ActionScript 3.0 design patterns by William B Sanders; Chandima Cumaranatunge

By William B Sanders; Chandima Cumaranatunge

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ConcreteMethod( ); } } } The following shows what appears in the Output window when you test the program: This is the overidden abstract method I'm a concrete method from an abstract class At this point you may be scratching your head wondering why you should go through this kind of convolution to do what you could do with a non-abstract class. Instead of subclassing the abstract class, overriding one of the methods, and then implementing the subclass, we could have just written both methods the way we wanted them in the first place and not have to override anything.

Rather than being dogged by minutiae of the problem, abstraction helps to focus on what parts, independent of their details, are required to solve the problem. Does this mean that you ignore the details? Not at all. Rather, the details are handled by adding them just when they’re needed. For instance, in the example in the previous section, the exact video file is unimportant. All that’s important is that some video name (a detail) be provided when we’re ready to play it. We don’t need to build a theater around a single movie.

As you will see, the string “Howl” is perfectly acceptable. ” This arrangement represents the best of both worlds; encapsulation and a way to execute operations within an encapsulated object. 0 get and set methods. Some programmers find it awkward to create their own getter and setter methods as we did in the previous section, preferring the simplicity of the get accessor and set mutator. Accessors and mutators versus Frankenstein: they sound like something from a horror flick, but the terms accessor and mutator are used to describe getters and setters.

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