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Software design pattern

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  1. Software design pattern

A software design pattern describes a reusable solution to a commonly needed behavior in software.1 A design pattern is not a rigid structure to be copied directly into source code. Rather, it is a description of and a template for solving a particular type of problem that can be used in many different contexts, including different programming languages and computing platforms.2 Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing software.

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 mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.3

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Contents
  • (Top)
  • History
  • Practice
  • Motif
  • Domain-specific patterns
  • Object-oriented programming
  • Examples
  • Documentation
  • Criticism
  • Related
  • See also
  • References
  • Further reading
  • Recent changes
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Contents
Contents14 sections
  • (Top)
  • History
  • Practice
  • Motif
  • Domain-specific patterns
  • Object-oriented programming
  • Examples
  • Creational
  • Structural
  • Behavioral
  • Concurrency
  • Documentation
  • Criticism
  • Related
  • See also
  • References
  • Citations
  • Bibliography
  • Further reading
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Study aids for Software design pattern

Terminology

prototypical micro-architecture
A pattern describes a design motif, also known as a prototypical micro-architecture, as a set of program constituents (e.g., classes, methods...) and their relationships.
Name
Name: A descriptive and unique name that helps in identifying and referring to the pattern.
Intent
Intent: A description of the goal behind the pattern and the reason for using it.
Also Known As
Also Known As: Other names for the pattern.
Motivation
Motivation: A scenario consisting of a problem and a context in which this pattern can be used.
Applicability
Applicability: Situations in which this pattern is usable; the context for the pattern.
Structure
Structure: A graphical representation of the pattern.
Participants
Participants: A listing of the classes and objects used in the pattern and their roles in the design.
Collaboration
Collaboration: A description of how classes and objects used in the pattern interact with each other.
Consequences
Consequences: A description of the results, side effects, and trade offs caused by using the pattern.

Terms the article defines in bold, quoted in context.

Categories:
  • Software design patterns
  • Software development

1,462 words · 47 references · revision 1374508132 · CC BY-SA 4.0

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Key concepts

  • Object-oriented programming2
  • Class (computer science)2
  • Object (computer science)2
  • Functional programming2
  • Reusability1
  • Software1
  • Copy and paste1
  • Source code1
  • Programming language1
  • Computing platform1

The articles this one links to most, weighted towards the introduction.

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History

Patterns originated as an architectural concept by Christopher Alexander as early as 1977 in A Pattern Language (cf. his article, "The Pattern of Streets," JOURNAL OF THE AIP, September, 1966, Vol. 32, No. 5, pp. 273–278). In 1987, Kent Beck and Ward Cunningham began experimenting with the idea of applying patterns to programming – specifically pattern languages – and presented their results at the OOPSLA conference that year.45 In the following years, Beck, Cunningham and others followed up on this work.

Design patterns gained popularity in computer science after the book Design Patterns: Elements of Reusable Object-Oriented Software was published in 1994 by the so-called "Gang of Four" (Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides), which is frequently abbreviated as "GoF".6 That same year, the first Pattern Languages of Programming Conference was held, and the following year the Portland Pattern Repository was set up for documentation of design patterns.

Although design patterns have been applied practically for a long time, formalization of the concept of design patterns languished for several years.7

Practice

Design patterns can speed up the development process by providing proven development paradigms.8 Effective software design requires considering issues that may not become apparent until later in the implementation. Freshly written code can often have hidden, subtle issues that take time to be detected – issues that sometimes can cause major problems down the road. Reusing design patterns can help to prevent such issues,9 and enhance code readability for those familiar with the patterns.

Software design techniques are difficult to apply to a broader range of problems. Design patterns provide general solutions, documented in a format that does not require specifics tied to a particular problem.10

In 1996, Christopher Alexander was invited to give a Keynote Speech to the 1996 OOPSLA Convention. Here he reflected on how his work on Patterns in Architecture had developed and his hopes for how the Software Design community could help Architecture extend Patterns to create living structures that use generative schemes that are more like computer code.

