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Anti-pattern

An anti-pattern is a solution to a class of problem which may be commonly used but is likely to be ineffective or counterproductive. The term, coined in 1995 by Andrew Koenig, was inspired by the book Design Patterns which highlights software development design patterns that its authors consider to be reliable and effective. A paper in 1996 presented by Michael Ackroyd at the Object World West Conference described anti-patterns. It was, however, the 1998 book AntiPatterns that both popularized the idea and extended its scope beyond the field of software design to include software architecture and project management. Other authors have extended it further since to encompass environmental, organizational, and cultural anti-patterns.

Examples
In software engineering In software engineering, anti-patterns include: ; God object: A single class handles all control in a program rather than control being distributed across multiple classes. ; Magic number: A literal value with an important yet unexplained meaning which could be replaced with a named constant. ; Poltergeist: Ephemeral controller classes that only exist to invoke other methods on classes. ; Big Ball of Mud: A software system that lacks a perceivable architecture. Although undesirable from a software engineering point of view, such systems are common in practice due to business pressures, developer turnover and software entropy. In project management Project management anti-patterns included in the Antipatterns book include: ; Blowhard Jamboree: An excess of industry pundits ; Analysis paralysis ; Viewgraph Engineering: Too much time spent making presentations and not enough on the actual software. ; Death by Planning: Spending too much effort planning. ; Fear of Success: Irrational fears near to project completion. ; The Corncob: Difficulties with people. ; Intellectual Violence: Intimidation through use of jargon or arcane technology ; Irrational Management: Bad management habits. ; Smoke and Mirrors: Excessive use of demos and prototypes by salespeople. ; Throw It Over the Wall: Forcing fad software engineering practices onto developers without buy-in. ; Fire Drill: Long periods of monotony punctuated by short crises. ; The Feud: Conflicts between managers. ; e-mail Is Dangerous: Situations resulting from ill-advised e-mail messages. == See also ==
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