clarify understanding the purpose of a design pattern and how to use it and to make the book more uniform and therefore well-suited as a reference. The following is the basic outline of each of the chapters on design patterns: 1. What is the pattern? 2. Key features of the pattern 3. The formal model of the pattern including a class diagram 4. Key OOP concepts found in the pattern 5. Minimalist abstract example 6. Applied examples You will need either Flash CS3 or Flex 2 to work with the program examples in this book. All the applications were developed in Flash IDE, so Flex 2 developers will need to make modifications, especially where certain features were developed using Flash drawing tools and components. A few examples use Flash Media Server 2 (FMS2). Thoe examples can be created using the Developer's version of FMS2 that you can download from Adobe. You will need either a Windows or Linux OS to run Flash Media Server 2. Otherwise, you can skip the examples with FMS2 if you like and not lose much. The following is the detailed table of contents: 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 - The right and wrong way 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 (Review Data Last Updated: 2007-08-28 15:57:31 EST)
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| 07-24-07 | 4 | 2\2 |
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First, full disclosure; I have known Bill Sanders for many years and he is an honorary member of FlashCodersNY.org (he invited our group to read this title while it was in development). I've also had the pleasure to read both of the actionscript 3 design pattern titles currently available (Advanced ActionScript 3 with Design Patterns [Lott & Patterson] and ActionScript 3.0 Design Patterns: Object Oriented Programming Techniques [Sanders]).
Both books are a great resource. The difference is the depth that this book goes into. While the Lott book is slim and direct, every chapter in this book, has multiple examples to explain the concepts behind these sometime difficult to digest topics. Along with the OOP and patterns this book has some great ActionScript 3 code. This book can serve as a pattern reference and an ActionScript reference. All of these ideas have been around for decades but this is one of the first books to convert so much of the design pattern library over to actionScript 3. Previously Flash devlopers had to learn their patterns from books written in Java. Bill Sanders has taken the pattern library and created Flash relevant examples. As ActionScript evolves a firm understanding of best practices and OOP is essential. Bill Sanders has written a fine book that is well worth buying. (Review Data Last Updated: 2007-07-26 07:58:52 EST)
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