Component programming

John Colvin john.loughran.colvin at gmail.com
Thu Aug 1 15:02:09 PDT 2013


On Thursday, 1 August 2013 at 22:01:08 UTC, John Colvin wrote:
> 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

Alternatively, substitute Procesing with Programming.


More information about the Digitalmars-d mailing list