Posts Tagged patterns

Replacing Events in MV-C

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This article shows you how to remove events from the MV-C design pattern to make it simpler to understand, safer to use, and faster to execute. It’s a step-by-step lesson in refactoring. Start by reading the MV-C article, then read on!

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Introducing MV-C: A Unity-Specific Design Pattern

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Last year I introduced a Unity-based model-view-controller (MVC) design pattern and in the many comments on that article, a theme arose. The “model” part of MVC is arguably not necessary since Unity stores so much of the data itself. Today’s article takes that theme and elaborates on it to create and introduce a new Unity-specific design pattern. Read on to see how this adaptation of MVC works!

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A Model-View-Controller (MVC) Pattern for Unity

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What do you do if you want to use the Model-View-Controller (MVC) design pattern in your Unity app but you don’t want to use a framework like StrangeIoC? With a little thinking about the problem I think I’ve come up with a simple yet effective pattern to follow that doesn’t require you to use any framework. In today’s article I’ll talk about each part, how the parts fit together, and how you can use MVC to cleanly organize your “pure code” app. Whether you’re an MVC newbie or just want to see a new take on MVC in Unity, you’re sure to learn something today!

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Abstract Classes

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Abstract classes are an explicit language feature of Java via the abstract keyword. In C++ they are less explicit via pure virtual functions. In AS3 they are only enforceable at runtime. There are many ways to go about creating abstract classes. This article shows you some of the ways.

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