Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-21 Thread james



I battled furiously to get my head around Object-Oriented 
Programming with Actionscript

http://www.amazon.com/gp/product/0735711836/sr=8-2/qid=1156121055/ref=sr_1_2/103-4690969-4407040?ie=UTF8
only to find that looking back a lot of the explanations largely 
added to my confusion.


IMHO your recommendation wasn't hard to follow but it did lack depth.



To be honest since recommending it I found out there are errors in 
some code examples, and the site specially made to download 
corrections:

http://www.oopas2.com

is not available.at least not on my internet :-)

I agree with your statement that any in-depth treatment of the 
subject of OOA/OOD/OOP will not be written for ActionScript.


As I understand it, in a similar way to the motivation for making 
PHP5 much more Java like (in terms of OOP features) ActionScript 2.0 
was made Java like in order that serious development tools such as 
UML and design patterns could be applied to the language, and so 
Java/C++/C# developers could easily migrate to using Flash.


It makes sense that Flash developers travel that line in the other 
direction and use some of the resources that Java/C++ coders have, 
such as design patterns and UML.


James
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Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-20 Thread james

http://www.amazon.com/gp/product/0735713804/104-7942318-0256721?v=glancen=283155
Sorry authors... but I found this book to be a waste of space. Too 
much sucking up, too little content.


Maybe, if you already know about OOP it doesn't really help bring 
anything new to the table,


It is clearly a book about Object Orientated Programming, which uses 
AS2 as it's example language, rather than a book about Flash/AS2 if 
that;s what you mean - I think that's why it's titled 'Object 
Orientated Programming with ActionScript 2.0' and on the cover the 
'with ActionScript 2.0' part is almost a subtitle,


I found the bits I read on OO principles to be accurate and well explained.

also, I came to Flash recently (as in about 6 weeks ago) and I found 
it very useful to get all the information in one place, i.e. does AS2 
have abstract interfaces?,  is there try...catch construct for unit 
testing with assertions?, are classnames treated as types, can you 
override the constructor of a superclass in the subclass? This book 
collects this information together in the context of OO principles, 
rather than in some alphabetical AS2 dictionary. I'm not recommending 
it over any other book, because I don't know all the books (being a 
newbie) but I found it less 'sucking up' then most computer books I 
have read, and I must have read at least 5 this week.


Ultimately the bible of OO analysis and Design is

Applying UML and Patterns: An Introduction to Object-Oriented 
Analysis and Design and the Unified Process by Craig Larman but I 
guarantee you will be asleep before you finish chapter 1. :-)


http://www.amazon.com/gp/product/0130925691/104-7942318-0256721?v=glancen=283155


James
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Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-20 Thread John McCormack
I am very interested in this topic since I really need to adopt OOP and UML to 
get a better overview of the tasks I am trying to code for.The books look very 
useful.This article is really good on UML... 
http://bdn.borland.com/article/0,1410,31863,00.html

I am trying to create a math's Fraction object that can relate to various 
realities in which in can apply itself. Does anyone know of any detailed 
examples of state diagrams and activity diagrams? Under images on google I have 
searched for State Diagram etc but I need deep, practical examples if I am 
going to understand how to create my classes.

John

- Original Message - 
From: james [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, August 20, 2006 11:42 AM
Subject: Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with 
ActionScript


 http://www.amazon.com/gp/product/0735713804/104-7942318-0256721?v=glancen=283155
 Sorry authors... but I found this book to be a waste of space. Too 
 much sucking up, too little content.
 
 Maybe, if you already know about OOP it doesn't really help bring 
 anything new to the table,
 
 It is clearly a book about Object Orientated Programming, which uses 
 AS2 as it's example language, rather than a book about Flash/AS2 if 
 that;s what you mean - I think that's why it's titled 'Object 
 Orientated Programming with ActionScript 2.0' and on the cover the 
 'with ActionScript 2.0' part is almost a subtitle,
 
 I found the bits I read on OO principles to be accurate and well explained.
 
 also, I came to Flash recently (as in about 6 weeks ago) and I found 
 it very useful to get all the information in one place, i.e. does AS2 
 have abstract interfaces?,  is there try...catch construct for unit 
 testing with assertions?, are classnames treated as types, can you 
 override the constructor of a superclass in the subclass? This book 
 collects this information together in the context of OO principles, 
 rather than in some alphabetical AS2 dictionary. I'm not recommending 
 it over any other book, because I don't know all the books (being a 
 newbie) but I found it less 'sucking up' then most computer books I 
 have read, and I must have read at least 5 this week.
 
