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Design Patterns

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Title: Design Patterns


1
Design Patterns
2
Introduction to Patterns
  • The recurring aspects of designs are called
    design patterns.
  • A pattern is the outline of a reusable solution
    to a general problem encountered in a particular
    context
  • Many of them have been systematically documented
    for all software developers to use
  • A good pattern should
  • Be as general as possible
  • Contain a solution that has been proven to
    effectively solve the problem in the indicated
    context.
  • Studying patterns is an effective way to learn
    from the experience of others

3
Pattern description
  • Context
  • The general situation in which the pattern
    applies
  • Problem
  • A short sentence or two raising the main
    difficulty.
  • Forces
  • The issues or concerns to consider when solving
    the problem
  • Solution
  • The recommended way to solve the problem in the
    given context.
  • to balance the forces
  • Antipatterns (Optional)
  • Solutions that are inferior or do not work in
    this context.
  • Related patterns (Optional)
  • Patterns that are similar to this pattern.
  • References
  • Who developed or inspired the pattern.

4
Design Patterns
  • Good designers know not to solve every problem
    from first principles. They reuse solutions.
  • Practitioners do not do a good job of recording
    experience in software design for others to use.

5
Design Patterns (Contd)
  • A Design Pattern systematically names, explains,
    and evaluates an important and recurring design.
  • We describe a set of well-engineered design
    patterns that practitioners can apply when
    crafting their applications.

6
Becoming a Master Designer
  • First, One Must Learn the Rules
  • Algorithms
  • Data Structures
  • Languages
  • Later, One Must Learn the Principles
  • Structured Programming
  • Modular Programming
  • OO Programming

7
Becoming a Master Designer (Contd)
  • Finally, One Must Study the Designs of Other
    Masters
  • Design patterns must be understood, memorized,
    and applied.
  • There are thousands of existing design patterns.

8
Introduction
  • Creational patterns (constructing objects)
  • Structural patterns (controlling heap layout)
  • Behavioral patterns (affecting object semantics)

9
What is a pattern?
  • a known solution to a known problem
  • a standard solution to a common programming
    problem
  • a technique for making code more flexible by
    making it meet certain criteria
  • a design or implementation structure that
    achieves a particular purpose
  • a high-level programming idiom
  • shorthand for describing certain aspects of
    program organization
  • connections among program components
  • the shape of a heap snapshot or object model

10
Encapsulation (data hiding)
  • Problem Exposed fields can be directly
    manipulated
  • Violations of the representation invariant
  • Dependences prevent changing the implementation
  • Solution Hide some components
  • Permit only stylized access to the object
  • Disadvantages
  • Interface may not (efficiently) provide all
    desired operations
  • Indirection may reduce performance

11
Subclassing (inheritance)
  • Problem Repetition in implementations
  • Similar abstractions have similar members
    (fields, methods)
  • Solution Inherit default members from a
    superclass
  • Select an implementation via run-time dispatching
  • Disadvantages
  • Code for a class is spread out, potentially
  • reducing understandability
  • Run-time dispatching introduces overhead

12
Iteration
  • Problem To access all members of a collection,
    must perform a specialized traversal for each
    data structure
  • Introduces undesirable dependences
  • Does not generalize to other collections
  • Solution
  • The implementation performs traversals, does
    bookkeeping
  • Results are communicated to clients via a
    standard interface
  • Disadvantages
  • Iteration order is fixed by the implementation
    and not under
  • the control of the client

13
Exceptions
  • Problem
  • Errors in one part of the code should be handled
    elsewhere.
  • Code should not be cluttered with error-handling
    code.
  • Return values should not be preempted by error
    codes.
  • Solution Language structures for throwing and
    catching exceptions
  • Disadvantages
  • Code may still be cluttered.
  • It may be hard to know where an exception will be
    handled.
  • Use of exceptions for normal control flow may be
    confusing and inefficient.

14
When (not) to use design patterns
  • Rule 1 delay
  • Design patterns can increase or decrease
    understandability
  • Add indirection, increase code size
  • Improve modularity, separate concerns, ease
    description
  • If your design or implementation has a problem,
    consider design patterns that address that
    problem
  • Canonical reference the "Gang of Four" book
  • Design Patterns Elements of Reusable
    Object-Oriented Software, by Erich Gamma, Richard
    Helm, Ralph Johnson, and John Vlissides,
    Addison-Wesley, 1995.
  • Another good reference for Java
  • Effective Java Programming Language Guide, by
    Joshua Bloch, Addison-Wesley, 2001.

