The word "antipattern" is spelled as /ˈæntiˌpætərn/, with the primary stress on the second syllable. The first syllable "anti-" comes from the Greek root "antí" meaning "against." The second syllable "pat-" comes from the Latin root "pater" meaning "father" or "source." The suffix "-ern" means "an object or state of being." Together, the word "antipattern" refers to a design pattern that is commonly used but bad practice in software engineering.
An antipattern is a term used in the field of software development and design to describe a common approach or solution that appears logical or efficient, but in reality, it is ineffective, counterproductive, or leads to negative consequences. It represents a pattern or practice that is commonly followed but has been proven to be a mistake or suboptimal in achieving the desired outcome.
Antipatterns often arise due to misunderstandings, oversimplifications, or incorrect assumptions during the development process. They can manifest in various forms, including architectural, design, coding, or project management-related issues. Antipatterns can result in software that is difficult to maintain, inefficient, error-prone, hard to understand, or costly to develop and support.
Recognizing and understanding antipatterns is crucial for software developers and designers as it helps them identify poor practices and avoid repeating them. It enables them to improve their decision-making process, choose appropriate solutions, and design more efficient and reliable software systems.
By studying and documenting antipatterns, developers can share their experiences, educate others, and provide guidelines for avoiding common pitfalls. The identification and mitigation of antipatterns lead to the establishment of best practices and industry standards, promoting excellence and efficiency in software development.
The term "antipattern" was coined in the field of computer science in the early 1990s. It is a combination of the prefix "anti-" meaning against or opposite, and the word "pattern" which refers to a common problem or solution that has been identified and documented in a specific context.
The concept of patterns in computer science was popularized by the book "Design Patterns: Elements of Reusable Object-Oriented Software" published in 1994 by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, also known as the "Gang of Four" (GoF). In this book, patterns were described as general reusable solutions to common software design problems.
As software development practices evolved, it became apparent that not all commonly used solutions were effective or efficient.