| | Copyright |
| | Acknowledgments |
| | Introduction |
| | | About This Book |
| | Part I: Successful Projects |
| | | Chapter 1. Designing Applications |
| | | The Analysis Phase |
| | | The Design Phase |
| | | The Implementation Phase |
| | | Testing |
| | | Summary |
| | | Chapter 2. Programming to Interfaces |
| | | Defining Interfaces |
| | | Using Polymorphism |
| | | Summary |
| | Part II: Patterns |
| | | Chapter 3. Model View Controller Pattern |
| | | Understanding MVC Elements |
| | | Building a Simple Example |
| | | Enabling Multiple Views for One Model |
| | | Modifying Model Implementation |
| | | Adding A Controller |
| | | Summary |
| | | Chapter 4. Singleton Pattern |
| | | Object Instantiation |
| | | Singleton Versus Static Members |
| | | Building a Simple Singleton |
| | | Building a Settings Framework |
| | | Summary |
| | | Chapter 5. Factory and Template Method Patterns |
| | | Abstract Classes |
| | | Template Method |
| | | Factory Method |
| | | Summary |
| | | Chapter 6. Proxy Pattern |
| | | Virtual Proxy |
| | | Remote Proxy |
| | | Adapter and Façade Patterns |
| | | Summary |
| | | Chapter 7. Iterator Pattern |
| | | Understanding the Problems with Iteration |
| | | Understanding Iterator Elements |
| | | Using Iterators |
| | | Using Null Iterators |
| | | Summary |
| | | Chapter 8. Composite Pattern |
| | | Understanding the Element Interface |
| | | Understanding Leaf Elements |
| | | Understanding Composite Elements |
| | | Building a File System Example |
| | | Summary |
| | | Chapter 9. Decorator Pattern |
| | | Understanding the Decorator Pattern |
| | | Building Reader Decorators |
| | | Building Visual and Commutative Decorators |
| | | Summary |
| | | Chapter 10. Command Pattern |
| | | Understanding the Command Pattern |
| | | Building a Simple Command Application |
| | | Making Commands Undoable and Keeping Command Histories |
| | | Building an Undoable Application |
| | | Building a Redoable Application |
| | | Using Commands to Build a Proximity Game |
| | | Summary |
| | | Chapter 11. Memento Pattern |
| | | Using Mementos to Make Actions Undoable in the Proximity Game |
| | | Using Mementos to Make Actions Redoable in the Proximity Game |
| | | Summary |
| | | Chapter 12. State Pattern |
| | | Simple State Example |
| | | Encapsulating the States |
| | | Using Abstract Classes |
| | | Transitions |
| | | Summary |
| | Part III: Advanced ActionScript Topics |
| | | Chapter 13. Working with Events |
| | | Understanding Events |
| | | Using Events |
| | | Creating Event Dispatchers |
| | | An Example Working with Events |
| | | Summary |
| | | Chapter 14. Sending and Loading Data |
| | | Loading Text |
| | | Sending and Loading Variables |
| | | Sending and Loading XML |
| | | Using Web Services |
| | | Using Flash Remoting |
| | | Optimizing Data Communication |
| | | Summary |
| | | Chapter 15. E4X (XML) |
| | | Creating XML Objects |
| | | Property Accessors |
| | | XML Filtering |
| | | Iterating Through an XMLList |
| | | Namespaces |
| | | Sending and Loading XML Data |
| | | Simple Soap Example |
| | | Summary |
| | | Chapter 16. Regular Expressions |
| | | Introducing the RegExp Class |
| | | Working with Regular Expressions |
| | | Using Regular Expression Flags |
| | | Understanding Metacharacters and Metasequences |
| | | Using Regular Expression Groups |
| | | Building a Mad Libs Application Using Regular Expressions |
| | | Summary |
| | Index |