Index: ActionScript 3.0 Design Patterns Principles and Design Patterns at Work

Easy to Find

We got to the point where the posts on the Principles of OOP and Design Patterns and the discussions of introducing Design Patterns to the workplace became so numerous that they were difficult to locate on the blog. This is the first index that we have, and as we continue to grow, we’ll have to add more. (We are certainly nearing that point with MVC and Pure MVC posts.) So, in the “Categories” section of our blog, we’ll be adding indices as needed. Look for the Index category to locate all indices.

Principles:

    OOP and Design Patterns Ready for Work

  • airimgThis post includes a quick guide to all of the principles discussed in the form of an AIR application that you can store on your desktop for a quick reference.
  • Link

    Magic Table: What Varies in a Design Pattern

  • Download Magic Table AIR Application
    The Liskov Substitution Principle
    Link

    Program to an Interface; not an implementation
    Link

    Favor Object Composition over Inheritance
    Link

    Separate what varies from what stays the same and encapsulate what varies
    Link

    Objects should be loosely coupled
    Link

    Classes should be open for extension but closed for modification
    Link

    High-level and low-level modules should depend on abstractions (Dependency Inversion Principle)
    Link

    Only communicate with closely related object (Least Knowledge Principle)
    Link

    High-level components can call low-level components, but low level components never call high level components (Hollywood Principle)
    Link

    Your class should have one and only one responsibility (Single Responsibility Principle)
    Link

    Is Your ActionScript 3.0 Design Good? : The Three Keys of Good Design
    Link

    No New is Good New: Using Inheritance, Composition, Delegation and anything else other than New in ActionScript 3.0 Design Patterns
    Link

Design Patterns at Work

    Why Design Patterns?
    Link

    Strategy Design Pattern for Work
    Link

    Decorator Design Pattern for Work
    Link

    Not at the Children’s Table Anymore
    Link

    ActionScript 3.0 Developers: The Children’s Table Revisited
    Link

    No Time for OOP and Design Patterns
    Link

    Take a Design Pattern to Work Part I: Identifying the Problem
    Link

    Take a Design Pattern to Work Part II: A Little OOP
    Link

    Take a Design Pattern to Work Part III: Loosening Up
    Link

    Take a Design Pattern to Work Part IV: Establishing a Design Pattern Foundation
    Link

  • Share/Bookmark

Related posts:

  1. OOP & Designs Pattern Principles: Ready for Work
  2. Design Pattern Principles for ActionScript 3.0: Encapsulate What Varies
  3. Design Pattern Principles for ActionScript 3.0: The Dependency Inversion Principle

6 Responses to “Index: ActionScript 3.0 Design Patterns Principles and Design Patterns at Work”


  • Incredible resource. Thanks so much for putting in the time & effort to write each of these. Really good AS3/OOP design pattern material is still so much harder to come by than I can believe, and I’ve learned so much more already just from half a day of browsing your articles.

  • Hi Tim,

    Thanks, we’re glad you find them helpful. Please let us know if there’s a topic in ActionScript 3.0 design patterns and related OOP that you’d like more information about and to discuss. We like to think that we’re as adaptable to change as the design patterns we discuss.

    Kindest regards,
    Bill

  • Thank you for the great resource you’re amazing.

  • Hicham,

    We’re delighted to hear you like it. We’d also like to hear any ideas you have to improve our Blog.

    Kindest regards,
    Bill

  • This is great. Have been through a couple of posts, and am very happy about them.
    For programmers who are entering the world of DP or more structured programming, like me, it would be great to see more examples where the material guides the reader thru’ a problem and ways to implement it. Discussing the pros/cons of a particular design and some hypothetical constraints which might come up in future which a particular design may be able to incorporate in better fashion than some others

  • Hi Kamlesh,

    Thanks for the note. What you want is exactly what we want to do. It just takes time, and we’re chipping away at it. Right now, I’m trying to create a “amusement park ride” through a State Design Pattern. I hope to have the first part of it up before next week.

    Also, if you’re interested in PHP design patterns, we just started one: http://www.php5dp.com

    Kindest regards,
    Bill

Leave a Reply