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As a programming paradigm, '''data-oriented programming''' (also commonly referred to as data-oriented design), is about implementing '''transforms''' into the native language, often with [[Procedural programming|Procedural]], [[Functional programming|Functional]], and [[Array programming|Array]] programming, though not limited from [[Object-oriented programming]]. To most optimally transform data between different states, the approach is to first focus on what transforms exist and discovering what they need to operate. Second is to optimize data layouts for these transforms, separating and sorting [[field (computing)|fields]] according to when they are needed, and to think about how data flows through the transform chains.
 
In the context of [[computing]], data-oriented programming heavily benefits from [[program optimization|program optimizations]] motivated by efficient usage of the [[CPU cache]], often used in [[video game]] development.<ref name=gamesfromwithin>{{cite web |last=Llopis |first=Noel |date=December 4, 2009 |title=Data-oriented design |url=http://gamesfromwithin.com/data-oriented-design |url-status=live |archive-url=https://web.archive.org/web/20190423233051/http://gamesfromwithin.com/data-oriented-design |archive-date=Apr 23, 2019 |access-date=April 17, 2020 |website=Data-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With OOP)}}</ref>. Proponents include Mike Acton,<ref>{{cite web|title=CppCon 2014: Mike Acton "Data-Oriented Design and C++"|website = [[YouTube]]|url=https://www.youtube.com/watch?v=rX0ItVEVjHc}}</ref> [[Scott Meyers]],<ref>{{cite web|title=code::dive conference 2014 - Scott Meyers: Cpu Caches and Why You Care|website = [[YouTube]]|url=https://www.youtube.com/watch?v=WDIkqP4JbkE}}</ref> [[Jonathan Blow]], and [[Andrew Kelley (computer programmer)|Andrew Kelley]]. The [[parallel array]] (or [[structure of arrays]]) is a commonly referenced example of one such cache-motivated data structure. It is contrasted with the ''array of structures'' typical of object-oriented designs, and eventually balanced to a structure of arrays of structures.
 
== Computing motives ==