Object-oriented design anti-patterns

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The following are common object-oriented design anti-patterns:
 
The following are common object-oriented design anti-patterns:
  
*[[Anemic Domain Model]] - This anti-pattern occurs when data and behavior is separated in the domain model.
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== Architecture Anti-patterns ==
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*[[Anemic Domain Model]] - This anti-pattern occurs when data and behaviour is separated in the domain model.
 
*[[BaseBean]] - This anti-pattern occurs when inheritance for implementation is used; that is a class inherits from another class not because it makes sense semantically but because it wants to use methods defined in the superclass.
 
*[[BaseBean]] - This anti-pattern occurs when inheritance for implementation is used; that is a class inherits from another class not because it makes sense semantically but because it wants to use methods defined in the superclass.
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*[[Boat anchor]] - A piece of software or hardware in the system that serves no useful purpose.
 
*[[Call super]] - This anti-pattern occurs when a superclass requires derived classes to call an overridden method.
 
*[[Call super]] - This anti-pattern occurs when a superclass requires derived classes to call an overridden method.
 
*[[Circle-ellipse problem]] - This anti-pattern occurs when inheritance is not used correctly and the [[Liskov substitution principle]] is violated.
 
*[[Circle-ellipse problem]] - This anti-pattern occurs when inheritance is not used correctly and the [[Liskov substitution principle]] is violated.
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*[[Functional decomposition]] - Classes that resemble the structure of programs creating using functional languages.
 
*[[Functional decomposition]] - Classes that resemble the structure of programs creating using functional languages.
 
*[[God object]] - This anti-pattern occurs when an object / class does or knows too much.
 
*[[God object]] - This anti-pattern occurs when an object / class does or knows too much.
*[[Lava Flow]] - Dead and forgotten code that hardens and becomes unchanged as the system develops. Requires a change in development strategy.
 
 
*[[Object cesspool]] - This anti-pattern occurs when an object pool is used incorrectly in that the state of objects is not reset when they are returned to the pool.
 
*[[Object cesspool]] - This anti-pattern occurs when an object pool is used incorrectly in that the state of objects is not reset when they are returned to the pool.
 
*[[Object orgy]] - This anti-pattern occurs when objects access each other internals directly rather than going through methods.
 
*[[Object orgy]] - This anti-pattern occurs when objects access each other internals directly rather than going through methods.
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*[[God object|The Blob]] - Equivalent to [[God object]], a very large class with a functional structure.
 
*[[God object|The Blob]] - Equivalent to [[God object]], a very large class with a functional structure.
 
*[[Yo-yo problem]] - This problem occurs with deep inheritance hierarchies, where a programmer has to keep looking up and down the hierarchy to understand the flow of control of the program.
 
*[[Yo-yo problem]] - This problem occurs with deep inheritance hierarchies, where a programmer has to keep looking up and down the hierarchy to understand the flow of control of the program.
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== Development & Management Antipatterns ==
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*[[Lava Flow]] - Dead and forgotten code that hardens and becomes unchanged as the system develops. Requires a change in development strategy.
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*[[Mushroom management]] - Separating developers from the end users.
  
 
Many of these anti-patterns are closely related to common design maxims.
 
Many of these anti-patterns are closely related to common design maxims.

Revision as of 08:11, 23 September 2009

Object-oriented design anti-patterns describe bad design solutions to common problems. As such, they are essentially the opposite of conventional design patterns.

The following are common object-oriented design anti-patterns:

Architecture Anti-patterns

  • Anemic Domain Model - This anti-pattern occurs when data and behaviour is separated in the domain model.
  • BaseBean - This anti-pattern occurs when inheritance for implementation is used; that is a class inherits from another class not because it makes sense semantically but because it wants to use methods defined in the superclass.
  • Boat anchor - A piece of software or hardware in the system that serves no useful purpose.
  • Call super - This anti-pattern occurs when a superclass requires derived classes to call an overridden method.
  • Circle-ellipse problem - This anti-pattern occurs when inheritance is not used correctly and the Liskov substitution principle is violated.
  • Circular dependency - This anti-pattern occurs when there are two or more modules that depend directly or indirectly on each other.
  • Constant interface - This anti-pattern occurs when an interface is used to declare constants but does not contain any methods.
  • Cut and paste programming - Code reused by copying source from other locations. Increasing the likelihood of errors and decreases maintainability.
  • Functional decomposition - Classes that resemble the structure of programs creating using functional languages.
  • God object - This anti-pattern occurs when an object / class does or knows too much.
  • Object cesspool - This anti-pattern occurs when an object pool is used incorrectly in that the state of objects is not reset when they are returned to the pool.
  • Object orgy - This anti-pattern occurs when objects access each other internals directly rather than going through methods.
  • Poltergeists - This anti-pattern occurs when temporary objects are used to initialize or call methods on more permanent objects.
  • Sequential coupling - This anti-pattern occurs when a class requires clients to call methods in a particular order.
  • Spaghetti code - An adhoc structure that is difficult to extend and maintain.
  • The Blob - Equivalent to God object, a very large class with a functional structure.
  • Yo-yo problem - This problem occurs with deep inheritance hierarchies, where a programmer has to keep looking up and down the hierarchy to understand the flow of control of the program.

Development & Management Antipatterns

  • Lava Flow - Dead and forgotten code that hardens and becomes unchanged as the system develops. Requires a change in development strategy.
  • Mushroom management - Separating developers from the end users.

Many of these anti-patterns are closely related to common design maxims.

See also


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