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 <<O>>  Difference Topic Patterns (31 - 17 Apr 2005 - Main.vpatryshev)
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 Other websites that discuss patterns include:
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 <<O>>  Difference Topic Patterns (30 - 15 Apr 2005 - Main.pan)
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Books

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  • Holub on Patterns by Allen Holub. Very code-centric book on patterns as they appear in real Java code rather than in the simplified examples of pattern catalogues.
 Articles

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 <<O>>  Difference Topic Patterns (27 - 05 Jan 2005 - Main.sullis)
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 <<O>>  Difference Topic Patterns (26 - 12 Dec 2004 - Main.quantum_jim)
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 I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trade-offs are appropiate for the program. -- Quantum_Jim, 26 Nov 2004.
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That last sentence is awfully generic (yet they quoted it)! Here's an example. Initially one JavaScript library I was developing used a StrategyPattern? for determining the method of loading external files (hard to do in JS). I didn't intend to use the pattern. It just came about after some coding, so I formalized the relationship. Initially the strategy was selected by a FactoryMethod? and a LittleLanguage?; it was a really small language and took about ten minutes to code and test. Again: the patterns weren't inserted on purpose. However, while it seemed a good idea at the time, it ended up complicating things. So I ended up using a simple if/then/else statement! The obvious solutions are just missed sometimes after a long time coding, I guess. -- Quantum_Jim, 11 Dec 2004.
 I'm starting to think that one of the main benifits of Design Patterns are as case studies or examples of how to apply the main principles of good OOD to common problems in a general way. -- Quantum_Jim, 10 Dec 2004.



 <<O>>  Difference Topic Patterns (25 - 12 Dec 2004 - Main.quantum_jim)
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 -- rickcarso, 29 Nov 2004.
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Rick, I agree that patterns are definitely overused. However, I don't think the current situation is as dire as you predict. Although lots of people has recently written pattern books, only the most used ones will continue to be referenced by the community. The rest will fade into obscurity because they really didn't describe design patterns (which must be common). It's natural selection!
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While I also agree that some patterns are more useful in some languages than others, I disagree with your statement that Java's interface mechanism makes many of the GOF patterns obsolete. In fact, I think the buit-in support makes them easier to implement in Java. Wasn't that the point of interfaces? -- Quantum Jim, 10 Dec 2004.
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I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trade-offs are appropiate for the program. -- Quantum_Jim, 26 Nov 2004.
 
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That last sentence is awfully generic (yet they quoted it)! Here's an example. Initially one JavaScript library I was developing used a StrategyPattern? for determining the method of loading external files (hard to do in JS). I didn't intend to use the pattern. It just came about after some coding, so I formalized the relationship. Initially the strategy was selected by a FactoryMethod? and a LittleLanguage?; it was a really small language and took about ten minutes to code and test. Again: the patterns weren't inserted on purpose. However, while it seemed a good idea at the time, it ended up complicating things. So I ended up using a simple if/then/else statement! The obvious solutions are just missed sometimes after a long time coding, I guess. -- Quantum_Jim, 11 Dec 2004.
 
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I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trad-offs are appropiate for the program. -- Quantum_Jim, 26 Nov 2004.
 I'm starting to think that one of the main benifits of Design Patterns are as case studies or examples of how to apply the main principles of good OOD to common problems in a general way. -- Quantum_Jim, 10 Dec 2004.

 <<O>>  Difference Topic Patterns (24 - 10 Dec 2004 - Main.quantum_jim)
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Discussion about Patterns

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 Be very careful when designing using Patterns. There is an oft overlooked aspect that each Pattern has Consequences.

Hence if when you sit down to do the design you slap down a whole bunch of Patterns, you can inadvertently set yourself up for a lot of unneccessary problems.

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 The good news, is that if you and the other developers all share a common terminology, it can vastly improve communication between the developers, and make it easier for anyone else who shares that terminology to pick up the code and run with it in a maintenance type role.
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 A big danger facing people designing with patterns is the urge to use patterns for the sake of using patterns and not because they serve a purpose. As a result applications get overly complex and performance suffers as far too many objects are created.
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 Performance was extremely poor, the codebase was over 100MB for a relatively small application that could have been written in maybe 5% of the code.
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rickcarson - 29 Nov 2004
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-- jwenting, 21 Apr 2004.


 To illustrate these points, I'll make an analogy to writing. "It was a dark and stormy night" Might be a perfectly good first line for some books. However, you wouldn't use it for every book, nor would you start every chapter with it, and starting every new paragraph with it would be right out.
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 Patterns for one programming language may be barely worth mentioning for another. Eg a language with closures is going to view things like Visitor and Iterator differently than one without that feature. A lot of the original programming patterns have to do with abstracting the interface away from the implementation. And Java has a 100% abstract interface mechanism built right into the language.
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Quantum_Jim - 26 Nov 2004:
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-- rickcarso, 29 Nov 2004.

