The Pattern Approach in .NET

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The Pattern Approach
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This distinguishes patterns from other design or modeling techniques, for example, the Unified Modeling Language [BRJ98]. Artifacts that are created with such techniques are not only intended to be human-usable and human-readable: they can also be input to tools that then execute formal consistency and correctness checks on them, simulate them, and even generate code fragments from them. At first glance such techniques might seem superior to patterns. However, in real-world practice they are only useful for documenting, implementing, and tuning an already-designed system. They do not support us in the creative act of designing a new system and understanding its challenges but patterns do!
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1.5 Patterns Resolve Problems and Shape Environments
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Now that we know that software patterns intend to support humans in understanding and building software systems, we can ask what concrete purpose they serve in that context. The most obvious and of course correct answer is: software patterns help humans to understand and resolve problems. Why else do they contain human-readable descriptions of problems and their solutions The problem areas that software patterns address are the organizational, analysis, architecture, design, and programming aspects of software development. However, software patterns do not just specify arbitrary solutions to software development problems. As we discussed in earlier sections of this chapter, a pattern represents proven and practiced experience timeless solutions to recurring problems that can be implemented in many different ways presented so that people can understand, and talk about, the problems, the solutions, and their influencing forces and trade-offs. When analyzing the way in which software patterns resolve the problems they address, we see that they do this by shaping environments: patterns introduce spatial configurations of elements that exhibit specific behavior. From a system development perspective we can also say: when applied, a pattern transforms a given structure in which a particular problem is present into another structure in which this problem is resolved. Some pattern experts take this observation as an argument to invert the perspective, to better emphasize the focus on humans that patterns have: patterns shape environments in which particular problems do not occur, and in which humans thus feel comfortable. Which perspective best serves you, or the particular application under development or refactoring, is a matter of your own preference. If you reflect on them long enough, however, you will discover that they are mutually supportive. With patterns, developers are more confident of avoiding problems or resolving them well, while customers and users are more confident that problems are avoided or resolved well. Thus both camps feel more comfortable that they are getting the right thing.
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Towards Pattern Languages
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1.6 Towards Pattern Languages
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Experience in developing software with patterns reveals that the explicit relationships that can exist between patterns, as outlined in Section 1.2, No Pattern is an Island, are not enough to use patterns successfully. The reason for this is the existence of additional implicit relationships between patterns. When developing a real-world system, not only one design and implementation problem must be resolved, but many different and orthogonal ones. If we resolve one problem by applying a pattern and implementing it in a specific way, this creates a concrete design. This design then defines a framework for resolving subsequent problems which, unfortunately, narrows their potential solution space. Consequently, it can happen that it is impossible to resolve the subsequent problems most optimally or not even good enough due to the constraints set by the existing design. The patterns community tried to address this fact by structuring and organizing the pattern space. The goal of all such activities was to achieve a better overview of the patterns that exist for resolving a particular problem, and to elaborate how patterns can be combined into meaningful larger structures. Pattern catalogs [GoF95] and pattern systems [POSA1], therefore, present more than one pattern for resolving important design problems, for example object creation or location-independent inter-process communication. Pattern systems also discuss how to best combine their constituent patterns to form concrete software architectures and designs. The following is the original definition for pattern systems [POSA1]:
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A pattern system for software architecture is a collection of patterns for software architecture, together with guidelines for their implementation, combination and practical use in software development.
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Without delving into details, it is obvious from this definition that a pattern system can give a great deal more support for using patterns in practical software development than individual patterns can ever do. Yet pattern systems still do not address all the needs of a professional and holistic software development using patterns. In particular:
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What are the important design and implementation problems that arise during the development of a specific type of software system How do all these problems relate to one another and in what order are they resolved most optimally What (alternative) patterns can help to resolve each problem most effectively in the presence of the other problems What are the criteria for deciding which of the alternative patterns for resolving a particular problem is most suitable in a given situation
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