| <<O>> Difference Topic About_design_patterns (r1.24 - 05 Nov 2005 - ShizoZum?) |
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| <<O>> Difference Topic About_design_patterns (r1.20 - 05 Jul 2003 - ArthurClemens) |
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| < < | A pattern language is nothing more than a precise way of describing someone's experience... -- Christopher Alexander |
| > > | TOC: No TOC in "Patterns.About_design_patterns" |
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Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. -- Christopher Alexander
About patterns |
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A pattern language |
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| < < | Alexander is an anti-architect. He says that the best (most habitable) buildings are vernacular structures; ordinary rooms and houses, villages and cities that have evolved in time as the people built what they needed and repeated what worked. When we build aright, we inevitably follow these patterns, and enjoy the fullness of our humanity as we inhabit them. |
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Alexander's intention was to capture the essence of successful solutions to recurring design problems in architecture.
Patterns describe these solutions in a formal way, abstracted away from specific examples.
A pattern language would give people a language to be able to express (again) their own design preferences - to restore power to the people in shaping their own environments.
Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. -- Christopher Alexander
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| < < | The goal of A pattern language was to give people a language to express their own design preferences - to restore power to the people in shaping their own environments. |
| > > | A pattern language describes 253 patterns, ranging in scale from towns down to benches. Its force lies in the combinational expression of the patterns; each pattern is connected to higher and lower patterns: |
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| < < | A pattern language describes 253 patterns, ranging in scale from towns down to benches. |
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Each pattern can exist in the world only to the extent that it is supported by other patterns: the larger patterns in which it is embedded, the patterns of the same size that surround it, and the smaller patterns which are embedded in it. (A pattern language, p. xiii).
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| < < | Ideas from this book have been applied to object oriented programming by others. See: Software design patterns book. |
| > > | Ideas from this book have been embraced by programmers. See: Software design patterns book. |
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Interaction Design patternsRecently a couple of pattern collections for Interaction Design have been created: the Amsterdam Collection, Jenifer Tidwell' patterns, The Interaction Design Patterns Page, and more recently the book The Design of Sites. |
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Interaction Design pattern collections |
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| < < | I intend to add my comments about these collections soon -- Arthur Clemens |
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The last years a couple of pattern collections for Interaction Design have emerged:
Shortcomings of existing collections |
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| < < | With this Interaction Design pattern collection we want to create a pattern language for "being on the screen", to describe ways to improve the habitability of being, moving, viewing in the online world. To make "screen living" more usable, more understandable, more beautiful, better. |
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| < < | -- ArthurClemens - 10 Feb 2003 |
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Related concepts-- ArthurClemens - 27 Jul 2003 |
| <<O>> Difference Topic About_design_patterns (r1.19 - 15 May 2003 - ArthurClemens) |
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| <<O>> Difference Topic About_design_patterns (r1.18 - 10 Feb 2003 - ArthurClemens) |
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| < < | A pattern language is nothing more than a precise way of describing someone's experience... -- Christopher Alexander |
| > > | Patterns help us solve design problems - problems that occur time and time again, and are being solved time and time again by designers. Patterns describe practical solutions to these problems and how to apply them in different situations. |
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| < < | Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. |
| > > | A pattern language is nothing more than a precise way of describing someone's experience... -- Christopher Alexander |
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| < < | Alexander was writing primarily about architecture, construction, and urban/regional planning -- how people organize their environment. His ideas about patterns have been applied to object oriented programming by others: |
| > > | Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. -- Christopher Alexander |
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| < < | A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. -- Software design patterns book. |
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About patternsDesign patterns were originally developed by the architect Christopher Alexander and his collegues in the ground-breaking A pattern language (1977). Alexander's patterns about architecture, construction, and urban/regional planning describe the physical environment in which people work and live, especially those aspects that give quality to housing and living. |
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| < < | The focus with patterns in programming design patterns is on flexibility and reusability. |
| > > | Alexander is an anti-architect. He says that the best (most habitable) buildings are vernacular structures; ordinary rooms and houses, villages and cities that have evolved in time as the people built what they needed and repeated what worked. When we build aright, we inevitably follow these patterns, and enjoy the fullness of our humanity as we inhabit them. |
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| > > | The goal of A pattern language was to give people a language to express their own design preferences - to restore power to the people in shaping their own environments. |
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| > > | A pattern language describes 253 patterns, ranging in scale from towns down to benches. |
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| < < | Patterns are about what to build, not how to build it |
| > > | Ideas from this book have been applied to object oriented programming by others. See: Software design patterns book. |
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Interaction Design patternsRecently a couple of pattern collections for Interaction Design have been created: the Amsterdam Collection, Jenifer Tidwell' patterns, The Interaction Design Patterns Page, and more recently the book The Design of Sites. |
