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	<title>Comments on: Take a Design Pattern to Work Part I: Identifying the Problem</title>
	<atom:link href="http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/</link>
	<description>OOP Techniques for Flash and Flex Developers</description>
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		<title>By: Bill Sanders</title>
		<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/comment-page-1/#comment-1227</link>
		<dc:creator>Bill Sanders</dc:creator>
		<pubDate>Thu, 15 Jan 2009 21:31:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.as3dp.com/?p=415#comment-1227</guid>
		<description>Hi Digitalosophy,

Just finishing up the last part of the &lt;strong&gt;Take a Design Pattern to Work&lt;/strong&gt; series, and in the process I think that the most important elements are  &lt;em&gt;patience and persistence&lt;/em&gt;. Rightly so, the main emphasis of any business is to stay in business. That means getting products out the door. So I have come to the conclusion that an incremental approach is best, and all OOP and design patterns need to be introduced as nothing more (or less!) than solutions to everyday challenges.

The main differences between ActionScript and its environment and other programming environments is that they did not go through the same gestation period as did ActionScript nor as tied (ultimately) to ECMAScript. (I know that C# comes to mind, and in many respects it followed a similar path as did ActionScript.) In talking with C++ and Java programmers, the assumption is that OOP is a given and that design patterns are generally what everyone expects in some manner, shape or form. It&#039;s not a debate. ActionScript developers come from different places, and unlike a C++ programmer who has worked in a shop where everyone assumes that good OOP is at work, the ActionScript shop is not the same. For the ActionScript shop, it&#039;s OOP is good, but &lt;strong&gt;done&lt;/strong&gt; is better. Besides the program isn&#039;t that large and we&#039;ve got these designers who are still embedding their code on the Timeline. Let&#039;s not rock the boat with design patterns.

So, rather than announcing &lt;blockquote&gt;OOP and design patterns are here,&lt;/blockquote&gt; I think we have to introduce, &lt;blockquote&gt;Here&#039;s a better way that&#039;s easy to change and fix up.&lt;/blockquote&gt;

Thanks for your wisdom,
Bill</description>
		<content:encoded><![CDATA[<p>Hi Digitalosophy,</p>
<p>Just finishing up the last part of the <strong>Take a Design Pattern to Work</strong> series, and in the process I think that the most important elements are  <em>patience and persistence</em>. Rightly so, the main emphasis of any business is to stay in business. That means getting products out the door. So I have come to the conclusion that an incremental approach is best, and all OOP and design patterns need to be introduced as nothing more (or less!) than solutions to everyday challenges.</p>
<p>The main differences between ActionScript and its environment and other programming environments is that they did not go through the same gestation period as did ActionScript nor as tied (ultimately) to ECMAScript. (I know that C# comes to mind, and in many respects it followed a similar path as did ActionScript.) In talking with C++ and Java programmers, the assumption is that OOP is a given and that design patterns are generally what everyone expects in some manner, shape or form. It&#8217;s not a debate. ActionScript developers come from different places, and unlike a C++ programmer who has worked in a shop where everyone assumes that good OOP is at work, the ActionScript shop is not the same. For the ActionScript shop, it&#8217;s OOP is good, but <strong>done</strong> is better. Besides the program isn&#8217;t that large and we&#8217;ve got these designers who are still embedding their code on the Timeline. Let&#8217;s not rock the boat with design patterns.</p>
<p>So, rather than announcing<br />
<blockquote>OOP and design patterns are here,</p></blockquote>
<p> I think we have to introduce,<br />
<blockquote>Here&#8217;s a better way that&#8217;s easy to change and fix up.</p></blockquote>
<p>Thanks for your wisdom,<br />
Bill</p>
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	<item>
		<title>By: Digitalosophy</title>
		<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/comment-page-1/#comment-1224</link>
		<dc:creator>Digitalosophy</dc:creator>
		<pubDate>Thu, 15 Jan 2009 20:32:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.as3dp.com/?p=415#comment-1224</guid>
		<description>Hey Bill,

Just wanted to drop a note and say thanks for taking to the time to explain what the benefits are of using OOP in Actionscript 3.

