"A pattern is a fully realized form original, or model accepted or proposed for imitation. With patterns, small piecework is standardized into a larger chunk or unit. Patterns become the building blocks for design and construction. Finding and applying patterns indicates progress in a field of human endeavor." (Peter Coad, "Object-oriented patterns", 1992)
"A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. It describes the problem, the solution, when to apply the solution, and its consequences. It also gives implementation hints and examples. The solution is a general arrangement of objects and classes that solve the problem. The solution is customized and implemented to solve the problem in a particular context." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)
"The purpose of a conceptual model is to provide a vocabulary of terms and concepts that can be used to describe problems and/or solutions of design. It is not the purpose of a model to address specific problems, and even less to propose solutions for them. Drawing an analogy with linguistics, a conceptual model is analogous to a language, while design patterns are analogous to rhetorical figures, which are predefined templates of language usages, suited particularly to specific problems." (Peter P Chen [Ed.], "Advances in Conceptual Modeling", 1999)
"In addition to their complexity-management benefit, design patterns can accelerate design discussions by allowing designers to think and discuss at a larger level of granularity." (Steve McConnell, "Code Complete" 2nd Ed., 2004)
"On small, informal projects, a lot of design is done while the programmer sits at the keyboard. 'Design' might be just writing a class interface in pseudocode before writing the details. It might be drawing diagrams of a few class relationships before coding them. It might be asking another programmer which design pattern seems like a better choice. Regardless of how it’s done, small projects benefit from careful design just as larger projects do, and recognizing design as an explicit activity maximizes the benefit you will receive from it." (Steve McConnell, "Code Complete" 2nd Ed., 2004)
"Software design patterns are what allow us to describe design fragments, and reuse design ideas, helping developers leverage the expertise of others. Patterns give a name and form to abstract heuristics, rules and best practices of object-oriented techniques." (Philippe Kruchten, [foreword] 2004)
"Design patterns give names to practical knowledge; they define a high-level vocabulary for understanding and solving business statements graphically. Design patterns are presented in a standard format; they're like recipes in a cookbook or dress patterns in a catalog. Above all, they are practical, first as instructional materials and then as development tools." (Alan Chmura & J Mark Heumann, "Logical Data Modeling: What it is and How to do it", 2005)
"Structural patterns describe how classes and objects can be combined to form larger structures. Patterns for classes describe how inheritance can be used to provide more useful program interfaces. Patterns for objects describe how objects can be composed into larger structures using object composition." (Junji Nakano et al, "Programming Statistical Data Visualization in the Java Language" [in "Handbook of Data Visualization"], 2008)
"Design patterns are high-level abstractions that document successful design solutions. They are fundamental to design reuse in object-oriented development." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)
"Most designers think of design patterns as a way of supporting object-oriented design. Patterns often rely on object characteristics such as inheritance and polymorphism to provide generality. However, the general principle of encapsulating experience in a pattern is one that is equally applicable to all software design approaches." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)
"A design pattern usually suggests a scheme for structuring the classes in a design solution and defines the required interactions among those classes. In other words, a design pattern describes some commonly recurring structure of communicating classes that can be used to solve some general design problems. Design pattern solutions are typically described in terms of classes, their instances, their roles and collaborations." (Rajib Mall, "Fundamentals of Software Engineering" 4th Ed., 2014)
"If a pattern represents a best practice, then an antipattern represents lessons learned from a bad design. [...] Antipatterns are valuable because they help us to recognise why a particular design alternative might seem at first like an attractive solution, but later on lead to complicacies and finally turn out to be a poor solution." (Rajib Mall, "Fundamentals of Software Engineering" 4th Ed., 2014)
"Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice.'' (Christopher Alexander)
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