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  • [转贴]What is AntiPattern 什么是反模式

    An Anti-Pattern is a pattern that tell you how to go from a bad solution.      
    Contrast to an ameliorative pattern,which is a pattern that tells how to go from a bad solution to a good solution.
    反模式:告诉你在开发、设计、管理中不要采用的糟糕的解决方案。
    与优秀的改进型模式相反,反模式告诉我们避免这些糟糕的模式采用优秀的模式。

    Content flowing Copy from http://en.wikipedia.org/wiki/Anti-patternAnti-pattern

    Contents
    1 Known anti-patterns
    1.1 Organizational anti-patterns
    1.2 Project management anti-patterns
    1.3 Analysis anti-patterns
    1.4 Software design anti-patterns
    1.4.1 Object-oriented design anti-patterns
    1.5 Programming anti-patterns
    1.6 Methodological anti-patterns
    1.7 Configuration management anti-patterns
    2 See also
    3 References
    4 Further reading
    5 External links
     


    Known anti-patterns

    Organizational anti-patterns
    Analysis paralysis: Devoting disproportionate effort to the analysis phase of a project
    Cash cow: A profitable legacy product that often leads to complacency about new products
    Design by committee: The result of having many contributors to a design, but no unifying vision
    Escalation of commitment: Failing to revoke a decision when it proves wrong
    Management by perkele: Authoritarian style of management with no tolerance for dissent
    Moral hazard: Insulating a decision-maker from the consequences of his or her decision.
    Mushroom management: Keeping employees uninformed and misinformed (kept in the dark and fed manure)
    Stovepipe: A structure that supports mostly up-down flow of data but inhibits cross organizational communication
    Vendor lock-in: Making a system excessively dependent on an externally supplied component[4]

    Project management anti-patterns
    Death march: Everyone knows that the project is going to be a disaster – except the CEO. However, the truth remains hidden and the project is artificially kept alive until the Day Zero finally comes ("Big Bang"). Alternative definition: Employees are pressured to work late nights and weekends on a project with an unreasonable deadline.
    Groupthink: During groupthink, members of the group avoid promoting viewpoints outside the comfort zone of consensus thinking.
    Smoke and mirrors: Demonstrating how unimplemented functions will appear
    Software bloat: Allowing successive versions of a system to demand ever more resources

     Analysis anti-patterns
    Bystander apathy: When a requirement or design decision is wrong, but the people who notice this do nothing because it affects a larger number of people.

    Software design anti-patterns

    Abstraction inversion: Not exposing implemented functionality required by users, so that they re-implement it using higher level functions
    Ambiguous viewpoint: Presenting a model (usually OOAD) without specifying its viewpoint
    Big ball of mud: A system with no recognizable structure
    Database-as-IPC: Using a database as the message queue for routine interprocess communication where a much more lightweight mechanism would be suitable
    Gas factory: An unnecessarily complex design
    Gold plating: Continuing to work on a task or project well past the point at which extra effort is adding value
    Inner-platform effect: A system so customizable as to become a poor replica of the software development platform
    Input kludge: Failing to specify and implement handling of possibly invalid input
    Interface bloat: Making an interface so powerful that it is extremely difficult to implement
    Magic pushbutton: Coding implementation logic directly within interface code, without using abstraction.
    Race hazard: Failing to see the consequence of different orders of events
    Stovepipe system: A barely maintainable assemblage of ill-related components

    Object-oriented design anti-patterns
    Anemic Domain Model: The use of domain model without any business logic which is not OOP because each object should have both attributes and behaviors
    BaseBean: Inheriting functionality from a utility class rather than delegating to it
    Call super: Requiring subclasses to call a superclass's overridden method
    Circle-ellipse problem: Subtyping variable-types on the basis of value-subtypes
    Circular dependency: Introducing unnecessary direct or indirect mutual dependencies between objects or software modules
    Constant interface: Using interfaces to define constants
    God object: Concentrating too many functions in a single part of the design (class)
    Object cesspool: Reusing objects whose state does not conform to the (possibly implicit) contract for re-use
    Object orgy: Failing to properly encapsulate objects permitting unrestricted access to their internals
    Poltergeists: Objects whose sole purpose is to pass information to another object
    Sequential coupling: A class that requires its methods to be called in a particular order
    Yo-yo problem: A structure (e.g., of inheritance) that is hard to understand due to excessive fragmentation

