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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