But I am trying to understand why you would go through all that trouble, when calling the function in the parent, if it is a very small application unlikely to be expanded upon, is so much simpler? maybe for code re-use in a bigger application sure; however, doesn't it seem weird that tightly woven and fast executing code is not prized anymore, and there is a preference for bloated object oriented frameworks? All in the name of making the development cycle smaller and thus less costly; yet, what about increased file size issues and decreased performance?

More objects and more event listeners == less performance and higher memory usage in my understanding.



Ron Wheeler wrote:
Head First Design Patterns is very easy to pick up. No typos, lots and lots of pictures, illustrations and code examples. http://oreilly.com/catalog/9780596007126/?CMP=AFC-ak_book&ATT=Head+First+Design+Patterns

http://www.headfirstlabs.com/books/hfdp/ for a quick overview and a typical illustration

http://oreilly.com/catalog/9780596007126/toc.pdf Read the section on the Observer Pattern. It might be what you are looking for.

Merrill, Jason wrote:
I think just a quick answer to your questions which may help a lot is to check into understanding MVC - the Model-View-Controller design pattern. Probably one of the most common pattern used and one that other coding design frameworks use as well for part of their operations.

So there are also frameworks like Cairngorm which takes MVC and other patterns together and go a lot further, it has things like Commands to facilitate communication. But simple MVC using event listeners and dispatchers is probably the best place to start to get what you want to do going.


Jason Merrill
Bank of America Instructional Technology & Media ยท GCIB & Staff Support L&LD

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-----Original Message-----
From: [email protected] [mailto:[email protected]] On Behalf Of Anthony Pace
Sent: Wednesday, January 07, 2009 3:48 PM
To: Flash Coders List
Subject: [Flashcoders] design pattern diagrams...

I am looking to get more info on the composition of design patterns and which ones are used most often in the corporate world.

Diagrams accompanied by code examples would be awesome. I have been able to find stuff in the past; yet, I really want to know what is generally preferred?

I like to try and make things black box; however, it just seems illogical that things be black boxes all the time.

when a person talks to another person the environment that they are in has to facilitate the communication; thus, if I have two objects instantiated in the same class and I want them to communicate with each other, I have to have a function in the main class or somewhere globally that allows those objects to communicate.

How do I accomplish this without calling to the function in the parent?
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