Problem: I'm working on coding a few light-weight touch-tablet games and often get stuck with difficulties naming my user interaction/interface classes and their relationships with each other (architecture?). I'm rarely satisfied with any of my solutions, thus doubt and change them several times on down the line. For example, I have a board game with these components (among others):HUD - the HUD frames the view of the game world thus enabling user interactionboardOverlay - this is invisible and lies on top of the viewed game world. It  receives and interprets touches, consequently calling methods in thinger.board - maintains all elements on the board.thinger - the class that gets things done, changes game state. I call it thinger since I dont know what it should be called. Better to have a non-descript name than one that will be misinterpreted.Searching for enlightenment: Now I would like to have general/abstract names/architecture for these components which will likely be used in many other games/apps. But I have difficulty coming up with satisfying ones. I have searched the net many a time for guidelines/advice but I find that all of the sources are language/technology/API specific and seldom like their approach. I don't know the name of this discipline/practice to search for for enlightenment. I have tried event driven framework, event driven naming conventions, GUI architecture, +oop +GUI +taxonomy...   on and on .... ....   with no luck.Question1:  Can anyone provide a resource to enlighten me? A technology independent resource that philosophizes about this type of naming and architecture.Extra credit question: It would also be great with a reliable/concise resource discussing practices/disciplines of this context? There are too many different and overlapping usages/interpretations out there. Example: GUI framework, GUI architecture, GUI structure, GUI design - what should the proper usage of these terms be?
GUI architecture and class naming advice
architecture;coding standards;gui;class