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antipattern : ウィキペディア英語版
antipattern
An anti-pattern (or antipattern) is a common response to a recurring problem that is usually ineffective and risks being highly counterproductive.〔
"As described in Long (2001), design anti-patterns are 'obvious, but wrong, solutions to recurring problems'."
〕〔
"...common approaches to solving recurring problems that prove to be ineffective. These approaches are called antipatterns."〕 The term, coined in 1995 by Andrew Koenig,〔
; was later re-printed in the: "Anti-pattern is just like pattern, except that instead of solution it gives something that looks superficially like a solution, but isn't one."〕 was inspired by a book, ''Design Patterns'', which highlights a number of design patterns in software development that its authors considered to be highly reliable and effective.
The term was popularized three years later by the book ''AntiPatterns'', which extended its use beyond the field of software design and into general social interaction and may be used informally to refer to any commonly reinvented but bad solution to a problem. Examples include analysis paralysis, cargo cult programming, death march, groupthink and vendor lock-in.
== Definition ==
According to the authors of ''Design Patterns'', there must be at least two key elements present to formally distinguish an actual anti-pattern from a simple bad habit, bad practice, or bad idea:
* A commonly used process, structure or pattern of action that despite initially appearing to be an appropriate and effective response to a problem, typically has more bad consequences than beneficial results, and
* A good alternative solution exists that is documented, repeatable and proven to be effective.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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