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Design Patterns

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Organizational anti-patterns

  • Analysis paralysis: Devoting disproportionate effort to the analysis phase of a project
  • Cash cow: A profitable legacy product that often leads to complacency about new products
  • Design by committee: The result of having many contributors to a design, but no unifying vision
  • Escalation of commitment: Failing to revoke a decision when it proves wrong
  • Management by perkele: Authoritarian style of management with no tolerance of dissent
  • Management by objectives: Management by numbers, focus exclusively on quantitative management criteria, when these are non-essential or cost too much to acquire.
  • Moral hazard: Insulating a decision-maker from the consequences of his or her decision
  • Mushroom management: Keeping employees uninformed and misinformed; employees are described as being kept in the dark and fed manure, left to stew, and finally canned.
  • Stovepipe or Silos: A structure that supports mostly up-down flow of data but inhibits cross organizational communication
  • Vendor lock-in: Making a system excessively dependent on an externally supplied component[4]

Project management anti-patterns

  • Avalanche: An inappropriate mashup of the Waterfall model and Agile Development techniques
  • Death march: Everyone knows that the project is going to be a disaster – except the CEO – so the truth is hidden to prevent immediate cancellation of the project - (although the CEO often knows and does it anyway to maximize profit). However, the truth remains hidden and the project is artificially kept alive until the Day Zero finally comes ("Big Bang"). Alternative definition: Employees are pressured to work late nights and weekends on a project with an unreasonable deadline.
  • Groupthink: During groupthink, members of the group avoid promoting viewpoints outside the comfort zone of consensus thinking
  • Overengineering: Spending resources making a project more robust and complex than is needed
  • Smoke and mirrors: Demonstrating unimplemented functions as if they were already implemented
  • Software bloat: Allowing successive versions of a system to demand ever more resources
  • Waterfall model: An older method of software development that inadequately deals with unanticipated change

Analysis anti-patterns

  • Bystander apathy: When a requirement or design decision is wrong, but the people who notice this do nothing because it affects a larger number of people

Software design anti-patterns

Object-oriented design anti-patterns

  • Anemic Domain Model: The use of domain model without any business logic. The domain model's objects cannot guarantee their correctness at any moment, because their validation and mutation logic is placed somewhere outside (most likely in multiple places).
  • BaseBean: Inheriting functionality from a utility class rather than delegating to it
  • Call super: Requiring subclasses to call a superclass's overridden method
  • Circle-ellipse problem: Subtyping variable-types on the basis of value-subtypes
  • Circular dependency: Introducing unnecessary direct or indirect mutual dependencies between objects or software modules
  • Constant interface: Using interfaces to define constants
  • God object: Concentrating too many functions in a single part of the design (class)
  • Object cesspool: Reusing objects whose state does not conform to the (possibly implicit) contract for re-use
  • Object orgy: Failing to properly encapsulate objects permitting unrestricted access to their internals
  • Poltergeists: Objects whose sole purpose is to pass information to another object
  • Sequential coupling: A class that requires its methods to be called in a particular order
  • Yo-yo problem: A structure (e.g., of inheritance) that is hard to understand due to excessive fragmentation

Programming anti-patterns

  • Accidental complexity: Introducing unnecessary complexity into a solution
  • Action at a distance: Unexpected interaction between widely separated parts of a system
  • Blind faith: Lack of checking of (a) the correctness of a bug fix or (b) the result of a subroutine
  • Boat anchor: Retaining a part of a system that no longer has any use
  • Busy waiting: Consuming CPU while waiting for something to happen, usually by repeated checking instead of messaging
  • Caching failure: Forgetting to reset an error flag when an error has been corrected
  • Cargo cult programming: Using patterns and methods without understanding why
  • Coding by exception: Adding new code to handle each special case as it is recognized
  • Error hiding: Catching an error message before it can be shown to the user and either showing nothing or showing a meaningless message
  • Hard code: Embedding assumptions about the environment of a system in its implementation
  • Lava flow: Retaining undesirable (redundant or low-quality) code because removing it is too expensive or has unpredictable consequences[5][6]
  • Loop-switch sequence: Encoding a set of sequential steps using a switch within a loop statement
  • Magic numbers: Including unexplained numbers in algorithms
  • Magic strings: Including literal strings in code, for comparisons, as event types etc.
  • Repeating yourself: Writing code which contains repetitive patterns and substrings over again; avoid with once and only once (abstraction principle)
  • Soft code: Storing business logic in configuration files rather than source code[7]
  • Spaghetti code: Programs whose structure is barely comprehensible, especially because of misuse of code structures
  • Shotgun surgery: Developer adds features to an application codebase which span a multiplicity of implementors or implementations in a single change.

Methodological anti-patterns

Configuration management anti-patterns

See also

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This PatternCraft tutorial explores the Builder Pattern in the context of building out maps in Starcraft:

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PatternCraft is a series of video tutorials which uses Starcraft references to teach Design Patterns. This tutorial covers the Adapter Pattern by showing how to add Mario and Sonic to Starcraft.

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