Rick, I agree that patterns are definitely overused. However, I don't think the current situation is as dire as you predict. Although lots of people has recently written pattern books, only the most used ones will continue to be referenced by the community. The rest will fade into obscurity because they really didn't describe design patterns (which must be common). It's natural selection!

While I also agree that some patterns are more useful in some languages than others, I disagree with your statement that Java's interface mechanism makes many of the GOF patterns obsolete. In fact, I think the buit-in support makes them easier to implement in Java. Wasn't that the point of interfaces? -- Quantum Jim, 10 Dec 2004.


I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trad-offs are appropiate for the program. -- Quantum_Jim, 26 Nov 2004.

I'm starting to think that one of the main benifits of Design Patterns are as case studies or examples of how to apply the main principles of good OOD to common problems in a general way. -- Quantum_Jim, 10 Dec 2004.


Where would you recommend someone who is new to patterns to get started? Is the Gang of Four's book a must-read? -- Afishionado.

The GOF Book is definitely a must read, even if you never touch C++ or Smalltalk. The code is simple enought that a 1-day refresher on the languages is enough. However, the principles are timeless, and their introduction is the best that I've read.

 
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I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trad-offs are appropiate for the program.
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Another useful book is Patterns in Java Vol. 1 by Mark Grand. His book features some additional patterns, UML, and Java code examples. However, the format of the book makes quickly referencing the patterns extremely hard. One of GOF's strengths is that it includes handy cross references in the covers as well as lists and diagrams showing the relationships between patterns. PIJ follows the conventions of a standard textbook on Philosophy for instance - entirely inappropiate. However, PIJ is still useful and contains a better explaniation of the Visiter Pattern (IMHO). However, the book is not a substitute for GOF's masterpiece.
 
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I can NOT recommend The Design Patterns Java Companion by James Cooper. Coop seems to just reexplain the GOF patterns with poor explaniations and aweful diagrams. That online book was renamed "Java Design Patterns: A Tutorial" with further explaniations. Don't bother with either.
 
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Where would you recommend someone who is new to patterns to get started? Is the Gang of Four's book a must-read?
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There are three very useful resources on the web about patterns that I can recommend. The Portland Pattern Repository Pattern Index is perhaps the most encompassing; however, it is often hard to find stuff among the millions of links. (I often edit pages there as JimmyCerra.) Another good resource is Wikipedia's entry on Patterns. Not as informative as the WikiWikiWeb's index, but much easier to read. Finally, check out Uncle Bob's articles on patterns at Objectmentor. Martin's articles are very insightful and his "principle" series from C++ Report is top-notch.
 
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-- Quantum_Jim, 10 Dec 2004.

 <<O>>  Difference Topic Patterns (23 - 02 Dec 2004 - Main.afishionado)
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 Quantum_Jim - 26 Nov 2004:

I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trad-offs are appropiate for the program.

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Afishionado:

Where would you recommend someone who is new to patterns to get started? Is the Gang of Four's book a must-read?


 <<O>>  Difference Topic Patterns (22 - 01 Dec 2004 - Main.hlovatt)
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 <<O>>  Difference Topic Patterns (21 - 29 Nov 2004 - Main.rickcarson)
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 Performance was extremely poor, the codebase was over 100MB for a relatively small application that could have been written in maybe 5% of the code.
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rickcarson - 29 Nov 2004

To illustrate these points, I'll make an analogy to writing. "It was a dark and stormy night" Might be a perfectly good first line for some books. However, you wouldn't use it for every book, nor would you start every chapter with it, and starting every new paragraph with it would be right out.

For patterns, its not too hard to find people who make practically every object a Singleton, Factory or Proxy... or... horror of horrors, a Singleton Factory Proxy...

Patterns, like UML could be a really intended to improve the communication between programmers. To give us a common vocabulary to describe typical problems and solutions. Unfortunately, EverybodyAndTheirDog? put out a pattern book with whatever clever little bits of code they had lying around which they were particularly proud of (contrast with the original programming patterns book where each pattern had to have occurred in several (at least three?) different places to be considered). As an end result there are too many patterns, and even the 'main ones', people have different ideas about what they mean.

One pattern advocate recently tried to engage me in a discussion about whether Singleton was an access or a creational pattern. My take was that no matter what the original intention was, it has been subverted now (by the masses) into 'a final static variable and a private constructor which instantiates the static if it dodn't already exist'. Common usage trumps all.

Patterns for one programming language may be barely worth mentioning for another. Eg a language with closures is going to view things like Visitor and Iterator differently than one without that feature. A lot of the original programming patterns have to do with abstracting the interface away from the implementation. And Java has a 100% abstract interface mechanism built right into the language.

