Graphics Reference
In-Depth Information
Even if they have to be slightly modified from project to project,
it
s always a good thing to have reusable classes at your disposal.
Classes that you can grab and throw into a project at a moment
'
'
s
notice without having to worry too much if it
s going to work cor-
rectly or not. And just in case the chapter title didn
'
'
tgiveitaway,
we
ll be spending the next several pages looking over different
classes. Some of them have been used in actual client projects,
some of them were written specifically for this topic, and all of
them can be found at http://www.flashadbook.com/code/.
'
Set Up
Before we dive in, I
d like to offer a bit of an explanation of
how my files were set up while working on these classes. When
you download the code from the Web site, you
'
ll see that I placed
all the separate classes in a folder structure as seen in Fig. 12.1.
The structure starts with the com/flashadbook folder and then goes
down to the base, display, engines, events, and utils folders. When
working with these folder structures within the code of the classes
themselves, these will be the structures of the packages.
'
Packages
By the most simple of explanations(andaswejustdiscussed),a
package is a representation of a directory path where a group of
your classes is stored. When used correctly, not only are packages
a great way to organize and maintain your code but they also help
minimize the risk of name conflicts between classes.
Figure 12.1 Folder structure for
the classes used in this
chapter.
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