Design pattern (computer science) 164952 225049297 2008-07-11T17:18:28Z 72.68.83.104 /* See also */ In [[software engineering]], a [[Design pattern (computer science)|design pattern]] is a general reusable solution to a commonly occurring problem in [[software design]]. A design pattern is not a finished design that can be transformed directly into [[code (computer programming)|code]]. It is a description or template for how to solve a problem that can be used in many different situations. [[Object-oriented]] design patterns typically show relationships and [[interaction]]s between [[class (computer science)|class]]es or [[object (computer science)|object]]s, without specifying the final application classes or objects that are involved. [[Algorithms]] are not thought of as design patterns, since they solve [[computation]]al problems rather than [[design]] problems. Not all software patterns are design patterns. Design patterns deal specifically with problems at the level of software ''design''. Other kinds of patterns, such as [[Architectural pattern (computer science)|architectural patterns]], describe problems and solutions that have alternative scopes. ==History== Patterns originated as an [[Pattern (architecture)|architectural concept]] by [[Christopher Alexander]] (1977/79). In 1987, [[Kent Beck]] and [[Ward Cunningham]] began experimenting with the idea of applying patterns to [[programming]] and presented their results at the [[OOPSLA]] conference that year.<ref name="Smith1987">{{cite conference |last=Smith |first=Reid |title=Panel on design methodology |conference=[[OOPSLA]] '87 |booktitle=[[OOPSLA]] '87 Addendum to the Proceedings |doi=10.1145/62138.62151 |month=October |year=1987}}, ''"Ward cautioned against requiring too much programming at, what he termed, 'the high level of wizards.' He pointed out that a written 'pattern language' can significantly improve the selection and application of abstractions. He proposed a 'radical shift in the burden of design and implementation' basing the new methodology on an adaptation of Christopher Alexander's work in pattern languages and that programming-oriented pattern languages developed at [[Tektronix]] has significantly aided their software development efforts."''</ref><ref name="Beck1987">{{cite conference |last=Beck |first=Kent |authorlink=Kent Beck |coauthors=[[Ward Cunningham]] |title=Using Pattern Languages for Object-Oriented Program |conference=[[OOPSLA]] '87 |booktitle=[[OOPSLA]] '87 workshop on ''Specification and Design for Object-Oriented Programming'' |url=http://c2.com/doc/oopsla87.html |month=September |year=1987 |accessdate=2006-05-26}}</ref> 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|''Design Patterns: Elements of Reusable Object-Oriented Software'']] was published in [[1994]] <!-- 1994, not 1995. See talk page. --> (Gamma et al.). 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: *{{cite book |title = Patterns of Enterprise Application Architecture |first = Martin |last = Fowler |authorlink = Martin Fowler |year = 2002 |isbn = 978-0321127426 |publisher = [[Addison-Wesley]] }} *{{cite book | first = Erich | last = Gamma | authorlink = Erich Gamma | coauthors = [[Richard Helm]], [[Ralph Johnson]], and [[John Vlissides]] | year = 1995 | title = [[Design Patterns|Design Patterns: Elements of Reusable Object-Oriented Software]] | publisher = [[Addison-Wesley]] | isbn = 0-201-63361-2 }} *{{cite book | first = Gregor | last = Hohpe | coauthors = Bobby Woolf | year = 2003 | title = [[Enterprise Integration Patterns|Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions]] | publisher = [[Addison-Wesley]] | isbn = 0-321-20068-3 }} Although the practical application of design patterns is a phenomenon, formalization of the concept of a design pattern languished for several years.<ref name="Baroni2003">{{cite web |url=http://www.iro.umontreal.ca/~ptidej/Publications/Documents/Research+report+Metamodeling+June03.doc.pdf |title=Design Patterns Formalization |first=Aline Lúcia |last=Baroni |coauthors=Yann-Gaël Guéhéneuc and Hervé Albin-Amiot |format=PDF |month=June |year=2003 |publisher=École Nationale Supérieure des Techniques Industrielles et des Mines de Nantes |location=[[Nantes]] |accessdate=2007-12-29 }}</ref> ==Practice== Design patterns can speed up the development process by providing tested, proven development paradigms. 