n
software engineering, a
software design pattern is a general reusable solution to a commonly occurring problem within a given context in
software design. It is not a finished design that can be transformed directly into
source or
machine code.
It is a description or template for how to solve a problem that can be
used in many different situations. Design patterns are formalized
best practices that the programmer can use to solve common problems when designing an application or system.
Object-oriented design patterns typically show relationships and
interactions between
classes or
objects,
without specifying the final application classes or objects that are
involved. Patterns that imply mutable state may be unsuited for
functional programming
languages, some patterns can be rendered unnecessary in languages that
have built-in support for solving the problem they are trying to solve,
and object-oriented patterns are not necessarily suitable for
non-object-oriented languages.
Design patterns may be viewed as a structured approach to
computer programming intermediate between the levels of a
programming paradigm and a concrete
algorithm.
Types
Design patterns reside in the domain of modules and interconnections. At a higher level there are
architectural patterns which are larger in scope, usually describing an overall pattern followed by an entire system.
[1]
There are many types of design patterns, for instance
[2][3]
- Algorithm strategy patterns
- Addressing concerns related to high-level strategies describing how
to exploit application characteristics on a computing platform.[clarification needed]
- Computational design patterns
- Addressing concerns related to key computation identification.[4][5]
- Execution patterns
- Which address issues related to lower-level support of application
execution, including strategies for executing streams of tasks and for
the definition of building blocks to support task synchronization.
- Implementation strategy patterns
- Addressing concerns related to implementing source code to support
- program organization, and
- the common data structures specific to parallel programming.
- Structural design patterns
- Addressing concerns related to global structures of applications being developed.
History
Patterns originated as an
architectural concept by
Christopher Alexander (1977/79). In 1987,
Kent Beck and
Ward Cunningham began experimenting with the idea of applying patterns to programming – specifically
pattern languages – and presented their results at the
OOPSLA conference that year.
[6][7] In the following years, Beck, Cunningham and others followed up on this work.
Design patterns gained popularity in
computer science after the book
Design Patterns: Elements of Reusable Object-Oriented Software
was published in 1994 by the so-called "Gang of Four" (Gamma et al.),
which is frequently abbreviated as "GoF". That same year, the first
Pattern Languages of Programming Conference was held and the following year, the
Portland Pattern Repository
was set up for documentation of design patterns. The scope of the term
remains a matter of dispute. Notable books in the design pattern genre
include:
- Gamma, Erich; Helm, Richard; Johnson, Ralph; Vlissides, John (1995). Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley. ISBN 0-201-63361-2.
- Brinch Hansen, Per (1995). Studies in Computational Science: Parallel Programming Paradigms. Prentice Hall. ISBN 0-13-439324-4.
- Buschmann, Frank; Meunier, Regine; Rohnert, Hans; Sommerlad, Peter (1996). Pattern-Oriented Software Architecture, Volume 1: A System of Patterns. John Wiley & Sons. ISBN 0-471-95869-7.
- Schmidt, Douglas C.; Stal, Michael; Rohnert, Hans; Buschmann, Frank (2000). Pattern-Oriented Software Architecture, Volume 2: Patterns for Concurrent and Networked Objects. John Wiley & Sons. ISBN 0-471-60695-2.
- Fowler, Martin (2002). Patterns of Enterprise Application Architecture. Addison-Wesley. ISBN 978-0-321-12742-6.
- Hohpe, Gregor; Woolf, Bobby (2003). Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions. Addison-Wesley. ISBN 0-321-20068-3.
- Freeman, Eric T; Robson, Elisabeth; Bates, Bert; Sierra, Kathy (2004). Head First Design Patterns. O'Reilly Media. ISBN 0-596-00712-4.
Although design patterns have been applied practically for a long
time, formalization of the concept of design patterns languished for
several years.
[8]
Practice
Design patterns can speed up the development process by providing tested, proven development paradigms.
[9]
Effective software design requires considering issues that may not
become visible until later in the implementation. Reusing design
patterns helps to prevent subtle issues that can cause major problems
[citation needed], and it also improves code readability for coders and architects who are familiar with the patterns.