15
Creational
  • Factories
  • Factory method
  • Factory object
  • Prototype
  • Sharing
  • Singleton
  • Interning
  • Flyweight

16
Factories
  • Problem client desires control over object
    creation
  • Factory method put code in methods in client
  • Factory object put code in a separate object
  • Prototype put code in clone methods

17
Example
  • class Race
  • Race createRace()
  • Frame frame1 new Frame()
  • Wheel front1 new Wheel()
  • Wheel rear1 new Wheel()
  • Bicycle bike1 new Bicycle(frame1, front1,
    rear1)
  • Frame frame2 new Frame()
  • Wheel frontWheel2 new Wheel()
  • Wheel rearWheel2 new Wheel()
  • Bicycle bike2 new Bicycle(frame2, front2,
    rear2)
  • ...

18
TourDeFrance
  • class TourDeFrance extends Race
  • Race createRace()
  • Frame frame1 new RacingFrame()
  • Wheel front1 new Wheel700c()
  • Wheel rear1 new Wheel700c()
  • Bicycle bike1 new Bicycle(frame1, front1,
    rear1)
  • Frame frame2 new RacingFrame()
  • Wheel frontWheel2 new Wheel700c()
  • Wheel rearWheel2 new Wheel700c()
  • Bicycle bike2 new Bicycle(frame2, front2,
    rear2)
  • ...

19
Cyclocross
  • class Cyclocross extends Race
  • Race createRace()
  • Frame frame1 new MountainFrame()
  • Wheel front1 new Wheel26in()
  • Wheel rear1 new Wheel26in()
  • Bicycle bike1 new Bicycle(frame1, front1,
    rear1)
  • Frame frame2 new MountainFrame()
  • Wheel frontWheel2 new Wheel26in()
  • Wheel rearWheel2 new Wheel26in()
  • Bicycle bike2 new Bicycle(frame2, front2,
    rear2)
  • ...

20
With a Factory
  • class Race
  • Frame createFrame() return new Frame()
  • Wheel createWheel() return new Wheel()
  • Bicycle createBicycle(Frame frame, Wheel front,
    Wheel rear)
  • return new Bicycle(frame, front, rear)
  • // Return a complete bicycle without needing any
    arguments
  • Bicycle completeBicycle()
  • Frame frame createFrame()
  • Wheel frontWheel createWheel()
  • Wheel rearWheel createWheel()
  • return createBicycle(frame, frontWheel,
    rearWheel)
  • Race createRace()
  • Bicycle bike1 completeBicycle()
  • Bicycle bike2 completeBicycle()
  • ...

21
part 2
  • class TourDeFrance extends Race
  • Frame createFrame() return new RacingFrame()
  • Wheel createWheel() return new Wheel700c()
  • Bicycle createBicycle(Frame frame, Wheel front,
    Wheel rear)
  • return new RacingBicycle(frame, front, rear)
  • class Cyclocross extends Race
  • Frame createFrame() return new MountainFrame()
  • Wheel createWheel() return new Wheel26inch()
  • Bicycle createBicycle(Frame frame, Wheel front,
    Wheel rear)
  • return new MountainBicycle(frame, front, rear)

22
Different classes
  • class BicycleFactory
  • Frame createFrame() return new Frame()
  • Wheel createWheel() return new Wheel()
  • Bicycle createBicycle(Frame frame, Wheel front,
    Wheel rear)
  • return new Bicycle(frame, front, rear)
  • // return a complete bicycle without needing any
    arguments
  • Bicycle completeBicycle()
  • Frame frame createFrame()
  • Wheel frontWheel createWheel()
  • Wheel rearWheel createWheel()
  • return createBicycle(frame, frontWheel,
    rearWheel)

23
Or like this
  • class RacingBicycleFactory
  • Frame createFrame() return new RacingFrame()
  • Wheel createWheel() return new Wheel700c()
  • Bicycle createBicycle(Frame frame, Wheel front,
    Wheel rear)
  • return new RacingBicycle(frame, front, rear)
  • class MountainBicycleFactory
  • Frame createFrame() return new MountainFrame()
  • Wheel createWheel() return new Wheel26inch()
  • Bicycle createBicycle(Frame frame, Wheel front,
    Wheel rear)
  • return new MountainBicycle(frame, front, rear)

