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by setr
2000 days ago
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Design patterns are intended to be a description of patterns found in the wild — that is, it’s descriptive, not prescriptive. Once distilled to their essence, and documented, and named, it becomes possible to efficiently talk about it and reference it. They are natural things, to be found in wild codebases, that are documented and named here. That they get used and abused, or people come up with terrible names (ClassFactoryFactory) is more a lack of taste than anything — but knowing that such patterns exist and their utility is a requirement of any tradesman seeking to move above novice. The name isn’t as much needed, but it makes it trivial to google. But again, these are patterns found in the wild — it intends to document problems & solutions that programmers have encountered, and it’s a pattern because it comes up often enough — which implies that you will likely encounter similar problems and (perhaps discovered on your own) implement similar solutions. |
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So the movement of a door changes how the window should be placed, which changes the best position of the sofa, which changes the ideal spot for the door, and so on. So it’s a feedback loop, approaching some optimal state where everything is in harmony with everything else (a state he calls “beautiful”, an inherent property all people recognize even if they cannot produce it themselves) — but because people live in the home, and use it and modify it and change through generations, that harmony is a moving goalpost, always sought but only possible to achieve once abandoned.
The analogy to software development is easy to make, but the key point here is that in usage, patterns are not the end but rather the beginning of a design — they can and should be modified to fit, until it is beautiful