Almost all of the examples of coding on Macromedia are OOP.
If you download any of the open source code in the
http://www.osflash.org/ site, you will find nicely written, peer
reviewed code written in Actionscript. For dozens of examples, download
ActionStep.
It is easy for everyone, some people just look at the glass as half empty.
It does not supplant common sense or remove the need to think about what
you are doing.
Ron
Ricardo Sánchez wrote:
Ok, I see its not so easy for everyone. Can anyone point out some
tutorial-like examples on internet or books. I know a lot of theory
(inheritance, polymorphism...) but I would like to see more
applications for
it so I can be more confident when I use it.
On 8/24/06, slangeberg <[EMAIL PROTECTED]> wrote:
My main motivation for this stuff in Flash is so that my code actually
gets
checked by the compiler, vs. Flash's crappy built-in code-checking
for the
stage. That is, it will tell me if I've mis-spelled something, created
duplicate variables, the list goes on...
In addition, I write my classes in FlashDevelop, which gives you code
completion. Which means when I start to type:
> import mx.
I get a listing of all packages that Macromedia's written, instead of
looking for stuff in the help (that's fun).
And best yet, when I type:
var sBigD:ScottsSuperHugeOne = new SuperHuge(); //just a little
poly-morphism thrown in there (huck-huck) ;)
and I type:
> sBigD.
I get a list of every function in my class, as well as its signature
(params
& types).
I'm only talking about FlashDevelop here. Guess I'm spoiled by Java &
.NET
which have instance access to API's at your finger tips (when in the
right
IDE's).
I'm just trying to find a better and efficient way to go. Way open to
suggestions!
-Scott
On 8/24/06, Marcelo de Moraes Serpa <[EMAIL PROTECTED]> wrote:
>
> OOP and Flash is indeed tricky to fully grasp. It has become easier
and
> more
> natural to implement OOP techniques on AS3 though.
>
> @Neo: Completely agree with you.
>
> On 8/24/06, neo binedell <[EMAIL PROTECTED]> wrote:
> >
> > I'll tell you a little secret about OOP.
> >
> > Don't sweat it.
> >
> > Sometimes the model jumps out at you but other times you
> > have to find it. How to find it? Write something that does
> > what you want. Then refactor it once you have a better idea
> > of how it works. The more you do that the more certain patterns
> > and approaches crystalise for you.
> >
> > I think there's too much over-engineering going on in general
> > as some people seem to think implementing all the latest patterns
> > on even the smallest project makes them good developers.
> >
> > I've been guilty of it myself a couple of times, writing frameworks
> > where a couply of focused classes would have sufficed.
> >
> > OOP should be fun if you do it right and don't sweat it when
> > it turns into a dick swinging contest, just make up pattern names.
> >
> > I quite like the Absolver pattern ;p
> >
> > cheers
> > ~neo
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
Ricardo
> > Sánchez
> > Sent: 23 August 2006 06:34 PM
> > To: Flashcoders mailing list
> > Subject: [Flashcoders] OOP methodology and flash. I'm loosing my
> faith...
> >
> > ... well, not really but I thought it was good as I title
> >
> > I always use OOP for my flash projects but, even if I find it easier
> than
> > timeline coding, I dont know if I'm taking all the advantage of OOP.
I'm
> > not
> > even sure if I am aplying the correct patterns for every problem.
> >
> > My insecurity probably has to do with the lack of normal work OOP
flash
> > examples. For example the typicall top menu/content web. How can OOP
be
> > applied to that?
> >
> > I guess I find a gap in the theory of knowing how to link the
symbols,
> > movieclips, timeline and graphics in flash with the code in external
> > files.
> >
> > Am I opening a can of worms?
> >
> > Thanks.
> > _______________________________________________
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> >
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--
: : ) Scott
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