status ex machina part deux

Just a quick note regarding my next talk for dotBrighton

More info here in my personal blog.

8th June
7.30 pam
the skiff


Robotlegs modular plumbing with AS3Signals

I thought I’d share how I’ve been setting up my modules with Robotlegs using @robpenner‘s AS3Signals as plumbing.

Firstly, my modules don’t tend to be view-based, and I use signals instead of events for inter-framework communications, so I don’t need the whole bag of tricks contained in the context for them. That’s one of the great things about Robotlegs – its a tool bag, so you only need to pack those that you need for a particular job. (BTW If you want view-based modules, check out @jhooksModular Utilities.) Continue reading ‘Robotlegs modular plumbing with AS3Signals’


Guarded Answers

A couple of days ago @stray_and_ruby posted this about some EventMapping utilities for RobotLegs I was particularly taken with the GuardedEventMap. This was the answer to exactly the problem that has been at the back of my mind for quite some time, implemented at the root of the problem in a very elegant way. I’m thinking that these will add powerful functionality to the AS3StateMachine (robotleg flavour). Continue reading ‘Guarded Answers’


Interface Change?

While I have been writing up the AS3StateMachine, I’ve been faced with some questions regarding the standard nomenclature of state machines.
Continue reading ‘Interface Change?’


Introduction 1: Overview (what is the AS3StateMachine)

This is the first in a series of introductions to the AS3StateMachine, here we will look at the concept of a Finite State Machine (FSM) and what it actually does.

I will assume that you have a basic idea of what state is, and if you want an in depth definition of an FSM I suggest reading wikipedia’s entry, I’m not intending to get into anything too theoretical here.

The AS3StateMachine is basically a flat network of nodes (states) connected by unidirectional edges (transitions). The AS3StateMachine keeps track of the current state, manages the movement from one state to the next, and dispatches via your framework’s event-bus (which ever flavour it uses). Its job is to manage your application’s states – not to be confused with the State Pattern, or indeed Flash Builder’s view States. Continue reading ‘Introduction 1: Overview (what is the AS3StateMachine)’


Quick Tip 1: Hide your IFSMController

I never inject my IFSMController directly into an actor, I wrap it in a façade to expose only what is needed and inject that.

Continue reading ‘Quick Tip 1: Hide your IFSMController’


The Dangers of Unchecked Enthusiasm

If you look on github, at my AS3StateMachine project, you will find no less than 11 repositories. This is yet another example of my rampant enthusiasm getting the better of slow, steady, incremental development. All my coding energy dissipating across that stupidly broad, unmaintainable front. Continue reading ‘The Dangers of Unchecked Enthusiasm’


Emperor’s New Tests

One of my aims by the end of the year is to have learned about Unit Testing.

So I set up a dotBrighton talk with David Arno, went along and asked a lot of questions, asked questions about the answers to the questions, and generally harassed the poor man. The problem being that where I can find lots of entry points on the wonderful wide web, they all show how to test the method: sum( a:Number, b:Number ):Number. Continue reading ‘Emperor’s New Tests’


Flavour of the Week

I had to stop what I was doing to say that I am really enjoying using the AS3 Signals StateMachine for Robotlegs. I wondered when I was writing it whether it was going to be worth the complication.

I think the answer is yes.

Hooray for Signals!

Hooray for Robotlegs!


Status Ex Machina

I started this project because I wanted to accustom myself to Robotlegs, using a familiar point of reference. While it certainly did that, it also ran away with itself.

I’m still trying to catch up. I’m almost there.

While I’m lagging behind, I’d like to thank Cliff Hall who started the whole thing off by re-writing my original into something more sensible, and inserting it into the PureMVC Manifold Project as the statemachine utility.

Also, give a hand to Joel Hooks who has already ported a version of the statemachine utility to Robotlegs, and has given me support and some good advice.

Finally cheers to Aral Balkan for use of the osflash namespace.