Motif

A pattern describes a design motif, also known as a prototypical micro-architecture, as a set of program constituents (e.g., classes, methods...) and their relationships. A developer adapts the motif to their codebase to solve the problem described by the pattern. The resulting code has structure and organization similar to the chosen motif.

Domain-specific patterns

Efforts have also been made to codify design patterns in particular domains, including the use of existing design patterns as well as domain-specific design patterns. Examples include user interface design patterns,11 information visualization,12 secure design,13 "secure usability",14 web design15 and business model design.16

The annual Pattern Languages of Programming Conference proceedings include many examples of domain-specific patterns.17

Object-oriented programming

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 mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.

Examples

Design patterns can be organized into groups based on what kind of problem they solve.

Creational

A creational pattern creates objects.

NameDescriptionIn Design PatternsIn Code Complete18Other
Abstract factoryProvide an interface for creating families of related or dependent objects without specifying their concrete classes.YesYes—N/a
BuilderSeparate the construction of a complex object from its representation, allowing the same construction process to create various representations.YesYes—N/a
Dependency InjectionA class accepts the objects it requires from an injector instead of creating the objects directly.—N/aYes—N/a
Factory methodDefine an interface for creating a single object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.YesYes—N/a

Documentation

The documentation for a design pattern describes the context in which the pattern is used, the forces within the context that the pattern seeks to resolve, and the suggested solution.31 There is no single, standard format for documenting design patterns. Rather, a variety of different formats have been used by different pattern authors. However, according to Martin Fowler, certain pattern forms have become more well-known than others, and consequently become common starting points for new pattern-writing efforts.32 One example of a commonly used documentation format is the one used by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides in their book Design Patterns. It contains the following sections:

Name
A descriptive and unique name that helps in identifying and referring to the pattern.
Intent
A description of the goal behind the pattern and the reason for using it.
Also Known As
Other names for the pattern.
Motivation
A scenario consisting of a problem and a context in which this pattern can be used.
Applicability
Situations in which this pattern is usable; the context for the pattern.
Structure
A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.

Criticism

Some suggest that the need for a design pattern may be a sign that a feature is missing from a programming language. Peter Norvig demonstrates that 16 out of the 23 patterns in the Design Patterns book (which is primarily focused on C++) are simplified or eliminated (via direct language support) in Lisp or Dylan.33 Related observations were made by Hannemann & Kiczales (2002) who implemented several of the 23 design patterns using an aspect-oriented programming language (AspectJ) and showed that code-level dependencies were removed from the implementations of 17 of the 23 design patterns and that aspect-oriented programming could simplify the implementations of design patterns.34 See also Paul Graham's essay "Revenge of the Nerds".35

Inappropriate use of patterns may unnecessarily increase complexity.36

By definition, a pattern must be programmed anew into each application that uses it.37 Since some authors see this as a step backward from software reuse as provided by components, researchers have worked to use generic programming facilities to turn patterns into components, in a process called componentization. were able to provide full or partial componentization of two-thirds of the patterns they attempted.

Related

The following concepts are similar in general nature yet differ from software design pattern:41421943

Software architecture pattern
A reusable, proven solution to a recurring problem at the system level, addressing concerns related to the overall structure, component interactions, and quality attributes of the system.44 Software architecture patterns operate at a higher level of abstraction than design patterns, solving broader system-level challenges. While these patterns typically affect system-level concerns, the distinction between architectural patterns and architectural styles can sometimes be blurry. Examples include Circuit Breaker.414219
Software architecture style
A high-level, structural organization that defines the overall system organization, specifying how components are organized, how they interact, and the constraints on those interactions. Architecture styles typically include a vocabulary of component and connector types, as well as semantic models for interpreting the system's properties. These styles represent the most coarse-grained level of system organization. Examples include Layered Architecture, , and .

