Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-31 Thread JOR
To quote the first line of the web page you reference: In more precise 
terms, polymorphism (object-oriented programming theory) is the ability 
of objects belonging to different types to respond to method calls of 
methods of the same name, each one according to an appropriate 
type-specific behaviour.


Even though sub-classing is one way to achieve similar interfaces, it's 
also common to use interfaces depending on your needs.


interface Bar {
  function toString() {}
}
class Foo implements Bar {
  function toString() { trace(I'm Foo); }
}
class Goo implements Bar {
  function toString() { trace(I'm Goo); }
}
var objs:Array = new Array(3);
objs[0] = new Foo();
objs[1] = new Goo();
objs[2] = 12345;

// The following is an example polymorphism.  You are
// calling the same method on multiple objects regardles
// of their type because they all have a method with the
// name toString() but perform type-specific behaviour
trace( objs[0].toString() );
trace( objs[1].toString() );
trace( objs[2].toString() );

James O'Reilly - JOR
www.jamesor.com


Jeroen Beckers wrote:

You can't 'choose' the definition of polymorphism :p.

In simple terms, *polymorphism* lets you treat derived class members 
just like their parent class's members.
Source: 
http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming 
(+ all my java  AS books)


class Foo extends Bar
{

}

var myFoo:Bar = new Foo(); //this is polymorphism !

Giles Taylor wrote:


http://en.wikipedia.org/wiki/Polymorphism_(computer_science)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Meinte
van't Kruis
Sent: 25 August 2006 14:14
To: Flashcoders mailing list
Subject: Re: [Flashcoders] OOP methodology and flash. I'm loosing my
faith...

well, I get Interfaces, but thanks for explaining :).

I just don't think actionscript, or java, has any polymorphism, since
the definition of that is, in my opinion, a class having more than one
parent class (ie, can extend 2 or more classes), which isn't the case.
So I don't understand why people who are explaining oop in actionscript
talk about polymorphism, because it just isn't there :), but perhaps I'm
wrong.

cheers,
-Meinte
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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-30 Thread Jeroen Beckers

You can't 'choose' the definition of polymorphism :p.

In simple terms, *polymorphism* lets you treat derived class members 
just like their parent class's members.
Source: 
http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming 
(+ all my java  AS books)


class Foo extends Bar
{

}

var myFoo:Bar = new Foo(); //this is polymorphism !

Giles Taylor wrote:
http://en.wikipedia.org/wiki/Polymorphism_(computer_science) 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Meinte
van't Kruis
Sent: 25 August 2006 14:14
To: Flashcoders mailing list
Subject: Re: [Flashcoders] OOP methodology and flash. I'm loosing my
faith...

well, I get Interfaces, but thanks for explaining :).

I just don't think actionscript, or java, has any polymorphism, since
the definition of that is, in my opinion, a class having more than one
parent class (ie, can extend 2 or more classes), which isn't the case.
So I don't understand why people who are explaining oop in actionscript
talk about polymorphism, because it just isn't there :), but perhaps I'm
wrong.

cheers,
-Meinte
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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-29 Thread Mike Britton

All I have to say about this is tellTarget and _global


tellTarget was deprecated in Flash 5 and has been removed in AS3.  Not
sure what you mean about _global, or why the conversation is over.

If the original poster wants to build scalable and easily maintained
apps, suggesting he use tellTarget and _global to accomplish this is
questionable.  Maybe I'm missing something.


Mike
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RE: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-29 Thread Steven Sacks | BLITZ
I wrote:
  All I have to say about this is tellTarget and _global.
  Conversation over.

Mike wrote:
 tellTarget was deprecated in Flash 5 and has been removed in AS3.  Not
 sure what you mean about _global, or why the conversation is over.
 ...
 Maybe I'm missing something.

Yes, a sense of humor.
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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Ricardo Sánchez

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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  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Brought to you by Fig Leaf Software
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--

: : ) Scott
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Brought

Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Ron Wheeler

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.
  ___
  Flashcoders@chattyfig.figleaf.com
  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Brought to you by Fig Leaf Software
  Premier Authorized Adobe Consulting and Training
http://www.figleaf.com
  http://training.figleaf.com
 
  ___
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  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Brought to you by Fig Leaf Software
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 ___
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 To change your subscription options or search the archive:
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 Brought to you by Fig Leaf Software
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 http://training.figleaf.com