 Quantum_Jim - 26 Nov 2004:

I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trad-offs are appropiate for the program.


 <<O>>  Difference Topic Patterns (20 - 26 Nov 2004 - Main.quantum_jim)
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 Performance was extremely poor, the codebase was over 100MB for a relatively small application that could have been written in maybe 5% of the code.
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Quantum_Jim - 26 Nov 2004:

I've found the best way to use design patterns is after coding has started. Often a program will accidently end up designed with part of a pattern. So after a little bit of coding, I tend to look for patterns and reevaulate my design choices. Good patterns are common solutions to common problems with the advantages and disadvantages already traced out. So I'll either refactor toward that pattern or away from it depending on whether the pattern's concequences, strengths, and trad-offs are appropiate for the program.


 <<O>>  Difference Topic Patterns (19 - 21 Apr 2004 - Main.jwenting)
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 The good news, is that if you and the other developers all share a common terminology, it can vastly improve communication between the developers, and make it easier for anyone else who shares that terminology to pick up the code and run with it in a maintenance type role.
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jwenting - 21 Apr 2004:

A big danger facing people designing with patterns is the urge to use patterns for the sake of using patterns and not because they serve a purpose. As a result applications get overly complex and performance suffers as far too many objects are created. Codebloat and dissatisfied users are the result, as well as hard to maintain code. Example: A model-view-controller architecture where every layer is designed as a model-view-controller architecture. All communication between (sub)layers requires custom objects created using abstract factories (which themselves are accessible only through special factories).

I've seen this in real life, this is not a contrived example.

Performance was extremely poor, the codebase was over 100MB for a relatively small application that could have been written in maybe 5% of the code.


 <<O>>  Difference Topic Patterns (18 - 14 Apr 2004 - Main.rickcarson)
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 Pattern: a plan or model used as a guide for making things
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Patterns and Pattern Languages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect Christopher Alexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the Quality Without A Name?. See his books The Timeless Way Of Building and also A Pattern Language.
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Patterns and Pattern Languages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect Christopher Alexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings—espousing a property he called the Quality Without A Name?. See his books The Timeless Way Of Building and also A Pattern Language.
 Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. Some patterns from their Gang of Four book are Singleton and Proxy.
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Discussion about Patterns

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Be very careful when designing using Patterns. There is an oft overlooked aspect that each Pattern has Consequences.

Hence if when you sit down to do the design you slap down a whole bunch of Patterns, you can inadvertently set yourself up for a lot of unneccessary problems.

Two examples:

  • Pooling resources that it turns out did not need to be pooled might limit the throughput of the system, with user requests being blocked while they wait for pooled resources to become available, even though the machine might have plenty of spare CPU and memory at that time.

  • A Singleton that in later versions of the program you would have preferred to be able to subclass, or where you find you actually need more than one (in some respects a Singleton might end up acting like a Pool of one), or where different parts of the system end up in different JVMs (eg a distributed system: which most discussions of Singletons fail to take into account).

The good news, is that if you and the other developers all share a common terminology, it can vastly improve communication between the developers, and make it easier for anyone else who shares that terminology to pick up the code and run with it in a maintenance type role.


 <<O>>  Difference Topic Patterns (17 - 08 Dec 2003 - Main.redwolf)
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 <<O>>  Difference Topic Patterns (16 - 27 Sep 2003 - Main.sullis)
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 Here are some other pages in the Javapedia about patterns:

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 <<O>>  Difference Topic Patterns (15 - 08 Sep 2003 - Main.rgoldman)
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 Patterns and Pattern Languages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect Christopher Alexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the Quality Without A Name?. See his books The Timeless Way Of Building and also A Pattern Language.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. Some patterns from their GoF? book are Singleton and Proxy.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. Some patterns from their Gang of Four book are Singleton and Proxy.
 While patterns represent best practices, AntiPatterns describe common mistakes. Implementaton level AntiPatterns are sometimes called Bug Patterns.

 <<O>>  Difference Topic Patterns (14 - 03 Sep 2003 - Main.redwolf)
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 <<O>>  Difference Topic Patterns (13 - 27 Aug 2003 - Main.redwolf)
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 Patterns and Pattern Languages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect Christopher Alexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the Quality Without A Name?. See his books The Timeless Way Of Building and also A Pattern Language.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. Some patterns from their "Gang of Four" book are Singleton and Proxy.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. Some patterns from their GoF? book are Singleton and Proxy.
 While patterns represent best practices, AntiPatterns describe common mistakes. Implementaton level AntiPatterns are sometimes called BugPatterns.

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 <<O>>  Difference Topic Patterns (11 - 12 Aug 2003 - Main.ketsle)
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 Patterns and Pattern Languages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect Christopher Alexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the Quality Without A Name?. See his books The Timeless Way Of Building and also A Pattern Language.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. A pattern from their book is Singleton.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. Some patterns from their "Gang of Four" book are Singleton and Proxy.
 While patterns represent best practices, AntiPatterns describe common mistakes. Implementaton level AntiPatterns are sometimes called BugPatterns.

 <<O>>  Difference Topic Patterns (10 - 26 Jul 2003 - Main.geggo)
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 Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. A pattern from their book is Singleton.
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While patterns represent best practices, AntiPatterns describe common mistakes.
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While patterns represent best practices, AntiPatterns describe common mistakes. Implementaton level AntiPatterns are sometimes called BugPatterns.
 Here are some other pages in the Javapedia about patterns:

 <<O>>  Difference Topic Patterns (9 - 21 Jun 2003 - Main.little_endian)
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 Pattern: a plan or model used as a guide for making things
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Patterns and PatternLanguages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect ChristopherAlexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the QualityWithoutAName?. See his books The Timeless Way Of Building and also A Pattern Language.
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Patterns and Pattern Languages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect Christopher Alexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the Quality Without A Name?. See his books The Timeless Way Of Building and also A Pattern Language.
 
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by ErichGamma?, RichardHelm?, RalphJohnson?, and JohnVlissides published in 1995. A pattern from their book is Singleton.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by Erich Gamma?, Richard Helm?, Ralph Johnson?, and John Vlissides published in 1995. A pattern from their book is Singleton.
 While patterns represent best practices, AntiPatterns describe common mistakes.

Here are some other pages in the Javapedia about patterns:

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 <<O>>  Difference Topic Patterns (8 - 15 Jun 2003 - Main.daeryl)
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 <<O>>  Difference Topic Patterns (7 - 13 Jun 2003 - Main.harrytmax)
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 Pattern: a plan or model used as a guide for making things
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Patterns and PatternLanguages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect ChristopherAlexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the QualityWithoutAName?. See his books The Timeless Way Of Building and also A Pattern Language.
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Patterns and PatternLanguages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect ChristopherAlexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the QualityWithoutAName?. See his books The Timeless Way Of Building and also A Pattern Language.
 Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by ErichGamma?, RichardHelm?, RalphJohnson?, and JohnVlissides published in 1995. A pattern from their book is Singleton.

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Patterns

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Pattern - a plan or model used as a guide for making things
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Pattern: a plan or model used as a guide for making things
 
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Patterns and PatternLanguages? are ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help designers was pioneered by the architect ChristopherAlexander? and his colleagues at the University of Berkeley in the 1970's. Alexander focused on patterns for creating vibrant homes and buildings. See his books The Timeless Way Of Building and also A Pattern Language.
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Patterns and PatternLanguages? can be thought of as ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help architects and builders was pioneered by the architect ChristopherAlexander? and his colleagues at the University of California, Berkeley, in the 1960s and 1970s. Alexander focused on patterns for creating vibrant homes and buildings容spousing a property he called the QualityWithoutAName?. See his books The Timeless Way Of Building and also A Pattern Language.
 
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Software patterns came about when a number of computer scientists applied Alexander's work to programming. The first major book of software patterns was Design Patterns by ErichGamma?, RichardHelm?, RalphJohnson?, and JohnVlissides published in 1995. A pattern from their book is Singleton.
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Design patterns, which constitute a type of software pattern, came about when a number of computer scientists applied Alexander's concepts to programming. The first major book of software patterns was Design Patterns by ErichGamma?, RichardHelm?, RalphJohnson?, and JohnVlissides published in 1995. A pattern from their book is Singleton.
 While patterns represent best practices, AntiPatterns describe common mistakes.

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 Pattern - a plan or model used as a guide for making things
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Pattern in Java:
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Patterns and PatternLanguages? are ways to describe best practices, good designs, and capture experience in a way that it is possible for others to reuse this experience. The use of patterns to help designers was pioneered by the architect ChristopherAlexander? and his colleagues at the University of Berkeley in the 1970's. Alexander focused on patterns for creating vibrant homes and buildings. See his books The Timeless Way Of Building and also A Pattern Language.

Software patterns came about when a number of computer scientists applied Alexander's work to programming. The first major book of software patterns was Design Patterns by ErichGamma?, RichardHelm?, RalphJohnson?, and JohnVlissides published in 1995. A pattern from their book is Singleton.

While patterns represent best practices, AntiPatterns describe common mistakes.

Here are some other pages in the Javapedia about patterns:

Other websites that discuss patterns include:

 


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 Pattern - a plan or model used as a guide for making things
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Pattern in Java:
 


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Patterns

Pattern - a plan or model used as a guide for making things



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