Software design pattern
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In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design.cite-ref-1[1] A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations.cite-ref-2[2] Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software application or system.
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.
Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete algorithm.
Contents
β’ History
β’ Practice
β’ Motif
β’ Examples
β’ Documentation
β’ Criticism
β’ See also
β’ References
β’ Further reading
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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. 273β278). In 1987, Kent Beck and Ward Cunningham began experimenting with the idea of applying patterns to programming β specifically pattern languages β and presented their results at the OOPSLA conference that year.cite-ref-smith1987-3-0[3]cite-ref-beck1987-4-0[4] 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". 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. The scope of the term remains a matter of dispute. Notable books in the design pattern genre include:
β’ citerefgammahelmjohnsonvlissides1994Gamma, Erich; Helm, Richard; Johnson, Ralph; Vlissides, John (1994). Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley. ISBN 978-0-201-63361-0.
β’ citerefbrinch-hansen1995Brinch Hansen, Per (1995). Studies in Computational Science: Parallel Programming Paradigms. Prentice Hall. ISBN 978-0-13-439324-7.
β’ citerefbuschmannmeunierrohnertsommerlad1996Buschmann, 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.
β’ citerefbeck1997Beck, Kent (1997). Smalltalk Best Practice Patterns. Prentice Hall. ISBN 978-0134769042.
β’ citerefschmidtstalrohnertbuschmann2000Schmidt, 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.
β’ citereffowler2002Fowler, Martin (2002). Patterns of Enterprise Application Architecture. Addison-Wesley. ISBN 978-0-321-12742-6.
β’ citerefhohpewoolf2003Hohpe, Gregor; Woolf, Bobby (2003). Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions. Addison-Wesley. ISBN 978-0-321-20068-6.
β’ citereffreemanrobsonbatessierra2004Freeman, Eric T.; Robson, Elisabeth; Bates, Bert; Sierra, Kathy (2004). Head First Design Patterns. O'Reilly Media. ISBN 978-0-596-00712-6.
β’ citereflarman2004Larman, Craig (2004). Applying UML and Patterns (3rd Ed, 1st Ed 1995). Pearson. ISBN 978-0131489066.
Although design patterns have been applied practically for a long time, formalization of the concept of design patterns languished for several years.cite-ref-baroni2003-5-0[5]
Practice
Design patterns can speed up the development process by providing proven development paradigms.cite-ref-6[6] 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,cite-ref-7[7] 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.
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, a.k.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,cite-ref-8[8] information visualization,cite-ref-9[9] secure design,cite-ref-10[10] "secure usability",cite-ref-11[11] Web design cite-ref-12[12] and business model design.cite-ref-13[13]
The annual Pattern Languages of Programming Conference proceedings cite-ref-14[14] include many examples of domain-specific patterns.
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 patterns create objects. Structural patterns organize classes and objects to form larger structures that provide new functionality. Behavioral patterns describe collaboration between objects.
Creational patterns
| Name | Description |
|---|---|
| Abstract factory | Provide an interface for creating famil⦠|
| Builder | Separate the construction of a complex⦠|
| Dependency Injection | A class accepts the objects it requires⦠|
| Factory method | Define an interface for creating a sing⦠|
| Lazy initialization | Tactic of delaying the creation of an o⦠|
| Multiton | Ensure a class has only named instances⦠|
| Object pool | Avoid expensive acquisition and release⦠|
| Prototype | Specify the kinds of objects to create⦠|
| Resource acquisition is initialization⦠| Ensure that resources are properly rele⦠|
| Singleton | Ensure a class has only one instance, a⦠|
| LivinGrimoire | modularly absorbs skills(features/abili⦠|
| Name | In Design Patterns | In Code Complete |
|---|---|---|
| Abstract factory | Yes | Yes |
| Builder | Yes | Yes |
| Dependency Injection | β | Yes |
| Factory method | Yes | Yes |
| Lazy initialization | Yes | Yes |
| Multiton | Yes | Yes |