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, 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 [[software componentry|components]], researchers have worked to turn patterns into components. Meyer and Arnout claim a two-thirds success rate in componentizing the best-known patterns.<ref name="Meyer2006">{{cite journal |first=Bertrand |last=Meyer |authorlink=Bertrand Meyer |coauthors=Karine Arnout |title=Componentization: The Visitor Example |journal=[[Computer (magazine)|IEEE Computer]] |publisher=[[Institute of Electrical and Electronics Engineers|IEEE]] |volume=39 |issue=7 |pages=23–30 |month=July |year=2006 |url=http://se.ethz.ch/~meyer/publications/computer/visitor.pdf }} </ref> Often, people only understand how to apply certain software design techniques to certain problems. These techniques are difficult to apply to a broader range of problems. Design patterns provide general solutions, [[documentation|documented]] in a format that doesn't require specifics tied to a particular problem. ==Structure== Design patterns are composed of several sections (see [[Design pattern (computer science)#Documentation|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. In addition, patterns allow developers to communicate using well-known, well understood names for software interactions. Common design patterns can be improved over time, making them more robust than ''ad-hoc'' designs. ===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<ref>{{Cite web | publisher = University of Helsinki, Dept. of Computer Science | last = Laakso | first = Sari A. | title = Collection of User Interface Design Patterns | accessdate = 2008-01-31 | date = 2003-09-16 | url = http://www.cs.helsinki.fi/u/salaakso/patterns/index.html }}</ref>, [[Information Visualization]] <ref>{{Cite journal | volume = 12 | issue = 5 | pages = 853 | last = Heer | first = J. | coauthors = M. Agrawala | title = Software Design Patterns for Information Visualization | journal = IEEE Transactions On Visualization And Computer Graphics | date = 2006 | url = http://vis.berkeley.edu/papers/infovis_design_patterns/ | doi = 10.1109/TVCG.2006.178 }}</ref> and web design.<ref>{{Cite web | title = Yahoo! Design Pattern Library | accessdate = 2008-01-31 | url = http://developer.yahoo.com/ypatterns/ }}</ref> The [[Pattern Languages of Programming]] Conference(annual,1994->) [http://hillside.net/plop/pastconferences.html proceedings] includes many examples of domain specific patterns. ==Classification== [[Design Patterns]] originally grouped design patterns into the categories [[Creational pattern|Creational Patterns]], [[Structural pattern|Structural Patterns]], and [[Behavioral pattern|Behavioral Patterns]], and described them using the concepts of [[delegation (computer science)|delegation]], [[aggregation (object-oriented programming)|aggregation]], and [[consultation (object-oriented programming)|consultation]]. For further background on object-oriented design, see [[coupling (computer science)|coupling]] and [[cohesion (computer science)|cohesion]]. For further background on object-oriented programming, see [[inheritance (computer science)|inheritance]], [[interface (computer science)|interface]], and [[polymorphism in object-oriented programming|polymorphism]]. Another classification has also introduced the notion of [[Architectural pattern (computer science)|architectural design pattern]] which may be applied at the architecture level of the software such as the [[Model-View-Controller]] pattern. {| class="wikitable" |- ! Name ! Description ! In ''[[Design Patterns]]'' ! In ''[[Code Complete]]''<ref name="McConnell2004">{{cite book |title=[[Code Complete]] |first=Steve |last=McConnell |authorlink=Steve McConnell |month=June |year=2004 |publisher=[[Microsoft Press]] |isbn=978-0735619678 |chapter=Design in Construction |quote=Table 5.1 Popular Design Patterns |edition=2nd edition |pages=104 }}</ref> |- |colspan=4 |'''[[Creational pattern]]s''' |- | [[Abstract factory pattern|Abstract factory]] | Provide an interface for creating families of related or dependent objects without specifying their concrete classes. | {{yes}} | {{yes}} |- | [[Factory method pattern|Factory method]] | Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses. | {{yes}} | {{yes}} |- | [[Builder