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Especially when written “Entity Component System”, due to an ambiguity in the English language, a common interpretation of the name is that an ECS is a system comprising entities and components. For example, in the 2002 talk at GDC, [ 1 ] Scott Bilas compares a C++ object system and his new custom component system.
C++: 2010 Yes 3D Windows, macOS, Linux, PlayStation 3, PlayStation 4, Xbox 360, Xbox One: Metro 2033, Metro: Last Light, Metro Exodus: Proprietary: A-Frame (VR) JavaScript: 2015 JavaScript: Yes 3D Cross-platform: MIT: Open source Entity component system WebVR framework Adventure Game Interpreter: C: 1984 C style Yes 2D DOS, Apple SOS, ProDOS ...
Configuration items are represented by their properties. These properties can be common to all the configuration items (e.g. unique item code that we will generate, description of function, end of the lifecycle or business owner that is approving configuration item changes and technical owner, i.e. administrator, that is supporting it and implementing the changes).
Abstractions of the C4 model: A software system is made up of one or more containers (web applications, databases, etc), each of which contains one or more components, which in turn are implemented by one or more code elements (classes, interfaces, objects, functions, etc)
The components are details of the message, for example the message's text "Hello, world!" or perhaps the message's font or color. The system in this case is the entity-renderer, that renders messages to the screen. In this case, the system looks only at the text component of the entity and not other entity components.
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.
The entity–control–boundary (ECB), or entity–boundary–control (EBC), or boundary–control–entity (BCE) is an architectural pattern used in use-case–driven object-oriented programming that structures the classes composing high-level object-oriented source code according to their responsibilities in the use-case realization.
Software architecture is the set of structures needed to reason about a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations.