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Design Patterns
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Acknowledgements
Materials based on a number of sources
 D. Levine and D. Schmidt
 R. Helm
 Gamma et al
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Motivation
 Developing software is hard
 Designing reusable software is more
challenging
 finding good objects and abstractions
 flexibility, modularity, elegance reuse
 takes time for them to emerge, trial and
error
 Successful designs do exist
 exhibit recurring class and object
structures
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Design Pattern
 Describes recurring design structure
 names, abstracts from concrete designs
 identifies classes, collaborations,
responsibilities
 applicability, trade-offs, consequences
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Becoming a Chess Master
 First learn rules and physical requirements
 e.g., names of pieces, legal movements, chess
board geometry and orientation, etc.
 Then learn principles
 e.g, relative value of certain pieces, strategic value
of center squares, power of a threat, etc.
 To become a Master of chess, one must
study the games of other masters
 These games contain patterns that must be
understood, memorized, and applied repeatedly.
 There are hundreds of these patterns
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Becoming a Software Design Master
 First learn rules
 e.g., algorithms, data structures, and languages of
software.
 Then learn principles
 e.g., structured programming, modular
programming, object-oriented programming, etc.
 To become a Master of SW design, one must
study the designs of other masters
 These designs contain patterns that must be
understood, memorized, and applied repeatedly.
 There are hundreds of these patterns
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Design Patterns
 Design patterns represent solutions to
problems that arise when developing
software within a particular context
 Patterns == problem/solution pairs in a
context
 Patterns capture the static and dynamic
structure and collaboration among key
participants in software designs
 Especially good for describing how and
why to resolve non-functional issues
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Applications
 Wide variety of application domains:
 drawing editors, banking, CAD, CAE,
cellular network management, telecomm
switches, program visualization
 Wide variety of technical areas:
 user interface, communications, persistent
objects, O/S kernels, distributed systems
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Design Pattern Descriptions
 Main Parts:
 Name and Classification (see table in two more slides)
 Intent: Problem and Context
 Also known as (other well-known names)
 Motivation: scenario illustrates a design problem
 Applicability: situations where pattern can be applied
 Structure: graphical representation of classes (class diagram, interaction
diagram)
 Participants: objects/classes and their responsibilities
 Collaborations: how participants collaborate
 Consequences: trade-offs and results
 Implementation: pitfalls, hints, techniques for coding; language-specific issues
 Sample Code
 Known Uses: examples of pattern in real systems
 Related Patterns: closely related; what are diffs.
 Pattern descriptions are often independent of programming language or
implementation details
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Design Pattern Space
 Creational patterns:
 Deal with initializing and configuring classes and
objects
 Structural patterns:
 Deal with decoupling interface and implementation
of classes and objects
 Composition of classes or objects
 Behavioral patterns:
 Deal with dynamic interactions among societies of
classes and objects
 How they distribute responsibility
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Categorize Design Patterns
Characterization
Creational Structural Behavioral
Class Factory Method Adapter (class) Template Method
Bridge (class)
Object Abstract Factory Adapter (object) Chain of Responsibility
Prototype Bridge (object) Command
Singleton Flyweight Iterator (object)
Decorator Mediator
Proxy Memento
Observer
State
Strategy
Comp Builder Composite Interpreter
Fa巽ade Iterator (compound)
Visitor
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Categorization Terms
 Jurisdiction/Scope: domain over which a
pattern applies
 Class Jurisdiction: relationships between base
classes and their subclasses
 Static semantics
 Object Jurisdiction: relationships between peer
objects
 Compound Jurisdiction: recusrive object structures
 Some patterns apply to multiple jurisdictions.
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Class Jurisdiction
 Class Creational: abstract how objects are instantiated
 hide specifics of creation process
 may want to delay specifying a class name explicitly when
instantiating an object
 just want a specific protocol
 Example:
 Use of Factory Method: instantiate members in base classes with
objects created by subclasses.
 Abstract Application class: create application-specific documents
conforming to particular Document type
 Application instantiates these Document objects by calling the
factory method DoMakeDocument
 Method is overridden in classes derived from Application
 Subclass DrawApplication overrides DoMakeDocument to return a
DrawDocument object
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Class Jurisdiction
 Class Structural: use inheritance to compose protocols
or code
 Example:
 Adapter Pattern: makes one interface (Adaptees) conform to
another --> uniform abstraction of different interfaces.
 Class Adapter inherits privately from an Adaptee class.
 Adapter then expresses its interface in terms of the Adaptees.
 Class Behavioral: capture how classes cooperate with
their subclasses to satisfy semantics.
 Template Method: defines algorithms step by step.
 Each step can invoke an abstract method (that must be defined
by the subclass) or a base method.
 Subclass must implement specific behavior to provide required
services
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Object Jurisdiction
 Object Patterns all apply various forms of
non-recursive object composition.
 Object Composition: most powerful form of
reuse
 Reuse of a collection of objects is better
achieved through variations of their
composition, rather than through subclassing.
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Object Creational
 Creational Object Patterns: abstract how sets of objects are
created
 Example:
 Abstract Factory: create product objects through generic
interface
 Subclasses may manufacture specialized versions or compositions
of objects as allowed by this generic interface
 User Interface Toolkit: 2 types of scroll bars (Motif and Open Look)
 Dont want to hard-code specific one; an environment variable decides
 Class Kit: encapsulates scroll bar creation; an abstract factory that
abstracts the specific type of scroll bar to instantiate
 Kit: defines protocol for creating scroll bars (and other UI entities)
 Subclasses of Kit refine operations in the protocol to return specialized
types of scroll bars.
 Subclasses MotifKit and OpenLookKit each have scroll bar operation.
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Object Structural
 Describe ways to assemble objects to realize new
functionality
 Added flexibility inherent in object composition due to ability
to change composition at run-time
 not possible with static class composition.
 Example:
 Proxy: acts as convenient surrogate or placeholder
for another object.
 Remote Proxy: local representative for object in a different
address space
 Virtual Proxy: represent large object that should be
loaded on demand
 Protected Proxy: protect access to the original object
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Object Behavioral
 Describe how a group of peer objects cooperate to
perform a task that can be carried out by itself.
 Example:
 Strategy Pattern: objectifies an algorithm
 Text Composition Object: support different line breaking algorithms
 Dont want to hard-code all algs into text composition class/subclasses
 Objectify different algs and provide them as Compositor
subclasses (contains criteria for line breaking strategies)
 Interface for Compositors defined by Abstract Compositor Class
 Derived classes provide different layout strategies (simple line breaks,
left/right justification, etc.)
 Instances of Compositor subclasses couple with text composition at
run-time to provide text layout
 Whenever text composition has to find line breaks, forwards the
responsibility to its current Compositor object.
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Compound Jurisdiction
 Affect Recursive Object Structures
 Compound Creational: creation of recursive object
structures
 Example:
 Builder Pattern: Builder base class defines a generic interface
for incrementally constructing recursive object structures
 Hides details of how objects in structure are created,
represented, and composed
 Changing/adding new representation only requires defining a
new Builder Class
 Clients are unaffected by changes to Builder
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Compound Jurisdiction Example
 RTF (Rich Text Format) Parser for document exchange format:
handle multiple format conversions (ASCII, also be able to edit
in text viewer object)
 Make the parser independent of different conversions
 Create RTFReader class that takes a Builder object as argument
 RTFReader knows how to parse the RTF format and notifies the
Builder whenever it recognizes text or an RTF control word
 Builder is responsible for creating corresponding data structure
 Builder separates the parsing algorithm from the creation of the
structure resulting from the parsing
 Parsing algorithm can be reused to create any number of different
data representations
 ASCII builder ignores all notifications except plain text
 Text builder uses the notifications to create more complex text
structure
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Compound Structural
 Capture Techniques for structuring recursive object
structures
 Example:
 Facade Pattern (Wrapper): describes how to flexibly attach
additional properties and services to an object
 Can be nested recursively; compose more complex object
structures
 User Interface Example:
 A Facade containing a single UI component can add decorations
such as border, shadows,scroll bars, or services (scrolling and
zooming)
 Facade must conform to interface of its wrapped component and
forward messages to it
 Facade can perform additional actions (e.g., drawing border
around component) either before or after forwarding a message.
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Compound Behavioral
 Deal with behavior in recursive object structures
 Example:
 Iterator Pattern: Iteration over a recursive structure
 Traversal strategies for a given structure:
 Extract and implement ea traversal strategy in an Iterator class.
 Iterators objectify traversal algs over recursive structures
 Different iterators can implement pre-order, in-order, post-order
traversals
 Require nodes in structure to provide services to enumerate
their sub-structures
 Dont need to hard-code traversal algs throughout classes of
objects in composite structure
 Iterators may be replaced at run-time to provide alternate
traversals.
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Creational Patterns
 Factory Method:
 method in a derived class creates associates
 Abstract Factory:
 Factory for building related objects
 Builder:
 Factory for building complex objects incrementally
 Prototype:
 Factory for cloning new instances from a prototype
 Singleton:
 Factory for a singular (sole) instance
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Structural Patterns:
 Adapter:
 Translator adapts a
server interface for a
client
 Bridge:
 Abstraction for binding
one of many
implementations
 Composite:
 Structure for building
recursive aggregations
 Decorator:
 Decorator extends an
object transparently
 Facade:
 simplies the interface for
a subsystem
 Flyweight:
 many fine-grained
objects shared efficiently.
 Proxy:
 one object approximates
another
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Behavioral Patterns
 Chain of Responsibility
 request delegated to the
responsible service
provider
 Command:
 request is first-class
object
 Interpreter:
 language interpreter for a
small grammar
 Iterator:
 Aggregate elements are
accessed sequentially
 Mediator:
 coordinates interactions
between its associates
 Memento:
 snapshot captures and
restores object states
privately
 Observer:
 dependents update
automatically when
subject changes
 State:
 object whose behavior
depends on its state
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Behavior Patterns (more)
 Strategy:
 Abstraction for selecting one of many algorithms
 Template Method:
 algorithm with some steps supplied by a derived class
 Visitor:
 operations applied to elements of a heterogeneous object
structure
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When to Use Patterns
 Solutions to problems that recur with variations
 No need for reuse if problem only arises in one context
 Solutions that require several steps:
 Not all problems need all steps
 Patterns can be overkill if solution is a simple linear set of
instructions
 Solutions where the solver is more interested in the
existence of the solution than its complete derivation
 Patterns leave out too much to be useful to someone who
really wants to understand
 They can be a temporary bridge
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What Makes it a Pattern
A Pattern must:
 Solve a problem
 must be useful
 Have a context
 describe where the
solution can be used
 Recur
 relevant in other
situations
 Teach
 provide sufficient
understanding to tailor
the solution
 have a name
 referenced consistently
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Benefits of Design Patterns
 Design patterns enable large-scale reuse of
software architectures
 also help document systems
 Patterns explicitly capture expert knowledge
and design tradeoffs
 make it more widely available
 Patterns help improve developer
communication
 Pattern names form a vocabulary
 Patterns help ease the transition to OO
technology
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Drawbacks to Design Patterns
 Patterns do not lead to direct code reuse
 Patterns are deceptively simple
 Teams may suffer from pattern overload
 Patterns are validated by experience and
discussion rather than by automated testing
 Integrating patterns into a SW development
process is a human-intensive activity.
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Suggestions for Effective Pattern Use
 Do not recast everything as a pattern
 Instead, develop strategic domain patterns and reuse
existing tactical patterns
 Institutionalize rewards for developing patterns
 Directly involve pattern authors with application
developers and domain experts
 Clearly document when patterns apply and do not
apply
 Manage expectations carefully.

More Related Content

Design patterns-sav

  • 2. R R R Acknowledgements Materials based on a number of sources D. Levine and D. Schmidt R. Helm Gamma et al
  • 3. R R R Motivation Developing software is hard Designing reusable software is more challenging finding good objects and abstractions flexibility, modularity, elegance reuse takes time for them to emerge, trial and error Successful designs do exist exhibit recurring class and object structures
  • 4. R R R Design Pattern Describes recurring design structure names, abstracts from concrete designs identifies classes, collaborations, responsibilities applicability, trade-offs, consequences
  • 5. R R R Becoming a Chess Master First learn rules and physical requirements e.g., names of pieces, legal movements, chess board geometry and orientation, etc. Then learn principles e.g, relative value of certain pieces, strategic value of center squares, power of a threat, etc. To become a Master of chess, one must study the games of other masters These games contain patterns that must be understood, memorized, and applied repeatedly. There are hundreds of these patterns
  • 6. R R R Becoming a Software Design Master First learn rules e.g., algorithms, data structures, and languages of software. Then learn principles e.g., structured programming, modular programming, object-oriented programming, etc. To become a Master of SW design, one must study the designs of other masters These designs contain patterns that must be understood, memorized, and applied repeatedly. There are hundreds of these patterns
  • 7. R R R Design Patterns Design patterns represent solutions to problems that arise when developing software within a particular context Patterns == problem/solution pairs in a context Patterns capture the static and dynamic structure and collaboration among key participants in software designs Especially good for describing how and why to resolve non-functional issues
