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Sunday, February 14, 2010

Antipatterns (collected from wikipedia)

Antipatterns (retrieved 2-14-10). Also see programming bugs.
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
Programming anti-patterns
  • 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
Methodological anti-patterns
  • 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
Configuration management anti-patterns
  • 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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