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| > > | I intend to add my comments about these collections soon -- Arthur Clemens |
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| > > | With this Interaction Design pattern collection we want to create a pattern language for "being on the screen", to describe ways to improve the habitability of being, moving, viewing in the online world. To make "screen living" more usable, more understandable, more beautiful, better. |
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| < < | Patterns are the recurring solutions to the problems of design. People learn patterns by seeing them and recall them when need be without a lot of effort. Patterns link together in the mind so that one pattern leads to another and another until familiar problems are solved. That is, patterns form languages, not unlike natural languages, within which the human mind can assemble correct and infinitely varied statements from a small number of elements. |
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Differences between patterns and styleguides |
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Using patterns |
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| < < | That's what the whole idea of documenting patterns is about. A pattern is always something that has been done before, never an experiment. People who document patterns are not inventing them (because an invention cannot be a pattern); they are identifying and naming successful structures and ideas that were not well recognized until then. |
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Writing patterns |
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Pattern language |
| > > | -- ArthurClemens - 10 Feb 2003 |
| <<O>> Difference Topic About_design_patterns (r1.17 - 02 Feb 2003 - ArthurClemens) |
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About design patterns |
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| <<O>> Difference Topic About_design_patterns (r1.16 - 29 Jan 2003 - ArthurClemens) |
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| <<O>> Difference Topic About_design_patterns (r1.15 - 29 Jan 2003 - ArthurClemens) |
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| < < | Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. -- Christopher Alexander |
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A pattern language is nothing more than a precise way of describing someone's experience... -- Christopher Alexander
Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. |
| <<O>> Difference Topic About_design_patterns (r1.13 - 19 Nov 2002 - TWikiGuest) |
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About design patterns |
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Pattern language |
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Design patterns |
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| <<O>> Difference Topic About_design_patterns (r1.9 - 16 Nov 2002 - TWikiGuest) |
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| < < | Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. -- ChristopherAlexander? |
| > > | Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. -- Christopher Alexander |
| <<O>> Difference Topic About_design_patterns (r1.8 - 14 Nov 2002 - TWikiGuest) |
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| < < | A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. -- SoftwareDesignPatternsBook?. |
| > > | A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. -- Software design patterns book. |
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| <<O>> Difference Topic About_design_patterns (r1.5 - 13 Nov 2002 - TWikiGuest) |
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| < < | Alexander was writing primarily about architecture, construction, and urban/regional planning -- how people organize their environment. His ideas about patterns have been applied to object oriented programming by WardCunningham? and others: |
| > > | Alexander was writing primarily about architecture, construction, and urban/regional planning -- how people organize their environment. His ideas about patterns have been applied to object oriented programming by others: |
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| <<O>> Difference Topic About_design_patterns (r1.3 - 11 Nov 2002 - TWikiGuest) |
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| < < | A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. -- DesignPatternsBook?. |
| > > | A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. -- SoftwareDesignPatternsBook?. |
| <<O>> Difference Topic About_design_patterns (r1.2 - 06 Nov 2002 - TWikiGuest) |
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Design patterns |
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Design patterns |
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| < < | Alexander was writing primarily about architecture, construction, and urban/regional planning -- how people organize their environment. His ideas about patterns have been applied to software programming by WardCunningham? and others: |
| > > | Alexander was writing primarily about architecture, construction, and urban/regional planning -- how people organize their environment. His ideas about patterns have been applied to object oriented programming by WardCunningham? and others: |
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| < < | A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. It describes the problem, the solution, when to apply the solution, and its consequences. It also gives implementation hints and examples. The solution is a general arrangement of objects and classes that solve the problem. The solution is customized and implemented to solve the problem in a particular context. -- DesignPatternsBook?. |
| > > | A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. -- DesignPatternsBook?. |
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| < < | The focus in programming design patterns is on reusability and flexibility. |
| > > | The focus with patterns in programming design patterns is on flexibility and reusability. |
| <<O>> Difference Topic About_design_patterns (r1.1 - 06 Nov 2002 - TWikiGuest) |
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%META:TOPICINFO{author="guest" date="1036570966" format="1.0" version="1.1"}%
Design patternsEach pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. -- ChristopherAlexander? Alexander was writing primarily about architecture, construction, and urban/regional planning -- how people organize their environment. His ideas about patterns have been applied to software programming by WardCunningham? and others: A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. It describes the problem, the solution, when to apply the solution, and its consequences. It also gives implementation hints and examples. The solution is a general arrangement of objects and classes that solve the problem. The solution is customized and implemented to solve the problem in a particular context. -- DesignPatternsBook?. The focus in programming design patterns is on reusability and flexibility.
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