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ActionScript 3.0 Design Patterns(download)

Download ActionScript 3.0 Design Patterns: Object Oriented Programming Techniques
下载 ActionScript 3.0 设计模式:面向对象编程技术
RIAbook Rank:★★★★

简介 Book 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:
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
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.
目录 Summary of Contents
Preface
Chapter 1. Object-Oriented Programming, Design Patterns, and ActionScript 3.0
Section 1.1. The Pleasure of Doing Something Well
Section 1.2. OOP Basics
Section 1.3. Abstraction
Section 1.4. Encapsulation
Section 1.5. Inheritance
Section 1.6. Polymorphism
Section 1.7. Principles of Design Pattern Development
Section 1.8. Program to Interfaces over Implementations
Section 1.9. Favor Composition
Section 1.10. Maintenance and Extensibility Planning
Section 1.11. Your Application Plan: It Ain't You Babe
Chapter 2. Factory Method Pattern
Section 2.1. What is the Factory Method Pattern?
Section 2.2. Abstract Classes in ActionScript 3.0
Section 2.3. Minimalist Example
Section 2.4. Hiding the Product Classes
Section 2.5. Example: Print Shop
Section 2.6. Extended Example: Color Printing
Section 2.7. Key OOP Concepts Used in the Factory Method Pattern
Section 2.8. Example: Sprite Factory
Section 2.9. Example: Vertical Shooter Game
Section 2.10. Summary
Chapter 3. Singleton Pattern
Section 3.1. What is the Singleton Pattern?
Section 3.2. Key OOP Concepts Used with the Singleton Pattern
Section 3.3. Minimalist Abstract Singleton
Section 3.4. When to Use the Singleton Pattern
Section 3.5. Summary
Chapter 4. Decorator Pattern
Section 4.1. What is the Decorator Pattern?
Section 4.2. Key OOP Concepts Used with the Decorator Pattern
Section 4.3. Minimalist Abstract Decorator
Section 4.4. Applying a Simple Decorator Pattern in Flash: Paper Doll
Section 4.5. Decorating with Deadly Sins and Heavenly Virtues
Section 4.6. Dynamic Selection of Concrete Components and Decorations: a Hybrid Car Dealership
Section 4.7. Summary and Conclusion
Chapter 5. Adapter Pattern
Section 5.1. What is the Adapter Pattern?
Section 5.2. Object and Class Adapters
Section 5.3. Key OOP Concepts in the Adapter Pattern
Section 5.4. Example: Car Steering Adapter
Section 5.5. Extended Example: Steering the Car Using a Mouse
Section 5.6. Example: List Display Adapter
Section 5.7. Extended Example: Displaying the O'Reilly New Books List
Section 5.8. Summary
Chapter 6. Composite Pattern
Section 6.1. What is the Composite Pattern?
Section 6.2. Minimalist Example of a Composite Pattern
Section 6.3. Key OOP Concepts in the Composite Pattern
Section 6.4. Example: Music Playlists
Section 6.5. Example: Animating Composite Objects Using Inverse Kinematics
Section 6.6. Using Flash's Built-in Composite Structure: the Display List
Section 6.7. Summary
Chapter 7. Command Pattern
Section 7.1. What is the Command Pattern?
Section 7.2. Minimalist Example of a Command Pattern
Section 7.3. Key OOP Concepts in the Command Pattern
Section 7.4. Minimalist Example: Macro Commands
Section 7.5. Example: Number Manipulator
Section 7.6. Extended Example: Sharing Command Objects
Section 7.7. Extended Example: Implementing Undo
Section 7.8. Example: Podcast Radio
Section 7.9. Extended Example: Dynamic Command Object Assignment
Section 7.10. Summary
Chapter 8. Observer Pattern
Section 8.1. What is the Observer Pattern?
Section 8.2. Key OOP Concepts Used with the Observer Pattern
Section 8.3. Minimalist Abstract Observer
Section 8.4. Example: Adding States and Identifying Users
Section 8.5. Dynamically Changing States
Section 8.6. Example: Working with Different Data Displays
Section 8.7. Summary
Chapter 9. Template Method Pattern
Section 9.1. What is the Template Method Pattern?
Section 9.2. Key OOP Concepts used with the Template Method
Section 9.3. Minimalist Example: Abstract Template Method
Section 9.4. Employing Flexibility in the Template Method
Section 9.5. Selecting and Playing Sound and Video
Section 9.6. Hooking It Up
Section 9.7. Summary
Chapter 10. State Design Pattern
Section 10.1. Design Pattern to Create a State Machine
Section 10.2. Key OOP Concepts Used with the State Pattern
Section 10.3. Minimalist Abstract State Pattern
Section 10.4. Video Player Concrete State Application
Section 10.5. Expanding the State Design: Adding States
Section 10.6. Adding More States and Streaming Capabilities
Section 10.7. Summary
Chapter 11. Strategy Pattern
Section 11.1. What is the Strategy Pattern?
Section 11.2. Key OOP Concepts Used with the Strategy Pattern
Section 11.3. Minimalist Abstract State Pattern
Section 11.4. Adding More Concrete Strategies and Concrete Contexts
Section 11.5. Working with String Strategies
Section 11.6. Summary
Chapter 12. Model-View-Controller Pattern
Section 12.1. What is the Model-View-Controller (MVC) Pattern?
Section 12.2. Communication Between the MVC elements
Section 12.3. Embedded Patterns in the MVC
Section 12.4. Minimalist Example of an MVC Pattern
Section 12.5. Key OOP Concepts in the MVC Pattern
Section 12.6. Example: Weather Maps
Section 12.7. Extended Example: Infrared Weather Maps
Section 12.8. Example: Cars
Section 12.9. Custom Views
Section 12.10. Adding a Chase Car
Section 12.11. Summary
Chapter 13. Symmetric Proxy Pattern
Section 13.1. Simultaneous Game Moves and Outcomes
Section 13.2. The Symmetric Proxy Pattern
Section 13.3. Key OOP Concepts Used with the Symmetric Proxy
Section 13.4. The Player Interface
Section 13.5. The Referee
Section 13.6. Information Shared over the Internet
Section 13.7. Player-Proxy Classes
Section 13.8. Classes and Document Files Support
Section 13.9. Summary
rapidshare http download :ActionScript 3.0 Design Patterns
如何从Rapidshare上下载?
ed2k(eMule) download :ActionScript 3.0 Design Patterns


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  • quote 5.lkcyx1226
  • i want to download the book,must register?
    N神 replyed at 2008-4-16 14:40:41
    You don't need to .
    just go to the rapidshare.com to download

    http://rapidshare.com/files/65102709/ReallyUsefulEbooks.net_0596528469_OReilly.ActionScript.3.0.Design.Patterns.Jul.2007.eBook-BBL.pdf.ra.html
  • 2008-4-16 14:40:41 Reply this comment

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