In order to achieve flexibility, design patterns usually introduce additional levels of
indirection, which in some cases may complicate the resulting designs and hurt application performance.
By definition, a pattern must be programmed anew into each
application that uses it. Since some authors see this as a step backward
from
software reuse as provided by
components,
researchers have worked to turn patterns into components. Meyer and
Arnout were able to provide full or partial componentization of
two-thirds of the patterns they attempted.
[10]
Software design techniques are difficult to apply to a broader range of problems.
[citation needed] Design patterns provide general solutions,
documented in a format that does not require specifics tied to a particular problem.
Structure
Design patterns are composed of several sections (see
§ Documentation below). Of particular interest are the Structure, Participants, and Collaboration sections. These sections describe a
design motif: a prototypical
micro-architecture
that developers copy and adapt to their particular designs to solve the
recurrent problem described by the design pattern. A micro-architecture
is a set of program constituents (e.g., classes, methods...) and their
relationships. Developers use the design pattern by introducing in their
designs this prototypical micro-architecture, which means that
micro-architectures in their designs will have structure and
organization similar to the chosen design motif.
Domain-specific patterns
Efforts
have also been made to codify design patterns in particular domains,
including use of existing design patterns as well as domain specific
design patterns. Examples include
user interface design patterns,
[11] information visualization,
[12] secure design,
[13] "secure usability",
[14] Web design
[15] and business model design.
[16]
The annual
Pattern Languages of Programming Conference proceedings
[17] include many examples of domain-specific patterns.
Classification and list
Design patterns were originally grouped into the categories:
creational patterns,
structural patterns, and
behavioral patterns, and described using the concepts of
delegation,
aggregation, and consultation. For further background on object-oriented design, see
coupling and
cohesion,
inheritance,
interface, and
polymorphism. Another classification has also introduced the notion of
architectural design pattern that may be applied at the architecture level of the software such as the
Model–View–Controller pattern.
Name |
Description |
In Design Patterns |
In Code Complete[18] |
Other |
Abstract factory |
Provide an interface for creating families of related or dependent objects without specifying their concrete classes. |
Yes |
Yes |
N/A |
Builder |
Separate the construction of a complex object from its
representation, allowing the same construction process to create various
representations. |
Yes |
No |
N/A |
Dependency Injection |
A class accepts the objects it requires from an injector instead of creating the objects directly. |
No |
No |
N/A |
Factory method |
Define an interface for creating a single object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses (dependency injection[19]). |
Yes |
Yes |
N/A |
Lazy initialization |
Tactic of delaying the creation of an object, the calculation of a
value, or some other expensive process until the first time it is
needed. This pattern appears in the GoF catalog as "virtual proxy", an
implementation strategy for the Proxy pattern. |
Yes |
No |
PoEAA[20] |
Multiton |
Ensure a class has only named instances, and provide a global point of access to them. |
No |
No |
N/A |
Object pool |
Avoid expensive acquisition and release of resources by recycling
objects that are no longer in use. Can be considered a generalisation of
connection pool and thread pool patterns. |
No |
No |
N/A |
Prototype |
Specify the kinds of objects to create using a prototypical
instance, and create new objects from the 'skeleton' of an existing
object, thus boosting performance and keeping memory footprints to a
minimum. |
Yes |
No |
N/A |
Resource acquisition is initialization (RAII) |
Ensure that resources are properly released by tying them to the lifespan of suitable objects. |
No |
No |
N/A |
Singleton |
Ensure a class has only one instance, and provide a global point of access to it. |
Yes |
Yes |
N/A |
Name |
Description |
In Design Patterns |
In Code Complete[18] |
Other |
Adapter, Wrapper, or Translator |
Convert the interface of a class into another interface clients
expect. An adapter lets classes work together that could not otherwise
because of incompatible interfaces. The enterprise integration pattern
equivalent is the translator. |
Yes |
Yes |
N/A |
Bridge |
Decouple an abstraction from its implementation allowing the two to vary independently. |
Yes |
Yes |
N/A |
Composite |
Compose objects into tree structures to represent part-whole
hierarchies. Composite lets clients treat individual objects and
compositions of objects uniformly. |
Yes |
Yes |
N/A |
Decorator |
Attach additional responsibilities to an object dynamically keeping
the same interface. Decorators provide a flexible alternative to
subclassing for extending functionality. |
Yes |
Yes |
N/A |
Extension object |
Adding functionality to a hierarchy without changing the hierarchy. |
No |
No |
Agile Software Development, Principles, Patterns, and Practices[21] |
Facade |
Provide a unified interface to a set of interfaces in a subsystem.
