Software Design Pattern
(Redirected from software design pattern)
Jump to navigation
Jump to search
A Software Design Pattern is a design pattern that can help with a software design task.
- Context:
- It can reference a Algorithm Strategy Pattern.
- It can be a Computational Design Pattern.
- It can be an Execution Pattern.
- It can be a Implementation Strategy Pattern.
- ...
- Example(s):
- Counter-Example(s):
- See: Software Design Methodology, Software Design.
References
2014
- (Wikipedia, 2014) ⇒ http://en.wikipedia.org/wiki/Software_design_pattern Retrieved:2014-4-14.
- In software engineering, a design pattern is a general reusable solution to a commonly occurring problem within a given context in software design. A design pattern is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Patterns are formalized best practices that the programmer must implement in the application. [1] Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply object-orientation or more generally mutable state, are not as applicable in functional programming languages. Design patterns reside in the domain of modules and interconnections. At a higher level there are architectural patterns that are larger in scope, usually describing an overall pattern followed by an entire system.[2]
There are many types of design patterns, for instance
- Algorithm strategy patterns addressing concerns related to high-level strategies describing how to exploit application characteristics on a computing platform.
- Computational design patterns addressing concerns related to key computation identification.
- Execution patterns that address concerns related to supporting application execution, including strategies in executing streams of tasks and building blocks to support task synchronization.
- Implementation strategy patterns addressing concerns related to implementing source code to support
- program organization, and
- the common data structures specific to parallel programming.
- Structural design patterns addressing concerns related to high-level structures of applications being developed.
- In software engineering, a design pattern is a general reusable solution to a commonly occurring problem within a given context in software design. A design pattern is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Patterns are formalized best practices that the programmer must implement in the application. [1] Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply object-orientation or more generally mutable state, are not as applicable in functional programming languages. Design patterns reside in the domain of modules and interconnections. At a higher level there are architectural patterns that are larger in scope, usually describing an overall pattern followed by an entire system.[2]
- ↑ 1. Introduction to Spring Framework
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedR.C.Martin
2012
- http://ontologydesignpatterns.org/wiki/Odp:WhatIsAPattern
- Patterns are used in many areas as "templates" or abstract descriptions encoding best practices of some field. The introduction of patterns in computer science is generally attributed to inspiration taken from the architecture field and Christopher Alexander. Software patterns are probably most well known as Design Patterns, as in the GoF book from 1995. Other patterns include data model patterns, linguistic patterns, knowledge patterns and many more.
2009
- http://en.wiktionary.org/wiki/design_pattern
- 1. (computing) A general solution to a variety of similar problems.
1998
- (Steele Jr, 1998) ⇒ Guy L. Steele Jr.. (1998). “Growing a Language.” In: Keynote Presentation (OOPSLA-1998) Journal.
- QUOTE: a pattern is a plan that has some number of parts and shows you how each part turns a face to the other parts, how each joins with the other parts or stands off, how each part does what it does and how the other parts aid it or drag it down, and how all the parts may be grasped as a whole and made to serve as one thing, for some higher goal or as part of a larger pattern. A pattern should give hints or clues as to when and where it is best put to use. What is more, some of the parts of a pattern may be holes, or slots, in which other things may be placed at a later time. A good pattern will say how changes can be made in the course of time. Thus some choices of the plan are built in as part of the pattern, and other choices wait till the time when the pattern is to be used. In this way a pattern stands for a design space in which you can choose, on the fly, your own path for growth and change. It is good to design a thing, but it can be far better (and far harder) to design a pattern. Best of all is to know when to use a pattern.