In software engineering,
A design pattern is a general reusable solution to a commonly occurring problem in software design.
A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Many patterns imply object-orientation or more generally mutable state, and so may not be as applicable in functional programming languages, in which data is immutable or treated as such.
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.
There are many types of design patterns, like
- Algorithm strategy patterns addressing concerns related to high-level strategies describing how to exploit application characteristic 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.
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Also:
A design pattern describes a recurring design problem to
be solved, a solution to the problem, and the context in which that solution
works (Buschmann et al. 1996; Gamma et al. 1995). The description specifies
objects and classes that are customized to solve a general design problem in a
particular context. A design pattern is a larger-grained form of reuse than a
class because it involves more than one class and the interconnection among
objects from different classes. A design pattern is sometimes referred to as microarchitecture.
After the original success of the design pattern concept,
other kinds of patterns were developed. The main kinds of reusable patterns are
as follows:
·
Design patterns. In
a widely cited book (Gamma et al. 1995), design patterns were described by four
software designers – Erich Gamma, Richard Helm, Ralph Johnson, and John
Vlissides – who were named in some quarters as the “gang of four.” A design
pattern is a small group of collaborating objects.
·
Architectural patterns.
This work was described by Buschmann et al. (1996) at Siemens. Architectural
patterns are larger-grained than design patterns, addressing the structure of
major subsystems of a system.
·
Analysis patterns.
Analysis patterns were described by Fowler (2002), who found similarities
during analysis of different application domains. He described recurring
patterns found in object-oriented analysis and described them with static
models, expressed in class diagrams.
·
Product line–specific patterns. These are patterns used in specific
application areas, such as factory automation (Gomaa 2005) or electronic
commerce. By concentrating on a specific application domain, design patterns
can provide more tailored domain-specific solutions.
·
Idioms. Idioms are
low-level patterns that are specific to a given programming language and
describe implementation solutions to a problem that use the features of the
language – for example, Java or C++. These patterns are closest to code, but
they can be used only by applications that are coded in the same programming
language.
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