Organizational anti-patterns
- Analysis paralysis: Devoting disproportionate effort to the analysis phase of a project
 - Cash cow: A profitable legacy product that often leads to complacency about new products
 - Design by committee: The result of having many contributors to a design, but no unifying vision
 - Escalation of commitment: Failing to revoke a decision when it proves wrong
 - Management by perkele: Authoritarian style of management with no tolerance for dissent
 - Moral hazard: Insulating a decision-maker from the consequences of his or her decision.
 - Mushroom management: Keeping employees uninformed and misinformed (kept in the dark and fed manure)
 - Stovepipe or Silos: A structure that supports mostly up-down flow of data but inhibits cross organizational communication
 - Vendor lock-in: Making a system excessively dependent on an externally supplied component
 
Project management anti-patterns
- Death march: Everyone knows that the project is going to be a disaster – except the CEO. However, the truth remains hidden and the project is artificially kept alive until the Day Zero finally comes ("Big Bang"). Alternative definition: Employees are pressured to work late nights and weekends on a project with an unreasonable deadline.
 - Groupthink: During groupthink, members of the group avoid promoting viewpoints outside the comfort zone of consensus thinking.
 - Smoke and mirrors: Demonstrating how unimplemented functions will appear
 - Software bloat: Allowing successive versions of a system to demand ever more resources
 
Analysis anti-patterns
- Bystander apathy: When a requirement or design decision is wrong, but the people who notice this do nothing because it affects a larger number of people.
 
Software design anti-patterns
- Abstraction inversion: Not exposing implemented functionality required by users, so that they re-implement it using higher level functions
 - Ambiguous viewpoint: Presenting a model (usually OOAD) without specifying its viewpoint
 - Big ball of mud: A system with no recognizable structure
 - Database-as-IPC: Using a database as the message queue for routine interprocess communication where a much more lightweight mechanism would be suitable
 - Gas factory: An unnecessarily complex design
 - Gold plating: Continuing to work on a task or project well past the point at which extra effort is adding value
 - Inner-platform effect: A system so customizable as to become a poor replica of the software development platform
 - Input kludge: Failing to specify and implement handling of possibly invalid input
 - Interface bloat: Making an interface so powerful that it is extremely difficult to implement
 - Magic pushbutton: Coding implementation logic directly within interface code, without using abstraction.
 - Race hazard: Failing to see the consequence of different orders of events
 - Stovepipe system: A barely maintainable assemblage of ill-related components
 
Object-oriented design anti-patterns
- Anemic Domain Model: The use of domain model without any business logic which is not OOP because each object should have both attributes and behaviors
 - BaseBean: Inheriting functionality from a utility class rather than delegating to it
 - Call super: Requiring subclasses to call a superclass's overridden method
 - Circle-ellipse problem: Subtyping variable-types on the basis of value-subtypes
 - Circular dependency: Introducing unnecessary direct or indirect mutual dependencies between objects or software modules
 - Constant interface: Using interfaces to define constants
 - God object: Concentrating too many functions in a single part of the design (class)
 - Object cesspool: Reusing objects whose state does not conform to the (possibly implicit) contract for re-use
 - Object orgy: Failing to properly encapsulate objects permitting unrestricted access to their internals
 - Poltergeists: Objects whose sole purpose is to pass information to another object
 - Sequential coupling: A class that requires its methods to be called in a particular order
 - Yo-yo problem: A structure (e.g., of inheritance) that is hard to understand due to excessive fragmentation
 
- Accidental complexity: Introducing unnecessary complexity into a solution
 - Action at a distance: Unexpected interaction between widely separated parts of a system
 - Blind faith: Lack of checking of (a) the correctness of a bug fix or (b) the result of a subroutine
 - Boat anchor: Retaining a part of a system that no longer has any use
 - Busy spin: Consuming CPU while waiting for something to happen, usually by repeated checking instead of messaging
 - Caching failure: Forgetting to reset an error flag when an error has been corrected
 - Cargo cult programming: Using patterns and methods without understanding why
 - Coding by exception: Adding new code to handle each special case as it is recognized
 - Error hiding: Catching an error message before it can be shown to the user and either showing nothing or showing a meaningless message
 - Expection handling: (a portmanteau of expect and exception) Using a language's error handling system to implement normal program logic
 - Hard code: Embedding assumptions about the environment of a system in its implementation
 - Lava flow: Retaining undesirable (redundant or low-quality) code because removing it is too expensive or has unpredictable consequences[5][6]
 - Loop-switch sequence: Encoding a set of sequential steps using a loop over a switch statement
 - Magic numbers: Including unexplained numbers in algorithms
 - Magic strings: Including literal strings in code, for comparisons, as event types etc.
 - Soft code: Storing business logic in configuration files rather than source code[7]
 - Spaghetti code: Systems whose structure is barely comprehensible, especially because of misuse of code structures
 
- Copy and paste programming: Copying (and modifying) existing code rather than creating generic solutions
 - Golden hammer: Assuming that a favorite solution is universally applicable (See: Silver Bullet)
 - Improbability factor: Assuming that it is improbable that a known error will occur
 - Premature optimization: Coding early-on for perceived efficiency, sacrificing good design, maintainability, and sometimes even real-world efficiency
 - Programming by permutation (or "programming by accident"): Trying to approach a solution by successively modifying the code to see if it works
 - Reinventing the wheel: Failing to adopt an existing, adequate solution
 - Silver bullet: Assuming that a favorite technical solution can solve a larger process or problem
 - Tester Driven Development: Software projects in which new requirements are specified in bug reports
 
- Dependency hell: Problems with versions of required products
 - DLL hell: Inadequate management of dynamic-link libraries (DLLs), specifically on Microsoft Windows
 - Extension conflict: Problems with different extensions to pre-Mac OS X versions of the Mac OS attempting to patch the same parts of the operating system
 - JAR hell: Overutilization of the multiple JAR files, usually causing versioning and location problems because of misunderstanding of the Java class loading model
 
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