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design patterns

Keep Your Flash Project’s Memory Usage Stable With Object Pooling

Keep Your Flash Project’s Memory Usage Stable With Object Pooling

Memory usage is an aspect of development that you really have to be careful about, or it might end up slowing down your app, taking up a lot of memory or even crashing everything. This tutorial will help you to avoid those bad potential outcomes!

Box2D for Flash and AS3: Building Structure

Box2D for Flash and AS3: Building Structure

This entry is part 3 of 3 in the series Box2D for Flash and AS3

In the first two parts of this series, we created two simple types of object, rendered using Flash’s display list. In this part, we’ll see how to extend this to let us create as many different types of object as we want, without our code getting all tangled up!

The Power of Finite State Machines: Application and Extension

The Power of Finite State Machines: Application and Extension

This entry is part 2 of 2 in the series The Power of Finite State Machines

Here’s the concluding part of our tutorial about creating a multi-state car using a finite state machine. In this part, you will see how easy it is to add more states as well as new features to the car. When finished, you’ll know exactly how to structure control for your FSM Object, which will be demonstrated when we add animation and sound.

Quick Tip: The Singleton Pattern

Quick Tip: The Singleton Pattern

Twice a month, we revisit some of our readers’ favorite posts from throughout the history of Activetuts+. This week’s retro-Active Quick Tip, first published in June 2010, is an introduction to a popular (but commonly mis-used) design pattern.

In this Quick Tip we are going to talk about the Singleton design pattern and how it can help you to optimize your code when you need exactly one instance of a class.

The Power of Finite State Machines: Concept and Creation

The Power of Finite State Machines: Concept and Creation

This entry is part 1 of 2 in the series The Power of Finite State Machines

This two-part tutorial will cover creating a multi-state car using a finite state machine. We will start with Procedural FSM and progress into the State Pattern design pattern. Concept and creation will be our main focus during this first part; we will then proceed into application and extension during the second part.

Thinking in Commands: Part 1 of 2

Thinking in Commands: Part 1 of 2

This entry is part 1 of 4 in the series Allen Chou's Command Pattern Tutorials

Twice a month, we revisit some of our readers’ favorite posts from throughout the history of Activetuts+. This tutorial was first published in March, 2010, and is the first part of a series.

Simple, maintainable code is beautiful. However, when we have a sequences of actions that need to trigger each other, our code can get messy, making it impossible to change later. The Command Pattern keeps things clean.

In this tutorial, I’ll show you how to create a minimalist AS3 Command framework, capable of performing actions in sequence, in parallel, or with a delay. You’ll lean how to use this framework to create a complex effect with simple and clean code.

AS3 101: OOP – Introducing Design Patterns

AS3 101: OOP – Introducing Design Patterns

After many months of learning how to program from the ground up, you’re ready to put it all to use: we’re going to build a simple drawing application. We will focus on Object-Oriented Programming techniques, specifically the use of interfaces. By setting up a few rules for our programming, we will make expanding the feature-set and debugging the project much easier.


This entry is part 16 of 18 in the AS3 101 Session