The Factory method pattern belongs to the group of creational patterns,
it deals with the problem of creating objects (products) without specifying the exact class of object that will be created.
The factory method design pattern handles this problem by defining a separate method for creating the objects.
Subclasses can then override to specify the derived type of product [...]
Some of the design patterns rely on the implementation of abstract classes. Actionscript unfortunately do not support this.
Some facts about abstract classes:
Abstract classes cannot be instantiated. They have to be extended by subclasses.
They can contain abstract methods or unimplemented method declarations that subclasses need to implement. The methods implemented in an abstract class will in [...]
Ive been working with design patterns for a long time, and have had some really good experiences in the past when im refactoring code and enforcing the use of patterns.
In the following tutorials i plan to give brief explanations on each pattern, how to use it and example code where the pattern is being used.
Im [...]
The command pattern is a design pattern in which an object is used to represent and encapsulate all the information needed to call a method at a later time.
This information includes the method name, the object that owns the method and values for the method parameters.
A facade is an object that provides a simplified interface to a larger body of code, such as a class library.
A facade can:
make a software library easier to use and understand, since the facade has [...]
Any good software developer should know about design patterns. I have been using them since i started programming. Now im doing most of my work in java and actionscript and in one of my opensource projects i had to avoid using the actionscript event model.
The Observer pattern is a subset of the Publish/subscribe pattern. and belongs to [...]