Dirty Flag

  • Behavioral
  • Game programming
  • Performance
Less than 1 minute

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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Dirty Flag

Applicability

Use the Dirty Flag pattern when

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

Credits

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