Form
As your sketches grow, the code starts to get complicated. Functions multiply, variables blur together, and the logic of one thing bleeds into the logic of another.
This section is about managing that complexity. We'll use objects and classes to give form to our ideas — grouping related data and behavior into types that are easy to reason about, reuse, and extend. Along the way we'll encounter a few classic design patterns that show up in a lot of places in interactive software. Even if you're not making the architecture of a large project yourself, it'll be helpful to recognize when your colleages are using these patterns and how best to work with them.