Agile Glossary

AntiPattern

What is AntiPattern?

Antipatterns are common solutions to common problems where the solution is ineffective and may result in undesired consequences. An antipattern is different from bad practice when:

  • It is a common practice that initially looks like an appropriate solution but ends up having bad consequences that outweigh any benefits
  • There’s another solution that is known, repeatable, and effective.

The concept of antipatterns was inspired by the concept of design patterns, which indicate common effective solutions to common problems.

Antipatterns were initially applied in the context of software development, but have extended to other aspects of software engineering, organizations, and project management.

Coaches and consultants like to invoke antipatterns as a way of pointing out behavior they often see in teams they coach and as an avenue of suggesting better patterns.


Also Known As

The term has a variety of spellings which, at this writing, seem to be equally prevalent in use.  Those include anti patterns and anti-patterns.

These are also known as “bad ideas”, but antipattern is considered a kinder label.

Other terms used include code smells and design smells.


Origins

1995 Andrew Koenig originally coined the term antipattern in the March – April 1995 edition of the Journal of Object Oriented Program: “An antipattern is just like a pattern, except that instead of a solution it gives something that looks superficially like a solution, but isn’t one.”

1998 Linda Rising reprints Keonig’s definition of antipattern in the The patterns handbook: techniques, strategies, and applications.

1998 The book AntiPatterns: Refactoring Software, Architectures, and Projects in Crisis popularized the term.


Further Reading

The Wikipedia entry on Anti-Patterns contains a list of commonly referenced antipatterns.

Template for describing antipatterns similar to the patterns template from the C2 Wiki

AntiPatterns: Refactoring Software, Architectures, and Projects in Crisis by William J. Brown, Hays W. McCormick, Scott W. Thomas and Thomas J. Mowbray

AntiPatterns and Patterns in Software Configuration Management by William J. Brown, Hays W. McCormick, and Scott W. Thomas

AntiPatterns in Product Management by William J. Brown, Hays W. McCormick, and Scott W. Thomas

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Additional Agile Glossary Terms

Teams use a ubiquitous language to use the vocabulary of a business in the requirements, design discussions and source code for a software product.
Pair programming consists of two programmers sharing a single workstation (one screen, keyboard and mouse among the pair). The programmer at the keyboard is usually called the "driver", the other, also actively involved in the programming task but focusing more on overall direction is the "navigator"; it is expected that the programmers swap roles every few minutes or so.
A team adopting the "simple design" practice bases its software design strategy on a set of "simple design" principles.
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The definition of done is an agreed upon list of the activities deemed necessary to get a product increment, usually represented by a user story, to a done state by the end of a sprint.
Collective code ownership is the explicit convention that every team member can make changes to any code file as necessary: either to complete a development task, to repair a defect, or to improve the code's overall structure.

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