ActionScript 3.0 Design Patterns

(Chris Devlin) #1

xii | Preface


Who This Book Is For


We wanted to develop a book for intermediate to advanced ActionScript 3.0 users.


Unlike some languages, such as Java, where the readers are likely to have computer


science or computer engineering degrees, most ActionScript 3.0 users are likely to


have learned ActionScript in developmental stages using Flash. As a result, their


backgrounds are far more varied, and the programming base less definite. We’re sure


that a number of ActionScript programmers have computer science or related back-


grounds, and much of the introductory materials in the first chapter will be redun-


dant. Likewise, we’re certain that some readers on the lower end of the intermediate


level are learning object-oriented programming at the same time that they’re trying to


pick up design patterns; they may have little or no formal training in programming.


Given the range of ActionScript programming backgrounds, we’re bound to be too


difficult for some and too simplistic for others. However, this book’s overall goal is


to explain how to use different design patterns. We targeted whom we considered


intermediate level ActionScript developers. We’ve provided everything the intermedi-


ate level developer will need to move to the advanced level. For the advanced user,


we provide explanations and examples of how to use design patterns with Action-


Script 3.0.


How This Book Is Organized


The book’s organization reflects the topic organization found inDesign Patterns Ele-


ments of Reusable Object-Oriented Softwareby Erich Gamma, Richard Helm, Ralph


Johnson, and John Vlissides (Addison-Wesley, 1995).


The first part contains Chapter 1, which is an introduction to design patterns. We


added an introductory section for readers with minimal object-oriented program-


ming experience. More advanced users may want to skip the review of OOP, but go


over the materials on design patterns.


Part I,Constant Change


Chapter 1,Object-Oriented Programming, Design Patterns, and ActionScript 3.


Parts II, III and, IV are the three major parts of the book. They examine fundamental


design patterns, and organize the patterns intocreational,structuralandbehavioral


categories. Representative design patterns are included in each part, but we didn’t


include every single design pattern from the book by Gamma and his associates.


Part II,Creational Patterns


Chapter 2,Factory Method Pattern
Chapter 3,Singleton Pattern
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