"Many fields use patterns in various ways: In music and literature, a pattern is the coherent structure or design of a song or book. In art, a pattern is the composition or plan of a work of graphic or plastic art. In architecture, a pattern is an architectural design or style. In psychology, a pattern is a thinking mechanism that is basic to the brain's operation, helping one to perceive things quickly. In archeology, a pattern is a group of phases having several distinguishing and fundamental features in common. In linguistics, a pattern is the manner in which smaller units of language are grouped into larger units [...]" (Peter Coad, "Object-Oriented Patterns", 1992)
"With each pattern, 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 Pattern", 1992)
"Design patterns are not about designs such as linked lists and hash tables that can be encoded in classes and reused as is. Nor are they complex, domain-specific designs for an entire application or subsystem. The design patterns [...] are descriptions of communicating objects and classes that are customized to solve a general design problem in a particular context." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)
"Design patterns make it easier to reuse successful designs and architectures. Expressing proven techniques as design patterns makes them more accessible to developers of new systems. Design patterns help you choose design alternatives that make a system reusable and avoid alternatives that compromise reusability. Design patterns can even improve the documentation and maintenance of existing systems by furnishing an explicit specification of class and object interactions and their underlying intent. Put simply, design patterns help a designer get a design 'right' faster." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)
"Design patterns should not be applied indiscriminately.
Often they achieve flexibility and variability by introducing additional levels
of indirection, and that can complicate a design and/or cost you some
performance. A design pattern should only be applied when the flexibility it
affords is actually needed." (Erich Gamma et al, "Design Patterns: Elements of
Reusable Object-Oriented Software", 1994)
"The best designers will use many design patterns that
dovetail and intertwine to produce a greater whole." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)
"It is commonly said that a pattern, however it is written, has four essential parts: a statement of the context where the pattern is useful, the problem that the pattern addresses, the forces that play in forming a solution, and the solution that resolves those forces. [...] it supports the definition of a pattern as 'a solution to a problem in a context', a definition that [unfortunately] fixes the bounds of the pattern to a single problem-solution pair." (Martin Fowler, "Analysis Patterns: Reusable Object Models", 1997)
"Design patterns are standard solutions to recurring
problems, named to help people discuss them easily and to think about design. […]
Patterns are abstract, core solutions to problems that recur in different contexts
but encounter the same ‘forces’ each time." (Ian Graham & Alan O’Callaghan, "An
introduction to patterns", 2003)
"Patterns today are most useful because they provide a language
for designers to communicate in. Rather than having to explain a complex idea
from scratch, the designer can just mention a pattern by name and everyone will
know, at least roughly, what is meant. This is how designers in many other
disciplines communicate their design ideas." (Ian Graham & Alan O’Callaghan, "An introduction to patterns", 2003)
"Design patterns provide the cores of ready-made solutions that can be used to solve many of software’s most common problems. Some software problems require solutions that are derived from first principles. But most problems are similar to past problems, and those can be solved using similar solutions, or patterns." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)
"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 C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)
"Anti-patterns are the dark side of patterns - common mistakes we fall into repeatedly. Sometimes they seem to be good solutions that experience has demonstrated don’t work in practice. On other occasions, we know that they’re not a good idea, but we fall into them anyway." (Paul Butcher, "Debug It! Find, Repair, and Prevent Bugs in Your Code", 2009)
"Design thinking taps into capacities we all have but that are overlooked by more conventional problem-solving practices. It is not only human-centered; it is deeply human in and of itself. Design thinking relies on our ability to be intuitive, to recognize patterns, to construct ideas that have emotional meaning as well as functionality, to express ourselves in media other than words or symbols." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)
"Conformity to patterns is not a measure of goodness." (Ralph Johnson)
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