24
Using the factory
  • class Race
  • BicycleFactory bfactory
  • // constructor
  • Race() bfactory new BicycleFactory()
  • Race createRace()
  • Bicycle bike1 bfactory.completeBicycle()
  • Bicycle bike2 bfactory.completeBicycle()...
  • class TourDeFrance extends Race
  • // constructor
  • TourDeFrance() bfactory new
    RacingBicycleFactory()
  • class Cyclocross extends Race
  • // constructor
  • Cyclocross() bfactory new MountainBicycleFacto
    ry()

25
The Abstract Factory Pattern (Intent)
  • Provides an interface for creating families of
    related or dependent objects without specifying
    their concrete classes.

26
The Abstract Factory Pattern (Behavior)
  • Sometimes we have systems that support different
    representations depending on external factors.
  • There is an Abstract Factory that provides an
    interface for the client. In this way the client
    can obtain a specific object through this
    abstract interface.

27
Example of the Abstract Factory Pattern
WidgetFactory
Client
CreateScrollBar() Create Window()
Window
MotifWidgetFactory
PMWidgetFactory
PMWindow
MotifWindow
CreateScrollBar() Create Window()
CreateScrollBar() Create Window()
ScrollBar
PMScrollBar
MotifScrollBar
28
Structure of the Abstract Factory Pattern
AbstractFactory
Client
CreateProductA() CreateProductB()
AbstractProductA
ConcreteFactory1
ConcreteFactory2
ProductA1
ProductA2
CreateProductA() CreateProductB()
CreateProductA() CreateProductB()
AbstractProductB
ProductB1
ProductB2
29
Participants of the Abstract Factory Pattern
  • Abstract Factory
  • Declares an interface for operations that create
    abstract product objects.
  • Concrete Factory
  • Implements the operations to create concrete
    product objects.

30
Participants of the Abstract Factory Pattern
(Contd)
  • Abstract Product
  • Declares an interface for a type of product
    object.
  • Concrete Product
  • Defines a product object to be declared by the
    corresponding concrete factory. (Implements the
    Abstract Product interface).
  • Client
  • Uses only interfaces declared by Abstract Factory
    and Abstract Product classes.

31
Abstract Factory Example
public abstract class AbstractFactory public
static final String MOTIF_WIDGET_NAME
"Motif" public static final String
WINDOWS_WIDGET_NAME "Windows" public static
AbstractFactory getFactory(String name) if
(name.equals(MOTIF_WIDGET_NAME)) return
new MotifFactory( ) else if
(name.equals(WINDOWS_WIDGET_NAME)) return
new WindowsFactory( ) return null public
abstract AbstractWindow getWindow()
32
Abstract Factory Example (Contd)
// Code for class MotifFactory package
example public class MotifFactory extends
AbstractFactory public MotifFactory()
public AbstractWindow getWindow()
return new MotifWindow()
33
Abstract Factory Example (Contd)
// Code for class WindowsFactory public class
WindowsFactory extends AbstractFactory
public WindowsFactory() public
AbstractWindow getWindow() return new
WindowsWindow()
34
Abstract Factory Example (Contd)
// Code for class AbstractWindow public
abstract class AbstractWindow public
abstract void show()
35
Abstract Factory Example (Contd)
//Code for class MotifWindow public class
MotifWindow extends AbstractWindow public
MotifWindow() public void show()
JFrame frame new JFrame() try
UIManager.setLookAndFeel("
com.sun.java.swing.plaf.motif.MotifLookAndFeel")
catch (Exception e)
e.printStackTrace()
//updating the components tree after changing the
LAF SwingUtilities.updateComponentTreeUI(f
rame) frame.setSize(300, 300)
frame.setVisible(true)
36
Abstract Factory Example (Contd)
// Code for class WindowsWindow public class
WindowsWindow extends AbstractWindow public
WindowsWindow() public void show()
JFrame frame new JFrame() try
UIManager.setLookAndFeel(
"com.sun.java.swing.plaf.windows.WindowsLookAndFee
l") catch (Exception e)
e.printStackTrace() //updating
the components tree after changing the LAF
SwingUtilities.updateComponentTreeUI(frame)
frame.setSize(300, 300)
frame.setVisible(true)
37
Abstract Factory Example (Contd)
// Code for class Client public class Client
public Client(String factoryName)
AbstractFactory factory
AbstractFactory.getFactory(factoryName)
AbstractWindow window factory.getWindow()
window.show() public static void
main(String args) //args0
contains the name of the family of widgets
//to be used by the Client class (Motif or
Windows) new Client(args0)
38
Prototype
  • Every object is itself a factory
  • Each class contains a clone method that creates a
    copy ofthe receiver object
  • class Bicyle
  • Object clone() ...
  • Why is Object the return type of clone?