pattern|Builder]] | Separate the construction of a complex object from its representation so that the same construction process can create different representations. | {{yes}} | {{no}} |- | [[Design Pattern - Lazy Initialization|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. | {{no}} | {{no}} |- | [[Object pool]] | Avoid expensive acquisition and release of resources by recycling objects that are no longer in use | {{no}} | {{no}} |- | [[Prototype pattern|Prototype]] | Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. | {{yes}} | {{no}} |- | [[Singleton pattern|Singleton]] | Ensure a class only has one instance, and provide a global point of access to it. | {{yes}} | {{yes}} |- | [[Utility pattern|Utility]] | A class with a private constructor that contains only static methods. | | |- |colspan=4 |'''[[Structural pattern]]s''' |- | [[Adapter pattern|Adapter]] | Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces. | {{yes}} | {{yes}} |- | [[Bridge pattern|Bridge]] | Decouple an abstraction from its implementation so that the two can vary independently. | {{yes}} | {{yes}} |- | [[Composite pattern|Composite]] | Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. | {{yes}} | {{yes}} |- | [[Decorator pattern|Decorator]] | Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality. | {{yes}} | {{yes}} |- | [[Facade pattern|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}} |- | [[Flyweight pattern|Flyweight]] | Use sharing to support large numbers of fine-grained objects efficiently. | {{yes}} | {{no}} |- | [[Proxy pattern|Proxy]] | Provide a surrogate or placeholder for another object to control access to it. | {{yes}} | {{no}} |- |colspan=4 | '''[[Behavioral pattern]]s''' |- | [[Chain of responsibility pattern|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}} |- | [[Command pattern|Command]] | Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support [[undo]]able operations. | {{yes}} | {{no}} |- | [[Interpreter pattern|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}} |- | [[Iterator pattern|Iterator]] | Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. | {{yes}} | {{yes}} |- | [[Mediator pattern|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 lets you vary their interaction independently. | {{yes}} | {{no}} |- | [[Memento pattern|Memento]] | Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later. | {{yes}} | {{no}} |- | [[Observer pattern|Observer]] | Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. | {{yes}} | {{yes}} |- | [[State pattern|State]] | Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. | {{yes}} | {{no}} |- | [[Strategy pattern|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}} |- | [[Specification pattern|Specification]] | Recombinable business logic in a boolean fashion | {{no}} | {{no}} |- | [[Template method pattern|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}} |- | [[Visitor pattern|Visitor]] | Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates. | {{yes}} | {{no}} |- | [[Single-serving visitor pattern|Single-serving visitor]] | Optimize the implementation of a visitor that is allocated, used only once, and then deleted | {{no}} | {{no}} |- | [[Hierarchical visitor pattern|Hierarchical visitor]] | Provide a way to visit every node in a hierarchical [[data structure]] such as a tree. | {{no}} | {{no}} |- |colspan=4 | '''[[Concurrency pattern]]s''' |- | [[Active Object]] | The Active Object design pattern 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. | {{no}} | {{no}} |- | [[Balking pattern|Balking]] | The Balking pattern is a software design pattern that only executes an action on an object when the object is in a particular state. | {{no}} | {{no}} |- | [[Double checked locking pattern|Double checked locking]] | Double-checked locking is a software design pattern also known as "double-checked locking optimization". The pattern is designed to 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 lock proceed. The pattern, when implemented in some language/hardware combinations, can be unsafe. It can therefore sometimes be considered to be an anti-pattern. | {{no}} | {{no}} |- | [[Guarded suspension|Guarded]] | In concurrent programming, guarded suspension is a software design pattern for managing operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed. | {{no}} | {{no}} |- | [[Leaders followers pattern|Leaders/followers]] | | {{no}} | {{no}} |- | [[Monitor (synchronization)|Monitor object]] | A monitor is an approach to synchronize two or more computer tasks that use a shared resource, usually a hardware device or a set of variables. | {{no}} | {{no}} |- | [[Read write lock pattern|Read write lock]] | A read/write lock pattern or simply RWL is a software design pattern that allows concurrent read access to an object but requires exclusive access for write operations. | {{no}} | {{no}} |- | [[Scheduler pattern|Scheduler]] | The scheduler pattern is a software design pattern. It is a concurrency pattern used to explicitly control when threads may execute single-threaded code. | {{no}} | {{no}} |- | [[Thread pool pattern|Thread pool]] | In the thread pool pattern in programming, 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. | {{no}} | {{no}} |- | [[Thread-Specific Storage|Thread-specific storage]] | Thread-local storage (TLS) is a computer programming method that uses static or global memory local to a thread. | {{no}} | {{no}} |- | [[Reactor pattern|Reactor]] | The reactor design pattern is a concurrent programming pattern for handling service requests delivered concurrently to a service handler by one or more inputs. The service handler then demultiplexes the incoming requests and dispatches them synchronously to the associated request handlers. | {{no}} | {{no}} |} ==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.<ref name="GabrielHillside">{{cite web |first=Dick |last=Gabriel |authorlink=Richard Gabriel |title=A Pattern Definition |url=http://hillside.net/patterns/definition.html |accessdate=2007-03-06 }}</ref> 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.<ref name="Fowler2006">{{cite web |first=Martin |last=Fowler |authorlink=Martin Fowler |title=Writing Software Patterns |url=http://www.martinfowler.com/articles/writingPatterns.html |date=[[2006-08-01]] |accessdate=2007-03-06 }}</ref> 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 [[Design Patterns|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. [[Unified Modeling Language#UML Class Diagram|Class diagram]]s and [[Interaction diagram]]s 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 == {{criticism-section}} In the field of computer science, there exist some criticisms regarding the concept of design patterns. === Workarounds for missing language features === Users of dynamic programming languages have discussed many design patterns as workarounds for the limitations of languages such as C++ and Java. For instance, the Visitor pattern need not be implemented in a language that supports [[multimethods]]. The purpose of Visitor is to add new operations to existing classes without modifying those classes -- but in a language with multimethods, methods are not part of the class structure. Similarly, the Decorator pattern amounts to implementing dynamic [[delegation (programming)|delegation]], as found in [[Objective C]], [[Self (programming language)|Self]] and [[JavaScript]]. [[Peter Norvig]], in ''Design Patterns in Dynamic Programming'', discusses the triviality of implementing various patterns in [[Dynamic programming language|dynamic languages]]. <ref name="Norvig">{{cite web |url=http://norvig.com/design-patterns |title=Design Patterns in Dynamic Programming |first=Peter |last=Norvig |authorlink=Peter Norvig |date=[[1998-03-17]] |accessdate=2007-12-29 }}</ref> Norvig and others have described language features that encapsulate or replace various patterns that a C++ user must implement for themselves. === Does not differ significantly from other abstractions === Some authors allege that design patterns don't differ significantly from other forms of [[abstraction (computer science)|abstraction]]{{Fact|date=March 2007}}, and that the use of new terminology (borrowed from the [[architecture]] community) to describe existing phenomena in the field of programming is unnecessary. The [[Model-View-Controller]] paradigm is touted as an example of a "pattern" which predates the concept of "design patterns" by several years<ref name="Reenskaug">{{cite web |url=http://heim.ifi.uio.no/~trygver/themes/mvc/mvc-index.html |title=MVC XEROX PARC 1978-79 |first=Trygve |last=Reenskaug |authorlink=Trygve Reenskaug |accessdate=2008-6-9 }}</ref>. It is further argued by some that the primary contribution of the Design Patterns community (and the Gang of Four book) was the use of Alexander's pattern language as a form of documentation; a practice which is often ignored in the literature. {{Fact|date=February 2007}} ==See also== *[[Anti-pattern]] *[[Interaction design pattern]] *[[Pattern theory]] *[[Pedagogical patterns]] *[[Architectural_pattern (computer_science)|Architectural pattern]] *[[Refactoring]] *[[List of software engineering topics]] *[[List of software development philosophies]] *[[Christopher Alexander]] *[[Portland Pattern Repository]] *[[GRASP (Object Oriented Design)]] *[[Service-Oriented Modeling]] Framework (SOMF) ==References== <!-- See http://en.wikipedia.org/wiki/Wikipedia:Footnotes for tips on how to add references using <ref> tags --> <div class="references-small"> <references/> </div> == Further reading == ;Books *{{cite book | first = Christopher | last = Alexander | authorlink = Christopher Alexander | coauthors = Sara Ishikawa, Murray Silverstein, Max Jacobson, Ingrid Fiksdahl-King, Shlomo Angel | year = 1977 | title = [[A Pattern Language: Towns, Buildings, Construction]] | location = New York | publisher = Oxford University Press | isbn = 978-0195019193 }} *{{cite book | first = Kent | last = Beck | authorlink = Kent Beck | coauthors = | year = 2007 | month = October | title = Implementation Patterns | publisher = [[Addison-Wesley]] | isbn = 978-0321413093 }} *{{cite book | first = Kent | last = Beck | authorlink = Kent Beck | coauthors = R. Crocker, G. Meszaros, [[James O. Coplien|J.O. Coplien]], L. Dominick, F. Paulisch, and [[John Vlissides|J. Vlissides]] | year = 1996 | month = March | title = Proceedings of the 18th International Conference on Software Engineering | pages = 25-30 }} *{{cite book | first = Jan | last = Borchers | year = 2001 | title = A Pattern Approach to Interaction Design | publisher = [[John Wiley & Sons]] | isbn = 0-471-49828-9 }} *{{cite book | first = James O. | last = Coplien | authorlink = Jim Coplien | coauthors = Douglas C. Schmidt | year = 1995 | title = Pattern Languages of Program Design | publisher = [[Addison-Wesley]] | isbn = 0-201-60734-4 }} *{{cite book | first = James O. | last = Coplien | authorlink = Jim Coplien | coauthors = [[John Vlissides|John M. Vlissides]], and Norman L. Kerth | year = 1996 | title = Pattern Languages of Program Design 2 | publisher = [[Addison-Wesley]] | isbn = 0-201-89527-7 }} *{{cite book |title = Patterns of Enterprise Application Architecture |first = Martin |last = Fowler |authorlink = Martin Fowler |year = 2002 |isbn = 978-0321127426 |publisher = [[Addison-Wesley]] }} *{{cite book | first = Eric | last = Freeman | coauthors = Elisabeth Freeman, [[Kathy Sierra]], and Bert Bates | title = Head First Design Patterns | year = 2004 | publisher = [[O'Reilly Media]] | isbn = 0-596-00712-4 }} *{{cite book | first = Richard | last = Gabriel | authorlink = Richard P. Gabriel | title = Patterns of Software: Tales From The Software Community | year = 1996 | publisher = [[Oxford University Press]] | pages = 235 | isbn = 0-19-512123-6 | url = http://www.dreamsongs.com/NewFiles/PatternsOfSoftware.pdf | format = PDF }} *{{cite book | first = Erich | last = Gamma | authorlink = Erich Gamma | coauthors = [[Richard Helm]], [[Ralph Johnson]], and [[John Vlissides]] | year = 1995 | title = [[Design Patterns|Design Patterns: Elements of Reusable Object-Oriented Software]] | publisher = [[Addison-Wesley]] | isbn = 0-201-63361-2 | ref=book_Gamma1995 }} *{{cite book | first = Gregor | last = Hohpe | coauthors = Bobby Woolf | year = 2003 | title = [[Enterprise Integration Patterns|Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions]] | publisher = [[Addison-Wesley]] | isbn = 0-321-20068-3 }} *{{cite book | first = Allen | last = Holub | authorlink = Allen I. Holub | year = 2004 | title = Holub on Patterns | publisher = [[Apress]] | isbn = 1-59059-388-X }} *{{cite book | first = Joshua | last = Kerievsky | year = 2004 | title = Refactoring to Patterns | publisher = [[Addison-Wesley]] | isbn = 0-321-21335-1 }} *{{cite book | first = Michael | last = Kircher | coauthors = Markus Völter and Uwe Zdun | year = 2005 | title = Remoting Patterns: