Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-18 Thread Latcho


If like you said,  --totally tightly coupled solution is overkill.-- 
,than I can agree with you :P



But alright, to plug in on this matter. As I found out it's not hard to 
lose the tight coupling.

The hard part is to find a system that works fast and intuitive for you.
Once you found or created one, you'll be happy to reuse that system, 
even for simple setups and for the simple reason that it is YOUR OWN ( 
or preferred ) loosely coupled  (event) system.
At that click you will find out that it that it can work more for you 
than against you or against your speed.
Integrating a loosely coupled flow also helps you in creating your own 
app-paradigm and workflow and enables you to start or reopen  a project 
faster.
You now know the best place to implement and to listen for that shout. 
And a lightyear later when you look back into your crappy-small-app code 
of the past, you will smile and think:

Nice try but I know better now ;)
Latcho




Matt Folkard wrote:
I completely agree with this as I've been in exactly the same 
situation with a largish scale project. The sort of projects I tend to 
do are small scale games for which the *totally tightly coupled 
solution is overkill*. However, I've eaten my words on that point as 
well...




On 17 Nov 2009, at 21:05, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:


Alright, since I asked the question, I'm piping in.  I just finished 
a project that became immensely complicated precisely because I 
eventually had everything tightly coupled.  Had I used custom events 
and done some other things from the get go, I'm nearly certain it 
would have been easier to do my updates.  With the tight coupling of 
that project, it would be difficult for anyone else to go into it in 
the future.


In smaller one-off projects, I don't think it's a big deal, but I'm 
trying to force myself to get in the habit of loosely coupling 
everything, via custom events.


- MM

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RE: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Merrill, Jason
 Tight coupling is not as bad as people make it out to be. 

Yes it is.  


Jason Merrill 

 Bank of  America  Global Learning 
Learning  Performance Soluions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)



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Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Henrik Andersson

Merrill, Jason wrote:

Tight coupling is not as bad as people make it out to be.


Yes it is.

No, it is not. Btw, thanks for your very stimulating response. Meh, I 
get to argue for my point first then.


Tight coupling can be an issue, if the coupled components shouldn't be 
coupled. It is not an issue at all if they more or less couldn't work 
without something doing the job of the other and few if any replacement 
options.

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Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Ian Thomas
On Tue, Nov 17, 2009 at 8:06 PM, Henrik Andersson he...@henke37.cjb.net wrote:

 Tight coupling can be an issue, if the coupled components shouldn't be
 coupled. It is not an issue at all if they more or less couldn't work
 without something doing the job of the other and few if any replacement
 options.

In which case they're actually one component, conceptually - if the
dependencies are really that inextricable. :o)

Ian
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Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Henrik Andersson

Ian Thomas wrote:

In which case they're actually one component, conceptually - if the
dependencies are really that inextricable. :o)



Two sub modules in a webbrowser is a http client and an image parser. 
Yet, they need to cooperate for images to download while being displayed.


When do you draw the line? How does submodules interact with this rule? 
In the end, you need to start focusing on the individual case.

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Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Ian Thomas
*blink*

But those two components should not be tightly coupled.

Bad example, I think.

The HTTP client doesn't depend on the image parser; it's used to
provide HTTP services to a number of different components of a
browser. You could use the HTTP client code in complete isolation from
knowing anything about images - it might not even be used for a visual
browser. Exchanging data via HTTP is all it should do and all it
should care about.

As for the image parser, it's likely you'd have more than one image
parser - one for PNG, one for GIF, one for JPEG and so on. They don't
care whether they're parsing data fetched from an HTTP client or from
a local file. They just parse data.

The browser itself connects up the pieces. As I've already pointed
out, think of a browser displaying a local JPEG image. The HTTP client
code isn't even involved in that process. Then think of a browser
fetching, say, a text file. The image parser isn't involved in that
process.

I'm not saying you _couldn't_ write a browser where the two were
inextricably connected, but that's just poor design, it really is, if
you ever want to reuse any of your code or extend your browser in any
way.

Perhaps you can give a better example :-)

Ian

On Tue, Nov 17, 2009 at 8:34 PM, Henrik Andersson he...@henke37.cjb.net wrote:
 Ian Thomas wrote:

 In which case they're actually one component, conceptually - if the
 dependencies are really that inextricable. :o)


 Two sub modules in a webbrowser is a http client and an image parser. Yet,
 they need to cooperate for images to download while being displayed.

 When do you draw the line? How does submodules interact with this rule? In
 the end, you need to start focusing on the individual case.
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RE: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Mendelsohn, Michael
Alright, since I asked the question, I'm piping in.  I just finished a project 
that became immensely complicated precisely because I eventually had everything 
tightly coupled.  Had I used custom events and done some other things from the 
get go, I'm nearly certain it would have been easier to do my updates.  With 
the tight coupling of that project, it would be difficult for anyone else to go 
into it in the future.

In smaller one-off projects, I don't think it's a big deal, but I'm trying to 
force myself to get in the habit of loosely coupling everything, via custom 
events.

- MM

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Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Henrik Andersson

Ian Thomas wrote:

stuff


My point is that things that can seem unrelated can have a direct 
relationship anyway. The image parser can run alone, yes. But it needs 
to cooperate with the http client module if you want to show the image 
while it is still loading. That was my point of the example, to show 
that things that work well alone can work even better if they cooperate.


Anyway, one thing for certain, most people would agree that it's kinda 
silly to write a full event dispatching job when all you wanted was to 
start an animation in the movieclip behind you.


I am not saying that it's a bad idea to keep things reasonably 
separated, but I am saying that it is a bad idea to keep them too 
separated as well. Integration is important for usable applications.

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Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Ian Thomas
Sorry, we're way off topic here. :-D I'll shut up.

Ian

On Tue, Nov 17, 2009 at 9:05 PM, Mendelsohn, Michael
michael.mendels...@fmglobal.com wrote:
 Alright, since I asked the question, I'm piping in.  I just finished a 
 project that became immensely complicated precisely because I eventually had 
 everything tightly coupled.  Had I used custom events and done some other 
 things from the get go, I'm nearly certain it would have been easier to do my 
 updates.  With the tight coupling of that project, it would be difficult for 
 anyone else to go into it in the future.

 In smaller one-off projects, I don't think it's a big deal, but I'm trying to 
 force myself to get in the habit of loosely coupling everything, via custom 
 events.

 - MM

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Re: [Flashcoders] one class listening for another classes dispatchedevent

2009-11-17 Thread Matt Folkard
I completely agree with this as I've been in exactly the same  
situation with a largish scale project. The sort of projects I tend to  
do are small scale games for which the totally tightly coupled  
solution is overkill. However, I've eaten my words on that point as  
well...




On 17 Nov 2009, at 21:05, Mendelsohn, Michael michael.mendels...@fmglobal.com 
 wrote:


Alright, since I asked the question, I'm piping in.  I just finished  
a project that became immensely complicated precisely because I  
eventually had everything tightly coupled.  Had I used custom events  
and done some other things from the get go, I'm nearly certain it  
would have been easier to do my updates.  With the tight coupling of  
that project, it would be difficult for anyone else to go into it in  
the future.


In smaller one-off projects, I don't think it's a big deal, but I'm  
trying to force myself to get in the habit of loosely coupling  
everything, via custom events.


- MM

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