See also

  • Abstraction principle
  • Algorithmic skeleton
  • Anti-pattern
  • Architectural pattern
  • Canonical protocol pattern
  • Debugging patterns
  • Design pattern
  • Distributed design patterns
  • Enterprise architecture framework
  • GRASP (object-oriented design)
  • Helper class
  • Interaction design pattern
  • List of software architecture styles and patterns
  • List of software development philosophies
  • List of software engineering topics
  • Pattern language

References

Citations

  1. 1Alexandrescu, Andrei (2001). Modern C++ Design: Generic Programming and Design Patterns Applied. Addison–Wesley. p. xviii. ISBN 978-0-201-70431-0.
  2. 2Horner, Mark (2005). "Patterns". Pro .NET 2.0 Code and Design Standards in C#. Apress. pp. 171–181. ISBN 978-1-59059-560-2.
  3. 3Cecilia, Jean (10 June 2026). "The Ontological Shift of Software Architecture: Design Pattern Relevance in Modern Programming Languages". Retrieved 10 June 2026.
  4. 4Smith, Reid (1987). "Panel on design methodology: OOPSLA '87 Panel Session". ACM SIGPLAN Notices. 23 (5). Association for Computing Machinery. doi:10.1145/62138.62151. “Ward cautioned against requiring too much programming at, what he termed, 'the high level of wizards.' He pointed out that a written 'pattern language' can significantly improve the selection and application of abstractions. He proposed a 'radical shift in the burden of design and implementation' basing the new methodology on an adaptation of Christopher Alexander's work in pattern languages and that programming-oriented pattern languages developed at has significantly aided their software development efforts.”

Further reading

  • Alexander, Christopher; Ishikawa, Sara; Silverstein, Murray; Jacobson, Max; Fiksdahl-King, Ingrid; Angel, Shlomo (1977). A Pattern Language: Towns, Buildings, Construction. New York: Oxford University Press. ISBN 978-0-19-501919-3.
  • Beck, Kent (1997). Smalltalk Best Practice Patterns. Prentice–Hall. ISBN 978-0-13-476904-2.
  • Borchers, Jan (2001). A Pattern Approach to Interaction Design. John Wiley & Sons. ISBN 978-0-471-49828-5.
  • Brinch Hansen, Per (1995). Studies in Computational Science: Parallel Programming Paradigms. Prentice–Hall. ISBN 978-0-13-439324-7.
  • Buschmann, Frank; Meunier, Regine; Rohnert, Hans; Sommerlad, Peter (1996). Pattern-Oriented Software Architecture, Volume 1: A System of Patterns. John Wiley & Sons. ISBN 978-0-471-95869-7.
  • Coplien, James O.; Schmidt, Douglas C. (1995). Pattern Languages of Program Design. Addison–Wesley. .
Lazy initialization
Tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. This pattern appears in the GoF catalog as "virtual proxy", an implementation strategy for the Proxy pattern.
Yes
Yes
PoEAA19
MultitonEnsure a class has only named instances, and provide a global point of access to them.YesYesYes
Object poolAvoid expensive acquisition and release of resources by recycling objects that are no longer in use. Can be considered a generalisation of connection pool and thread pool patterns.YesYesYes
PrototypeSpecify the kinds of objects to create using a prototypical instance, and create new objects from the 'skeleton' of an existing object, thus boosting performance and keeping memory footprints to a minimum.YesYesYes
Resource acquisition is initialization (RAII)Ensure that resources are properly released by tying them to the lifespan of suitable objects.YesYesYes
SingletonEnsure a class has only one instance, and provide a global point of access to it.YesYesYes

Structural

A structural pattern organizes classes and objects to form larger structures that provide new functionality.

