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Method chaining is a common syntax for invoking multiple method calls in object-oriented programming languages. Each method returns an object, allowing the calls to be chained together in a single statement without requiring variables to store the intermediate results.
Cascading can be implemented in terms of chaining by having the methods return the target object (receiver, this, self).However, this requires that the method be implemented this way already – or the original object be wrapped in another object that does this – and that the method not return some other, potentially useful value (or nothing if that would be more appropriate, as in setters).
Exception chaining, or exception wrapping, is an object-oriented programming technique of handling exceptions by re-throwing a caught exception after wrapping it inside a new exception. The original exception is saved as a property (such as cause) of the new exception. The idea is that a method should throw exceptions defined at the same ...
For example, every game object that can take damage might have a Health component associated with its entity. Implementations typically use structs, classes, or associative arrays. [3] System: A system is a process which acts on all entities with the desired components. For example, a physics system may query for entities having mass, velocity ...
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.
It should be possible to define a new operation for (some) classes of an object structure without changing the classes. When new operations are needed frequently and the object structure consists of many unrelated classes, it's inflexible to add new subclasses each time a new operation is required because "[..] distributing all these operations across the various node classes leads to a system ...
Game programming, a subset of game development, is the software development of video games.Game programming requires substantial skill in software engineering and computer programming in a given language, as well as specialization in one or more of the following areas: simulation, computer graphics, artificial intelligence, physics, audio programming, and input.
Creating objects directly within the class that requires (uses) the objects is inflexible because it commits the class to particular objects at compile-time and makes it impossible to specify which objects to create at run-time. The prototype design pattern describes how to solve such problems: Define a Prototype object that returns a copy of ...