The rise of design patterns

In 1994, while I was diving deep into C++ and distributed computing for a financial application, four software professionals, also known as the Gang of Four or GoF, came together and published a book about design patterns, and it took the object-oriented programming community by storm. The group collected and classified 23 design patterns that were commonly utilized when developing large-scale systems. They also chose to explain the concepts using Unified Modeling Language (UML) and C++ and Smalltalk.

For the first time, a set of design patterns had been collected, organized, explained, and widely distributed to software developers. Perhaps one of the most significant decisions by the group was to organize these patterns in a highly structured and easily consumable format. Since then, programmers have been able to communicate with each other easily about how they design their software. In addition, they can visually present software design with a universal notation. When one person talks about the Singleton pattern, another person can immediately understand and even visualize in his/her mind how that component works. Isn't that convenient?

Even more surprisingly, design patterns suddenly became the gospel when it come to building good software. In some ways, using them was even perceived as the only way to write good software. GoF patterns were so widely preached across the development community that many people abused them and used them everywhere without good reason. The problem is – When all you have is a hammer, everything looks like a nail! Not everything can be solved or should be solved by the same patterns. When design patterns are overused or misused, the code becomes more abstract, more complicated, and more difficult to manage.

So, what have we learned from the past? We recognize that every abstraction comes with a cost. Every design pattern comes with its own pros and cons. One of the main objectives of this book is to discuss not just the how but also the why and why not, and under what circumstances a pattern should be used or not used. We, as software professionals, will then be equipped with the information we need to make good judgment calls about when to apply these patterns.

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