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Behavioral Patterns

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Behavioral Patterns CSE301 ... Heavily used in Java, ... Iterator An iterator is an object that supports the traversal of a collection. – PowerPoint PPT presentation

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Title: Behavioral Patterns


1
Behavioral Patterns
  • CSE301
  • University of Sunderland
  • Harry R Erwin, PhD

2
Behavioral Patterns
  • Chain of Responsibility
  • Command
  • Interpreter
  • Iterator
  • Mediator
  • Memento
  • Observer
  • State
  • Strategy
  • Template Method
  • Visitor

3
Chain of Responsibility
  • Allows multiple classes to handle a request
    without having to coordinate. Heavily used in
    Java, particularly in exception handling. The
    chain might be dynamically altered.
  • Approach
  • Set up a chain of responsible classes or objects
    and walk down the chain until a class claims the
    request.
  • Often implemented as a tree.
  • The chain has to be implemented using interfaces.
  • Positives
  • Decouples handlers
  • Flexible
  • Negatives
  • No coordination
  • Falling off the end of the chain or tree

4
Command
  • Encapsulate a request as an object. Supports
    queueing, logging, and undo operations. The Java
    1.1 event model implements this.
  • Approach
  • Encapsulate the request as an object.
  • Positives
  • Hides the private details of the request.
  • Commands are first class objects.
  • Allows priority queueing.
  • Supports a macro or scripting language approach.
  • Negatives
  • Overhead
  • Lots of little classes

5
Interpreter
  • Some problems are best defined in terms of
    statements in a language. The interpreter pattern
    provides a grammar and a way of translating
    statements.
  • Examples include scripting languages. Java
    provides facilities for parsing XML and regular
    expressions.
  • Positives
  • The grammar is easy to change and extend.
  • Interpreting simple languages is easy.
  • Negatives
  • Efficiency
  • Only simple languages can be easily processed.

6
Iterator
  • An iterator is an object that supports the
    traversal of a collection. The interface between
    an algorithm and a collection should be an
    iterator.
  • Approach
  • See the Iterator interface. Consider implementing
    by using inner classes.
  • Positives
  • Raises the level of abstraction without a major
    performance penalty.
  • Negatives
  • There are some esoteric traps to avoid if the
    collection is simultaneously being modified.
  • Protected access
  • Typecasting is necessary in Java

7
Mediator
  • In a complex system, supporting
    intercommunication between classes may become
    tangled. A mediator is a switchboard.
  • Approach
  • Forward messages to the appropriate objects via
    the mediator object. The mediator usually handles
    initialization as well.
  • Positives
  • Loose coupling between objects
  • The mediator encapsulates the business
    relationships.
  • Negatives
  • Potentially monolithic in complexity, producing a
    maintenance burden.
  • Overhead
  • Lack of reuse

8
Memento
  • Can capture and externalize the state of objects
    to allow them to be examined or restored later.
    Used for undo/redo and also for database
    transaction logging.
  • Approach
  • Use a second class in the same package to capture
    and restore the internal state.
  • Positives
  • Needed for state machines.
  • Needed for white-box testing and debugging.
  • Negatives
  • Object state can be complex and hard to capture.
  • Potentially large amounts of data.

9
Observer
  • Supports separation between model and view.
  • Approach see Swing
  • Positives
  • Decouples observers from models
  • Negatives
  • Lack of coordination between observers. Who has
    responsibility?
  • What sort of messages should be sent? Adapter
    classes may be required.

10
State
  • An object that has to appear to change its class
    suggests the use of the state pattern
  • Approach
  • Encapsulate the variable behavior in a state
    attribute. To switch states, change the object
    stored in the attribute. Keep prototypical states
    stored in the state class.
  • Positives
  • State machines are a good design solution
  • Avoids large numbers of conditional statements
  • Negatives
  • Unless the prototype pattern is used, there can
    be a lot of object creation.
  • Lack of function pointers in Java means that
    there is significant overhead.
  • Tables often work better.

11
Strategy
  • Sometimes you need to encapsulate a collection of
    algorithms in a class hierarchy. The algorithms
    are allowed to vary independently of the classes
    using them. The choice of algorithm reflects
    factors unknown until program execution.
  • Approach
  • The strategy class objects are functorstheir
    behavior is defined by a static member function
    with a common name, but with behavior varying
    among the subclasses.
  • Positives
  • Elegant
  • Effective
  • Negatives
  • The client code has to be able to choose a
    strategy.
  • The signature of the functor may have to be quite
    broad.

12
Template Method
  • Define the skeleton of an algorithm, but defer
    details to subclasses. Fundamental to Java.
  • Approach
  • Abstract classes provide this capability.
  • Positives
  • Normal part of OO programming.
  • Negatives
  • Not as powerful as in C.

13
Visitor
  • Sometimes you need to perform a common operation
    on a number of class objects in multiple classes.
    This can be useful in white-box testing.
  • Approach
  • Move the behavior to an outside class the
    visitor, which traverses the collection of
    objects. The objects need to provide an
    appropriate interface. The operation is done by
    the visitor accessing the object interface, which
    in return calls the polymorphic operation
    provided by the visitor.
  • Positives
  • Minimizes code duplication
  • Makes adding new operations easy
  • Negatives
  • Arcane and inefficient.
  • Adding new classes affected by the visitor is
    hard.
  • The objects to be visited need to be kept in a
    collection.

14
Examples from Book
15
Pattern ImportanceMore??Less
  • Decorator
  • State
  • Iterator
  • Façade
  • Strategy
  • Proxy
  • Factory Method
  • Adaptor
  • Observer
  • Template Method
  • Composite
  • Singleton
  • Abstract Factory
  • MVC
  • Bridge
  • Builder
  • Chain of Responsibility
  • Flyweight
  • Interpreter
  • Mediator
  • Memento
  • Prototype
  • Visitor
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