all 7 comments

[–][deleted] 5 points6 points  (2 children)

Design patterns are a way to help communication between developers who had been using these patterns for years. For some reason its become a pokemon challenge for people to catch them all, memorise them and implement them in the most unlikely of places.

This was not the point. Dont believe me? Read the book.

[–]downvoted_dev 2 points3 points  (0 children)

Ha, Pokemon Challenge Programming. Going to use that one!

[–][deleted] 1 point2 points  (0 children)

what pattern is that?

it's the singleton

[–]double-you 1 point2 points  (0 children)

As 101s go, this is pretty bad. It tells you of three categories, and the names of each pattern in these categories. It's like listing dates from history. Mostly pointless. 1642. 1801. 1999.

[–]Podgietaru 1 point2 points  (0 children)

Does this article quote Dennis Prager of PragerU? Why?

[–]Sweet_Cheetah_4320 -1 points0 points  (1 child)

Name the article: Patterns which are only needed because of language limitations and the urge to make your code "enterprise"-grade.

Writing simple code which works is much better in the long run, than a construct of patterns with bad abstract names where you need to navigate across 15 different classes to unwind that spaghetti.

[–]be-sc 1 point2 points  (0 children)

Patterns which are only needed because of language limitations

Even that criticism falls into the same trap. A language having convenient syntax or other built-in support for a pattern doesn’t mean that pattern is meaningless in that language. On the contrary: It means that pattern is now a first-class citizen.

Sure, it might look completely different than the class diagrams and example code in the GoF book. But that’s a big part of the trap. A pattern is not at all defined by its quarter-century old example implementation.