I´ve made several attempts to reduce my OO blindness but I only could find a very sound help with

Head First Design Patterns http://www.amazon.com/gp/product/0596007124/104-4304575-8058314?v=glance&n=283155

it is Java based, but it doesn´t matter,

the style, the examples, it makes you laugh while you learn and even so, it is dense for beginners.




----- Original Message ----- From: "james" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <flashcoders@chattyfig.figleaf.com>
Sent: Monday, August 21, 2006 5:41 AM
Subject: Re: [Flashcoders] RE: Best way to learn OO Analysis and Designwith ActionScript


>

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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