39
Using prototype
  • class Race
  • Bicycle bproto
  • // constructor
  • Race(Bicycle bproto) this.bproto bproto
  • Race createRace()
  • Bicycle bike1 (Bicycle) bproto.clone()
  • Bicycle bike2 (Bicycle) bproto.clone()
  • ...

40
Sharing
  • Singleton only one object exists at runtime
  • Interning only one object with a particular
    (abstract) value exists at runtime
  • Flyweight separate intrinsic and extrinsic
    state, represent them separately, and intern the
    intrinsic state

41
Singleton
  • Only one object of the given type exists
  • class Bank
  • private static bank theBank
  • // constructor
  • private Bank() ...
  • // factory method
  • public static getBank()
  • if (theBank null)
  • theBank new Bank()
  • return theBank
  • ...

42
Interning
  • Reuse existing objects instead of creating new
    ones
  • Permitted only for immutable objects

43
Interning 2
  • Maintain a collection of all objects
  • If an object already appears, return that instead
  • HashMap segnames new HashMap()
  • String canonicalName(String n)
  • if (segnames.containsKey(n))
  • return segnames.get(n)
  • else
  • segnames.put(n, n)
  • return n

44
Interning 3
  • Two approaches
  • create the object, but perhaps discard it and
    return another
  • check against the arguments before creating the
    new object

45
Flyweight
  • Separate the intrinsic (same across all objects)
    and extrinsic (different for different objects)
    state
  • Intern the intrinsic state
  • Good when most of the object is immutable

46
More on flyweight
  • Flyweight is manageable only if there are very
    few mutable
  • (extrinsic) fields.
  • Flyweight complicates the code.
  • Use flyweight only when profiling has determined
    that
  • space is a serious problem.

47
Structural
  • Wrappers
  • Adapters
  • Decorators
  • Proxies

48
Wrappers
  • The wrapper translates between incompatible
    interfaces
  • Wrappers are a thin layer over an encapsulated
    class
  • modify the interface
  • extend behavior
  • restrict access
  • The encapsulated class does most of the work

49
Wrappers 2
50
Adapter
  • Change an interface without changing
    functionality
  • rename a method
  • convert units
  • implement a method in terms of another
  • Example angles passed in radians vs. degrees

51
Adapter 2
52
The Adapter Pattern
  • Intent Convert the interface of a class into
    another interface clients expect. Adapter lets
    classes work together that couldnt otherwise
    because of incompatible interfaces.
  • Motivation When we want to reuse classes in an
    application that expects classes with a different
    interface, we do not want (and often cannot) to
    change the reusable classes to suit our
    application.

53
Example of the Adapter Pattern
Shape
TextView
Editor
BoundingBox() CreateManipulator()
GetExtent()
text
return text -gt GetExtent()
return new Text Manipulator
54
Structure of the Adapter Pattern Using Multiple
Inheritance
Adaptee
Client
Target
SpecificRequest()
Request()
(implementation)
55
Structure of the Adapter Pattern Using Object
Composition
Target
Adaptee
Client
Request()
SpecificRequest()
adaptee
Adapter
Request()
56
Participants of the Adapter Pattern
  • Target Defines the application-specific
    interface that clients use.
  • Client Collaborates with objects conforming to
    the target interface.
  • Adaptee Defines an existing interface that needs
    adapting.
  • Adapter Adapts the interface of the adaptee to
    the target interface.

