I have not, but I would imagine you'd encounter at least:
Strategy (to allow you to vary the birth/death rules flexibly)
Composite (Perhaps - one way to deal with the cell/neighbor relationship)
Iterator Pattern (to isolate the way the cells are stored from the way they
are processed)
Flyweight (the cells themselves are all basically the same, aside from
locational state)
-S-
> -----Original Message-----
> From: mtagliaf <mtagliaf@...> [mailto:mtagliaf@...]
> Sent: Sunday, December 08, 2002 9:34 AM
> To: dpexplained@yahoogroups.com
> Subject: [dpexplained] Conway's Game of Life and Design Patterns
>
>
> Has anyone ever seen a discussion of OOP Principles/Design Patterns
> for the design of Conway's Game of Life?
>
> matt tagliaferri
>
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