Facade defines a higher-level interface that makes the subsystem easier
to use. |
Yes |
Yes |
N/A |
Flyweight |
Use sharing to support large numbers of similar objects efficiently. |
Yes |
No |
N/A |
Front controller |
The pattern relates to the design of Web applications. It provides a centralized entry point for handling requests. |
No |
No |
J2EE Patterns[22] PoEAA[23]
|
Marker |
Empty interface to associate metadata with a class. |
No |
No |
Effective Java[24] |
Module |
Group several related elements, such as classes, singletons, methods, globally used, into a single conceptual entity. |
No |
No |
N/A |
Proxy |
Provide a surrogate or placeholder for another object to control access to it. |
Yes |
No |
N/A |
Twin [25] |
Twin allows modeling of multiple inheritance in programming languages that do not support this feature. |
No |
No |
N/A |
Name |
Description |
In Design Patterns |
In Code Complete[18] |
Other |
Blackboard |
Artificial intelligence pattern for combining disparate sources of data (see blackboard system) |
No |
No |
N/A |
Chain of responsibility |
Avoid coupling the sender of a request to its receiver by giving
more than one object a chance to handle the request. Chain the receiving
objects and pass the request along the chain until an object handles
it. |
Yes |
No |
N/A |
Command |
Encapsulate a request as an object, thereby allowing for the
parameterization of clients with different requests, and the queuing or
logging of requests. It also allows for the support of undoable
operations. |
Yes |
No |
N/A |
Interpreter |
Given a language, define a representation for its grammar along with
an interpreter that uses the representation to interpret sentences in
the language. |
Yes |
No |
N/A |
Iterator |
Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. |
Yes |
Yes |
N/A |
Mediator |
Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it allows their interaction to vary independently. |
Yes |
No |
N/A |
Memento |
Without violating encapsulation, capture and externalize an object's
internal state allowing the object to be restored to this state later. |
Yes |
No |
N/A |
Null object |
Avoid null references by providing a default object. |
No |
No |
N/A |
Observer or Publish/subscribe |
Define a one-to-many dependency between objects where a state change
in one object results in all its dependents being notified and updated
automatically. |
Yes |
Yes |
N/A |
Servant |
Define common functionality for a group of classes. |
No |
No |
N/A |
Specification |
Recombinable business logic in a Boolean fashion. |
No |
No |
N/A |
State |
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. |
Yes |
No |
N/A |
Strategy |
Define a family of algorithms, encapsulate each one, and make them
interchangeable. Strategy lets the algorithm vary independently from
clients that use it. |
Yes |
Yes |
N/A |
Template method |
Define the skeleton of an algorithm in an operation, deferring some
steps to subclasses. Template method lets subclasses redefine certain
steps of an algorithm without changing the algorithm's structure. |
Yes |
Yes |
N/A |
Visitor |
Represent an operation to be performed on the elements of an object
structure. Visitor lets a new operation be defined without changing the
classes of the elements on which it operates. |
Yes |
No |
N/A |
Name |
Description |
In POSA2[26] |
Other |
Active Object |
Decouples method execution from method invocation that reside in
their own thread of control. The goal is to introduce concurrency, by
using asynchronous method invocation and a scheduler for handling requests. |
Yes |
N/A |
Balking |
Only execute an action on an object when the object is in a particular state. |
No |
N/A |
Binding properties |
Combining multiple observers to force properties in different objects to be synchronized or coordinated in some way.[27] |
No |
N/A |
Blockchain |
Decentralized way to store data and agree on ways of processing it in a Merkle tree, optionally using digital signature for any individual contributions. |
No |
N/A |
Double-checked locking |
Reduce the overhead of acquiring a lock by first testing the locking
criterion (the 'lock hint') in an unsafe manner; only if that succeeds
does the actual locking logic proceed.