57
Decorator
  • Add functionality without changing the interface
  • Add to existing methods to do something
    additional (while still preserving the previous
    specification)
  • Not all subclassing is decoration

58
Proxy
  • Same interface and functionality as the wrapped
    class
  • Control access to other objects
  • communication manage network details when using
    a remote object
  • locking serialize access by multiple clients
  • security permit access only if proper
    credentials
  • creation object might not yet exist (creation is
    expensive)
  • hide latency when creating object
  • avoid work if object is never used

59
Subclassing vs. delegation
  • Subclassing
  • automatically gives access to all methods of
    superclass
  • built into the language (syntax, efficiency)
  • Delegation
  • permits cleaner removal of methods (compile-time
    checking)
  • wrappers can be added and removed dynamically
  • objects of arbitrary concrete classes can be
    wrapped
  • multiple wrappers can be composed
  • Some wrappers have qualities of more than one of
    adapter, decorator, and proxy

60
Composite
  • Composite permits a client to manipulate either
    an atomic unit or a collection of units in the
    same way
  • Good for dealing with part-whole relationships

61
Interpreter and procedural patterns
  • Interpreter collects code for similar objects,
    spreads apart code for similar operations
  • Makes it easy to add objects, hard to add
    operations
  • Procedural collects code for similar operations,
    spreads apart code for similar objects
  • Makes it easy to add operations, hard to add
    objects
  • The visitor pattern is a variety of the
    procedural pattern

62
Intrepreter and procedural
  • Both interpreter and procedural have classes for
    objects
  • The code for operations is similar
  • The question is where to place that code
  • Selecting between interpreter and procedural
  • Are the algorithms central, or are the objects?
  • (Is the system operation-centric or
    object-centric?)
  • What aspects of the system are most likely to
    change?

63
With intrepreter
  • Add a method to each class for each supported
    operation
  • class Expression ...
  • Type typecheck()
  • String prettyPrint()
  • class EqualOp extends Expression ...
  • Type typecheck() ...
  • String prettyPrint() ...
  • class CondExpr extends Expression ...
  • Type typecheck() ...
  • String prettyPrint() ...

64
With procedural
  • Create a class per operation, with a method per
    operand type
  • class Typecheck
  • // typecheck "a?bc"
  • Type tcCondExpr(CondExpr e)
  • Type condType tcExpression(e.condition) //
    type of "a"
  • Type thenType tcExpression(e.thenExpr) // type
    of "b"
  • Type elseType tcExpression(e.elseExpr) // type
    of "c"
  • if ((condType BoolType) (thenType
    elseType))
  • return thenType
  • else
  • return ErrorType
  • // typecheck "ab"
  • Type tcEqualOp(EqualOp e) ...

65
Typecheck
  • class Typecheck
  • ...
  • Type tcExpression(Expression e)
  • if (e instanceof PlusOp)
  • return tcPlusOp((PlusOp)e)
  • else if (e instanceof VarRef)
  • return tcVarRef((VarRef)e)
  • else if (e instanceof EqualOp)
  • return tcEqualOp((EqualOp)e)
  • else if (e instanceof CondExpr)
  • return tcCondExpr((CondExpr)e)
  • else ... ...

66
Visitor
  • Visitor encodes a traversal of a hierarchical
    data structure
  • Nodes (objects in the hierarchy) accept visitors
  • Visitors visit nodes (objects)

67
Visitor 2
  • class Node
  • void accept(Visitor v)
  • for each child of this node
  • child.accept(v)
  • v.visit(this)
  • class Visitor
  • void visit(Node n)
  • perform work on n
  • n.accept(v) performs a depthfirst traversal of
    the structure rooted at n, performing v's
    operation on each element of the structure

68
Implementing visitor
  • You must add definitions of visit and accept (see
    textbook)
  • Visit might count nodes, perform typechecking,
    etc.
  • It is easy to add operations (visitors), hard to
    add nodes (modify each existing visitor)
  • Visitors are similar to iterators each element
    of the data structure is presented in turn to the
    visit method
  • Visitors have knowledge of the structure, not
    just the sequence

69
Abstraction-Occurrence
  • Context
  • Often in a domain model you find a set of related
    objects (occurrences).
  • The members of such a set share common
    information
  • but also differ from each other in important
    ways.
  • Problem
  • What is the best way to represent such sets of
    occurrences in a class diagram?
  •  Forces
  • You want to represent the members of each set of
    occurrences without duplicating the common
    information

70
Abstraction-Occurrence






Occurrence
Abstraction
  • Solution

TVSeries
Episode






seriesName
number
producer
title
storySynopsis
Title
LibraryItem






name
barCodeNumber
author
isbn
publicationDate
libOfCongress
71
Abstraction-Occurrence
  • Antipatterns

