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pattern Dirty Flag dirty-flag /patterns/dirty-flag/ Behavioral en
Game programming
Performance

Also known as

  • IsDirty pattern

Intent

To avoid expensive re-acquisition of resources. The resources retain their identity, are kept in some fast-access storage, and are re-used to avoid having to acquire them again.

Class diagram

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Applicability

Use the Dirty Flag pattern when

  • Repetitious acquisition, initialization, and release of the same resource causes unnecessary performance overhead.

Credits