| Object pool | Yes | Yes |
| Prototype | Yes | Yes |
| Resource acquisition is initialization⦠| Yes | Yes |
| Singleton | Yes | Yes |
| LivinGrimoire | No | No |
| Name | Other |
|---|---|
| Abstract factory | β |
| Builder | β |
| Dependency Injection | β |
| Factory method | β |
| Lazy initialization | PoEAA |
| Multiton | Yes |
| Object pool | Yes |
| Prototype | Yes |
| Resource acquisition is initialization⦠| Yes |
| Singleton | Yes |
| LivinGrimoire | "LivinGrimoire software pattern" . GitH⦠|
Structural patterns
| Name | Description | In Design Patterns |
|---|---|---|
| Adapter , Wrapper, or Translator | Convert the interface of a class into a⦠| Yes |
| Bridge | Decouple an abstraction from its implem⦠| Yes |
| Composite | Compose objects into tree structures to⦠| Yes |
| Decorator | Attach additional responsibilities to a⦠| Yes |
| Delegation | Extend a class by composition instead o⦠| Yes |
| Extension object | Adding functionality to a hierarchy wit⦠| Yes |
| Facade | Provide a unified interface to a set of⦠| Yes |
| Flyweight | Use sharing to support large numbers of⦠| Yes |
| Front controller | The pattern relates to the design of We⦠| Yes |
| Marker | Empty interface to associate metadata w⦠| Yes |
| Module | Group several related elements, such as⦠| Yes |
| Proxy | Provide a surrogate or placeholder for⦠| Yes |
| Twin | Twin allows modeling of multiple inheri⦠| Yes |
| Name | In Code Complete | Other |
|---|---|---|
| Adapter , Wrapper, or Translator | Yes | Yes |
| Bridge | Yes | Yes |
| Composite | Yes | Yes |
| Decorator | Yes | Yes |
| Delegation | Yes | Yes |
| Extension object | Yes | Yes |
| Facade | Yes | Yes |
| Flyweight | Yes | Yes |
| Front controller | Yes | J2EE Patterns PoEAA |
| Marker | Yes | Effective Java |
| Module | Yes | Yes |
| Proxy | Yes | Yes |
| Twin | Yes | Yes |
Behavioral patterns
| Name | Description | In Design Patterns |
|---|---|---|
| Blackboard | Artificial intelligence pattern for com⦠| Yes |
| Chain of responsibility | Avoid coupling the sender of a request⦠| Yes |
| Command | Encapsulate a request as an object, the⦠| Yes |
| Fluent interface | Design an API to be method chained so t⦠| Yes |
| Interpreter | Given a language, define a representati⦠| Yes |
| Iterator | Provide a way to access the elements of⦠| Yes |
| Mediator | Define an object that encapsulates how⦠| Yes |
| Memento | Without violating encapsulation, captur⦠| Yes |
| Null object | Avoid null references by providing a de⦠| Yes |
| Observer or Publish/subscribe | Define a one-to-many dependency between⦠| Yes |
| Servant | Define common functionality for a group⦠| Yes |
| Specification | Recombinable business logic in a Boolea⦠| Yes |
| State | Allow an object to alter its behavior w⦠| Yes |
| Strategy | Define a family of algorithms, encapsul⦠| Yes |
| Template method | Define the skeleton of an algorithm in⦠| Yes |
| Visitor | Represent an operation to be performed⦠| Yes |
| Name | In Code Complete | Other |
|---|---|---|
| Blackboard | Yes | Yes |
| Chain of responsibility | Yes | Yes |
| Command | Yes | Yes |
| Fluent interface | Yes | Yes |
| Interpreter | Yes | Yes |
| Iterator | Yes | Yes |
| Mediator | Yes | Yes |
| Memento | Yes | Yes |
| Null object | Yes | Yes |
| Observer or Publish/subscribe | Yes | Yes |
| Servant | Yes | Yes |
| Specification | Yes | Yes |
| State | Yes | Yes |
| Strategy | Yes | Yes |
| Template method | Yes | Yes |
| Visitor | Yes | Yes |
Concurrency patterns
| Name | Description | In POSA2 |
|---|---|---|
| Active Object | Decouples method execution from method⦠| Yes |
| Balking | Only execute an action on an object whe⦠| No |
| Binding properties | Combining multiple observers to force p⦠| No |
| Compute kernel | The same calculation many times in para⦠| No |
| Double-checked locking | Reduce the overhead of acquiring a lock⦠| Yes |
| Event-based asynchronous | Addresses problems with the asynchronou⦠| No |
| Guarded suspension | Manages operations that require both a⦠| No |
| Join | Join-pattern provides a way to write co⦠| No |
| Lock | One thread puts a "lock" on a resource,β¦ | No |
| Messaging design pattern (MDP) | Allows the interchange of information (β¦ | No |
| Monitor object | An object whose methods are subject to⦠| Yes |
| Reactor | A reactor object provides an asynchrono⦠| Yes |
| Read-write lock | Allows concurrent read access to an obj⦠| No |
| Scheduler | Explicitly control when threads may exe⦠| No |
| Service handler pattern | For each request, a server spawns a ded⦠| No |
