Hey,
It's a state of mind being able to separate tasks into object
relationships that only becomes natural with time and practice. I learnt
by following an AS 1.0 game tutorial*, transcoding to AS 2.0 as I
followed it. That way I didn't have to think at all about the actual
content or direction of the application, just the discreet members involved.
If you learn on your own projects, you're able to take risks and waste
time getting it wrong. Try picking a fairly large project you want to
make for yourself (like a personal website or game).
You could try some design pattern books, such as Headfirst Design Patterns:
http://www.amazon.com/gp/product/0596007124/sr=8-1/qid=1155908772/ref=pd_bbs_1/103-3016282-6802220?ie=UTF8
I try to identify all of the different members of a system, and then
scribble them down in a hierarchy diagram. Once you start developing,
it's quite easy to evolve the design of the application, so you don't
have to have everything set in stone before you begin. OOP development
is so much easier and straightforward (compared to timeline based
scripting) once you get the hang of it.
Hope that helps!
J
*http://www.tonypa.pri.ee/tbw/start.html
David Bellerive wrote:
I'm sure a lot of excellent Flash developpers in this
mailing list didn't have previous coding experience
before they started Flash (like myself) and managed to
become the ActionScript 2.0 OO pros aroud here.
Any help / tips ?
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