NameDescriptionIn Design PatternsIn Code Complete18Other
Adapter, Wrapper, or TranslatorConvert the interface of a class into another interface clients expect. An adapter lets classes work together that could not otherwise because of incompatible interfaces. The enterprise integration pattern equivalent is the translator.YesYesYes
BridgeDecouple an abstraction from its implementation allowing the two to vary independently.YesYesYes
CompositeCompose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.YesYesYes
DecoratorAttach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality.YesYesYes
DelegationExtend a class by composition instead of subclassing. The object handles a request by delegating to a second object (the delegate)YesYesYes
Extension objectAdding functionality to a hierarchy without changing the hierarchy.YesYesYes
FacadeProvide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.YesYesYes
FlyweightUse sharing to support large numbers of similar objects efficiently.YesYesYes
Front controllerThe pattern relates to the design of Web applications. It provides a centralized entry point for handling requests.YesYesJ2EE Patterns 20 PoEAA21
MarkerEmpty interface to associate metadata with a class.YesYesEffective Java22
ModuleGroup several related elements, such as classes, singletons, methods, globally used, into a single conceptual entity.YesYesYes
ProxyProvide a surrogate or placeholder for another object to control access to it.YesYesYes
Twin23Twin allows modeling of multiple inheritance in programming languages that do not support this feature.YesYesYes

Behavioral

A behavioral pattern describes collaboration between objects.

NameDescriptionIn Design PatternsIn Code Complete18Other
BlackboardArtificial intelligence pattern for combining disparate sources of data (see blackboard system)YesYesYes
Chain of responsibilityAvoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.YesYesYes
CommandEncapsulate a request as an object, thereby allowing for the parameterization of clients with different requests, and the queuing or logging of requests. It also allows for the support of undoable operations.YesYesYes
Fluent interfaceDesign an API to be method chained so that it reads like a DSL. Each method call returns a context through which the next logical method call(s) are made available.YesYesYes
InterpreterGiven a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.YesYesYes
IteratorProvide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.YesYesYes
MediatorDefine an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it allows their interaction to vary independently.YesYesYes
MementoWithout violating encapsulation, capture and externalize an object's internal state allowing the object to be restored to this state later.YesYesYes
Null objectAvoid null references by providing a default object.YesYesYes
Observer or Publish/subscribeDefine a one-to-many dependency between objects where a state change in one object results in all its dependents being notified and updated automatically.YesYesYes
ServantDefine common functionality for a group of classes. The servant pattern is also frequently called helper class or utility class implementation for a given set of classes. The helper classes generally have no objects hence they have all static methods that act upon different kinds of class objects.YesYesYes
SpecificationRecombinable business logic in a Boolean fashion.YesYesYes
StateAllow an object to alter its behavior when its internal state changes. The object will appear to change its class.YesYesYes
StrategyDefine a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.YesYesYes
Template methodDefine the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.YesYesYes
VisitorRepresent an operation to be performed on instances of a set of classes. Visitor lets a new operation be defined without changing the classes of the elements on which it operates.YesYesYes

Concurrency

A concurrency pattern supports concurrent processing.