As you noted time is usually of the essence; and for most people their bosses wanted everything yesterday.  However there are still ways on introducing OOP concepts into projects without missing your deadlines and I think your advice on how to introduce your department to these concepts are spot on.

Coming from a procedural programming background I can say to your readers it is 100% worth it to start looking at things from an object oriented perspective; you&#039;d be surprised how much easier it makes your day once accomplished.

Cheers
Digitalosophy</description>
		<content:encoded><![CDATA[<p>Hey Bill,</p>
<p>Just wanted to drop a note and say thanks for taking to the time to explain what the benefits are of using OOP in Actionscript 3.</p>
<p>As you noted time is usually of the essence; and for most people their bosses wanted everything yesterday.  However there are still ways on introducing OOP concepts into projects without missing your deadlines and I think your advice on how to introduce your department to these concepts are spot on.</p>
<p>Coming from a procedural programming background I can say to your readers it is 100% worth it to start looking at things from an object oriented perspective; you&#8217;d be surprised how much easier it makes your day once accomplished.</p>
<p>Cheers<br />
Digitalosophy</p>
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	<item>
		<title>By: localToGlobal &#187; Blog Archive &#187; news review -&#62; 2nd week of 2009</title>
		<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/comment-page-1/#comment-1145</link>
		<dc:creator>localToGlobal &#187; Blog Archive &#187; news review -&#62; 2nd week of 2009</dc:creator>
		<pubDate>Fri, 09 Jan 2009 13:28:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.as3dp.com/?p=415#comment-1145</guid>
		<description>[...] &gt; Take a Design Pattern to Work Part I: Identifying the Problem &#124; ActionScript 3 Design Patterns [...]</description>
		<content:encoded><![CDATA[<p>[...] &gt; Take a Design Pattern to Work Part I: Identifying the Problem | ActionScript 3 Design Patterns [...]</p>
]]></content:encoded>
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		<title>By: Bill Sanders</title>
		<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/comment-page-1/#comment-1100</link>
		<dc:creator>Bill Sanders</dc:creator>
		<pubDate>Mon, 05 Jan 2009 10:18:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.as3dp.com/?p=415#comment-1100</guid>
		<description>Hi Eric,

I think that your point about not having time is the crux of the issue. The purpose of this series of posts is to move from a non-OOP/non-DP mindset to an OOP/DP mindset. All of us to some extent are in the same boat. As we do more AS3 programming (which is often no small challenge in and of itself), I hope we can begin getting better at thinking of a problem in terms of DP solutions. That doesn&#039;t mean that we&#039;ll always be successful, especially when there&#039;s a press of time. However, if we never start somewhere, we&#039;ll be doing the same thing five years from now as we&#039;re now doing.

I may have mentioned this before, but at the last OOPSLA meetings, we were talking about the most important, most fundamental OOP habit to get into. Oddly, we came to a quick consensus (imagine &lt;em&gt;any&lt;/em&gt; programmers coming to a quick consensus, let alone a bunch of doctoral and industry level programmers!) -- use &lt;strong&gt;private variables&lt;/strong&gt; wherever possible. The &lt;strong&gt;var statement&lt;/strong&gt; is really, &lt;strong&gt;public var&lt;/strong&gt; and as such they are open for outside access and values changes you may not want. (Same goes for functions as well.) Where I cannot use a private access modifier, I use protected.

Of course, you&#039;re going to want your constructors and methods that the Client or some other class needs to access to be public, but at least you&#039;ll be able to tell the difference between the types of access and &lt;strong&gt;&lt;em&gt;think&lt;/em&gt;&lt;/strong&gt; in terms OOP. For me, &quot;private&quot; really means &quot;encapsulated.&quot;

So rather than trying to drag your work kicking and screaming into OOP or DP, the trick is to change the way you look at solutions and the &quot;easy&quot; way becomes using OOP and DPs.

