I really appreciate how this article explains why certain design patterns became a thing. Usually, it was to address some very practical problem or limitation. And yet, a lot of younger programmers treat these patterns like a religious dogma that they must follow and don't question if they really make sense for the specific situation they are in.

The main motivation for the concept of design patterns is to give unique names to existing programming patterns, so that when someone says “Strategy pattern”, everyone knows what pattern that refers to, and vice versa that the same pattern isn’t called ten different things. It’s to make communication about program design efficient, by defining a vocabulary of patterns that tend to reoccur, and a common structure for describing them. Not all patterns were successful in that way, but it’s the main idea behind design patterns.

The question of when a using a given pattern is appropriate is orthogonal to that. The fact that a named pattern has been defined doesn’t imply a recommendation to use it across the board. It depends on the context and on design forces, and those change with time and circumstances. Anti-patterns are patterns as well.

It’s a pity that the idea of design patterns ended up (after the pattern language craze faded) being almost exclusively associated with the specific patterns named and described in the GoF book.

> The main motivation for the concept of design patterns is to give unique names to existing programming patterns

No, naming them is not the main purpose, preserving and transmitting knowledge of what they are and what they are useful for, so that people aren't fofced to rediscover solutions to the same problems over and over again. [0] Naming is obviously important for that purpose, but isn't the main goal, but a means of supporting it.

[0] If this sounds like a subset of the purpose of a reusable code library, it is, which is why in languages with sufficient abstraction facilities to allow the generic implementation of a pattern to be reusable, well documented (for the “where and when to use this” piece) code libraries replace documents that have the explanation paired with implementation recipes that one can modify to one’s particular use.

> No, naming them is not the main purpose, preserving and transmitting knowledge of what they are and what they are useful for, so that people aren't fofced to rediscover solutions to the same problems over and over again. [0] Naming is obviously important for that purpose, but isn't the main goal, but a means of supporting it.

Yes, this.

It's as if design patterns represents recurring patterns followed when designing something.

Wouldn't it be silly if architects spent their time shit-talking the silliness of referring to those holes added to walls to be covered by movable panes of glass as "windows"?

Somehow we're here seeing software developers do this sort of nonsense.

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> It’s a pity that the idea of design patterns ended up (after the pattern language craze faded) being almost exclusively associated with the specific patterns named and described in the GoF book

That book is the closest we came to establishing a common language. I remember brushing up on the names of design patterns whenever I had an interview. Ultimately, though, it didn't yield any benefit that the industry is missing now.

Like you said, the fundamental idea behind the book was that consciously naming, cataloging, and studying design patterns would improve communication among programmers. There was also an idea that studying design patterns would give beginning programmers a richer repertoire of programming techniques faster than if they had to figure them out themselves.

Looking back with decades of hindsight, my belief is that awareness and intentional use of design patterns made no difference whatsoever. Some names stuck, and would have anyway. Others didn't, and years of status as official "design patterns" in a book widely studied across the industry couldn't make them. The younger programmers I work with who had no exposure to the GoF book, and for whom "design patterns" is something that dusty old farts used to talk about, use patterns like Flyweight, Proxy, Command, Facade, Strategy, Chain of Responsibility, Decorator, etc. without knowing or needing a name for them, and they communicate amongst themselves just as efficiently as my generation did at the height of the design pattern craze.

In the final analysis, I have never looked at the less experienced programmers around me and thought, "This situation would go faster and smoother if they had studied design patterns." The generation that learned to program after design patterns had faded as an idea learned just as quickly and communicates just as well as the generation that studied them assiduously as junior programmers like I did.

> Like you said, the fundamental idea behind the book was that consciously naming, cataloging, and studying design patterns would improve communication among programmers.

> The younger programmers I work with who had no exposure to the GoF book.....and they communicate amongst themselves just as efficiently as my generation

> The generation that learned to program after design patterns had faded as an idea learned just as quickly and communicates just as well as the generation that studied them assiduously as junior programmers like I did.

I've never read GOF so I don't know if they emphasize communication, but I have read and studied many other programming pattern books and communication is low on the list of reasons to learn them in my opinion. Their only purpose for me is to organize code in a way that has been proven to "scale" along with a codebase so that you don't end up with a plate of spaghetti.

> a lot of younger programmers treat these patterns like a religious dogma

First you learn what the pattern is. Then you learn when to use it. Then you learn when not to use it.

The gap between the first and third step can be many years.

> The gap between the first and third step can be many years.

I admire your optimism!

The explanations are great! The condescension, not so much.

> Simple: we just use the language like it was meant to be used.

> Use Default Arguments Like a Normal Human

etc

Yes, programmer is super human

Probably also a problem that exists because of how programmers are taught. Using Java and being presented with the patterns as solutions to what Java does.

I don't however appreciate that the author doesn't actually know about Java or C++ well enough such that they are spewing falsehoods about Java or C++. Saying things like "There’s no clean way to say 'this is private to this file' (in C++)" is just bonkers. The author is well intentioned, but coming up with the wrong reason is worse than not offering any reason.