--

: : ) Scott
___
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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Meinte van't Kruis

going a bit offtopic here, but isnt polymorphism a non-issue in both flash
and java? People talk about like there can be such a thing in these
languages,
which isn't really true. It seems a bit silly to call something polymorphism
just because its implementing some interfaces.

oh well, that probably didn't make any sense i suppose,
im not getting any decent sleep lately :)

greets,
Meinte

On 8/25/06, Ricardo Sánchez [EMAIL PROTECTED] 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.
   ___
   Flashcoders@chattyfig.figleaf.com
   To change your subscription options or search the archive:
   http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
  
   Brought to you by Fig Leaf Software
   Premier Authorized Adobe Consulting and Training
 http://www.figleaf.com
   http://training.figleaf.com
  
   ___
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   To change your subscription options or search the archive:
   http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
  
   Brought to you by Fig Leaf Software
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  To change your subscription options or search the archive:
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  Brought to you by Fig Leaf Software
  Premier Authorized Adobe Consulting and Training
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  http

Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Zárate

Ricardo don't lose the faith! Ever! Sorry, I didn't see this post before : )

I'm using OOP Flash everyday, and yes, sometimes if makes you feel
stupid, but it's a matter of keep going until you feel comfortable.

Then, I have cristal clear that I'm not going to get mad with
patterns. Someone (sorry, don't remember who) said something like:
you don't need patterns if you don't feel you need them. Maybe
you're not using *all* patterns because you simply don't need them.
Why overdesign?

I use pseudo-MVCs in almost every application, but I'm fairly sure
they are not strict MVCs. I don't care, to be honest. They do the
work, which is nothing else but help me.

Cheers and keep the good work!

Bye!


On 8/25/06, Meinte van't Kruis [EMAIL PROTECTED] wrote:

going a bit offtopic here, but isnt polymorphism a non-issue in both flash
and java? People talk about like there can be such a thing in these
languages,
which isn't really true. It seems a bit silly to call something polymorphism
just because its implementing some interfaces.

oh well, that probably didn't make any sense i suppose,
im not getting any decent sleep lately :)

greets,
Meinte

On 8/25/06, Ricardo Sánchez [EMAIL PROTECTED] 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.
___
Flashcoders@chattyfig.figleaf.com
To change your subscription options or search the archive:
http://chattyfig.figleaf.com/mailman/listinfo

RE: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Merrill, Jason
Can anyone point out some
tutorial-like examples on internet or books 

A great book is Object Oriented Actionscript by Elst/Yard from Friend of Ed.   
It takes you slowly from the very basic approach and understandings to more 
complex and practical application demonstrated through tutorials.

Jason Merrill
Bank of America 
Learning  Organization Effectiveness - Technology Solutions 
 
 
 
 
 

-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Ricardo Sánchez
Sent: Friday, August 25, 2006 2:45 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

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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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread James

they are different, as far as I know

an interface, as in 'Interface' type does not itself have an 
implementation, whereas a subclass which displays polymorphism does, the 
difference comes from your design needs, for example:


(polymorphism)
class animal - can be a implemented class with it's own methods
class dog - is a subclass of animal which alters/extends animal
class cat - is a subclass of animal which alters/extands animal in a 
different way to dog


so in certain circumstances you may only need to instance and call methods 
in 'animal', when you don't care what it is but just need an animal type.


with Interfaces the 'interface' type is not a implemented object, it does 
not have it's own implemented methods


so an example might be if you owned a sports shop that sold coats and 
bicycles, coat and bicycle are not the same type but if you get them to use 
the 'stock control item' interface they are both 'stock control item' 
objects if you need them to be, providing you follow the rules for that 
particular interface you can make any object a 'stock control item' but 
there is no generic 'stock control item' type.


see it is different. you have to see things 'arse-ways-backwards' sometimes 
- at first I did not understand the point of interfaces, since the objects 
implementing them have to implement the actual working methods anyway but 
OOP is about creating a long-term collection of reusable objects which may 
be used by teams of coders, structures like interfaces make for a clean and 
clear architecture that other coders can quikly understand, and give a well 
defined way to extend a system.


James


At 12:23 25/08/2006, you wrote:

going a bit offtopic here, but isnt polymorphism a non-issue in both flash
and java? People talk about like there can be such a thing in these
languages,
which isn't really true. It seems a bit silly to call something polymorphism
just because its implementing some interfaces.

oh well, that probably didn't make any sense i suppose,
im not getting any decent sleep lately :)

greets,
Meinte

On 8/25/06, Ricardo Sánchez [EMAIL PROTECTED] 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

Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread James

At 13:29 25/08/2006, you wrote:


I use pseudo-MVCs in almost every application, but I'm fairly sure
they are not strict MVCs. I don't care, to be honest. They do the
work, which is nothing else but help me.


yes. I don't use proper MVC pattern, but I find it very useful to divide 
things into 'Model' and 'View' and 'Controller' as a rough architectural guide.


