ActionScript Developer's Guide to PureMVC

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Gain hands-on experience with PureMVC, the popular open source framework for developing maintainable applications with a Model-View-Controller architecture. In this concise guide, PureMVC creator Cliff Hall teaches the fundamentals of PureMVC development by walking you through the construction of a complete non-trivial Adobe AIR application.Through clear explanations and numerous ActionScript code examples, you'll learn best practices for using the framework's classes in your day-to-day work. Discover how PureMVC enables you to focus on the purpose and scope of your application, while the fram.  Read more... Table of Contents; Preface; Code at the Speed of Thought; The Purpose of This Book; Who Should Read This Book; Acknowledgements; PureMVC Contributors; Enneagram Personality System; Conventions Used in This Book; Using Code Examples; SafariĀ® Books Online; How to Contact Us; Chapter 1. Introduction; Classic MVC Architecture; The PureMVC AS3 Reference Implementation; The Role of PureMVC in Your Application; Pay No Attention to the Man Behind the Curtain; Meet the Workhorses; Actors at the Boundaries; Use a Proxy as a Data Source for the Application; A simple proxy example; EmailConfigProxy Use a Mediator as a Secretary for a View ComponentA simple mediator example; EmailConfigMediator; Actors Between the Boundaries; Let SimpleCommands Do Most of the Thinking; PerformEmailTestCommand; Use a MacroCommand to Execute Several SimpleCommands; The Rest of the Gang; Notifications; The Core Actors; The Facade; Packaging Your Classes; Ordinary Classes; Framework Classes; Typical Package Structure; Standard and MultiCore Versions; Writing Portable Code; Chapter 2. Building an Application with PureMVC; Choosing the Platform; It Was a Dark and Stormy Night StoryArchitect, A Tool for Writing FictionStatement of Purpose; Determining Scope; Describing the Domain; Imagining the User Interface; Persistence Strategy; Erecting the Startup Scaffolding; Prepare the Project and Initial Package Structure; Create an Application Constants Class; Class; Code; Create a Startup Command; Class; Code; Create the Application Facade; Class; Code; Initialize the Application Facade and call startup(); Class; Code; Building from the Outside In; Step 1: Value Objects; Step 2: View Components; Step 3: Proxys; Step 4: Mediators; Step 5: Commands Chapter 3. Modelling the DomainDesigning the Schema; Reviewing the Entities; Creating the Schema; ValueObject; Note; Setting; Milieu; Character; Cast; Draft; Scene; Chapter; Part; Story; Season; Series; Creating the Value Objects; A Simple Case; NoteVO; A Slightly More Complex Case; ValueObject; An Advanced Case; StoryVO; Creating the Enums; Enumerating the Enums; The Base Class; Enum; An Enum Subclass; StoryTypeEnum; Testing the Entities; A Flex Unit Test Class; NoteVOTest; Chapter 4. Implementing the User Interface; A Tale of Two Views; The Application; Class; Responsibilities CollaborationsCode; The Chooser; Class; Responsibilities; Collaborations; Code; The Story Chooser; Class; Responsibilities; Collaborations; Code; The Editor; Class; Responsibilities; Collaborations; Code; The Editor Controls; Class; Responsibilities; Collaborations; Code; The Details Component; Class; Responsibilities; Collaborations; Code; The Item Info Component; Class; Responsibilities; Collaborations; Code; The Notes Component; Class; Responsibilities; Collaborations; Code; The Timeline Component; Class; Responsibilities; Collaborations; Code; The Story Tile; Class; Responsibilities

Author(s): Cliff Hall
Publisher: O'Reilly Media
Year: 2011

Language: English
Pages: 262
City: Sebastopol