 Ultimately the bible of OO analysis and Design is
 
 Applying UML and Patterns: An Introduction to Object-Oriented 
 Analysis and Design and the Unified Process by Craig Larman but I 
 guarantee you will be asleep before you finish chapter 1. :-)
 
 http://www.amazon.com/gp/product/0130925691/104-7942318-0256721?v=glancen=283155
 
 
 James
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Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-20 Thread james


I am trying to create a math's Fraction object that can relate to 
various realities in which in can apply itself. Does anyone know of 
any detailed examples of state diagrams and activity diagrams? Under 
images on google I have searched for State Diagram etc but I need 
deep, practical examples if I am going to understand how to create 
my classes.


John



I know state diagrams have been used longer that many other UML 
diagrams since they are applicable to non OOP - I have a old C book 
which I found in the basement which has a state chart for 'writing 
ascii to a magnetic drive' program.


the UML book I have 'Appying UML and Patterns' (link in previous 
email) calls them 'statechart diagrams' and has 10 page chapter which 
goes through a couple of examples, an EPOS system and a telephone 
exchange.


there are some links at the bottom of this page
http://en.wikipedia.org/wiki/State_diagram

Are you saying your object would have a sort of intellegence as to 
when it is needed?


Happy to talk more, but maybe this is not actionscript related enough 
for the list,


does anyone know of a UML and Flash list?, I can set one up at Yahoo 
groups, that way we could use the images section on the web page to 
upload UML diagrams...


James
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Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-20 Thread Anthony Lee


also, I came to Flash recently (as in about 6 weeks ago) and I found 
it very useful to get all the information in one place, i.e. does AS2 
have abstract interfaces?,  is there try...catch construct for unit 
testing with assertions?, are classnames treated as types, can you 
override the constructor of a superclass in the subclass? This book 
collects this information together in the context of OO principles, 
rather than in some alphabetical AS2 dictionary. 

Hi James,

I was not trying to hose your review, but if you're not a hobbyist then 
there are better books out there. I've read a lot of flash books over 
the years, the only ones that really stuck with me where green and white 
with an animal on the front. ie. O'Reilly. The only exception was Robert 
Penner's first book:

http://www.amazon.com/gp/product/0072223561/sr=8-1/qid=1156120988/ref=pd_bbs_1/103-4690969-4407040?ie=UTF8

I battled furiously to get my head around Object-Oriented Programming 
with Actionscript

http://www.amazon.com/gp/product/0735711836/sr=8-2/qid=1156121055/ref=sr_1_2/103-4690969-4407040?ie=UTF8
only to find that looking back a lot of the explanations largely added 
to my confusion.


IMHO your recommendation wasn't hard to follow but it did lack depth.

The Head First books are excellent. The Java book is not a waste of time 
either. If you're trying to get your head around OOP it helps enormously 
to get the information first hand and the best references will always 
give Java and/or C++ examples.


Tony
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Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-19 Thread Marlon Harrison

Man, where were all you people when I asked a similar question a few
months back? :-)

I think I have a couple of good project ideas to build classes for,
but I just don't know where to begin. I want to make a video player,
complete with a seperate browser component to view/select different
categories of video.  Would any of you pros be able to point me down
the right path in terms of structure?  I'd prefer to build it all out,
without using the FLVPLayer component or anything.

Any suggestions would be great!


On 8/18/06, dave matthews [EMAIL PROTECTED] wrote:

welcome to the party,

  The basics of design patterns evolved from the timeline for me.

  Flash is an 'object oriented language' - that is each symbol is an
independent 'thing' in the library.

  Learning the time line and how to do a tween came first, oooh, a moving
thing on the screen.

  Next, we learned how to make a 'stop/start' button.  A 'control' for the
movement.

  Thus two segments of the proverbial 'design pattern - the controller and
the content.

  Learning how to load another clip into the content makes that section of
the pattern a bit more complex, but does not affect the 'controller button'
in any way.

  Changing the button so it is a slider makes that section of the pattern a
bit more complex without changing the content or it's payload, except that
now with the control acting as a slider we have more fine grained
interaction with the content.

  Knowing only Flash, this all seems quit natural, but these types of
programming feats are quit difficult in most other programming systems.

  Separating what we do to the content from what the content is allows us to
- say load different source text into the content object without mangling
our control button.

  This 'design pattern' also allows us to create another button that adjusts
the scale or rotation  of the content object while also leaving the original
'on/off' function of the first button undamaged.

  That's all there is to it.  Of course it can be far more complex.  Say we
want to change the content loaded into the content object based on a user
name, or day of the week...  none of the new abilities should mess with the
existing controls we already made.  And a sequence of decisions must be made
before loading any content into the content container - This then calls for
a new type of object/function - a load sequencer that acts without damaging
the existing working set up.

  I am not quit sure of the specific terms of the formal vocabulary, but the
idea of keeping different aspects of the project  'compartmentalized' is
what design patterns are all about.  The separation of the general areas of
the project keep us  organized and help avoid damaging sections that are
working correctly as we add new abilities to any given project.

