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About Me
Mitch Wheat has been working as a professional programmer since 1984, graduating with a honours degree in Mathematics from Warwick University, UK in 1986. He moved to Perth in 1995, having worked in software houses in London and Rotterdam. He has worked in the areas of mining, electronics, research, defence, financial, GIS, telecommunications, engineering, and information management. Mitch has worked mainly with Microsoft technologies (since Windows version 3.0) but has also used UNIX. He holds the following Microsoft certifications: MCPD (Web and Windows) using C# and SQL Server MCITP (Admin and Developer). His preferred development environment is C#, .Net Framework and SQL Server. Mitch has worked as an independent consultant for the last 10 years, and is currently involved with helping teams improve their Software Development Life Cycle. His areas of special interest lie in performance tuning |
Thursday, February 15, 2007Design Patterns
Nick Malik posted an interesting entry titled What are the top 100 patterns that every developer must know on his “Inside Architecture” blog. His question prompted a few replies including my own, which I’ve edited and reproduced here.
My own thoughts are in line with the comments made by JohnCJ. The common patterns in a particular domain maybe different from those in others, hence the drive behind creating Domain Specific Languages (DSLs). There might only be 10 - 20 truly common patterns, and even those may take different concrete forms depending on their context. I would be surprised if an ‘average’ programmer (is there such a thing?) could name the ten most common patterns and adequately explain them to someone else, even though they may be familiar with the principles of good design. That is not a bad thing in itself, as developers encountering patterns for the first time are sometimes prone to over use them. Come to think of it can you name and accurately describe the 10 most common non-compound patterns? I struggled to remember these: Factory Method, Abstract Factory, Strategy, Observer, Decorator, Façade, Composite, Singleton, Adaptor, Command, Iterator, Proxy, State. I honestly don’t think I could remember 100 design patterns! I think a better approach is to teach developers the Object Oriented design principles that underpin the creation of patterns and a few patterns not to use (anti-patterns). The patterns themselves are not as important as the underlying principles:
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