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Design pattern (computer science)


Design patterns are recurring solutions to problems in object-oriented design. The phrase was introduced to computer science in the 1990s by the text Design Patterns: elements of reusable object-oriented software. The scope of the term remained a matter of dispute into the next decade. Algorithms are not thought of as design patterns, since they solve implementation problems rather than design problems. Typically, a design pattern is thought to encompass a tight interaction of a few classes and objects.

Professor Christopher Alexander's work on a pattern language, for designing buildings and communities, was the inspiration for the design patterns of software.

Interest in sharing patterns in the software community has led to a number of books, symposiums, and the formation of Ward Cunningham's original wiki. The goal of pattern literature is to make the experience of past designers accessible to beginners and others in the field. A book of design patterns presents different solutions in a common format, to provide a language for discussing design issues.

Table of contents

Pattern Format

The design pattern format has four essential parts, although names and ordering differ by source:

Name

Every pattern needs a name, to provide a vocabulary for design discussion.

Problem

Recurring circumstances lead to the discovery of this pattern by multiple persons. A primary goal of design is to limit the amount of source change needed to change a program's observed behavior, but this can be difficult to achieve if a designer does not understand the implications of a design.

Solution

The solution is described sufficiently for implementation by novices, although the implementation is usually given in general enough terms that it can be adapted to different projects.

Consequences

Applying this solution will effect the rest of the project in certain ways, so it is important to mention any common negative or serendipitous side-effects.

Similar Terms

Poor (yet unfortunately common) solutions to common problems are sometimes known as anti-patterns.

See also: amelioration pattern, Model view controller triad

A List of Design Patterns

Fundamental patterns

Creational patterns

Structural patterns

Behavioral patterns

Concurrency patterns

Real-time patterns

Critique

Some feel that the need for patterns results from using computer languages or techniques with insufficient abstraction ability. Under ideal "factoring", a concept should not be copied, but merely referenced. But if something is referenced instead of copied, then there is no "pattern" to label and catalog. It is also said that Design Patterns encourage navigational database-like structures instead of the allegedly cleaner relational approach where such structures are viewpoints instead of hard-wired into programming code. However, critics of the relational approach suggest that it does not integrate well enough with behavior. The level of coupling that should be supplied between behavior and data is a contentious topic.

Related Topics

References

  • Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides: Design Patterns, Addison-Wesley, 1995, hardcover, 395 pages, ISBN 0201633612, Design Patterns CD, 1997 ISBN 0201634988
  • Frank Buschmann, Regine Meunier, Hans Rohnert, Peter Sommerlad, Michael Stal: Pattern-oriented Software Architecture, Volume 1: A System of Patterns, John Wiley & Sons Ltd., ISBN 0471958697
  • Douglas C. Schmidt: Pattern-oriented Software Architecture. Volume 2: Patterns for Concurrent and Networked Objects, John Wiley & Sons Ltd., ISBN 0471606952
  • Alan Shalloway, James R. Trott: Design Patterns Explained: A New Perspective on Object-Oriented Design, Addison-Wesley, ISBN 0201715945
  • Martin Fowler: Patterns of Enterprise Application Architecture, Addison-Wesley, ISBN 0321127420
  • Douglas C. Schmidt, Stephen D. Huston: C++ Network Programming: Mastering Complexity Using ACE and Patterns, Addison-Wesley, ISBN 0-201-60464-7

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