72
Abstraction-Occurrence
  • Square variant

ScheduledTrain
SpecificTrain


number
date


ScheduledLeg
SpecificLeg

actualDepTime
scheduledDepTime
actualArrTime
scheduledArrTime


origin
destination
Station
73
General Hierarchy
  • Context
  • Objects in a hierarchy can have one or more
    objects above them (superiors),
  • and one or more objects below them
    (subordinates).
  • Some objects cannot have any subordinates
  • Problem
  • How do you represent a hierarchy of objects, in
    which some objects cannot have subordinates?
  • Forces
  • You want a flexible way of representing the
    hierarchy
  • that prevents certain objects from having
    subordinates
  • All the objects have many common properties and
    operations

74
General Hierarchy

Node
  • Solution

subordinate
0..1
SuperiorNode
NonSuperiorNode
contains


supervises
Employee
FileSystemItem
0..1
0..1
Manager
Technician
Secretary
Directory
File
75
General Hierarchy
  • Antipattern

76
Player-Role
  • Context
  • A role is a particular set of properties
    associated with an object in a particular
    context.
  • An object may play different roles in different
    contexts.
  • Problem
  • How do you best model players and roles so that a
    player can change roles or possess multiple roles?

77
Player-Role
  • Forces
  • It is desirable to improve encapsulation by
    capturing the information associated with each
    separate role in a class.
  • You want to avoid multiple inheritance.
  • You cannot allow an instance to change class
  • Solution

Player
AbstractRole
Role1
Role2
78
Player-Role
  • Example 1

79
Player-Role
  • Example 2

80
Player-Role
  • Antipatterns
  • Merge all the properties and behaviours into a
    single Player class and not have Role classes
    at all.
  • Create roles as subclasses of the Player class.

81
Singleton Pattern
  • Context
  • It is very common to find classes for which only
    one instance should exist (singleton)
  • Problem
  • How do you ensure that it is never possible to
    create more than one instance of a singleton
    class?
  • Forces
  • The use of a public constructor cannot guarantee
    that no more than one instance will be created.
  • The singleton instance must also be accessible to
    all classes that require it

82
Singleton
  • Solution

Singleton
theInstance
getInstance
Company
if (theCompanynull)
theCompany
theCompany new Company()

Company private
return theCompany
getInstance
83
Observer Pattern
  • Context
  • When an association is created between two
    classes, the code for the classes becomes
    inseparable.
  • If you want to reuse one class, then you also
    have to reuse the other.
  • Problem
  • How do you reduce the interconnection between
    classes, especially between classes that belong
    to different modules or subsystems?
  • Forces
  • You want to maximize the flexibility of the
    system to the greatest extent possible

84
Observer
  • Solution

85
Observer
  • Antipatterns
  • Connect an observer directly to an observable so
    that they both have references to each other.
  • Make the observers subclasses of the observable.

86
The Observer Pattern (Intent)
  • Define a one-to-many dependency between objects
    so that when one object changes state, all its
    dependents are notified and updated
    automatically.

87
The Observer Pattern (Motivation)
  • A common side-effect of partitioning a system
    into a collection of cooperating classes is the
    need to maintain consistency between related
    objects.
  • You dont want to achieve consistency by making
    the classes tightly coupled, because that reduces
    their reusability.

88
Example of the Observer Pattern
a b c
a 50 b 30 c 20
change notification
requests, modifications
89
Structure of the Observer Pattern
observers
Subject
Observer
Attach(Observer) Detach(Observer)Notify()
Update()
for all o in observers o -gt Update()
ConcreteObserver
observerState subject-gtGetState()
Update()
subject
ConcreteSubject
observerState
GetState() SetState()
return subjectState
subjectState
90
Structure of the Observer Pattern
  • The key objects in this pattern are subject and
    observer.
  • A subject may have any number of dependent
    observers.
  • All observers are notified whenever the subject
    undergoes a change in state.

91
Participants of the Observer Pattern
  • Subject
  • Knows its numerous observers.
  • Provides an interface for attaching and detaching
    observer objects.
  • Sends a notification to its observers when its
    state changes.
  • Observer
  • Defines an updating interface for concrete
    observers.

92
Participants of the Observer Pattern (Contd)
  • Concrete Subject
  • Stores state of interest to concrete observers.
  • Concrete Observer
  • Maintains a reference to a concrete subject
    object.
  • Stores state that should stay consistent with the
    subject's.
  • Implements the updating interface.

