CSC/ECE 517 Fall 2009/wiki2 12 Schemes for Pattern Classification

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Overview

Design patterns in software engineering is a time-tested reusable solution to recurring problems in software design. The origin of design patterns can be owed to the work of civil engineer Christopher Alexander, who documented his resolution to design issues in constructing buildings and towns[1]. About a decade and a half ago, software professional began to incorporate Alexanders ideas into guides for novice developer. From then on design patterns became increasingly popular.

Schemes for Pattern Classification

Gang of Four's Classification

Design Patterns gained popularity with the book Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides published in 1995. In their work they used 2 criteria to categorize 23 design pattern[2].

  • What does the pattern do?
    • Structural - These patterns deal with the composition of classes and their object.
    • Creational - These patterns deal with object creation.
    • Behavioral - These patterns deal with the interaction between classes and object and how they delegate responsibility.
  • What is the scope of the pattern?
    • Class - The patterns deal with the relationships between classes and their subclasses. These are more static and fixed at compile time.
    • Object - These patterns deal with object relationship. They are more dynamic and can vary at runtime.


Example of Design Patterns that fall into each Category
Purpose
Scope Creational Structural Behavioral
Class Factory Method Adapter (class) Interpreter
Template Method
Object Abstract Factory Adapter (object) Command
Prototype Composite Mediator
Builder Bridge Iterator
Singleton Decorator Memento
Facade Observer
Flyweight State
Proxy Strategy
Visitor
Chain Of Responsibility

Zimmer's Classification

Zimmer[3] classifies the relationships between the Gang of Four design patterns. Focusing on the problem and solution of each relationship, they can be classified as :

  • X uses Y in its solution.
  • Variant of X uses Y in its solution.
    • Some variant of the Bridge design pattern may uses the Adapter design pattern.
  • X is similar to Y.

Using these relationships Zimmer placed design pattern in 3 layers.

Layer Design Pattern
Basic design patterns and techniques. Singleton], Template, Mediator, Facade, Memento, Iterator, Flyweight.
Design patterns for typical software problems. Bridge], Adapter, Prototype, Factory, State, Command, Visitor, Composite, Decorator, Chain of Responsibility, Proxy
Design patterns specific to an application domain. Interpreter

References

[1] http://www.developer.com/design/article.php/1474561/What-Are-Design-Patterns-and-Do-I-Need-Them.htm
[2] http://www.cs.umu.se/~jubo/ExJobbs/MK/patterns.htm
[3] Relationships between Design Patterns, by Walter Zimmer, Forschungszentrum Informatik, Bereich Programmstrukturen, 1995