• 06/19/01 11:56 PM
    Sign in to follow this  

    Patterns FAQ

    General and Gameplay Programming

    Myopic Rhino
    Send more Q/A's for this FAQ to [email="kevin@gamedev.net"]kevin@gamedev.net[/email].

    [size="5"]What is a pattern?

    The book Design Patterns states that a pattern, or design pattern, makes it easier for developers to reuse successful designs and architectures. Each pattern systematically names, explains, and evaluates an important and recurring design in object-oriented systems. They help designers get the design of their systems "right" faster. As defined by Design Patterns, a pattern has four essential elements:
    • Pattern Name - The name describes a design problem, its solutions, and consequences in a word or two. It allows designers to design at a higher level of abstraction. A name also allows designers to communicate with other designers in their documentation and amongst themselves.
    • Problem - The problem describes when to apply the pattern. It might describe how to represent algorithms, classes, or object structures.
    • Solution - The solution describes the elements that make up the design, their relationships, responsibilities, and collaborations. It's an abstract description of a design problem and how to solve it.
    • Consequences - The consequences are the results, risks, and trade-offs of applying the pattern. They are necessary in understanding and evaluating the costs and benefits of applying the pattern.


      Report Article
    Sign in to follow this  


    User Feedback

    Create an account or sign in to leave a review

    You need to be a member in order to leave a review

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

    There are no reviews to display.