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A simple Entity–Component–System layout. 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.
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 ...
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.
The entity–control–boundary approach finds its origin in Ivar Jacobson's use-case–driven object-oriented software engineering (OOSE) method published in 1992. [1] [2] It was originally called entity–interface–control (EIC) but very quickly the term "boundary" replaced "interface" in order to avoid the potential confusion with object-oriented programming language terminology.
eComStation, a computer operating system based on OS/2; Edinburgh Concurrent Supercomputer; EDNS Client Subnet; Elitegroup Computer Systems, a Taiwanese electronics firm; Emergency communication system; Enterprise cognitive system; Entity component system, a software architecture pattern; Environmental control system
Crystal Space is an unmaintained [2] framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. The first public release was on August 26, 1997. [ 1 ] It is typically used as a game engine but the framework is more general and can be used for any kind of 3D visualization.
The system can be designed visually with the Unified Modeling Language (UML). Each component is shown as a rectangle, and an interface is shown as a lollipop to indicate a provided interface and as a socket to indicate consumption of an interface. Component-based usability testing is for components that interact with the end user.
Computer programming or coding is the composition of sequences of instructions, called programs, that computers can follow to perform tasks. [1] [2] It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing code in one or more programming languages.