| Thread pool | A number of threads are created to perf⦠| No |
| Thread-specific storage | Static or "global" memory local to a th⦠| Yes |
| Safe Concurrency with Exclusive Ownersh⦠| Avoiding the need for runtime concurren⦠| No |
| CPU atomic operation | x86 and other CPU architectures support⦠| No |
| Name | Other |
|---|---|
| Active Object | β |
| Balking | β |
| Binding properties | β |
| Compute kernel | β |
| Double-checked locking | β |
| Event-based asynchronous | β |
| Guarded suspension | β |
| Join | β |
| Lock | PoEAA |
| Messaging design pattern (MDP) | β |
| Monitor object | β |
| Reactor | β |
| Read-write lock | β |
| Scheduler | β |
| Service handler pattern | β |
| Thread pool | β |
| Thread-specific storage | β |
| Safe Concurrency with Exclusive Ownershβ¦ | β |
| CPU atomic operation | β |
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.cite-ref-gabrielhillside-27-0[27] 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.cite-ref-fowler2006-28-0[28] 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:
β’ Pattern Name and Classification: A descriptive and unique name that helps in identifying and referring to the pattern.
β’ Intent: A description of the goal behind the pattern and the reason for using it.
β’ Also Known As: Other names for the pattern.
β’ Motivation (Forces): A scenario consisting of a problem and a context in which this pattern can be used.
β’ Applicability: Situations in which this pattern is usable; the context for the pattern.
β’ Structure: A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.
β’ Participants: A listing of the classes and objects used in the pattern and their roles in the design.
β’ Collaboration: A description of how classes and objects used in the pattern interact with each other.
β’ Consequences: A description of the results, side effects, and trade offs caused by using the pattern.
β’ Implementation: A description of an implementation of the pattern; the solution part of the pattern.
β’ Sample Code: An illustration of how the pattern can be used in a programming language.
β’ Known Uses: Examples of real usages of the pattern.
β’ Related Patterns: Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Criticism
Some suggest that design patterns may be a sign that features are missing in a given programming language (Java or C++ for instance). 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.cite-ref-norvig1998-29-0[29] Related observations were made by Hannemann and Kiczales 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.cite-ref-hannemann2002-30-0[30] See also Paul Graham's essay "Revenge of the Nerds".cite-ref-graham2002-31-0[31]
By definition, a pattern must be programmed anew into each application that uses it. Since some authors see this as a step backward from software reuse as provided by components, researchers have worked to turn patterns into components. Meyer and Arnout were able to provide full or partial componentization of two-thirds of the patterns they attempted.cite-ref-meyer2006-34-0[34]
In order to achieve flexibility, design patterns may introduce additional levels of indirection, which may complicate the resulting design and decrease runtime performance.
Relationship to other topics
Software design patterns offer finer granularity compared to software architecture patterns and software architecture styles, as design patterns focus on solving detailed, low-level design problems within individual components or subsystems. Examples include Singleton, Factory Method, and Observer. cite-ref-o-reilly-media-35-0[35]cite-ref-0-36-0[36]cite-ref-1-37-0[37]
Software Architecture Pattern refers to 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. 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. cite-ref-o-reilly-media-35-1[35]cite-ref-0-36-1[36]cite-ref-1-37-1[37]
Software Architecture Style refers to 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, Microservices, and Event-Driven Architecture. cite-ref-o-reilly-media-35-2[35]cite-ref-0-36-2[36]cite-ref-1-37-2[37]
See also
β’ Anti-pattern
β’ Design pattern
β’ Double-chance function
β’ Helper class
β’ Idiom in programming
β’ Pattern language
β’ Pattern theory
β’ Refactoring
References
cite-note-smith1987-33. β citerefsmith1987Smith, Reid (October 1987). Panel on design methodology. OOPSLA '87 Addendum to the Proceedings. 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 Tektronix has significantly aided their software development efforts.
