strong>Getting the States Straight In a recent post to illustrate the use of composition and delegation, I created a simple game using a State design Pattern—the Aid Game. A lot of people had lots of questions and suggestions for making it better and being one who thrives on improvement and change, I promised to have a [...] Related posts:ActionScript 3.0 State Design Pattern: An Aid Game Friends with Benefits: State and Factory Method Together at Last—Part II The ActionScript 3.0 Flyweight Saga: Part III Aggregation Aggravation, Stuff on the Stage and the Intrinsic State
158 readersfter creating the post on the acquaintance relationship between classes, I started thinking about the aggregate relationship and delegation. One of the best examples of delegation can be found in the State design patterns. All of the states are delegated to objects that handle each state. So I thought it’d be a good idea to
326 readers‘m tempted to say that aggregation is a stronger form of acquaintance, and that wouldn’t be far from wrong. In fact, in certain contexts it may be perfectly correct. Gamma, et al point out that the differences between the two is a matter of intent rather than explicit language mechanisms. That makes it a [...]
219 readersvery Monday I have to separate out the paper, glass, aluminum, and plastic to recycle and take them up to the curb. This last Monday while engaged in this weekly ritual, I thought that recycling a design pattern might be an interesting exercise. Additionally, it’s the kind of design pattern advantage that can be used
93 readershe other day I was worrying about a comment another programmer had made. After looking at some code, he twisted up his face and said, “That’s not the way I’d do it.” He went on to tell me how he’d do it. After thinking about it a couple of days I realized that the way
246 readersn open triangle on a line from a child class to the parent class indicates the inheritance symbol in Design Pattern class diagrams. In the Participant Relations diagram above, you can see symbols for both single and multiple inheritance in red. Inheritance in design patterns is so common, pointing out which designs do not use
240 readerswanted to move on from the original Aid Game, at least as far as the movement was concerned; so I fully fixed it up. With the new set of rules from the previous post of repairing the movement, I realized that if I didn’t generate fully operating movement states, we’d end up overly focusing [...]
218 readersMy initial idea of having a “thrill ride” through a design pattern to help reveal its operation is turning out to be awkward in more ways than I envisioned. The initial tour is going to be through a State Design Pattern; so naturally I set it up using a State pattern. It wasn’t too long
177 readershis post is the first in a series where I hope to discuss all of the key relationships between classes in Design Patterns. To help identify posts in this series I’ve created a general diagram with all of the different kinds of relationships between classes. I did not include the boxes for pseudo-code or divide
198 readersThis is not an introduction to the MVC pattern, but a look into its implementation in Smalltalk-80 to understand the original intent and function of the Model, View, and Controller triad. Starting with the “classic” MVC helped me understand the evolution of the presentation patterns that came after it. We will look at how a simple MVC
241 readersThe Garbage Collector in AS3 is smart, but it’s driving me crazy. Being new to AS3, I didn’t realise that removing a child from the display list does not kill all it’s listeners, sounds, and some other stuff I don’t know. When it affected me, I stopped for a moment and thought why is it
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