I do have some confusion and questions: Does bad coupling refer programmers one class dependent on using some other, or programmers two lessons jointly using one another?Is pc technological know-how Player using pc technological know-how Weapon via composition really an example of bad coupling?Player would not need internal know-how of Weapon’s implementation details, and programming Weapon would not learn about programming player. I guess my question is, is bad coupling dependence, or interdependence?I always idea it was interdependence, or dependence upon non interface information. In your usual ‘bad’ example, programming ‘Enemy’ class was 100% ignorant of programming player not coupled in any respect. In your remade ‘good’ instance, programming ‘EnemyBehavior’ inherits ‘Behavior’ which relies on but doesn’t own ‘Scene’, and programming ‘EnemyBehavior’ assumes/calls for that sure data exists in ‘Scene’. Instead of being coupled programmers compile time code, it’s now coupled programmers run time data: It assumes that “Player” is pc technology string key that exists within programming shared Scene that it inherits but does not own. As an instance of de coupling, is that truly better?Why is it better?I’m not arguing against element based design and data driven design but I don’t want my bugs programmers be data driven that makes them much harder programmers track down. Com are always offering special deals so that clients’ money is spent in programming right place. Z. Hubpages. Com hot deals contain many attractive packages that you cannot resist programmers go together with. So, grab this chance programmers save your money right now with Z. Hubpages.