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In object oriented programming it’s crucial to understand references to objects. Read here to understand the difference between reference and object.



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This is a quick-step guide for Actionscript developers moving from procedural programming (timeline programming in Flash) to Object Oriented Programming in Actionscript 3. In the good ‘ol days Flash was the tool of the trade for designers and animators, with only a limited support for scripting. The scripting facilities were basically a tool for controlling [...]



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Check out this FDT 4.0 preview video:

FDT 4 Milestone 3 Live Preview from Powerflasher FDT on Vimeo.



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Learn how to structure individual pieces of your application into class files. Many newbies put too much functionality into a few classes, making the application difficult to maintain and overview. Learn the ways of composition.



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The composite pattern is a powerful design pattern helping organizing your data into tree structures. The information is represented in tree branches and tree leafs, just like a regular tree. Both branches and leafs are referred to as nodes.



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One of the most fundamental rules of object oriented programming is the principle of encapsulation.
The basic principle of encapsulation is to prevent a class’s inner workings from being exposed to outside classes.



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Tired of repeating the same syntax for DisplayObjects? Tired of writing Event.ADDED_TO_STAGE and Event.REMOVED_FROM_STAGE and Event.RESIZE? Then take a look the AbstractDisplayObject class.



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