  As projects become more complicated groups of similar types of activities
in the program will naturally be in one part of the interaction 'pattern'
and that is why everyone says take it easy and don't push too hard to get it
all into a predefined 'pattern' too soon because that will make a person
crazy... :)

hth,
Dave_Matthews
http://www.2GoTo.com


-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of David Bellerive
Sent: Friday, August 18, 2006 9:41 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Best way to learn OO Analysis and Design with
ActionScript

Hi everyone!

I'm having real difficulty understanding how to
properly architect and structure Flash applications
using ActionScript 2.0.

I've read Colin Moock's excellent Essential
ActionScript 2.0 and several other books and articles
on the topic and while I can safely say that I do
understand the syntax, I can't seem to write an entire
application using OO design mainly because I can't
figure out what should be in a class, which class
should do what, which class should extend MovieClip,
which class should use composition instead, which
class should start the application, etc.

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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Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-19 Thread james

I found the combination of these 2 books useful


http://www.amazon.com/gp/product/0596007124/sr=8-1/qid=1155996611/ref=pd_bbs_1/104-7942318-0256721?ie=UTF8

even though this book is for Java, it can be simply converted to any 
other OO language, e.g. PHP5, AS2, C#


and this book


http://www.amazon.com/gp/product/0735713804/104-7942318-0256721?v=glancen=283155


I have been using OO design/programming principles for 7 years off 
and on, but until I understood the way they are used within the 
context of patterns I only had part of the story, the design patterns 
book was like flicking a switch on in relation to how good 
architecture and planning leads to reuse leads to less bugs leads to 
rapid application development.


hth

James






Man, where were all you people when I asked a similar question a few
months back? :-)

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Re: [Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-19 Thread Anthony Lee


http://www.amazon.com/gp/product/0596007124/sr=8-1/qid=1155996611/ref=pd_bbs_1/104-7942318-0256721?ie=UTF8 


Good book. Read it at Aral's recommendation.
http://www.amazon.com/gp/product/0735713804/104-7942318-0256721?v=glancen=283155 

Sorry authors... but I found this book to be a waste of space. Too much 
sucking up, too little content.

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[Flashcoders] RE: Best way to learn OO Analysis and Design with ActionScript

2006-08-18 Thread dave matthews

welcome to the party,

 The basics of design patterns evolved from the timeline for me.

 Flash is an 'object oriented language' - that is each symbol is an 
independent 'thing' in the library.


 Learning the time line and how to do a tween came first, oooh, a moving 
thing on the screen.


 Next, we learned how to make a 'stop/start' button.  A 'control' for the 
movement.


 Thus two segments of the proverbial 'design pattern - the controller and 
the content.


 Learning how to load another clip into the content makes that section of 
the pattern a bit more complex, but does not affect the 'controller button' 
in any way.


 Changing the button so it is a slider makes that section of the pattern a 
bit more complex without changing the content or it's payload, except that 
now with the control acting as a slider we have more fine grained 
interaction with the content.


 Knowing only Flash, this all seems quit natural, but these types of 
programming feats are quit difficult in most other programming systems.


 Separating what we do to the content from what the content is allows us to 
- say load different source text into the content object without mangling 
our control button.


 This 'design pattern' also allows us to create another button that adjusts 
the scale or rotation  of the content object while also leaving the original 
'on/off' function of the first button undamaged.


 That's all there is to it.  Of course it can be far more complex.  Say we 
want to change the content loaded into the content object based on a user 
name, or day of the week...  none of the new abilities should mess with the 
existing controls we already made.  And a sequence of decisions must be made 
before loading any content into the content container - This then calls for 
a new type of object/function - a load sequencer that acts without damaging 
the existing working set up.


 I am not quit sure of the specific terms of the formal vocabulary, but the 
idea of keeping different aspects of the project  'compartmentalized' is 
what design patterns are all about.  The separation of the general areas of 
the project keep us  organized and help avoid damaging sections that are 
working correctly as we add new abilities to any given project.


 As projects become more complicated groups of similar types of activities 
in the program will naturally be in one part of the interaction 'pattern' 
and that is why everyone says take it easy and don't push too hard to get it 
all into a predefined 'pattern' too soon because that will make a person 
crazy... :)


hth,
Dave_Matthews
http://www.2GoTo.com



-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of David Bellerive
Sent: Friday, August 18, 2006 9:41 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Best way to learn OO Analysis and Design with

ActionScript


Hi everyone!

I'm having real difficulty understanding how to
properly architect and structure Flash applications
using ActionScript 2.0.

I've read Colin Moock's excellent Essential
ActionScript 2.0 and several other books and articles
on the topic and while I can safely say that I do
understand the syntax, I can't seem to write an entire
application using OO design mainly because I can't
figure out what should be in a class, which class
should do what, which class should extend MovieClip,
which class should use composition instead, which
class should start the application, etc.

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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