NameDescriptionIn POSA224Other
Active ObjectDecouples method execution from method invocation that reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for handling requests.Yes—N/a
BalkingOnly execute an action on an object when the object is in a particular state.25No—N/a
Binding propertiesCombining multiple observers to force properties in different objects to be synchronized or coordinated in some way.2627No—N/a
Compute kernelThe same calculation many times in parallel, differing by integer parameters used with non-branching pointer math into shared arrays, such as GPU-optimized Matrix multiplication or Convolutional neural network.No—N/a
Double-checked lockingReduce the overhead of acquiring a lock by first testing the locking criterion (the 'lock hint') in an unsafe manner; only if that succeeds does the actual locking logic proceed. Can be unsafe when implemented in some language/hardware combinations. It can therefore sometimes be considered an anti-pattern.Yes—N/a
Event-based asynchronousAddresses problems with the asynchronous pattern that occur in multithreaded programs.28No—N/a
Guarded suspensionManages operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed.No—N/a
JoinJoin-pattern provides a way to write concurrent, parallel and distributed programs by message passing. Compared to the use of threads and locks, this is a high-level programming model.No—N/a
LockOne thread puts a "lock" on a resource, preventing other threads from accessing or modifying it.27NoPoEAA19
Messaging design pattern (MDP)Allows the interchange of information (i.e. messages) between components and applications.No—N/a
Monitor objectAn object whose methods are subject to mutual exclusion, thus preventing multiple objects from erroneously trying to use it at the same time.25Yes—N/a
ReactorA reactor object provides an asynchronous interface to resources that must be handled synchronously.Yes—N/a
Read-write lockAllows concurrent read access to an object, but requires exclusive access for write operations.25 An underlying semaphore might be used for writing, and a Copy-on-write mechanism may or may not be used.No—N/a
SchedulerExplicitly control when threads may execute single-threaded code.No—N/a
Service handler patternFor each request, a server spawns a dedicated client handler to handle a request.29 Also referred to as thread-per-session.30No—N/a
Thread poolA number of threads are created to perform a number of tasks, which are usually organized in a queue. Typically, there are many more tasks than threads. Can be considered a special case of the object pool pattern.No—N/a
Thread-specific storageStatic or "global" memory local to a thread.Yes—N/a
Safe Concurrency with Exclusive OwnershipAvoiding the need for runtime concurrent mechanisms, because exclusive ownership can be proven. This is a notable capability of the Rust language, but compile-time checking isn't the only means, a programmer will often manually design such patterns into code - omitting the use of locking mechanism because the programmer assesses that a given variable is never going to be concurrently accessed.No—N/a
CPU atomic operationx86 and other CPU architectures support a range of atomic instructions that guarantee memory safety for modifying and accessing primitive values (integers). For example, two threads may both increment a counter safely. These capabilities can also be used to implement the mechanisms for other concurrency patterns as above. The C# language uses the Interlocked class for these capabilities.No—N/a
Participants
A listing of the classes and objects used in the pattern and their roles in the design.
Collaboration
A description of how classes and objects used in the pattern interact with each other.
Consequences
A description of the results, side effects, and trade offs caused by using the pattern.
Implementation
A description of an implementation of the pattern; the solution part of the pattern.
Sample Code
An illustration of how the pattern can be used in a programming language.
Known Uses
Examples of real usages of the pattern.
Related Patterns
Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
38
39
Meyer & Arnout (2006)
40

In order to achieve flexibility, design patterns may introduce additional levels of indirection, which may complicate the resulting design and decrease runtime performance.