Can be unsafe when implemented in some language/hardware combinations. It can therefore sometimes be considered an anti-pattern.
|
Yes |
N/A |
Event-based asynchronous |
Addresses problems with the asynchronous pattern that occur in multithreaded programs.[28] |
No |
N/A |
Guarded suspension |
Manages operations that require both a lock to be acquired and a
precondition to be satisfied before the operation can be executed. |
No |
N/A |
Join |
Join-pattern provides a way to write concurrent, parallel and
distributed programs by message passing. Compared to the use of threads
and locks, this is a high-level programming model. |
No |
N/A |
Lock |
One thread puts a "lock" on a resource, preventing other threads from accessing or modifying it.[29] |
No |
PoEAA[20] |
Messaging design pattern (MDP) |
Allows the interchange of information (i.e. messages) between components and applications. |
No |
N/A |
Monitor object |
An object whose methods are subject to mutual exclusion, thus preventing multiple objects from erroneously trying to use it at the same time. |
Yes |
N/A |
Reactor |
A reactor object provides an asynchronous interface to resources that must be handled synchronously. |
Yes |
N/A |
Read-write lock |
Allows concurrent read access to an object, but requires exclusive access for write operations. |
No |
N/A |
Scheduler |
Explicitly control when threads may execute single-threaded code. |
No |
N/A |
Thread pool |
A number of threads are created to perform a number of tasks, which
are usually organized in a queue. Typically, there are many more tasks
than threads. Can be considered a special case of the object pool pattern. |
No |
N/A |
Thread-specific storage |
Static or "global" memory local to a thread. |
Yes |
N/A |
Documentation
The
documentation for a design pattern describes the context in which the
pattern is used, the forces within the context that the pattern seeks to
resolve, and the suggested solution.
[30]
There is no single, standard format for documenting design patterns.
Rather, a variety of different formats have been used by different
pattern authors. However, according to
Martin Fowler,
certain pattern forms have become more well-known than others, and
consequently become common starting points for new pattern-writing
efforts.
[31] One example of a commonly used documentation format is the one used by
Erich Gamma,
Richard Helm,
Ralph Johnson and
John Vlissides (collectively known as the "Gang of Four", or GoF for short) in their book
Design Patterns. It contains the following sections:
- Pattern Name and Classification: A descriptive and unique name that helps in identifying and referring to the pattern.
- Intent: A description of the goal behind the pattern and the reason for using it.
- Also Known As: Other names for the pattern.
- Motivation (Forces): A scenario consisting of a problem and a context in which this pattern can be used.
- Applicability: Situations in which this pattern is usable; the context for the pattern.
- Structure: A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.
- Participants: A listing of the classes and objects used in the pattern and their roles in the design.
- Collaboration: A description of how classes and objects used in the pattern interact with each other.
- Consequences: A description of the results, side effects, and trade offs caused by using the pattern.
- Implementation: A description of an implementation of the pattern; the solution part of the pattern.
- Sample Code: An illustration of how the pattern can be used in a programming language.
- Known Uses: Examples of real usages of the pattern.
- Related Patterns: Other patterns that have some relationship
with the pattern; discussion of the differences between the pattern and
similar patterns.
Criticism
The concept of design patterns has been criticized in several ways.
The design patterns may just be a sign of some missing features of a given programming language (
Java or
C++ for instance).
Peter Norvig demonstrates that 16 out of the 23 patterns in the
Design Patterns book (which is primarily focused on C++) are simplified or eliminated (via direct language support) in
Lisp or
Dylan.
[32] Related observations were made by Hannemann and Kiczales who implemented several of the 23 design patterns using an
aspect-oriented programming language
(AspectJ) and showed that code-level dependencies were removed from the
implementations of 17 of the 23 design patterns and that
aspect-oriented programming could simplify the implementations of design
patterns.
[33] See also
Paul Graham's essay "Revenge of the Nerds".
[34]
Moreover, inappropriate use of patterns may unnecessarily increase complexity.
[35]
Another point of criticism is the lack of an update version since the
Design Patterns book was published in 1994.