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An anti-pattern is a solution to a class of problem which may be commonly used but is likely to be ineffective or counterproductive. The term, coined in 1995 by Andrew Koenig, was inspired by the book which highlights software development that its authors consider to be reliable and effective. A paper in 1996 presented by Michael Ackroyd at the Object World West Conference described anti-patterns. It was, however, the 1998 book that both popularized the idea and extended its scope beyond the field of software design to include software architecture and project management. Other authors have extended it further since to encompass environmental, organizational, and cultural anti-patterns.

According to the authors of Design Patterns, there are two key aspects of an anti-pattern that distinguish it from a bad habit, bad practice, or bad idea. First, an anti-pattern is a commonly used process, structure or pattern of action that, despite initially appearing to be appropriate and effective, has more bad consequences than good ones. Second, another solution exists to the problem that the anti-pattern is attempting to address. This solution is documented, repeatable, and proven to be effective where the anti-pattern is not.

A guide to what is commonly used is a "rule-of-three" similar to that for patterns: to be an anti-pattern it must have been witnessed occurring at least three times.

Documenting anti-patterns can be an effective way to analyze a problem space and to capture expert knowledge. While some anti-pattern descriptions merely document the adverse consequences of the pattern, good anti-pattern documentation also provides an alternative, or a means to ameliorate the anti-pattern.


Examples

In software engineering
In software engineering, anti-patterns include:

A single class handles all control in a program rather than control being distributed across multiple classes.

Magic number
A literal value with an important yet unexplained meaning which could be replaced with a named constant.

Poltergeist
Ephemeral controller classes that only exist to invoke other methods on classes.

Big Ball of Mud
A that lacks a perceivable architecture. Although undesirable from a software engineering point of view, such systems are common in practice due to business pressures, developer turnover and .


In project management
Project management anti-patterns included in the Antipatterns book include:

Blowhard Jamboree
An excess of industry pundits

Analysis paralysis

Viewgraph Engineering
Too much time spent making presentations and not enough on the actual software.

Death by Planning
Spending too much effort planning.

Fear of Success
Irrational fears near to project completion.

The Corncob
Difficulties with people.

Intellectual Violence
Intimidation through use of jargon or arcane technology

Irrational Management
Bad management habits.

Smoke and Mirrors
Excessive use of demos and prototypes by salespeople.

Throw It Over the Wall
Forcing fad software engineering practices onto developers without buy-in.

Fire Drill
Long periods of monotony punctuated by short crises.

The Feud
Conflicts between managers.

e-mail Is Dangerous
Situations resulting from ill-advised e-mail messages.


See also
  • : Software Life Cycle Profiles and Guidelines for Very Small Entities (VSEs)
  • List of software anti-patterns


What supports what

Sources


Further reading


External links

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