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Today we'll explore the origins of design patterns, starting with Christopher Alexander's ideas in architecture.
What exactly did Alexander contribute to the idea of design patterns?
Good question! Alexander introduced patterns as a way to solve recurring architectural problems using a common vocabulary.
So, are those patterns applicable to software too?
Absolutely! They provide templates for solving software design problems just like in architecture.
Can we use those patterns directly in our code?
Not exactly. They are templates, not direct solutions. They guide us in writing reusable code.
Let’s remember: ACRONYM for Alexander's contribution: **A**rchitecture, **C**ommon, **R**ecurring, **O**bservable Patterns.
In summary, Alexander's work laid a foundation for understanding how to observe and handle design problems.
Next, let's discuss the Gang of Four and their significant book published in 1994.
Who are the members of the Gang of Four?
The members are Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. Their collaboration was crucial in adapting design patterns to software.
What was the main contribution of their book?
They categorized the 23 design patterns into three groups: Creational, Structural, and Behavioral.
Why is that categorization significant?
It helps developers to quickly identify suitable patterns depending on the design problem they face.
Can you give an example of one?
Sure! The Singleton Pattern is a Creational pattern that ensures a class has only one instance.
Remember: the acronym **G**roup **O**f **F**our helps us recall the authors of this significant contribution.
In summation, GoF played a pivotal role in software engineering by categorizing design patterns, which facilitates better understanding and communication among developers.
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Design patterns originated in architecture, introduced by Christopher Alexander in the 1970s, and later adapted to software engineering by the Gang of Four in their 1994 book. They identified 23 patterns categorized into three groups: Creational, Structural, and Behavioral.
Design patterns have their origins in architecture, pioneered by Christopher Alexander in the 1970s, who introduced the concept of observing recurring architectural styles as a way to solve design problems. In 1994, this idea was adapted to the field of software engineering by a group of four authors known as the Gang of Four (GoF), comprised of Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. They published the groundbreaking book titled "Design Patterns: Elements of Reusable Object-Oriented Software", which presented a catalog of 23 design patterns that are still widely referenced today. These patterns were categorized into three primary types: Creational, Structural, and Behavioral, each addressing specific types of problems in software design. By leveraging these design patterns, software developers can create more reusable and maintainable code.
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• Originated in architecture by Christopher Alexander in the 1970s.
The concept of design patterns originated in the field of architecture, proposed by Christopher Alexander in the 1970s. He studied various structures and designs, identifying recurring themes and frameworks that could be applied across different architectural projects. This groundwork laid the foundation for later applications of design patterns in software development.
Think of how different styles of houses, like Victorian or Modern, capture certain design patterns. Just as architects utilize these patterns to create pleasing and functional homes, software developers use design patterns to address complex problems in their code.
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• Introduced to software engineering by the Gang of Four (GoF) – Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides – in their seminal book “Design Patterns: Elements of Reusable Object-Oriented Software” (1994).
In 1994, a group of software engineers known as the Gang of Four (GoF) published a groundbreaking book that applied the concept of design patterns specifically to software engineering. This book categorized design patterns into reusable solutions for common programming challenges, allowing developers to communicate more effectively about design and architecture.
Consider a cookbook that not only provides recipes but also organizes them into categories like appetizers, mains, and desserts. Just as a well-organized cookbook eases the cooking process, the GoF's book provided a structured approach to software design that made it easier for developers to choose appropriate solutions.
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• GoF categorized 23 patterns into three groups: Creational, Structural, and Behavioral.
The Gang of Four identified 23 distinct design patterns and organized them into three primary categories based on their functionalities. Creational patterns deal with the processes of object creation, structural patterns focus on the composition of classes and objects, and behavioral patterns emphasize communication and responsibility among objects. This classification helps developers identify the type of pattern they need based on the specific issue they are addressing.
Imagine categorizing books in a library by genre: fiction, non-fiction, and reference. Each genre serves a unique purpose and helps readers find what they are looking for efficiently. In the same way, categorizing design patterns by their characteristics helps software engineers quickly locate the designs they can use to address specific coding challenges.
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Key Concepts
Design Patterns: Solutions to common software design problems.
Christopher Alexander: Architect behind the origins of design patterns.
Gang of Four (GoF): Pioneers of design patterns in software engineering.
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Christopher Alexander's work in architecture laid the foundation for recognizing patterns in design, later adapted for software.
The Gang of Four's book outlines 23 design patterns and organizes them into three categories, aiding developers in finding solutions.
Use mnemonics, acronyms, or visual cues to help remember key information more easily.
Designs repeated, recurring theme, Patterns help us fulfill the dream.
Once an architect saw the same shapes in buildings, he called them patterns. Then, a group of software wizards decided these patterns must help their coding spells!
To remember the categories, think of C for Creating, S for Structuring, and B for Behaving - CSB!
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Review the Definitions for terms.
Term: Design Pattern
Definition:
A general repeatable solution to a commonly occurring problem in software design.
Term: Christopher Alexander
Definition:
Architect who introduced the concept of design patterns into architecture in the 1970s.
Term: Gang of Four (GoF)
Definition:
Refers to Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, who adapted design patterns for software engineering.
Term: Creational Patterns
Definition:
Design patterns that deal with object creation mechanisms.
Term: Structural Patterns
Definition:
Design patterns that focus on the composition of classes or objects.
Term: Behavioral Patterns
Definition:
Design patterns that emphasize communication between objects.