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  2. State pattern - Wikipedia

    en.wikipedia.org/wiki/State_pattern

    The state pattern is a behavioral software design pattern that allows an object to alter its behavior when its internal state changes. This pattern is close to the concept of finite-state machines . The state pattern can be interpreted as a strategy pattern , which is able to switch a strategy through invocations of methods defined in the ...

  3. Finite-state machine - Wikipedia

    en.wikipedia.org/wiki/Finite-state_machine

    State diagram for a turnstile A turnstile. An example of a simple mechanism that can be modeled by a state machine is a turnstile. [4] [5] A turnstile, used to control access to subways and amusement park rides, is a gate with three rotating arms at waist height, one across the entryway.

  4. Entity component system - Wikipedia

    en.wikipedia.org/wiki/Entity_component_system

    Entity–component–system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on the components.

  5. Event-driven finite-state machine - Wikipedia

    en.wikipedia.org/wiki/Event-driven_finite-state...

    This code describes the state machine for a very basic car radio system. It is basically an infinite loop that reads incoming events. The state machine is only 2 states: radio mode, or CD mode. The event is either a mode change from radio to cd back and forth, or a go to next (next preset for radio or next track for CD).

  6. UML state machine - Wikipedia

    en.wikipedia.org/wiki/UML_state_machine

    Behavioral state machines can be used to model the behavior of individual entities (e.g., class instances), a subsystem, a package, or even an entire system. Protocol state machines are used to express usage protocols and can be used to specify the legal usage scenarios of classifiers, interfaces, and ports.

  7. State diagram - Wikipedia

    en.wikipedia.org/wiki/State_diagram

    A directed graph. A classic form of state diagram for a finite automaton (FA) is a directed graph with the following elements (Q, Σ, Z, δ, q 0, F): [2] [3]. Vertices Q: a finite set of states, normally represented by circles and labeled with unique designator symbols or words written inside them

  8. Glider (Conway's Game of Life) - Wikipedia

    en.wikipedia.org/wiki/Glider_(Conway's_Game_of_Life)

    One may also build a pattern that acts like a finite-state machine connected to two counters. This has the same computational power as a universal Turing machine, so, using the glider, the Game of Life is theoretically as powerful as any computer with unlimited memory and no time constraints: it is Turing complete. [5] [6]

  9. AlphaDev - Wikipedia

    en.wikipedia.org/wiki/AlphaDev

    The game state is the assembly program generated up to a given point. The game move is an extra instruction appended to the current assembly program. The game's reward is a function of the assembly program's correctness and latency. To reduce cost, AlphaDev only computes actual measured latency on less than 0.002% of generated programs, as it ...