93
Delegation Pattern
  • Context
  • You are designing a method in a class
  • You realize that another class has a method which
    provides the required service
  • Inheritance is not appropriate
  • E.g. because the isa rule does not apply
  • Problem
  • How can you most effectively make use of a method
    that already exists in the other class?
  • Forces
  • You want to minimize development cost by reusing
    methods

94
Delegation
  • Solution

delegatingMethod()
Delegate
Delegator

delegate.method()
delegatingMethod
method

push()
LinkedList
Stack

list.addFirst()
addFirst
push

addLast
pop
addAfter
isEmpty
removeFirst
removeLast
delete
isEmpty
95
Delegation
Example
96
Delegation
  • Antipatterns
  • Overuse generalization and inherit the method
    that is to be reused
  • Instead of creating a single method in the
    Delegator that does nothing other than call a
    method in the Delegate
  • consider having many different methods in the
    Delegator call the delegates method
  • Access non-neighboring classes

return specificFlight.regularFlight.flightNumber()
return getRegularFlight().flightNumber()
97
Adapter Pattern
  • Context
  • You are building an inheritance hierarchy and
    want to incorporate it into an existing class.
  • The reused class is also often already part of
    its own inheritance hierarchy.
  • Problem
  • How to obtain the power of polymorphism when
    reusing a class whose methods
  • have the same function
  • but not the same signature
  • as the other methods in the hierarchy?
  • Forces
  • You do not have access to multiple inheritance or
    you do not want to use it.

98
Adapter
  • Solution

99
Adapter
  • Example

100
Façade Pattern
  • Context
  • Often, an application contains several complex
    packages.
  • A programmer working with such packages has to
    manipulate many different classes
  • Problem
  • How do you simplify the view that programmers
    have of a complex package?
  • Forces
  • It is hard for a programmer to understand and use
    an entire subsystem
  • If several different application classes call
    methods of the complex package, then any
    modifications made to the package will
    necessitate a complete review of all these
    classes.

101
Façade
  • Solution

102
The Facade Pattern (Intent)
  • Provide a unified interface to a set of
    interfaces in a subsystem. Facade defines a
    higher-level interface that makes the subsystem
    easier to use.

103
The Facade Pattern (Motivation)
  • Structuring a system into subsystems helps reduce
    complexity.
  • A common design goal is to minimize the
    communication and dependencies between
    subsystems.
  • Use a facade object to provide a single,
    simplified interface to the more general
    facilities of a subsystem.

104
Example of the Facade Pattern
Compiler
Compile()
Scanner
Token
Parser
CodeGenerator
ProgNodeBuilder
RISCCG
ProgNode
StackMachineCG
Statement Node
Expression Node
Variable Node
Compiler Subsystem Classes
105
Structure of the Facade Pattern
Client Classes
Facade
Subsystem Classes
106
Participants of the Facade Pattern
  • Facade
  • Knows which subsystem classes are responsible for
    a request.
  • Delegates client requests to appropriate
    subsystem objects.
  • Subsystem Classes
  • Implement subsystem functionality.
  • Handle work assigned by the facade object.
  • Have no knowledge of the facade that is, they
    keep no references to it.

107
Immutable Pattern
  • Context
  • An immutable object is an object that has a state
    that never changes after creation
  • Problem
  • How do you create a class whose instances are
    immutable?
  • Forces
  • There must be no loopholes that would allow
    illegal modification of an immutable object
  • Solution
  • Ensure that the constructor of the immutable
    class is the only place where the values of
    instance variables are set or modified.
  • Instance methods which access properties must not
    have side effects.
  • If a method that would otherwise modify an
    instance variable is required, then it has to
    return a new instance of the class.

