ActionScript 3.0 Design Patterns: Object Oriented Programming Techniques (Paperback)
William Sanders, Chandima Cumaranatunge
- 出版商: O'Reilly
- 出版日期: 2007-08-07
- 定價: $1,480
- 售價: 5.0 折 $740
- 語言: 英文
- 頁數: 530
- 裝訂: Paperback
- ISBN: 0596528469
- ISBN-13: 9780596528461
-
相關分類:
ActionScript & FLASH、Design Pattern
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商品描述
Description
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:During 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.
- Key features of ActionScript 3.0 and why it became an OOP language
- OOP characteristics, such as classes, abstraction, inheritance, and polymorphism
- The benefits of using design patterns
- Creational patterns, including Factory and Singleton patterns
- Structural patterns, including Decorator, Adapter, and Composite patterns
- Behavioral patterns, including Command, Observer, Strategy, and State patterns
- Multiple design patterns, including Model-View-Controller and Symmetric Proxy designs
Table of Contents
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
商品描述(中文翻譯)
描述
ActionScript 3.0 Design Patterns 是一本針對Flash和Flex應用程式的設計模式的實踐導引。現在,ActionScript已經從頂層到底層重新設計為真正的物件導向編程(OOP)語言,可重複使用的設計模式是解決Flash和Flex應用程式中常見問題的理想方法。如果你是一位有經驗的Flash或Flex開發人員,準備使用ActionScript 3.0來解決複雜的編程技巧,這本實踐導引就是你需要的書籍。
ActionScript 3.0 Design Patterns 逐步引導你了解設計模式的過程,首先解釋設計模式如何提供清晰的代碼結構路線圖,使OOP語言更容易學習和使用。然後,你將學習各種類型的設計模式,並構建小型抽象示例,然後嘗試根據書中概述的完整應用程式來構建完整的工作應用程式。ActionScript 3.0 Design Patterns 的主題包括:
- ActionScript 3.0的主要特點以及它成為OOP語言的原因
- 類、抽象、繼承和多態等OOP特性
- 使用設計模式的好處
- 創建型模式,包括工廠和單例模式
- 結構型模式,包括裝飾器、適配器和組合模式
- 行為型模式,包括命令、觀察者、策略和狀態模式
- 多種設計模式,包括模型-視圖-控制器和對稱代理設計
在本書的過程中,你將使用越來越複雜的示例,例如一個具有用戶可以選擇的服務選項的電子商務應用程式,一個用於選擇產品類別和每個類別中的個別產品的界面,一個動作遊戲應用程式,一個視頻錄製和播放應用程式等等。無論你是從Java或C++轉到Flash和Flex,還是有ActionScript 2.0的經驗,ActionScript 3.0 Design Patterns 將幫助你在短時間內為你的Flash和Flex應用程式構建出真正優雅的解決方案。
目錄
- 前言
- 第一部分. 不斷變化
- 1. 面向對象編程、設計模式和ActionScript 3.0
- 第二部分. 創建型模式
- 2. 工廠方法模式
以上是該書的描述和目錄。