Scott:
Not sure I agree with your comment about composite, but the others
seem correct.
> Strategy (to allow you to vary the birth/death rules flexibly)
Yep.
> Composite (Perhaps - one way to deal with the cell/neighbor
relationship)
Composites are when you have collections and individual things and
you want to treat them the same. Not sure I see that here.
> Iterator Pattern (to isolate the way the cells are stored from the
way they are processed)
Yep.
> Flyweight (the cells themselves are all basically the same, aside
from locational state)
Yep.
Alan Shalloway
>
> > -----Original Message-----
> > From: mtagliaf <mtagliaf@a...> [mailto:mtagliaf@a...]
> > 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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