cite-note-beck1987-44. β citerefbeckcunningham1987Beck, 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.
cite-note-baroni2003-55. β citerefbaronigu-h-neucalbin-amiot2003Baroni, Aline LΓΊcia; GuΓ©hΓ©neuc, Yann-GaΓ«l; Albin-Amiot, HervΓ© (June 2003). Design Patterns Formalization (Report). EMN Technical Report. Nantes: Γcole Nationale SupΓ©rieure des Techniques Industrielles et des Mines de Nantes. CiteSeerX 10.1.1.62.6466. S2CID 624834 β via ResearchGate.
cite-note-66. β citerefbishopBishop, Judith. "C# 3.0 Design Patterns: Use the Power of C# 3.0 to Solve Real-World Problems". C# Books from O'Reilly Media. Retrieved 2012-05-15. If you want to speed up the development of your .NET applications, you're ready for C# design patterns -- elegant, accepted and proven ways to tackle common programming problems.
cite-note-77. β citereftiako2009Tiako, 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 9781605660615.
cite-note-88. β citereflaakso2003Laakso, Sari A. (2003-09-16). "Collection of User Interface Design Patterns". University of Helsinki, Dept. of Computer Science. Retrieved 2008-01-31.
cite-note-1010. β citerefdoughertysayreseacordsvoboda2009Dougherty, Chad; Sayre, Kirk; Seacord, Robert C.; Svoboda, David; Togashi, Kazuya (2009). Secure Design Patterns (PDF). Software Engineering Institute.
cite-note-1111. β citerefgarfinkel2005Garfinkel, Simson L. (2005). Design Principles and Patterns for Computer Systems That Are Simultaneously Secure and Usable (Ph.D. thesis).
cite-note-1212. β "Yahoo! Design Pattern Library". Archived from the original on 2008-02-29. Retrieved 2008-01-31.
cite-note-1313. β "How to design your Business Model as a Lean Startup?". 2010-01-06. Retrieved 2010-01-06.
cite-note-1414. β Pattern Languages of Programming, Conference proceedings (annual, 1994β) [1]
cite-note-mcconnell2004-151. citerefmcconnell2004McConnell, Steve (June 2004). "Design in Construction". Code Complete (2nd ed.). Microsoft Press. p. 104. ISBN 978-0-7356-1967-8. Table 5.1 Popular Design Patterns
cite-note-poeaa-162. citereffowler2002Fowler, Martin (2002). Patterns of Enterprise Application Architecture. Addison-Wesley. ISBN 978-0-321-12742-6.
cite-note-j2ee-patterns-173. citerefalurcrupimalks2003Alur, Deepak; Crupi, John; Malks, Dan (2003). Core J2EE Patterns: Best Practices and Design Strategies. Prentice Hall. p. 166. ISBN 978-0-13-142246-9.
cite-note-poeaa2-184. citereffowler2002Fowler, Martin (2002). Patterns of Enterprise Application Architecture. Addison-Wesley. p. 344. ISBN 978-0-321-12742-6.
cite-note-effectivejava-195. citerefbloch2008Bloch, Joshua (2008). "Item 37: Use marker interfaces to define types". Effective Java (Second ed.). Addison-Wesley. p. 179. ISBN 978-0-321-35668-0.
cite-note-206. "Twin β A Design Pattern for Modeling Multiple Inheritance" (PDF).
cite-note-posa2-217. citerefschmidtstalrohnertbuschmann2000Schmidt, 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.
cite-note-228. Binding Properties
cite-note-pc-2008-239. citerefnagelevjenglynnwatson2008Nagel, Christian; Evjen, Bill; Glynn, Jay; Watson, Karli; Skinner, Morgan (2008). "Event-based Asynchronous Pattern". Professional C# 2008. Wiley. pp. 570β571. ISBN 978-0-470-19137-8.