Microservices
Event-Driven Architecture
41
42
19
Implementation pattern
Beck draws a distinction between design patterns, which generally describe the relationships between classes, and implementation patterns, which are often limited to a single class.45 Building on this, Iglberger (2022) defines an implementation pattern as a programming idiom which does not introduce an abstraction, and so which resides at the level of implementation details.46 For this reason, they are commonly specific to the language of implementation, with copy-and-swap and RAII as examples in C++,43 although in other languages, such idioms may constitute true design patterns.47
Pattern theory
  • Pedagogical patterns
  • Portland Pattern Repository
  • Programming idiom
  • Refactoring
  • Software development methodology
  • Tektronix
  • 5Beck, Kent; Cunningham, Ward (September 1987). Using Pattern Languages for Object-Oriented Program. OOPSLA '87 workshop on Specification and Design for Object-Oriented Programming. Retrieved 2006-05-26.
  • 6Beck et al. (1996), pp. 104, 106.
  • 7Baroni, A. L.; Guéhéneuc, Y. G.; Albin-Amiot, H. (June 2003). Design Patterns Formalization (Report). EMN Technical Report. Nantes: École Nationale Supérieure des Techniques Industrielles et des Mines de Nantes. S2CID 624834. Academia 2859481. ResearchGate 277282980.
  • 8Bishop, Judith (December 2007). C# 3.0 Design Patterns. O'Reilly Media. ISBN 978-0-596-52773-0.
  • 9Tiako, Pierre F. (31 March 2009). "Formal Modeling and Specification of Design Patterns Using RTPA". In Tiako, Pierre F (ed.). Software Applications: Concepts, Methodologies, Tools, and Applications: Concepts, Methodologies, Tools, and Applications. p. 636. doi:10.4018/978-1-60566-060-8. ISBN 978-1-60566-061-5.
  • 10Beck et al. (1996), p. 109.
  • 11Laakso, Sari A. (2003-09-16). "Collection of User Interface Design Patterns". University of Helsinki, Dept. of Computer Science. Retrieved 2008-01-31.
  • 12Heer, J.; Agrawala, M. (2006). "Software Design Patterns for Information Visualization". IEEE Transactions on Visualization and Computer Graphics. 12 (5): 853–60. doi:10.1109/TVCG.2006.178. PMID 17080809. S2CID 11634997.
  • 13Dougherty, C.; Sayre, K.; Seacord, R. C.; Svoboda, D.; Togashi, K. (2009). Secure Design Patterns. Software Engineering Institute, CMU. doi:10.1184/R1/6583640.v1.
  • 14Garfinkel, Simson L. (2005). Design Principles and Patterns for Computer Systems That Are Simultaneously Secure and Usable (Ph.D. thesis). MIT. hdl:1721.1/33204.
  • 15Díaz, P.; Rosson, M. B.; Aedo, I.; Carroll, J. M. (March 2009). "Web Design Patterns: Investigating User Goals and Browsing Strategies". In Pipek, V.; Rosson, M. B.; de Ruyter, B.; Wulf, V. (eds.). End-User Development. 2nd International Symposium on End User Development. Lecture Notes in Computer Science. Vol. 5435. Heidelberg: Springer Berlin. pp. 186–204. doi:10.1007/978-3-642-00427-8_11. ISBN 978-3-642-00427-8.
  • 16Amshoff, B.; Dülme, C.; Echterfeld, J.; Gausemeier, J. (2015). "Business model patterns for disruptive technologies". International Journal of Innovation Management. 19 (03). Imperial College Press: 1540002. doi:10.1142/S1363919615400022. ISSN 1757-5877.
  • 17Pattern Languages of Programming, Conference proceedings (annual, 1994—) [1]
  • 18McConnell (2004), pp. 104–105.
  • 19Fowler (2002).
  • 20Alur, Crupi & Malks (2003), p. 166.
