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Anti-pattern
An anti-pattern in software engineering, project management, and business processes is a common response to a recurring problem that is usually ineffective and risks being highly counterproductive. The term, coined in 1995 by computer programmer Andrew Koenig (programmer), Andrew Koenig, was inspired by the book ''Design Patterns'' (which highlights a number of design patterns in software development that its authors considered to be highly reliable and effective) and first published in his article in the ''Journal of Object-Oriented Programming''. A further paper in 1996 presented by Michael Ackroyd at the Object World West Conference also documented anti-patterns. It was, however, the 1998 book ''AntiPatterns'' that both popularized the idea and extended its scope beyond the field of software design to include software architecture and project management. Other authors have extended it further since to encompass environmental, organizational, and cultural anti-patterns. Definiti ...
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List Of Software Anti-patterns
Anti-patterns are commonly used ways of doing software engineering that are not useful or cause more issues than they solve. See design patterns for the opposite. There are many diverse types of software anti-patterns. Some relate to software design, object-oriented programming, computer programming, methodological, configuration management, DevOps, and other aspects of software engineering. Several books have popularized the idea and teaching of anti-patterns. Anti-patterns can be found in anything that has organization, from project management to cultures, but this list focuses solely on software and computer science anti-patterns. List of generic software design anti-patterns * Abstraction inversion * Ambiguous viewpoint * Big ball of mud * Database-as-IPC * Inner-platform effect * Input kludge * Interface bloat * Magic pushbutton * Race hazard * Stovepipe system List of object-oriented anti-patterns * Anemic domain model * Call super * Circle–ellipse proble ...
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Software Architecture
Software architecture is the set of structures needed to reason about a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations. The ''architecture'' of a software system is a metaphor, analogous to the architecture of a building. It functions as the blueprints for the system and the development project, which project management can later use to extrapolate the tasks necessary to be executed by the teams and people involved. Software architecture is about making fundamental structural choices that are costly to change once implemented. Software architecture choices include specific structural options from possibilities in Software design, the design of the software. There are two fundamental laws in software architecture: # Everything is a trade-off # "Why is more important than how" "Architectural Kata" is a teamwork which can be used to produce an ...
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Anti-patterns
An anti-pattern in software engineering, project management, and business processes is a common response to a recurring problem that is usually ineffective and risks being highly counterproductive. The term, coined in 1995 by computer programmer Andrew Koenig, was inspired by the book '' Design Patterns'' (which highlights a number of design patterns in software development that its authors considered to be highly reliable and effective) and first published in his article in the ''Journal of Object-Oriented Programming''. A further paper in 1996 presented by Michael Ackroyd at the Object World West Conference also documented anti-patterns. It was, however, the 1998 book ''AntiPatterns'' that both popularized the idea and extended its scope beyond the field of software design to include software architecture and project management. Other authors have extended it further since to encompass environmental, organizational, and cultural anti-patterns. Definition According to the auth ...
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Poltergeist (computer Programming)
In computer programming, a poltergeist (or gypsy wagon) is a short-lived, typically stateless object used to perform initialization or to invoke methods in another, more permanent class. It is considered an anti-pattern. The original definition is by Michael Akroyd at the 1996 Object World West Conference: A poltergeist can often be identified by its name; they are often called "manager_", "controller_", "supervisor", "start_process", etc. Sometimes, poltergeist classes are created because the programmer anticipated the need for a more complex architecture. For example, a poltergeist arises if the same method acts as both the ''client'' and ''invoker'' in a command pattern, and the programmer anticipates separating the two phases. However, this more complex architecture may actually never materialize. Poltergeists should not be confused with long-lived, state-bearing objects of a pattern such as model–view–controller, or tier-separating patterns such as business delegate ...
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Analysis Paralysis
Analysis paralysis (or paralysis by analysis) describes an individual or group process where overanalyzing or overthinking a situation can cause forward motion or decision-making to become " paralyzed", meaning that no solution or course of action is decided upon within a natural time frame. A situation may be deemed too complicated and a decision is never made, or made much too late, due to anxiety that a potentially larger problem may arise. A person may desire a perfect solution, but may fear making a decision that could result in error, while on the way to a better solution. Equally, a person may hold that a superior solution is a short step away, and stall in its endless pursuit, with no concept of diminishing returns. On the opposite end of the time spectrum is the phrase extinct by instinct, which is making a fatal decision based on hasty judgment or a gut reaction. Analysis paralysis is when the fear of either making an error or forgoing a superior solution outweighs th ...
