<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:creativeCommons="http://backend.userland.com/creativeCommonsRssModule"
>

<channel>
	<title>ActionScript 3 Design Patterns &#187; Polymorphism</title>
	<atom:link href="http://www.as3dp.com/category/polymorphism/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.as3dp.com</link>
	<description>OOP Techniques for Flash and Flex Developers</description>
	<lastBuildDate>Thu, 09 Sep 2010 18:32:43 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/us/</creativeCommons:license>
		<item>
		<title>Friends with Benefits: State and Factory Method Together at Last—Part II</title>
		<link>http://www.as3dp.com/2009/06/24/friends-with-benefits-state-and-factory-method-together-at-last%e2%80%94part-ii/</link>
		<comments>http://www.as3dp.com/2009/06/24/friends-with-benefits-state-and-factory-method-together-at-last%e2%80%94part-ii/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 09:23:47 +0000</pubDate>
		<dc:creator>William B. Sanders</dc:creator>
				<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[Factory Method]]></category>
		<category><![CDATA[Polymorphism]]></category>
		<category><![CDATA[State]]></category>

		<guid isPermaLink="false">http://www.as3dp.com/?p=1106</guid>
		<description><![CDATA[In the first part of this article,  Friends with Benefits: Refactoring with Multiple Design Patterns—Part I you saw how a Factory Method design pattern was used to hold and deliver data to a DataProvider object. The Factory Method design pattern allowed for easy update by simply adding items to concrete products from a Product [...]]]></description>
		<wfw:commentRss>http://www.as3dp.com/2009/06/24/friends-with-benefits-state-and-factory-method-together-at-last%e2%80%94part-ii/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/us/</creativeCommons:license>
	</item>
		<item>
		<title>Design Pattern Principles for ActionScript 3.0: Program to an Interface; not an implementation</title>
		<link>http://www.as3dp.com/2009/02/14/design-pattern-principles-for-actionscript-30-program-to-an-interface-not-an-implementation/</link>
		<comments>http://www.as3dp.com/2009/02/14/design-pattern-principles-for-actionscript-30-program-to-an-interface-not-an-implementation/#comments</comments>
		<pubDate>Sat, 14 Feb 2009 12:55:24 +0000</pubDate>
		<dc:creator>William B. Sanders</dc:creator>
				<category><![CDATA[Abstract Classes]]></category>
		<category><![CDATA[Design Patterns at Work]]></category>
		<category><![CDATA[Polymorphism]]></category>
		<category><![CDATA[Principles]]></category>

		<guid isPermaLink="false">http://www.as3dp.com/?p=685</guid>
		<description><![CDATA[The first principle of design patterns is,
Program to an interface, not an implementation
 Simply put, the Gang of Four urges programmers to declare variables only to abstract classes and interfaces and not concrete implementations. You never want to type your instance as a concrete class derived from an interface or abstract class—only to the interface.
Okay, [...]]]></description>
		<wfw:commentRss>http://www.as3dp.com/2009/02/14/design-pattern-principles-for-actionscript-30-program-to-an-interface-not-an-implementation/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/us/</creativeCommons:license>
	</item>
		<item>
		<title>ActionScript 3.0, Design Patterns and Polymorphism: What’s the Point?</title>
		<link>http://www.as3dp.com/2008/12/19/actionscript-30-design-patterns-and-polymorphism-what%e2%80%99s-the-point/</link>
		<comments>http://www.as3dp.com/2008/12/19/actionscript-30-design-patterns-and-polymorphism-what%e2%80%99s-the-point/#comments</comments>
		<pubDate>Fri, 19 Dec 2008 13:18:08 +0000</pubDate>
		<dc:creator>William B. Sanders</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[OOP]]></category>
		<category><![CDATA[Polymorphism]]></category>

		<guid isPermaLink="false">http://www.as3dp.com/?p=384</guid>
		<description><![CDATA[*Note to our gentle readers: This is one of those blog entries that probably raises more issues than it resolves. Further, it requests reader input. Consider yourself forewarned.
Why Polymorphism?
As just about everybody reading this blog knows, polymorphism is a foundational concept in object oriented programming (OOP). We devote several pages to polymorphism in our introductory [...]]]></description>
		<wfw:commentRss>http://www.as3dp.com/2008/12/19/actionscript-30-design-patterns-and-polymorphism-what%e2%80%99s-the-point/feed/</wfw:commentRss>
		<slash:comments>24</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/us/</creativeCommons:license>
	</item>
	</channel>
</rss>
