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  2. Entity component system - Wikipedia

    en.wikipedia.org/wiki/Entity_component_system

    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.

  3. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    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 ...

  4. Model–view–presenter - Wikipedia

    en.wikipedia.org/wiki/Model–view–presenter

    Diagram that depicts the model–view–presenter (MVP) GUI design pattern. Model–view–presenter (MVP) is a derivation of the model–view–controller (MVC) architectural pattern, and is used mostly for building user interfaces. In MVP, the presenter assumes the functionality of the "middle-man". In MVP, all presentation logic is pushed to ...

  5. GRASP (object-oriented design) - Wikipedia

    en.wikipedia.org/wiki/GRASP_(object-oriented_design)

    Larman states that "the critical design tool for software development is a mind well educated in design principles. It is not UML or any other technology." [ 3 ] : 272 Thus, the GRASP principles are really a mental toolset, a learning aid to help in the design of object-oriented software.

  6. Category:Software design patterns - Wikipedia

    en.wikipedia.org/wiki/Category:Software_design...

    A (software) design pattern is a general solution to a common problem in software design. It is a description or template for how to solve a problem, that can be used in different situations. A design pattern typically shows relationship and interaction between classes or objects, without specifying final application classes or objects that are ...

  7. Composition over inheritance - Wikipedia

    en.wikipedia.org/wiki/Composition_over_inheritance

    This can require significantly less programming effort if the base class contains many methods providing default behavior and only a few of them need to be overridden within the derived class. For example, in the C# code below, the variables and methods of the Employee base class are inherited by the HourlyEmployee and SalariedEmployee derived ...

  8. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    The observer design pattern is a behavioural pattern listed among the 23 well-known "Gang of Four" design patterns that address recurring design challenges in order to design flexible and reusable object-oriented software, yielding objects that are easier to implement, change, test and reuse.

  9. Design pattern - Wikipedia

    en.wikipedia.org/wiki/Design_pattern

    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 .