Cheers,
Bill</description>
		<content:encoded><![CDATA[<p>Hi Eric,</p>
<p>I think that your point about not having time is the crux of the issue. The purpose of this series of posts is to move from a non-OOP/non-DP mindset to an OOP/DP mindset. All of us to some extent are in the same boat. As we do more AS3 programming (which is often no small challenge in and of itself), I hope we can begin getting better at thinking of a problem in terms of DP solutions. That doesn&#8217;t mean that we&#8217;ll always be successful, especially when there&#8217;s a press of time. However, if we never start somewhere, we&#8217;ll be doing the same thing five years from now as we&#8217;re now doing.</p>
<p>I may have mentioned this before, but at the last OOPSLA meetings, we were talking about the most important, most fundamental OOP habit to get into. Oddly, we came to a quick consensus (imagine <em>any</em> programmers coming to a quick consensus, let alone a bunch of doctoral and industry level programmers!) &#8212; use <strong>private variables</strong> wherever possible. The <strong>var statement</strong> is really, <strong>public var</strong> and as such they are open for outside access and values changes you may not want. (Same goes for functions as well.) Where I cannot use a private access modifier, I use protected.</p>
<p>Of course, you&#8217;re going to want your constructors and methods that the Client or some other class needs to access to be public, but at least you&#8217;ll be able to tell the difference between the types of access and <strong><em>think</em></strong> in terms OOP. For me, &#8220;private&#8221; really means &#8220;encapsulated.&#8221;</p>
<p>So rather than trying to drag your work kicking and screaming into OOP or DP, the trick is to change the way you look at solutions and the &#8220;easy&#8221; way becomes using OOP and DPs.</p>
<p>Cheers,<br />
Bill</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Eric</title>
		<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/comment-page-1/#comment-1097</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Mon, 05 Jan 2009 03:31:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.as3dp.com/?p=415#comment-1097</guid>
		<description>Thank you for this post. I look forward to seeing where you lead in this exercise.

The degree in which design patterns can be more easily utilized in common, real world scenarios is of great interest to me.

I firmly believe that due to their modular nature, design patterns are the impetus by which measurable production efficiency can be achieved.

As my AS3 skills mature I am learning the hard way, that it&#039;s not that I don&#039;t have time to utilize design patterns, it&#039;s that I don&#039;t have time, not to.

Thanks for all the great work.</description>
		<content:encoded><![CDATA[<p>Thank you for this post. I look forward to seeing where you lead in this exercise.</p>
<p>The degree in which design patterns can be more easily utilized in common, real world scenarios is of great interest to me.</p>
<p>I firmly believe that due to their modular nature, design patterns are the impetus by which measurable production efficiency can be achieved.</p>
<p>As my AS3 skills mature I am learning the hard way, that it&#8217;s not that I don&#8217;t have time to utilize design patterns, it&#8217;s that I don&#8217;t have time, not to.</p>
<p>Thanks for all the great work.</p>
]]></content:encoded>
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		<title>By: Bill Sanders</title>
		<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/comment-page-1/#comment-1068</link>
		<dc:creator>Bill Sanders</dc:creator>
		<pubDate>Sat, 03 Jan 2009 10:12:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.as3dp.com/?p=415#comment-1068</guid>
		<description>Hi Carl,

Torture camp!? If it were easy, it wouldn&#039;t be any fun!

Take care,
Bill</description>
		<content:encoded><![CDATA[<p>Hi Carl,</p>
<p>Torture camp!? If it were easy, it wouldn&#8217;t be any fun!</p>
<p>Take care,<br />
Bill</p>
]]></content:encoded>
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		<title>By: carl</title>
		<link>http://www.as3dp.com/2009/01/01/take-a-design-pattern-to-work-part-i-identifying-the-problem/comment-page-1/#comment-1064</link>
		<dc:creator>carl</dc:creator>
		<pubDate>Sat, 03 Jan 2009 05:11:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.as3dp.com/?p=415#comment-1064</guid>
		<description>great article. looking forward to the solutions and following the progress as AS3 torture camp is part of my new years resolution</description>
		<content:encoded><![CDATA[<p>great article. looking forward to the solutions and following the progress as AS3 torture camp is part of my new years resolution</p>
]]></content:encoded>
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