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software engineering Software engineering is a branch of both computer science and engineering focused on designing, developing, testing, and maintaining Application software, software applications. It involves applying engineering design process, engineering principl ...
, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in
software design Software design is the process of conceptualizing how a software system will work before it is implemented or modified. Software design also refers to the direct result of the design process the concepts of how the software will work which co ...
. A design pattern is not a rigid structure to be transplanted directly into
source code In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only ...
. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized
best practice A best practice is a method or technique that has been generally accepted as superior to alternatives because it tends to produce superior results. Best practices are used to achieve quality as an alternative to mandatory standards. Best practice ...
s that the programmer may use to solve common problems when designing a software application or system. Object-oriented design patterns typically show relationships and interactions between
class Class, Classes, or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used d ...
es or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for
functional programming In computer science, functional programming is a programming paradigm where programs are constructed by Function application, applying and Function composition (computer science), composing Function (computer science), functions. It is a declarat ...
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 Computer programming or coding is the composition of sequences of instructions, called computer program, programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of proc ...
intermediate between the levels of a
programming paradigm A programming paradigm is a relatively high-level way to conceptualize and structure the implementation of a computer program. A programming language can be classified as supporting one or more paradigms. Paradigms are separated along and descri ...
and a concrete
algorithm In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algo ...
.


History

Patterns originated as an architectural concept by Christopher Alexander as early as 1977 in A Pattern Language (cf. his article, "The Pattern of Streets," JOURNAL OF THE AIP, September, 1966, Vol. 32, No. 5, pp. 273–278). 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. In the following years, Beck, Cunningham and others followed up on this work. Design patterns gained popularity in
computer science Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, ...
after the book ''Design Patterns: Elements of Reusable Object-Oriented Software'' was published in 1994 by the so-called "Gang of Four" (Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides), 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: * * * * * * * * * Although design patterns have been applied practically for a long time, formalization of the concept of design patterns languished for several years.


Practice

Design patterns can speed up the development process by providing proven development paradigms. Effective software design requires considering issues that may not become apparent until later in the implementation. Freshly written code can often have hidden, subtle issues that take time to be detected; issues that sometimes can cause major problems down the road. Reusing design patterns can help to prevent such issues, and enhance code readability for those familiar with the patterns. Software design techniques are difficult to apply to a broader range of problems. Design patterns provide general solutions, documented in a format that does not require specifics tied to a particular problem. In 1996, Christopher Alexander was invited to give
Keynote Speech
to the 1996 OOPSLA Convention. Here he reflected on how his work on Patterns in Architecture had developed and his hopes for how the Software Design community could help Architecture extend Patterns to create living structures that use generative schemes that are more like computer code.


Motif

A pattern describes a ''design motif'', a.k.a. ''prototypical micro-architecture'', as a set of program constituents (e.g., classes, methods...) and their relationships. A developer adapts the motif to their codebase to solve the problem described by the pattern. The resulting code has structure and organization similar to the chosen motif.


Domain-specific patterns

Efforts have also been made to codify design patterns in particular domains, including the use of existing design patterns as well as domain-specific design patterns. Examples include
user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine fro ...
design patterns,
information visualization Data and information visualization (data viz/vis or info viz/vis) is the practice of designing and creating Graphics, graphic or visual Representation (arts), representations of a large amount of complex quantitative and qualitative data and i ...
, secure design, "secure usability", Web design and business model design. The annual Pattern Languages of Programming Conference proceedings Pattern Languages of Programming, Conference proceedings (annual, 1994—

/ref> include many examples of domain-specific patterns.


Object-oriented programming

Object-oriented design patterns typically show relationships and interactions between
class Class, Classes, or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used d ...
es or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for
functional programming In computer science, functional programming is a programming paradigm where programs are constructed by Function application, applying and Function composition (computer science), composing Function (computer science), functions. It is a declarat ...
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.


Examples

Design patterns can be organized into groups based on what kind of problem they solve. Creational patterns create objects. Structural patterns organize classes and objects to form larger structures that provide new functionality. Behavioral patterns describe collaboration between objects.


Creational patterns


Structural patterns


Behavioral patterns


Concurrency patterns


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. 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. One example of a commonly used documentation format is the one used by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides 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

Some suggest that design patterns may be a sign that features are missing in a given programming language (
Java Java is one of the Greater Sunda Islands in Indonesia. It is bordered by the Indian Ocean to the south and the Java Sea (a part of Pacific Ocean) to the north. With a population of 156.9 million people (including Madura) in mid 2024, proje ...
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 Lisp (historically LISP, an abbreviation of "list processing") is a family of programming languages with a long history and a distinctive, fully parenthesized Polish notation#Explanation, prefix notation. Originally specified in the late 1950s, ...
or Dylan. 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. See also Paul Graham's essay "Revenge of the Nerds". Inappropriate use of patterns may unnecessarily increase complexity. FizzBuzzEnterpriseEdition
offers a humorous example of over-complexity introduced by design patterns. 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 Component may refer to: In engineering, science, and technology Generic systems *System components, an entity with discrete structure, such as an assembly or software module, within a system considered at a particular level of analysis * Lumped e ...
, 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. In order to achieve flexibility, design patterns may introduce additional levels of indirection, which may complicate the resulting design and decrease runtime performance.


Relationship to other topics

Software design patterns offer finer granularity compared to software architecture patterns and software architecture styles, as design patterns focus on solving detailed, low-level design problems within individual components or subsystems. Examples include Singleton, Factory Method, and Observer. Software Architecture Pattern refers to a reusable, proven solution to a recurring problem at the system level, addressing concerns related to the overall structure, component interactions, and quality attributes of the system. Software architecture patterns operate at a higher level of abstraction than design patterns, solving broader system-level challenges. While these patterns typically affect system-level concerns, the distinction between architectural patterns and architectural styles can sometimes be blurry. Examples include Circuit Breaker. Software Architecture Style refers to a high-level structural organization that defines the overall system organization, specifying how components are organized, how they interact, and the constraints on those interactions. Architecture styles typically include a vocabulary of component and connector types, as well as semantic models for interpreting the system's properties. These styles represent the most coarse-grained level of system organization. Examples include Layered Architecture,
Microservices In software engineering, a microservice architecture is an architectural pattern that organizes an application into a collection of loosely coupled, fine-grained services that communicate through lightweight protocols. This pattern is characterize ...
, and Event-Driven Architecture.


See also

* Abstraction principle * Algorithmic skeleton *
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 An ...
* Architectural pattern * Canonical protocol pattern * Debugging patterns * Design pattern * Distributed design patterns * Double-chance function * Enterprise Architecture framework * GRASP (object-oriented design) * Helper class *
Idiom An idiom is a phrase or expression that largely or exclusively carries a Literal and figurative language, figurative or non-literal meaning (linguistic), meaning, rather than making any literal sense. Categorized as formulaic speech, formulaic ...
in programming * Interaction design pattern * List of software architecture styles and patterns * List of software development philosophies * List of software engineering topics * Pattern language *
Pattern theory Pattern theory, formulated by Ulf Grenander, is a mathematical formalism to describe knowledge of the world as patterns. It differs from other approaches to artificial intelligence in that it does not begin by prescribing algorithms and machin ...
* Pedagogical patterns * Portland Pattern Repository * Refactoring * Software development methodology


References


Further reading

* * * * * * * * * * * * * * * * * * * * * * * * * * {{Authority control Software development