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Anti Patterns

The document discusses anti-patterns and code smells in software engineering, highlighting how commonly used patterns can become ineffective or counterproductive. It provides examples of various anti-patterns, such as Singleton overuse and Spaghetti code, and explains their implications on software design. Additionally, it introduces the concept of code smells, which indicate potential deeper issues in code quality, and lists various known anti-patterns across different categories.

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Amit Kulkarni
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0% found this document useful (0 votes)
3 views

Anti Patterns

The document discusses anti-patterns and code smells in software engineering, highlighting how commonly used patterns can become ineffective or counterproductive. It provides examples of various anti-patterns, such as Singleton overuse and Spaghetti code, and explains their implications on software design. Additionally, it introduces the concept of code smells, which indicate potential deeper issues in code quality, and lists various known anti-patterns across different categories.

Uploaded by

Amit Kulkarni
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Anti-Patterns and Code Smells[edit | edit source]

If design patterns are the good guys, then the anti-patterns are the bad guys. And sometimes a
good guy can turn into a bad guy. This happens in Hollywood movies, but it also happens in
software engineering.
The "golden hammer" is a favorite notion of this problem: you learned to use a tool in one context
(the golden hammer), and now because you are so proud having learned how to use this
complicated tool, all of a sudden you see golden nails everywhere.
A good example is the Singleton pattern: it is so easy that it is the first pattern most beginning
software engineers understand and henceforth, since presumably it is a good guy, they will use it
at every possible occasion. However, the problem with the Singleton is that it violates information
hiding. Now information hiding is one of the sacred cows of modern software engineering, and it
should be violated only when there is a really good reason for it. And just having learned about
the Singleton pattern is not!
In software engineering, an anti-pattern is a pattern that may be commonly used but is ineffective
and/or counterproductive in practice.[1][2] The term was coined in 1995 by Andrew Koenig,
[3]
inspired by Gang of Four's book Design Patterns, which developed the concept of design
patterns in the software field. The term was widely popularized three years later by the
book AntiPatterns,[4] which extended the use of the term beyond the field of software design and
into general social interaction. According to the authors of the latter, 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:

 Some repeated pattern of action, process or structure that initially appears to be


beneficial, but ultimately produces more bad consequences than beneficial results,
and
 A refactored solution exists that is clearly documented, proven in actual practice and
repeatable.
By formally describing repeated mistakes, one can recognize the forces that lead to their
repetition and learn how others have refactored themselves out of these broken patterns.

Examples of Anti-Patterns[edit | edit source]


To understand anti-patterns a little better, let us take a look at a few examples. By studying them
you may recognize some violation against software engineering principles you may have
committed yourself at one point in time. Some of these anti-patterns have very funny names.
Singleton Overuse[edit | edit source]
We have talked about this one: the first pattern you understood immediately, and you used it
heavily. But beware it violates information hiding. Therefore the simple rule: when in doubt don't
use it. My experience is that the larger the project, the more Singletons show up.
How do you detect Singletons? Look at the class diagram. All classes that have references to
themselves (or their base class) are potential Singletons. If you want to get rid of them, Kerievsky
shows you the medicine that cures this disease. [5]
Functional Decomposition[edit | edit source]
Although very popular once, in a modern object-oriented language there is no more space for
functional decomposition. It is a remanent of procedural languages such as C or Pascal. Usually
it indicates old software that was integrated into a new project or migrated.
This anti-pattern reveals itself in three ways: The names of classes sound like function names
(e.g. CalculateInterest). Or the classes only have one action, i.e., they only do one thing. Or all
class attributes are private (which is fine) but they are only used within the class. To detect this
anti-pattern you can use a tool such as SourceMonitor.[6] It lists all class names, and also lists the
functions.
Poltergeist[edit | edit source]
People like this anti-pattern because of its name. What it is, are classes that briefly appear to
only disappear into oblivion. Either nobody knows what they really do, or they have very limited
functionality. Usually they are not needed or can be absorbed in other classes.
Usually one recognizes this anti-pattern by class names that end in ’*controller’ or ’*manager’.
Again a tool such as SourceMonitor can help to find this anti-pattern.
Often a consequence of "agile" approaches where cogitating is preferred to Design.
Spaghetti[edit | edit source]
Spaghetti code is like the noodles: it is very long. Although the noodles are delicious, code the
longer it gets is not.
SourceMonitor can help you find this pattern, you simply look for methods with many lines of
code. Refactoring usually is the cure here.
Blob[edit | edit source]
A blob is a class with a lot of attributes and methods. Quite often these are not even related. You
can detect this smell with your favorite code analysis tool, by listing classes with lots of attributes
and methods or many lines of code. Usually splitting this class into several smaller classes will
help here.
Copy and Paste[edit | edit source]
As the name implies, somebody copied some code from some place to another place. It is the
simplest way to duplicate functionality, but it should be avoided for many reasons. The simplest
solution is to turn the code into a method instead, or use inheritance.
To detect almost identical code you can use a tool like PMD’s Tool Copy/Paste Detector. [7][8]
Lava Flow[edit | edit source]
What is lava flow? "A lava flow is a moving outpouring of lava, which is created during a non-
explosive effusive eruption. When it has stopped moving, lava solidifies to form igneous
rock."[9] In software engineering it means that the code is ancient, nobody has touched it for eons,
and nobody has the guts to touch it (never touch a working class...).
You can find these classes by using your source control system. Simply list those classes that
have not been checked out and modified for a long time.