  • 21Fowler (2002), p. 344.
  • 22Bloch, Joshua (2008). "Item 37: Use marker interfaces to define types". Effective Java (Second ed.). Addison–Wesley. p. 179. ISBN 978-0-321-35668-0.
  • 23Mössenböck, Hanspeter (July 1999). "Twin – A Design Pattern for Modeling Multiple Inheritance" (PDF). Proceedings of the Third International Andrei Ershov Memorial Conference on Perspectives of System Informatics. PSI '99. Novosibirsk, Russia: Springer–Verlag. pp. 358–369. ISBN 978-3-540-67102-2.
  • 24Schmidt, Douglas C.; Stal, Michael; Rohnert, Hans; Buschmann, Frank (2000). Pattern-Oriented Software Architecture, Volume 2: Patterns for Concurrent and Networked Objects. John Wiley & Sons. ISBN 978-0-471-60695-6.
  • 25Zheng & Harper (2010), p. 42.
  • 26Binding Properties
  • 27Gabrijelčič, Primož (27 February 2019). "Introduction to patterns". Hands-On Design Patterns with Delphi. Packt Publishing. pp. 9–35. ISBN 978-1-78934-324-3.
  • 28Nagel, C.; Evjen, B.; Glynn, J.; Watson, K.; Skinner, M. (2008). "Event-based Asynchronous Pattern". Professional C# 2008. Wiley. pp. 570–571. ISBN 978-0-470-19137-8.
  • 29Francalanza, Adrian; Tabone, Gerard (October 2023). "ElixirST: A session-based type system for Elixir modules". Journal of Logical and Algebraic Methods in Programming. 135. doi:10.1016/j.jlamp.2023.100891. S2CID 251442539.
  • 30Schmidt, Douglas C.; Vinoski, Steve (July–August 1996). "Object Interconnections: Comparing Alternative Programming Techniques for Multi-threaded CORBA Servers (Column 7)" (PDF). SIGS C++ Report. S2CID 2654843.
  • 31Gabriel, Dick. "A Pattern Definition". Archived from the original on 2007-02-09. Retrieved 2007-03-06.
  • 32Fowler, Martin (2006-08-01). "Writing Software Patterns". Retrieved 2007-03-06.
  • 33Norvig, Peter (1998). Design Patterns in Dynamic Languages. Object World.
  • 34Hannemann, Jan; Kiczales, Gregor (2002). "Design pattern implementation in Java and AspectJ". Proceedings of the 17th ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications. OOPSLA '02. pp. 161–173. doi:10.1145/582419.582436. ISBN 1-58113-471-1.
  • 35Graham, Paul (2002). "Revenge of the Nerds". Retrieved 2012-08-11.
  • 36McConnell (2004), p. 105.
  • 37Gamma et al. (1995), p. 3.
  • 38Arnout, Karine Marguerite Alice (2004). From patterns to components (Doctoral thesis). Switzerland: ETH Zurich. doi:10.3929/ethz-a-004715194. hdl:20.500.11850/72828.
  • 39Oliveira, B. C. d. S.; Wang, M.; Gibbons, J. (19 October 2008). "The visitor pattern as a reusable, generic, type-safe component". ACM SIGPLAN Notices. 43 (10). Association for Computing Machinery: 439–456. doi:10.1145/1449955.1449799. eISSN 1558-1160.
  • 40Meyer, Bertrand; Arnout, Karine (July 2006). "Componentization: The Visitor Example" (PDF). Computer. 39 (7). IEEE: 23–30. doi:10.1109/MC.2006.227. S2CID 15328522.
  • 41Richards & Ford (2020).
  • 42Gamma et al. (1995).
  • 43Iglberger (2022), p. 8.
  • 44Babar, Muhammad Ali; Kitchenham, Barbara; Maheshwari, Piyush (2006). "Assessing the value of Architectural Information Extracted from Patterns for Architecting". 10th International Conference on Evaluation and Assessment in Software Engineering (EASE). doi:10.14236/ewic/ease2006.6. ISSN 1477-9358. Retrieved 2026-05-06.
  • 45Beck (2007), ch. 5.
  • 46Iglberger (2022), pp. 5–8.
  • 47Iglberger (2022), p. 404.
  • Bibliography

