By William B Sanders; Chandima Cumaranatunge

ISBN-10: 0596528469

ISBN-13: 9780596528461

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The operations for both description and price methods are pretty standard, but the display method is going to have to be very flexible. That’s where polymorphism comes in. We could use an abstract class, but to provide ever more flexibility just in case other unanticipated requirements crop up, we’ll use an interface. Example 1-32 through Example 1-36 make up the e-business application. The interface, IBiz, contains the primary operations with unique signatures but not any details. This will allow us to create the unique details we need as long as we keep all the signatures the same.

Example 1-13 through Example 1-16 make up the application illustrating inheritance. The first class, QuadPets, is the parent or superclass with a constructor that indicates when an instance of the class is instantiated using a trace statement. Any class that inherits the QuadPets class gets all of its methods and interfaces. Example 1-13. as package { public class QuadPets { public function QuadPets( ):void { trace("QuadPets is instantiated"); } public function makeSound( ):void { Inheritance | 25 Example 1-13.

As we have noted in this chapter, the overall goal of design patterns is to create reusable code. In order to meet this overall goal, the code must be flexible. This does not mean that your application runs better or compiles faster. All it does is help you create code that you can reuse in other projects. The more time and effort you spend, the larger the team engaged in working with the code, the more important this overall goal. Managing Dependency The need for software flexibility leads to the need to manage dependency.

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ActionScript 3.0 design patterns by William B Sanders; Chandima Cumaranatunge

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