Code Smells[edit | edit source]


Code smells are similar to anti-patterns, but not quite as formal. If code smells, then that smell
can be o.k. (like some cheese) or it can be bad, possibly indicating a deeper problem. Kent Beck
introduced the idea in the late 1990s and Martin Fowler made it popular in his book Refactoring.
Improving the Design of Existing Code.[10] You can use tools, such as FindBugs, Checkstyle or
PMD to find bad smells. Usually refactoring is used to remove the offending odor. Martin Fowler
and Joshua Kerievsky, among others, provide the appropriate refactorings.
Duplicate Code[edit | edit source]
This smell is very similar to the Copy and Paste anti-pattern. You can use the PMD Tool
Copy/Paste Detector [7] to find the problematic areas.
Long Method[edit | edit source]
Related to the Spaghetti anti-pattern, you can find it using SourceMonitor when sorting classes
according to ’Avg Stmts/Meth’. Methods that have more then 50 lines are definitely suspicious.
Indecent Exposure[edit | edit source]
In the current Victorian age of information hiding, naturally indecent exposure is a bad thing. If a
class has too many methods, or, god forbid, any public attributes then we talk about indecent
exposure. You find this smell by checking for public methods of classes. If a class has more than
50% public methods, this may not conform to the information hiding policy.
Lazy Class[edit | edit source]
Reminds me of the Poltergeist anti-pattern: this is a class that does so little that it has no reason
for existence. Try to absorb it into another class. To detect this smell use SourceMonitor: Sort
'Methods/Class' and look for classes that have fewer than two methods or look for classes with
very few lines of code. They are suspect of being lazy.
Large Class[edit | edit source]
A large class is the opposite of a lazy class. You find it similarily, look for classes with too many
methods, or too many statements. Usually a class should not have more than 30 methods or
more than 400 statements. Also class with too many attributes could be large classes. Kerievsky
shows several possible ways of reducing this smell.[5]
Really means not coding to code conventions. Look up Meyer, MISRA etc.

Known Anti-Patterns[edit | edit source]


There are many known anti-patterns. A list and brief description of some is provided for your
entertainment.
Organizational anti-patterns[edit | edit source]

 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 of
dissent
 Matrix Management: Unfocused organizational structure that results in divided
loyalties and lack of direction
 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[11]
Project management anti-patterns[edit | edit source]

 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
 Lois Lane planning: Over-commitment by management / sales leading to the need to
be rescued by IT often leading to rushed development, mistakes, fatigue, the delay
or stoppage of more important long-term projects and the emboldening of decision
makers to repeat the risky behavior
 Smoke and mirrors: Demonstrating how unimplemented functions will appear
 Software bloat: Allowing successive versions of a system to demand ever more
resources
 Waterfall model: An older method of software development that inadequately deals
with unanticipated change
Analysis anti-patterns[edit | edit source]

 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[edit | edit source]

 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 Object-oriented analysis and
design (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
 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 the 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[edit | edit source]

 Anemic Domain Model: The use of domain model without any business logic. The
domain model's objects cannot guarantee their correctness at any moment, because
their validation and mutation logic is placed somewhere outside (most likely in
multiple places).
 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
 Hurry up and wait: One or more asynchronous events triggered in the constructor of
an object
Programming anti-patterns[edit | edit source]

 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
 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[12][13]
 Loop-switch sequence: Encoding a set of sequential steps using a switch within a
loop 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 [14]
 Spaghetti code: Programs whose structure is barely comprehensible, especially
because of misuse of code structures
Methodological anti-patterns[edit | edit source]

 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
 Not Invented Here (NIH) syndrome: The tendency towards reinventing the
wheel (Failing to adopt an existing, adequate solution)
 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
 Reinventing the square wheel: Failing to adopt an existing solution and instead
adopting a custom solution which performs much worse than the existing one
 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[edit | edit source]

 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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