  • 8. R R R Applications Wide variety of application domains: drawing editors, banking, CAD, CAE, cellular network management, telecomm switches, program visualization Wide variety of technical areas: user interface, communications, persistent objects, O/S kernels, distributed systems
  • 9. R R R Design Pattern Descriptions Main Parts: Name and Classification (see table in two more slides) Intent: Problem and Context Also known as (other well-known names) Motivation: scenario illustrates a design problem Applicability: situations where pattern can be applied Structure: graphical representation of classes (class diagram, interaction diagram) Participants: objects/classes and their responsibilities Collaborations: how participants collaborate Consequences: trade-offs and results Implementation: pitfalls, hints, techniques for coding; language-specific issues Sample Code Known Uses: examples of pattern in real systems Related Patterns: closely related; what are diffs. Pattern descriptions are often independent of programming language or implementation details
  • 10. R R R Design Pattern Space Creational patterns: Deal with initializing and configuring classes and objects Structural patterns: Deal with decoupling interface and implementation of classes and objects Composition of classes or objects Behavioral patterns: Deal with dynamic interactions among societies of classes and objects How they distribute responsibility
  • 11. R R R Categorize Design Patterns Characterization Creational Structural Behavioral Class Factory Method Adapter (class) Template Method Bridge (class) Object Abstract Factory Adapter (object) Chain of Responsibility Prototype Bridge (object) Command Singleton Flyweight Iterator (object) Decorator Mediator Proxy Memento Observer State Strategy Comp Builder Composite Interpreter Fa巽ade Iterator (compound) Visitor
  • 12. R R R Categorization Terms Jurisdiction/Scope: domain over which a pattern applies Class Jurisdiction: relationships between base classes and their subclasses Static semantics Object Jurisdiction: relationships between peer objects Compound Jurisdiction: recusrive object structures Some patterns apply to multiple jurisdictions.
  • 13. R R R Class Jurisdiction Class Creational: abstract how objects are instantiated hide specifics of creation process may want to delay specifying a class name explicitly when instantiating an object just want a specific protocol Example: Use of Factory Method: instantiate members in base classes with objects created by subclasses. Abstract Application class: create application-specific documents conforming to particular Document type Application instantiates these Document objects by calling the factory method DoMakeDocument Method is overridden in classes derived from Application Subclass DrawApplication overrides DoMakeDocument to return a DrawDocument object
  • 14. R R R Class Jurisdiction Class Structural: use inheritance to compose protocols or code Example: Adapter Pattern: makes one interface (Adaptees) conform to another --> uniform abstraction of different interfaces. Class Adapter inherits privately from an Adaptee class. Adapter then expresses its interface in terms of the Adaptees. Class Behavioral: capture how classes cooperate with their subclasses to satisfy semantics. Template Method: defines algorithms step by step. Each step can invoke an abstract method (that must be defined by the subclass) or a base method. Subclass must implement specific behavior to provide required services
  • 15. R R R Object Jurisdiction Object Patterns all apply various forms of non-recursive object composition. Object Composition: most powerful form of reuse Reuse of a collection of objects is better achieved through variations of their composition, rather than through subclassing.
  • 16. R R R Object Creational Creational Object Patterns: abstract how sets of objects are created Example: Abstract Factory: create product objects through generic interface Subclasses may manufacture specialized versions or compositions of objects as allowed by this generic interface User Interface Toolkit: 2 types of scroll bars (Motif and Open Look) Dont want to hard-code specific one; an environment variable decides Class Kit: encapsulates scroll bar creation; an abstract factory that abstracts the specific type of scroll bar to instantiate Kit: defines protocol for creating scroll bars (and other UI entities) Subclasses of Kit refine operations in the protocol to return specialized types of scroll bars. Subclasses MotifKit and OpenLookKit each have scroll bar operation.
  • 17. R R R Object Structural Describe ways to assemble objects to realize new functionality Added flexibility inherent in object composition due to ability to change composition at run-time not possible with static class composition. Example: Proxy: acts as convenient surrogate or placeholder for another object. Remote Proxy: local representative for object in a different address space Virtual Proxy: represent large object that should be loaded on demand Protected Proxy: protect access to the original object
  • 18. R R R Object Behavioral Describe how a group of peer objects cooperate to perform a task that can be carried out by itself. Example: Strategy Pattern: objectifies an algorithm Text Composition Object: support different line breaking algorithms Dont want to hard-code all algs into text composition class/subclasses Objectify different algs and provide them as Compositor subclasses (contains criteria for line breaking strategies) Interface for Compositors defined by Abstract Compositor Class Derived classes provide different layout strategies (simple line breaks, left/right justification, etc.) Instances of Compositor subclasses couple with text composition at run-time to provide text layout Whenever text composition has to find line breaks, forwards the responsibility to its current Compositor object.
  • 19. R R R Compound Jurisdiction Affect Recursive Object Structures Compound Creational: creation of recursive object structures Example: Builder Pattern: Builder base class defines a generic interface for incrementally constructing recursive object structures Hides details of how objects in structure are created, represented, and composed Changing/adding new representation only requires defining a new Builder Class Clients are unaffected by changes to Builder
  • 20. R R R Compound Jurisdiction Example RTF (Rich Text Format) Parser for document exchange format: handle multiple format conversions (ASCII, also be able to edit in text viewer object) Make the parser independent of different conversions Create RTFReader class that takes a Builder object as argument RTFReader knows how to parse the RTF format and notifies the Builder whenever it recognizes text or an RTF control word Builder is responsible for creating corresponding data structure Builder separates the parsing algorithm from the creation of the structure resulting from the parsing Parsing algorithm can be reused to create any number of different data representations ASCII builder ignores all notifications except plain text Text builder uses the notifications to create more complex text structure
  • 21. R R R Compound Structural Capture Techniques for structuring recursive object structures Example: Facade Pattern (Wrapper): describes how to flexibly attach additional properties and services to an object Can be nested recursively; compose more complex object structures User Interface Example: A Facade containing a single UI component can add decorations such as border, shadows,scroll bars, or services (scrolling and zooming) Facade must conform to interface of its wrapped component and forward messages to it Facade can perform additional actions (e.g., drawing border around component) either before or after forwarding a message.
  • 22. R R R Compound Behavioral Deal with behavior in recursive object structures Example: Iterator Pattern: Iteration over a recursive structure Traversal strategies for a given structure: Extract and implement ea traversal strategy in an Iterator class. Iterators objectify traversal algs over recursive structures Different iterators can implement pre-order, in-order, post-order traversals Require nodes in structure to provide services to enumerate their sub-structures Dont need to hard-code traversal algs throughout classes of objects in composite structure Iterators may be replaced at run-time to provide alternate traversals.
  • 23. R R R Creational Patterns Factory Method: method in a derived class creates associates Abstract Factory: Factory for building related objects Builder: Factory for building complex objects incrementally Prototype: Factory for cloning new instances from a prototype Singleton: Factory for a singular (sole) instance
  • 24. R R R Structural Patterns: Adapter: Translator adapts a server interface for a client Bridge: Abstraction for binding one of many implementations Composite: Structure for building recursive aggregations Decorator: Decorator extends an object transparently Facade: simplies the interface for a subsystem Flyweight: many fine-grained objects shared efficiently. Proxy: one object approximates another
  • 25. R R R Behavioral Patterns Chain of Responsibility request delegated to the responsible service provider Command: request is first-class object Interpreter: language interpreter for a small grammar Iterator: Aggregate elements are accessed sequentially Mediator: coordinates interactions between its associates Memento: snapshot captures and restores object states privately Observer: dependents update automatically when subject changes State: object whose behavior depends on its state
  • 26. R R R Behavior Patterns (more) Strategy: Abstraction for selecting one of many algorithms Template Method: algorithm with some steps supplied by a derived class Visitor: operations applied to elements of a heterogeneous object structure
  • 27. R R R When to Use Patterns Solutions to problems that recur with variations No need for reuse if problem only arises in one context Solutions that require several steps: Not all problems need all steps Patterns can be overkill if solution is a simple linear set of instructions Solutions where the solver is more interested in the existence of the solution than its complete derivation Patterns leave out too much to be useful to someone who really wants to understand They can be a temporary bridge
  • 28. R R R What Makes it a Pattern A Pattern must: Solve a problem must be useful Have a context describe where the solution can be used Recur relevant in other situations Teach provide sufficient understanding to tailor the solution have a name referenced consistently
  • 29. R R R Benefits of Design Patterns Design patterns enable large-scale reuse of software architectures also help document systems Patterns explicitly capture expert knowledge and design tradeoffs make it more widely available Patterns help improve developer communication Pattern names form a vocabulary Patterns help ease the transition to OO technology
  • 30. R R R Drawbacks to Design Patterns Patterns do not lead to direct code reuse Patterns are deceptively simple Teams may suffer from pattern overload Patterns are validated by experience and discussion rather than by automated testing Integrating patterns into a SW development process is a human-intensive activity.
  • 31. R R R Suggestions for Effective Pattern Use Do not recast everything as a pattern Instead, develop strategic domain patterns and reuse existing tactical patterns Institutionalize rewards for developing patterns Directly involve pattern authors with application developers and domain experts Clearly document when patterns apply and do not apply Manage expectations carefully.