Building Strong Code Through Patterns
summary
Shows concrete patterns and runnable fixes: uses a simple finite state machine (enum + switch) to stop infinite Mario jumps and keep new input states from cascading bugs; implements a flyweight pattern plus a factory to load one mesh/texture set and spawn many goblins so four runtime objects map to two heavy instances, saving memory on low‑RAM devices; warns about singleton pitfalls (race conditions, test breaks, global coupling) and recommends IoC, assertions or passing dependencies instead.
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