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Entity–component–system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on the components.
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. [1] A design pattern is not a rigid structure that can be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of ...
The indirection pattern supports low coupling and reuses potential between two elements by assigning the responsibility of mediation between them to an intermediate object. An example of this is the introduction of a controller component for mediation between data (model) and its representation (view) in the model-view-controller pattern.
UML class diagram. The abstract factory pattern in software engineering is a design pattern that provides a way to create families of related objects without imposing their concrete classes, by encapsulating a group of individual factories that have a common theme without specifying their concrete classes. [1]
The term "inversion" is historical: a software architecture with this design "inverts" control as compared to procedural programming. In procedural programming, a program's custom code calls reusable libraries to take care of generic tasks, but with inversion of control, it is the external source or framework that calls the custom code.
A class diagram exemplifying the singleton pattern. In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns, which describe how to solve recurring problems in object-oriented software. [1]
The facade pattern (also spelled façade) is a software design pattern commonly used in object-oriented programming. Analogous to a façade in architecture, it is an object that serves as a front-facing interface masking more complex underlying or structural code.
A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander [ 1 ] and has been adapted for various other disciplines, particularly software engineering .