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3 Patterns
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This chapter looks at what a pattern is; what it means to be patterns happy; the importance of understanding that patterns can be implemented in many ways; considerations for refactoring to, towards, or away from patterns; whether or not patterns make code more complex; what it means to have "pattern knowledge"; and when it may make sense to do up-front design with patterns
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What Is a Pattern
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Christopher Alexander, an architect, professor, and social commentator, inspired the software patterns movement with two literary masterpieces, A Timeless Way of Building [Alexander, TWB] and A Pattern Language [Alexander, PL] Beginning in the late 1980s, software practitioners with years of experience began studying Alexander's works and sharing their knowledge in the form of patterns and intricate networks of patterns, known as pattern languages This led to the publication of valuable papers and books about patterns and pattern languages in such areas as object-oriented design, analysis and domain design, process and organizational design, and user interface design Pattern authors have often debated how to define a pattern, and many of the disagreements stem from how close to or far from Alexander's view the debaters are As I'm partial to Alexander's view, I'll quote him directly:
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Each pattern is a three-part rule, which expresses a relation between a certain context, a problem, and a solution As an element in the world, each pattern is a relationship between a certain context, a certain system of forces which occurs repeatedly in that context, and a certain spatial configuration which allows these forces to resolve themselves As an element of language, a pattern is an instruction, which shows how this spatial configuration can be used, over and over again, to resolve the given system of forces, wherever the context makes it relevant The pattern is, in short, at the same time a thing, which happens in the world, and the rule which tells us how to create that thing, and when we must create it It is both a process and a thing; both a description of a thing which is alive, and a description of the process which will generate that thing [Alexander, TWB, 247]
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Our industry's view of patterns has mostly been influenced by catalogs of individual patterns, such as those found in Design Patterns [DP] and Martin Fowler'sPatterns of Enterprise Application Architectures [Fowler, PEAA] Such catalogs don't actually contain stand-alone patterns because authors typically discuss which alternative patterns to consider if a pattern doesn't provide a good fit In recent years, we've also seen the emergence of literature that resembles Alexander's pattern languages Such works include Extreme Programming Explained [Beck, XP], Domain-Driven Design [Evans], and Checks: A Pattern Language of Information Integrity [Cunningham]
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Patterns Happy
On the back cover of Contributing to Eclipse [Gamma and Beck], a brief biography of Erich Gamma says, "Erich Gamma shared his joy in the order and beauty of software design as coauthor of the classic Design Patterns" If you've ever produced or encountered an excellent design using patterns, you know this joy On the other hand, if you've ever produced or encountered patterns-dense code that is poorly designed because it doesn't require the flexibility or sophistication of patterns, you know the dread of patterns The overuse of patterns tends to result from being patterns happy We are patterns happy when we become so enamored of patterns that we simply must use them in our code A patterns-happy programmer may work hard to use patterns on a system just to get the experience of implementing them or maybe to gain a reputation for writing really good, complex code A programmer named Jason Tiscioni, writing on SlashDot (see http://developersslashdotorg/commentspl sid=33602&cid=3636102), perfectly caricatured patterns-happy code with the following version of Hello World interface MessageStrategy { public void sendMessage(); } abstract class AbstractStrategyFactory { public abstract MessageStrategy createStrategy(MessageBody mb); } class MessageBody { Object payload; public Object getPayload() { return payload; } public void configure(Object obj) { payload = obj; } public void send(MessageStrategy ms) { mssendMessage(); } } class DefaultFactory extends AbstractStrategyFactory { private DefaultFactory() { } static DefaultFactory instance; public static AbstractStrategyFactory getInstance() { if (instance == null) instance = new DefaultFactory(); return instance; } public MessageStrategy createStrategy(final MessageBody mb) { return new MessageStrategy() { MessageBody body = mb; public void sendMessage() { Object obj = bodygetPayload(); Systemoutprintln(obj); } };
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} } public class HelloWorld { public static void main(String[] args) { MessageBody mb = new MessageBody(); mbconfigure("Hello World!"); AbstractStrategyFactory asf = DefaultFactorygetInstance(); MessageStrategy strategy = asfcreateStrategy(mb); mbsend(strategy); } }
Have you ever seen code that resembles Jason's Hello World program I certainly have, on too many occasions The patterns-happy malady isn't limited to beginner programmers Intermediate and advanced programmers fall prey to it too, particularly after they read sophisticated patterns books or articles For example, I discovered an implementation of the Closure pattern on a system I was helping to develop It turned out that a programmer on the project had just learned the Closure pattern by studying it on the Wiki Web (http://c2com/cgi/wiki UseClosuresNotEnumerations) As I studied this Closure implementation, I could not find a good justification for using it The Closure pattern just wasn't necessary So I refactored the Closure pattern out of the code and replaced it with simpler code When I finished, I asked the programmers on the team if they thought the newer code was simpler than the Closure code They said yes Eventually the author of the code also acknowledged that the refactored code was simpler It is perhaps impossible to avoid being patterns happy on the road to learning patterns In fact, most of us learn by making mistakes I've been patterns happy on more than one occasion The true joy of patterns comes from using them wisely Refactoring helps us do that by focusing our attention on removing duplication, simplifying code, and making code communicate its intention When patterns evolve into a system by means of refactoring, there is less chance of over-engineering with patterns The better you get at refactoring, the more chance you'll have to find the joy of patterns