That's a good response Alan. There are still some things that I would like to reply to specifically.
> Ugh, I haven't finished reading the GOF's book. As you read the book, I would suggest refering to it for your current projects. The book is accually designed to be easily used as a refrence, you'll most likely have to consult it even when you're finished. > I think I need brain vitamins. Could you suggest one? ;) Haha, eating nuts and seeds is a great way of maintaining a healthy level of brain glucose ;) > In your experience, are patterns useful in small projects? Abstract from computing, it's important to realize that we organize complexities from existing premises; more complex patterns are designed using lesser complex patterns. The lesser complex patterns are so fundamental that we often don't even recognize them. I am certain that you are using patterns in your small projects. Delegations are a good example, simply because no system, computer or other, is able to function without the ability to route information. > You know, I've > been learning patterns through > "C#.NET Design Patterns" and so far, to me, patterns only useful in big > projects (in small ones, it might make > things overcomplicated). Correct me if I'm wrong, please. You're correct, using the wrong pattern for a problem may over complicate a system. It's important to properly select your patterns. The GOF book will help you understand which pattern, and sometimes pattern compsite, will best solve a problem. Take care, M. On 2/3/06, Alan MacDougall <[EMAIL PROTECTED]> wrote: > > > > > > >In your experience, are patterns useful in small projects? You know, I've > >been learning patterns through > >"C#.NET Design Patterns" and so far, to me, patterns only useful in big > >projects (in small ones, it might make > >things overcomplicated). Correct me if I'm wrong, please. > > > > > Some patterns are only useful in big projects. But remember, patterns > exist to solve problems -- some problems only occur in big applications, > but some occur all the time. > > Let's take a simple example that could occur in any size of project, > especially a Flash one: you want a particular object to react to user > input. But you want it to react differently depending on the program > state. For instance, maybe the user clicks an Erase tool, then clicks a > drawing area -- that's different from if he clicks a Brush tool. > > One solution would be to write "if (tool == erase) { doSomething } else > if (tool == brush) { doSomething Else }"... but you can see how that > would turn your program into a horrible mess if each tool has > complicated behavior. > > Instead, look up the State pattern in your GOF book. See? A design > pattern that can have many uses, both large and small. > > _______________________________________________ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders