"A named description of a problem, solution, when to apply the solution, and how to apply the solution in new contexts." (Craig Larman, "Applying UML and Patterns", 2004)
"A named strategy for solving a recurring problem." (Bruce MacIsaac & Per Kroll, "Agility and Discipline Made Easy: Practices from OpenUP and RUP", 2006)
"A sequence of ordinary and special characters that enables a regular expression engine to locate a string. See regular expression." (Michael Fitzgerald, "Learning Ruby", 2007)
"A pattern is a way of documenting a successful solution to a recurring design problem in a non-contextualized way so that the solution can be applied (reused) in many different contexts." (Shirley Agostinho, "Learning Design Representations to Document, Model, and Share Teaching Practice", 2009)
"A proven solution to a recurring problem in a given context." (Pankaj Kamthan, "Pattern-Oriented Use Case Modeling", 2009)
"A common combination of logic, interactions, and behaviors that form a consistent or characteristic arrangement. An important use of patterns is the idea of design templates that are general solutions to integration problems. They will not solve a specific problem, but they provide a sort of architectural outline that may be reused in order to speed up the development process." (David Lyle & John G Schmidt, "Lean Integration", 2010)
"An empirically proven solution to a recurring problem that occurs in a particular context." (Panjak Kamthan & Terrill Fancott, A Knowledge Management Model for Patterns, 2011)
"A recurring combination of data and task management, separate from any specific algorithm. Patterns are universal in that they apply to and can be used in any programming system. Patterns have also been called dwarfs, motifs, and algorithmic skeletons. Patterns are not necessarily tied to any particular hardware architecture or programming language or system. Examples of patterns include the sequence pattern and the object pattern." (Michael McCool et al, "Structured Parallel Programming", 2012)
"The regular order existing in nature or in a manmade design. In nature patterns can be seen as symmetries (e.g., snowflakes) and/or structures having fractal dimension such as spirals, meanders, or surface waves. In computer science, design patterns serve in creating computer programs. In the arts, pattern is an artistic or decorative design made of recurring lines or any repeated elements." (Anna Ursyn, "Visualization as Communication with Graphic Representation", 2015)
"Set of partial results show systematically behavioral traits associated with a particular situation, entity or object." (Mauro Chiarella, "Folds and Refolds: Space Generation, Shapes, and Complex Components", 2016)
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