    Programming anti-patterns
    Accidental complexity: Introducing unnecessary complexity into a solution
    Action at a distance: Unexpected interaction between widely separated parts of a system
    Blind faith: Lack of checking of (a) the correctness of a bug fix or (b) the result of a subroutine
    Boat anchor: Retaining a part of a system that no longer has any use
    Busy spin: Consuming CPU while waiting for something to happen, usually by repeated checking instead of messaging
    Caching failure: Forgetting to reset an error flag when an error has been corrected
    Cargo cult programming: Using patterns and methods without understanding why
    Coding by exception: Adding new code to handle each special case as it is recognized
    Error hiding: Catching an error message before it can be shown to the user and either showing nothing or showing a meaningless message
    Expection handling: (From Exception + Expect) Using a language's error handling system to implement normal program logic
    Hard code: Embedding assumptions about the environment of a system in its implementation
    Lava flow: Retaining undesirable (redundant or low-quality) code because removing it is too expensive or has unpredictable consequences[5][6]
    Loop-switch sequence: Encoding a set of sequential steps using a loop over a switch statement
    Magic numbers: Including unexplained numbers in algorithms
    Magic strings: Including literal strings in code, for comparisons, as event types etc.
    Soft code: Storing business logic in configuration files rather than source code[7]
    Spaghetti code: Systems whose structure is barely comprehensible, especially because of misuse of code structures

    Methodological anti-patterns
    Copy and paste programming: Copying (and modifying) existing code rather than creating generic solutions
    Golden hammer: Assuming that a favorite solution is universally applicable (See: Silver Bullet)
    Improbability factor: Assuming that it is improbable that a known error will occur
    Premature optimization: Coding early-on for perceived efficiency, sacrificing good design, maintainability, and sometimes even real-world efficiency
    Programming by permutation (or "programming by accident"): Trying to approach a solution by successively modifying the code to see if it works
    Reinventing the wheel: Failing to adopt an existing, adequate solution
    Silver bullet: Assuming that a favorite technical solution can solve a larger process or problem
    Tester Driven Development: Software projects in which new requirements are specified in bug reports

    Configuration management anti-patterns
    Dependency hell: Problems with versions of required products
    DLL hell: Overutilization of the dynamic-link libraries (DLLs), specifically on Microsoft Windows
    Extension conflict: Problems with different extensions to pre-Mac OS X versions of the Mac OS attempting to patch the same parts of the operating system
    JAR hell: Overutilization of the multiple JAR files, usually causing versioning and location problems because of misunderstanding of the Java class loading model

    See also
    Code smell – symptom of unsound programming
    List of software development philosophies – approaches, styles, maxims and philosophies for software development
    Software Peter principle

    References
    ^ Budgen, D. (2003). Software design. Harlow, Eng.: Addison-Wesley. pp. 225. ISBN 0-201-72219-4. http://books.google.com/books?id=bnY3vb606bAC&pg=PA225&dq=%22anti-pattern%22+date:1990-2003&lr=&as_brr=3&sig=r9gtkcqzMJILx1_JnUQ5yF1kx5s#PPA225,M1 "As described in Long (2001), design anti-patterns are 'obvious, but wrong, solutions to recurring problems'."
    ^ Scott W. Ambler (1998). Process patterns: building large-scale systems using object technology. Cambridge, UK: Cambridge University Press. pp. 4. ISBN 0-521-64568-9. http://books.google.com/books?id=qJJk2yEeoZoC&pg=PA4&dq=%22anti-pattern%22+date:1990-2001&lr=&sig=NExBN4vweIRBnMfR223RG0R-dVo "...common approaches to solving recurring problems that prove to be ineffective. These approaches are called antipatterns."
    ^ Koenig, Andrew (March/April 1995). "Patterns and Antipatterns". Journal of Object-Oriented Programming 8, (1): 46–48. ; was later re-printed in the: Rising, Linda (1998). The patterns handbook: techniques, strategies, and applications. Cambridge, U.K.: Cambridge University Press. pp. 387. ISBN 0-521-64818-1. http://books.google.com/books?id=HBAuixGMYWEC&pg=PT1&dq=0-521-64818-1&lr=&as_brr=3&sig=Fb61zp1zqrcOZYysT7QjIXsuBvo#PPA387,M1 "Anti-pattern is just like pattern, except that instead of solution it gives something thats looks superficially like a solution, but isn't one."
    ^ Vendor Lock-In at antipatterns.com
    ^ Lava Flow at antipatterns.com
    ^ Undocumented 'lava flow' antipatterns complicate process
    ^ Soft Coding

     Further reading
    Laplante, Phillip A.; Colin J. Neill (2005). Antipatterns: Identification, Refactoring and Management. Auerbach Publications. ISBN 0-8493-2994-9. 
    Brown, William J.; Raphael C. Malveau, Hays W. "Skip" McCormick, Scott W. Thomas, Theresa Hudson (ed). (2000). Anti-Patterns in Project Management. John Wiley & Sons, ltd. ISBN 0-471-36366-9. 

     External links
    Anti-pattern at WikiWikiWeb
    Anti-patterns catalog
    AntiPatterns.com Web site for the AntiPatterns book
    Patterns of Toxic Behavior
    Retrieved from "http://en.wikipedia.org/wiki/Anti-pattern"


     

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  • 原文地址:https://www.cnblogs.com/utopia/p/1557268.html
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