James 


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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Meinte van't Kruis
 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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  --
 
  : : ) Scott
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[Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Steve Krichten
It sounds like you are confusing polymorphism with multiple 
inheritance.  ActionScript and Java and pretty much any OOP language do 
allow for polymorphism.


http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming

-Steve
*
-

Meinte van't Kruis* meinte at gmail.com 
mailto:flashcoders%40chattyfig.figleaf.com?Subject=%5BFlashcoders%5D%20OOP%20methodology%20and%20flash.%20I%27m%20loosing%20my%20faith...In-Reply-To=6.2.0.14.2.20060825123531.04cb9380%40safetycat.co.uk

/Fri Aug 25 09:14:16 EDT 2006/

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well, I get Interfaces, but thanks for explaining :).

I just don't think actionscript, or java, has any polymorphism,
since the definition of that is, in my opinion, a class having more
than one parent class (ie, can extend 2 or more classes), which
isn't the case. So I don't understand why people who are explaining
oop in actionscript talk about polymorphism, because it just
isn't there :), but perhaps I'm wrong.

cheers,
-Meinte

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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Ricardo Sánchez
 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.
 ___
 Flashcoders@chattyfig.figleaf.com
 To change your subscription options or search the archive:
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 Brought to you by Fig Leaf Software
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 http://training.figleaf.com

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   --
  
   : : ) Scott
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RE: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Giles Taylor
http://en.wikipedia.org/wiki/Polymorphism_(computer_science) 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Meinte
van't Kruis
Sent: 25 August 2006 14:14
To: Flashcoders mailing list
Subject: Re: [Flashcoders] OOP methodology and flash. I'm loosing my
faith...

well, I get Interfaces, but thanks for explaining :).

I just don't think actionscript, or java, has any polymorphism, since
the definition of that is, in my opinion, a class having more than one
parent class (ie, can extend 2 or more classes), which isn't the case.
So I don't understand why people who are explaining oop in actionscript
talk about polymorphism, because it just isn't there :), but perhaps I'm
wrong.

cheers,
-Meinte
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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Meinte van't Kruis
 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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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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   --
  
   : : ) Scott
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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Scott Hyndman

yes, you are. If you read the first two paragraphs of the wikipedia
article you'd see it has nothing to do with multiple inheritance.

It has to do with multiple objects (poly) being contrained by the same
interface (form, morph), whether the interface is quite literally an
interface, or whether it is an interface determined by a parent class.

Scott

On 25/08/06, Steve Krichten [EMAIL PROTECTED] wrote:

It sounds like you are confusing polymorphism with multiple
inheritance.  ActionScript and Java and pretty much any OOP language do
allow for polymorphism.

http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming

-Steve
*
-

Meinte van't Kruis* meinte at gmail.com
mailto:flashcoders%40chattyfig.figleaf.com?Subject=%5BFlashcoders%5D%20OOP%20methodology%20and%20flash.%20I%27m%20loosing%20my%20faith...In-Reply-To=6.2.0.14.2.20060825123531.04cb9380%40safetycat.co.uk
/Fri Aug 25 09:14:16 EDT 2006/

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well, I get Interfaces, but thanks for explaining :).

I just don't think actionscript, or java, has any polymorphism,
since the definition of that is, in my opinion, a class having more
than one parent class (ie, can extend 2 or more classes), which
isn't the case. So I don't understand why people who are explaining
oop in actionscript talk about polymorphism, because it just
isn't there :), but perhaps I'm wrong.

cheers,
-Meinte

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RE: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-25 Thread Steven Sacks | BLITZ
All I have to say about this is tellTarget and _global.

Conversation over!

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RE: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-24 Thread neo binedell
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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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-24 Thread Marcelo de Moraes Serpa

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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Re: [Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-24 Thread slangeberg

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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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 Brought to you by Fig Leaf Software
 Premier Authorized Adobe Consulting and Training http://www.figleaf.com
 http://training.figleaf.com

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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 Brought to you by Fig Leaf Software
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--

: : ) Scott
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[Flashcoders] OOP methodology and flash. I'm loosing my faith...

2006-08-23 Thread Ricardo Sánchez

... 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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