• 06/19/01 11:56 PM
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    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"][b]What is a pattern?[/b][/size]

    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 [i]Design Patterns[/i], a pattern has four essential elements: [indent] [list][*][b]Pattern Name[/b] - 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.[*][b]Problem[/b] - The problem describes when to apply the pattern. It might describe how to represent algorithms, classes, or object structures.[*][b]Solution[/b] - 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.[*][b]Consequences[/b] - 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.[/list] [/indent]


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