Foundations of Enterprise, Internet and Realtime Distributed Object Middleware | publisher = [[John Wiley & Sons]] | isbn = 0-470-85662-9 }} *{{cite book | first = Craig | last = Larman | authorlink = Craig Larman | year = 2005 | title = Applying UML and Patterns | publisher = [[Prentice Hall]] | isbn = 0-13-148906-2 }} *{{cite book | first = Dragos | last = Manolescu | coauthors = Markus Voelter and James Noble | year = 2006 | title = Pattern Languages of Program Design 5 | publisher = [[Addison-Wesley]] | isbn = 0-321-32194-4 }} *{{cite book | first = Floyd | last = Marinescu | year = 2002 | title = EJB Design Patterns: Advanced Patterns, Processes and Idioms | publisher = [[John Wiley & Sons]] | isbn = 0-471-20831-0 }} *{{cite book | first = Robert Cecil | last = Martin | authorlink = Robert Cecil Martin | coauthors = Dirk Riehle and Frank Buschmann | year = 1997 | title = Pattern Languages of Program Design 3 | publisher = [[Addison-Wesley]] | isbn = 0-201-31011-2 }} *{{cite book | first = Timothy G | last = Mattson | coauthors = Beverly A. Sanders and Berna L. Massingill | year = 2005 | title = Patterns for Parallel Programming | Publisher = Addison-Wesley | isbn = 0-321-22811-1 }} *{{cite book | first = Alan | last = Shalloway | coauthors = James R. Trott | year = 2001 | title = Design Patterns Explained, Second Edition: A New Perspective on Object-Oriented Design | publisher = Addison-Wesley | isbn = 0-321-24714-0 }} *{{cite book | first = John M. | last = Vlissides | authorlink = John Vlissides | year = 1998 | title = Pattern Hatching: Design Patterns Applied | publisher = [[Addison-Wesley]] | isbn = 0-201-43293-5 }} *{{cite book | first = Charles | last = Weir | coauthors = James Noble | year = 2000 | title = Small Memory Software: Patterns for systems with limited memory | publisher = [[Addison-Wesley]] | isbn = 0201596075 | url = http://www.cix.co.uk/~smallmemory/ }} ; Web sites *{{cite web | url = http://www.c2.com/cgi-bin/wiki?HistoryOfPatterns | title = History of Patterns | work = [[Portland Pattern Repository]] | accessdate = 2005-07-28 }} *{{cite web | url = http://www.c2.com/cgi/wiki?AreDesignPatternsMissingLanguageFeatures | accessdate = 2006-01-20 | title = Are Design Patterns Missing Language Features? | publisher = Cunningham & Cunningham, Inc. }} *{{cite web | url = http://www.c2.com/cgi/wiki?ShowTrialOfTheGangOfFour | accessdate = 2006-01-20 | title = Show Trial of the Gang of Four | publisher = Cunningham & Cunningham, Inc. }} ==External links== * [http://hillside.net/patterns/onlinepatterncatalog.htm Directory of websites that provide pattern catalogs] at hillside.net. * [http://www.go4expert.com/forums/showthread.php?t=5127 Explanation of design pattern in some simple examples] at go4expert.com. * [[Wiki:CategoryPattern|Ward Cunningham's ''Portland Pattern Repository'']]. * {{dmoz|Computers/Programming/Methodologies/Patterns_and_Anti-Patterns/|Patterns and Anti-Patterns}} * [http://perfectjpattern.sourceforge.net PerfectJPattern Open Source Project] Design Patterns library that aims to provide full or partial componentized version of all known Patterns in Java. * [http://jt.dev.java.net Jt] J2EE Pattern Oriented Framework * [http://www.mcdonaldland.info/2007/11/28/40/ Printable Design Patterns Quick Reference Cards] * [http://sourcemaking.com/design-patterns-and-tips 101 Design Patterns & Tips for Developers] {{Design Patterns Patterns}} [[Category:Software design patterns|*]] [[af:Ontwerpspatroon (rekenaarwetenschap)]] [[ar:نماذج التصميم (هندسة البرمجيّات)]] [[ast:Patrón de diseñu]] [[bg:Шаблони за дизайн]] [[bs:Računarska dizajn šema]] [[ca:Patró de disseny (informàtica)]] [[cs:Návrhový vzor]] [[da:Design pattern]] [[de:Entwurfsmuster]] [[el:Σχεδιαστικά πρότυπα]] [[es:Patrón de diseño]] [[fa:الگوی طراحی (دانش رایانه)]] [[fr:Patron de conception]] [[ko:디자인 패턴]] [[id:Design Pattern]] [[it:Design pattern]] [[he:תבנית עיצוב]] [[lt:Projektavimo pavyzdys]] [[nl:Ontwerppatroon]] [[ja:デザインパターン (ソフトウェア)]] [[no:Designmønster]] [[pl:Wzorzec projektowy (informatyka)]] [[pt:Padrões de projeto de software]] [[ru:Шаблоны проектирования]] [[simple:Design pattern]] [[fi:Suunnittelumalli]] [[sv:Designmönster]] [[th:Design Patterns]] [[vi:Mẫu thiết kế (khoa học máy tính)]] [[tr:Tasarım kalıpları]] [[uk:Шаблони проектування]] [[zh:软件设计模式]]