I had that thought too, and thought I must have misunderstood something. I generally assume I’m the dummy. :)

> I really appreciate how this article explains why certain design patterns became a thing. Usually, it was to address some very practical problem or limitation.

I don't agree at all. I feel that those who criticise design patterns as solution to practical problems are completely missing the point of design patterns, and the whole reason they have the name the have: design patterns. I'll explain.

Design patterns are solutions to common design problems, but "problems" isn't the kind of problems you think it is. It's "problems" in the sense that there are requirements to be met. A state pattern is a way to implement a state machine, but you still have a state machine and a state pattern if your state classes don't handle state transitions.

More to the point, look at singletons. It's irrelevant if they are implemented with a class or a closure or a module. What makes a singleton a singleton is the fact that there is an assurance that there will be a single instance of an object. Does an implementation that allow multiple instances or doesn't return the same instance qualifies as a singleton? Obviously not.

Design patterns are recurring solutions to recurring problems. They are so recurring that they get their name and represent a high level concept. A message queue is a design pattern. An exception is a design pattern. Lazy loading is a design pattern. Retries and exponential backoffs are design patterns. Etc. Is anyone arguing that Python has none of it?

So many people trying to criticise the GoF but they don't even bother to be informed or form an educated opinion.

I see you’ve been downvoted.

Design patterns aren’t solutions to common design problems. They’re after the fact descriptions of solutions for design problems. That’s the issue. That’s the beef. Everyone thought of that book as a cook book instead of a naturalists’ musings on an ecosystem, which is what they are.

Those of us who designed before people discovered that stupid book were constantly asked what the differences were between this pattern and that. And the book just isn’t thick enough and Eric Gamma was just trying to complete a thesis not write a book, so despite having at least 8 years in industry before completing his masters he cocked it up. And ruined Java in the process.

We had a contemporary of Vlissades teach a class at my last company and he crystallized all of my suspicions about the GoF book and added a whole lot more.

My advice for at least fifteen years is, if you think you want to read GoF, read Refactoring instead. If you’ve read Refactoring and still want to read GoF, read Refactoring a second time because it didn’t all sink in.

Refactoring is ten times the value of GoF for teaching you how to do this trade and how to break up architectural brambles.

> Design patterns aren’t solutions to common design problems. They’re after the fact descriptions of solutions for design problems. That’s the issue.

No, they are not. They describe a way to design something. They are called design patterns. It is in the name, already. Consider instantiating an object. You can have a factory, or you can pass a parameter object, you can implement a builder. Perhaps you can use a flywheel? In testing there is also object mothers.

Did you noticed that each term describes a very specific and concrete approach to tackle a single use case? There is no "after the fact" anything. Claiming design patterns is something you do "after the fact" reflects a complete failure of understanding what design patterns are and how they are used.

No wonder people complain about design patterns. They are complaining about their own failure to understand what they are and how they are used. Of course people complain about things they don't understand.

> Those of us who designed before people discovered that stupid book were constantly asked what the differences were between this pattern and that.

The book didn't discovered anything. At best it contributed to standardize names used for popular design patterns.

Also, the telltale sign that people are shit talking design patterns out of sheer ignorance,and willful ignorance, is the fact that there are over a dozen reference books on design patterns. Reference authors such as Martin Fowler even wrote themselves two or three books worth of patterns. But GoF is the only one being attacked all the time? Why? Because of ignorance.

I also completely disagree with the builder description.

It sounds like they've not had to use it for any meaningful work, and basically described a constructor. Yeah, named parameters are great, and I miss them when I don't have them, but if you think a builder only works like this

Object.setX().setY().build()

Then it tells me that you haven't built anything meaningful. It's a way of building a state and running an operation at the end in a contained manner. If your build method doesn't run some sort of validation then it's probably a waste of time, might as well just call setters, return this and call it a day if you want to be verbose and chain commands.

I mean, people usually call those 'feature' when they're built-in. I would never call 'lazy evaluation' in Haskell a design pattern, because it's part of the language.

If I have to implement something similar myself in C++ however, I'll use a niche design pattern.

> I mean, people usually call those 'feature' when they're built-in.

No, that's specious reasoning. A message queue is still a message queue if you use one provided by the OS. An exception is still an exception even if it's provided as a standard component. A state machine is still a state machine regardless of how you choose to implement your concrete implementation.

Design patterns are all about the patterns followed when designing something. That's it.

I am an ex Java developer. Enterprise Fizz Buzz is highly entertaining. That stupid masters thesis pretending to be a design book landed right an inflection point and ruined half a generation of developers.

What isn’t entertaining is using OpenTelemetry, which takes me right back to Java for over-engineering. Moving to OTEL from StatsD cost us about 3% CPU per core, which on 32 core machines is an entire CPU lost to telemetry. Or more accurately, an entire second CPU lost to telemetry. That is not right.

Prometheus doesn’t have these problems. And isn’t trying to fix quite as many problems I’ve never had.