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Magic Number (programming)
In computer programming, a magic number is any of the following: * A unique value with unexplained meaning or multiple occurrences which could (preferably) be replaced with a named constant * A constant numerical or text value used to identify a file format or protocol ) * A distinctive unique value that is unlikely to be mistaken for other meanings (e.g., Universally Unique Identifiers) Unnamed numerical constants The term ''magic number'' or ''magic constant'' refers to the anti-pattern of using numbers directly in source code. This breaks one of the oldest rules of programming, dating back to the COBOL, FORTRAN and PL/1 manuals of the 1960s. In the following example that computes the price after tax, 1.05 is considered a magic number: price_tax = 1.05 * price The use of unnamed magic numbers in code obscures the developers' intent in choosing that number, increases opportunities for subtle errors, and makes it more difficult for the program to be adapted and extended ...
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Spaghetti-code
Spaghetti code is a pejorative phrase for difficult-to- maintain and unstructured computer source code. Code being developed with poor structure can be due to any of several factors, such as volatile project requirements, lack of programming style rules, and software engineers with insufficient ability or experience. Meaning Code that overuses GOTO statements rather than structured programming constructs, resulting in convoluted and unmaintainable programs, is often called spaghetti code. Such code has a complex and tangled control structure, resulting in a program flow that is conceptually like a bowl of spaghetti, twisted and tangled. In a 1980 publication by the United States National Bureau of Standards, the phrase ''spaghetti program'' was used to describe older programs having "fragmented and scattered files". Spaghetti code can also describe an anti-pattern in which object-oriented code is written in a procedural style, such as by creating classes whose methods are ove ...
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God Object
In object-oriented programming, a god object (sometimes also called an omniscient or all-knowing object) is an object that references a large number of distinct types, has too many unrelated or uncategorized methods, or some combination of both. The god object is an example of an anti-pattern and a code smell. Characteristics A common programming technique is to separate a large problem into several smaller problems (a divide and conquer strategy) and create solutions for each of them. Once the smaller problems are solved, the big problem as a whole has been solved. Therefore a given object for a small problem only needs to know about itself. Likewise, there is only one set of problems an object needs to solve: its ''own'' problems. This also follows the single-responsibility principle. In contrast, a program that employs a god object does not follow this approach. Most of such a program's overall functionality is coded into a single "all-knowing" object, which maintains ...
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Design Pattern
A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander and has been adapted for various other disciplines, particularly software engineering. The " Gang of Four" book. Details An organized collection of design patterns that relate to a particular field is called a pattern language. This language gives a common terminology for discussing the situations designers are faced with. Documenting a pattern requires explaining why a particular situation causes problems, and how the components of the pattern relate to each other to give the solution. Christopher Alexander describes common design problems as arising from "conflicting forces"—such as the conflict between wanting a room to be sunny and wanting it not to overheat on summer afternoons. A pattern would not tell the designer how many windows to put in the room; instead, it would propose a set of values to guide the designer toward a deci ...
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Design
A design is the concept or proposal for an object, process, or system. The word ''design'' refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something – its design. The verb ''to design'' expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in arts and crafts). A design is expected to have a purpose within a specific context, typically aiming to satisfy certain goals and constraints while taking into account aesthetic, functional and experiential considerations. Traditional examples of designs are architectural and engineering drawings, circuit diagrams, sewing patterns, and less tangible artefacts such as business process models.Dictionary meanings in the /dictionary.cambridge.org/dictionary/english/design Cambridge Dictionary of American English at /www. ...
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WikiWikiWeb
The WikiWikiWeb is the first wiki, or user-editable website. It was launched on 25 March 1995 by programmer Ward Cunningham and has been a read-only archive since 2015. The name ''WikiWikiWeb'' originally also applied to the wiki software that operated the website, which was later renamed to "WikiBase". Description WikiWikiWeb is the first wiki, or user-editable website. The site was launched on 25 March 1995 by programmer Ward Cunningham to accompany the Portland Pattern Repository website discussing software design patterns. The name ''WikiWikiWeb'' originally also applied to the wiki software that operated the website, written in the Perl programming language and later renamed to "WikiBase". Hyperlinks between pages on WikiWikiWeb are created by joining capitalized words together, a technique referred to as camel case. This convention of wiki markup formatting is still followed by some more recent wiki software, whereas others, such as the MediaWiki software that powers Wi ...
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Industrial And Organizational Psychology
Industrial and organizational psychology (I-O psychology) "focuses the lens of psychological science on a key aspect of human life, namely, their work lives. In general, the goals of I-O psychology are to better understand and optimize the effectiveness, health, and well-being of both individuals and organizations." It is an applied discipline within psychology and is an international profession. I-O psychology is also known as occupational psychology in the United Kingdom, organisational psychology in Australia, South Africa and New Zealand, and work and organizational (WO) psychology throughout Europe and Brazil. Industrial, work, and organizational (IWO) psychology is the broader, more global term for the science and profession.Spector P. E. (2021). Industrial and Organizational Psychology: Research and Practice 8th ed. Hoboken, NJ: John Wiley. I-O psychologists are trained in the scientist–practitioner model. As an applied psychology field, the discipline involves both res ...
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