Component programming

John Colvin john.loughran.colvin at gmail.com
Thu Aug 1 15:01:07 PDT 2013


On Thursday, 1 August 2013 at 21:55:56 UTC, H. S. Teoh wrote:
> On Thu, Aug 01, 2013 at 11:40:21PM +0200, Brad Anderson wrote:
>> On Thursday, 1 August 2013 at 07:23:42 UTC, Meta wrote:
>> >The one thing that confused me at first when I read Walter's
>> >article was that I thought he was talking about the *other*
>> >component programming, a method commonly used by game 
>> >developers
>> >to avoid deep class hierarchies.
>> >
>> >http://gameprogrammingpatterns.com/component.html
>> 
>> "Component programing" is kind of a crowded term in programming
>> which means a lot of different things to different people.  
>> Digital
>> Mars should trademark a new term for it like Ultra Stream
>> Processing™.
>> 
>> Steven Schveighoffer may object to the use of the word "stream"
>> without a read/write interface though :P.
>
> What about "Ultra Range Processing"? :)
>
>
> T

Range-Flow Processing.

Flow referring to the L->R data flow of ranges + std.algorithm + 
UFCS

Even just Data Flow Processing would be ok, then you could say 
Range-based Data Flow Processing and sound uber-cool :p


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