AdvancED ActionScript 3.0 Design Patterns
AdvancED ActionScript 3.0 is a fresh look and new approach to utilizing valuable, structural techniques and methods that are commonly used in the field of rich interactive application development. With each method broken down into different strategized explanations, you'll find the approach mos...
Autor principal: | |
---|---|
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Berkeley, CA :
Apress
2011.
|
Edición: | 1st ed. 2011. |
Colección: | Friends of ED Adobe learning library.
|
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628539306719 |
Tabla de Contenidos:
- Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; About the Cover Image Artist; Acknowledgments; Introduction; Chapter 1 Object-Oriented Programming; Encapsulation; Polymorphism; Inheritance; Data Hiding; ActionScript as an Object-Oriented Language; Defining an External Definition; Parts of a Class; The Constructor; Custom Namespaces; Declaring the Namespace Identifier; Applying a custom namespace; Opening a namespace within a class; Constructing an Interface; Change; General Terms and Definitions; Summary; Key Points
- Chapter 2 ActionScript 3.0: The Facts Behind the BasicsActionScript 3.0; The Traits Object; Garbage Collection; Memory Management; Mark and Sweep; Implementing a Disposable Pattern; Manually Declared Stage instances; Application Domain; The LoaderContext; The Class Object; Strong Typing; Runtime Type Checking; Compile-Time Type Checking; Restricting a Dynamic Language; Casting; Configuration Constants; ActionScript Editors; Summary; Key Points; Chapter 3 Decision-Making and Planning; Object-Oriented Analysis (OOA); Case Study; The Kick-Off; Turning Off the Volume; Use Case Scenario
- Requirements from the FeaturesFlow Chart; Performance; Layering; Analysis Continued; The Breakup; Product Gallery; Performance; Scenic Gallery; Footer; Wrapping Up the Analysis; Object Oriented Design (OOD); Summary; Key Points; Chapter 4 Intro to Design Patterns; Design Patterns Catalog; Selecting Patterns; Pattern Identification; Reading a Design Pattern; UML; The Class Diagram; Classes; Relationships; Association; Aggregation; Composition; Generalization; Interfaces; Chapter Summary; Key Points; Upcoming Chapters; Chapter 5 Q&A; Quiz 1; Answers to Quiz 1; Quiz 2; Answers to Quiz 2
- Chapter 6 Creational PatternsThat Which Must Not Be Named; The Simple Factory; A Comprehensive Look; Example; FAQ; The Factory Method Pattern; A Comprehensive Look; Vignette; The AS 3.0 Cast; When It's Useful; Example; FAQ; Related Patterns; The Abstract Factory Pattern; A Comprehensive Look; Vignette; The AS 3.0 Cast; When It's Useful; Example; FAQ; Related Patterns; The Builder Pattern; A Comprehensive Look; Vignette; The AS 3.0 Cast; When It's Useful; Example; FAQ; Related Patterns; The Simple Singleton Pattern; A Comprehensive Look; Vignette; The AS 3.0 Cast; Example
- The Singleton PatternA Comprehensive Look; Vignette; The AS 3.0 Cast; When It's Useful; Example; FAQ; Related Patterns; Summary; Key Points; Chapter 7 Behavioral Patterns; The Strategy Pattern; A Comprehensive Look; Vignette; The AS 3.0 Cast; When It's Useful; Example; Related Patterns; The Template Method Pattern; A Comprehensive Look; Vignette; The AS 3.0 Cast; When It's Useful; Example; FAQ; Related Patterns; The Command Pattern; A Comprehensive Look; Vignette; The AS 3.0 Cast; When It's Useful; Example; FAQ; Related Patterns; The Chain of Responsibility Pattern; A Comprehensive Look
- Vignette