cite-note-2410. Lock Pattern
cite-note-2612. citerefschmidtvinoski1996Schmidt, Douglas C.; Vinoski, Steve (JulyβAugust 1996). "Object Interconnections: Comparing Alternative Programming Techniques for Multi-threaded CORBA Servers (Column 7)" (PDF). SIGS C++ Report. S2CID 2654843.
cite-note-gabrielhillside-2727. β citerefgabrielGabriel, Dick. "A Pattern Definition". Archived from the original on 2007-02-09. Retrieved 2007-03-06.
cite-note-fowler2006-2828. β citereffowler2006Fowler, Martin (2006-08-01). "Writing Software Patterns". Retrieved 2007-03-06.
cite-note-norvig1998-2929. β citerefnorvig1998Norvig, Peter (1998). Design Patterns in Dynamic Languages.
cite-note-hannemann2002-3030. β citerefhannemannkiczales2002Hannemann, 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. OOPSLA '02. p. 161. doi:10.1145/582419.582436. ISBN 1581134711.
cite-note-graham2002-3131. β citerefgraham2002Graham, Paul (2002). "Revenge of the Nerds". Retrieved 2012-08-11.
cite-note-kragb-k2016-3333. β citerefkragb-kKragbΓ¦k, Mikael. "FizzBuzzEnterpriseEdition". Retrieved 2024-11-19.
cite-note-meyer2006-3434. β citerefmeyerarnout2006Meyer, Bertrand; Arnout, Karine (July 2006). "Componentization: The Visitor Example" (PDF). IEEE Computer. 39 (7): 23β30. CiteSeerX 10.1.1.62.6082. doi:10.1109/MC.2006.227. S2CID 15328522.
Further reading
β’ citerefalexanderishikawasilversteinjacobson1977Alexander, 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.
β’ citerefalurcrupimalks2003Alur, 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.
β’ citerefbeck2007Beck, Kent (October 2007). Implementation Patterns. Addison-Wesley. ISBN 978-0-321-41309-3.
β’ citerefbeckcrockermeszaroscoplien1996Beck, Kent; Crocker, R.; Meszaros, G.; Coplien, J. O.; Dominick, L.; Paulisch, F.; Vlissides, J. (March 1996). Proceedings of the 18th International Conference on Software Engineering. pp. 25β30.
β’ citerefborchers2001Borchers, Jan (2001). A Pattern Approach to Interaction Design. John Wiley & Sons. ISBN 978-0-471-49828-5.
β’ citerefcoplienschmidt1995Coplien, James O.; Schmidt, Douglas C. (1995). Pattern Languages of Program Design. Addison-Wesley. ISBN 978-0-201-60734-5.
β’ citerefcoplienvlissideskerth1996Coplien, James O.; Vlissides, John M.; Kerth, Norman L. (1996). Pattern Languages of Program Design 2. Addison-Wesley. ISBN 978-0-201-89527-8.
β’ citerefelorantakoskinenlepp-nenreijonen2014Eloranta, Veli-Pekka; Koskinen, Johannes; LeppΓ€nen, Marko; Reijonen, Ville (2014). Designing Distributed Control Systems: A Pattern Language Approach. Wiley. ISBN 978-1118694152.
β’ citereffowler1997Fowler, Martin (1997). Analysis Patterns: Reusable Object Models. Addison-Wesley. ISBN 978-0-201-89542-1.
β’ citereffowler2003Fowler, Martin (2003). Patterns of Enterprise Application Architecture. Addison-Wesley. ISBN 978-0-321-12742-6.
β’ citereffreemanfreemansierrabates2004Freeman, Eric; Freeman, Elisabeth; Sierra, Kathy; Bates, Bert (2004). Head First Design Patterns. O'Reilly Media. ISBN 978-0-596-00712-6.
β’ citerefhohmannfowlerkawasaki2003Hohmann, Luke; Fowler, Martin; Kawasaki, Guy (2003). Beyond Software Architecture. Addison-Wesley. ISBN 978-0-201-77594-5.
β’ citerefgabriel1996Gabriel, 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.
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