    • Alur, Deepak; Crupi, John; Malks, Dan (May 2003). Core J2EE Patterns: Best Practices and Design Strategies (2nd ed.). Prentice–Hall. ISBN 978-0-13-142246-9.
    • Beck, Kent (October 2007). Implementation Patterns. Addison–Wesley. ISBN 978-0-321-41309-3.
    • Fowler, Martin (2002). Patterns of Enterprise Application Architecture. Addison–Wesley. ISBN 978-0-321-12742-6.
    • Gamma, Erich; Helm, Richard; Johnson, Ralph; Vlissides, John (1995). Design Patterns: Elements of Reusable Object-Oriented Software. Addison–Wesley. ISBN 978-0-201-63361-0. Wikidata Q126543992.
    • Beck, Kent; Crocker, R.; Meszaros, G.; Coplien, J. O.; Dominick, L.; Paulisch, F.; Vlissides, J. (March 1996). "Industrial experience with design patterns" ( (PDF)). Proceedings of the 18th International Conference on Software Engineering. ICSE. Berlin: IEEE. pp. 103–114. doi:10.1109/ICSE.1996.493406. ISBN 0-8186-7247-1. Wikidata Q140403193. Archived from the original on 14 July 2022.
    • Iglberger, Klaus (2022). C++ Software Design: Design Principles and Patterns for High-Quality Software. Sebastopol, California: O'Reilly Media. ISBN 978-1-098-11316-2. Wikidata Q140403021.
    • McConnell, Steve (June 2004). "Design in Construction". Code Complete: A Practical Handbook of Software Construction (2nd ed.). Microsoft Press. pp. 73–124. ISBN 978-0-7356-1967-8.
    • Richards, Mark; Ford, Neal (2020). Fundamentals of Software Architecture: An Engineering Approach. O'Reilly Media. ISBN 978-1-4920-4345-4.
    • Zheng, J.; Harper, K. E. (1 May 2010). "Concurrency design patterns, software quality attributes and their tactics". Proceedings of the 3rd International Workshop on Multicore Software Engineering. IWMSE '10. Cape Town, South Africa: Association for Computing Machinery. pp. 40–47. doi:10.1145/1808954.1808964. ISBN 978-1-60558-964-0. Wikidata Q140404313.
    ISBN
    978-0-201-60734-5
  • Coplien, James O.; Vlissides, John M.; Kerth, Norman L. (1996). Pattern Languages of Program Design 2. Addison–Wesley. ISBN 978-0-201-89527-8.
  • Eloranta, Veli-Pekka; Koskinen, Johannes; Leppänen, Marko; Reijonen, Ville (2014). Designing Distributed Control Systems: A Pattern Language Approach. Wiley. ISBN 978-1-118-69415-2.
  • Fowler, Martin (1997). Analysis Patterns: Reusable Object Models. Addison–Wesley. ISBN 978-0-201-89542-1.
  • Freeman, Eric; Freeman, Elisabeth; Sierra, Kathy; Bates, Bert (2004). Head First Design Patterns. O'Reilly Media. ISBN 978-0-596-00712-6.
  • Hohmann, Luke; Fowler, Martin; Kawasaki, Guy (2003). Beyond Software Architecture. Addison–Wesley. ISBN 978-0-201-77594-5.
  • Gabriel, Richard (1996). Patterns of Software: Tales From The Software Community (PDF). Oxford University Press. p. 235. ISBN 978-0-19-512123-0. Archived from the original (PDF) on 2003-08-01.
  • Grand, Mark (3 February 2003). Patterns in Java, Volume 1: A Catalog of Reusable Design Patterns Illustrated with UML (2nd ed.). John Wiley & Sons. ISBN 978-0-471-44933-1.
  • Hohpe, Gregor; Woolf, Bobby (2003). Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions. Addison–Wesley. ISBN 978-0-321-20068-6.
  • Holub, Allen (2004). Holub on Patterns. Apress. ISBN 978-1-59059-388-2.
  • Kircher, Michael; Völter, Markus; Zdun, Uwe (2005). Remoting Patterns: Foundations of Enterprise, Internet and Realtime Distributed Object Middleware. John Wiley & Sons. ISBN 978-0-470-85662-8.
  • Larman, Craig (2005). Applying UML and Patterns. Prentice–Hall. ISBN 978-0-13-148906-6.
  • Liskov, Barbara; Guttag, John (2000). Program Development in Java: Abstraction, Specification, and Object-Oriented Design. Addison–Wesley. ISBN 978-0-201-65768-5.
  • Manolescu, Dragos; Voelter, Markus; Noble, James (2006). Pattern Languages of Program Design 5. Addison–Wesley. ISBN 978-0-321-32194-7.
  • Marinescu, Floyd (2002). EJB Design Patterns: Advanced Patterns, Processes and Idioms. John Wiley & Sons. ISBN 978-0-471-20831-0.
  • Martin, Robert Cecil; Riehle, Dirk; Buschmann, Frank (1997). Pattern Languages of Program Design 3. Addison–Wesley. ISBN 978-0-201-31011-5.
  • Mattson, Timothy G.; Sanders, Beverly A.; Massingill, Berna L. (2005). Patterns for Parallel Programming. Addison–Wesley. ISBN 978-0-321-22811-6.
  • Schmidt, Douglas C.; Stal, Michael; Rohnert, Hans; Buschmann, Frank (2000). Pattern-Oriented Software Architecture, Volume 2: Patterns for Concurrent and Networked Objects. John Wiley & Sons. ISBN 978-0-471-60695-6.
  • Shalloway, Alan; Trott, James R. (2001). Design Patterns Explained, Second Edition: A New Perspective on Object-Oriented Design. Addison–Wesley. ISBN 978-0-321-24714-8.
  • Vlissides, John M. (1998). Pattern Hatching: Design Patterns Applied. Addison–Wesley. ISBN 978-0-201-43293-0.
  • Weir, Charles; Noble, James (2000). Small Memory Software: Patterns for systems with limited memory. Addison–Wesley. ISBN 978-0-201-59607-6. Archived from the original on 2007-06-17.
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