108
Read-only Interface Pattern
  • Context
  • You sometimes want certain privileged classes to
    be able to modify attributes of objects that are
    otherwise immutable
  • Problem
  • How do you create a situation where some classes
    see a class as read-only whereas others are able
    to make modifications?
  • Forces
  • Restricting access by using the public, protected
    and private keywords is not adequately selective.
  • Making access public makes it public for both
    reading and writing

109
Read-only Interface
  • Solution

interface





UnprivilegedClass
ReadOnlyInterface
getAttribute
Mutable






Mutator
attribute private
getAttribute
setAttribute
110
Read-only Interface
  • Example

111
Read-only Interface
  • Antipatterns
  • Make the read-only class a subclass of the
    Mutable class
  • Override all methods that modify properties
  • such that they throw an exception

112
Proxy Pattern
  • Context
  • Often, it is time-consuming and complicated to
    create instances of a class (heavyweight
    classes).
  • There is a time delay and a complex mechanism
    involved in creating the object in memory
  • Problem
  • How to reduce the need to create instances of a
    heavyweight class?
  • Forces
  • We want all the objects in a domain model to be
    available for programs to use when they execute a
    systems various responsibilities.
  • It is also important for many objects to persist
    from run to run of the same program

113
Proxy
  • Solution

interface
ClassIF







HeavyWeight
Proxy
Client
114
Proxy
  • Example

115
The Iterator Pattern (Intent)
  • Provide a way to access the elements of an
    aggregate object sequentially without exposing
    its underlying representation.
  • Move the responsibility for access and traversal
    from the aggregate object to the iterator object.

116
The Iterator Pattern (Motivation)
  • One might want to traverse an aggregate object in
    different ways.
  • One might want to have more than one traversal
    pending on the same aggregate object.
  • Not all types of traversals can be anticipated a
    priori.
  • One should not bloat the interface of the
    aggregate object with all these traversals.

117
Example of the Iterator Pattern
list
List
Count() Append(Element)
Remove(Element)
118
Structure of the Iterator Pattern
Aggregate
Iterator
CreateIterator()
First() Next() IsDone() CurrentItem()
ConcreteAggregate
ConcreteIterator
CreateIterator()
return new ConcreteIterator(this)
119
Participants of the Iterator Pattern
  • Iterator Defines an interface for accessing and
    traversing elements.
  • Concrete Iterator Implements an iterator
    interface and keeps track of the current position
    in the traversal of the aggregate.
  • Aggregate Defines an interface for creating an
    iterator object.
  • Concrete Aggregate Implements the iterator
    creation interface to return an instance of the
    proper concrete iterator.

120
The Composite Pattern (Intent)
  • Compose objects into tree structures to represent
    part-whole hierarchies.
  • Composite lets clients treat individual objects
    and compositions of objects uniformly.

121
The Composite Pattern (Motivation)
  • If the composite pattern is not used, client code
    must treat primitive and container classes
    differently, making the application more complex
    than is necessary.

122
Example of the Composite Pattern
Graphic
Draw() Add(Graphic)Remove(Graphic) GetChild(int)
graphics
Line
Text
Rect.
Picture
Draw()
Draw()
Draw()
Draw() Add(Graphic) Remove(Graphic) GetChild(int)
forall g in graphics g.Draw()
123
Structure of the Composite Pattern
Client
Component
Operation() Add(Component) Remove(Component)GetCh
ild(int)
children
Leaf
Composite
forall g in children g.Operation()
Operation()
Operation() Add(Component) Remove(Component)GetCh
ild(int)
124
Participants of Composite Pattern
  • Component
  • Declares the interface for objects in the
    composition.
  • Implements default behavior for the interface
    common to all classes.
  • Declares an interface for accessing and managing
    its child components.
  • Defines an interface for accessing a components
    parent in the recursive structure (optional).

125
Participants of Composite Pattern (Contd)
  • Leaf
  • Represents leaf objects in the composition. A
    leaf has no children.
  • Defines behavior for primitive objects in the
    composition.
  • Composite
  • Defines behavior for components having children.
  • Stores child components.
  • Implements child-related operations in the
    component interface.

126
Participants of Composite Pattern (Contd)
  • Client
  • Manipulates objects in the composition through
    the component interface.

127
The Template Pattern (Intent)
  • Define the skeleton of an algorithm in an
    operation, deferring some steps to subclasses.
  • The Template Method lets subclasses redefine
    certain steps of an algorithm without changing
    the algorithms structure.

128
The Template Pattern (Motivation)
  • By defining some of the steps of an algorithm,
    using abstract operations, the template method
    fixes their ordering.

129
Structure of the Template Pattern
AbstractClass
... PrimitiveOp1() PrimitiveOp2() ...
TemplateMethod() PrimitiveOp1() PrimitiveOp2()
ConcreteClass
PrimitiveOp1() PrimitiveOp2()
130
Structure of the Template Pattern
  • Abstract Class
  • Defines abstract primitive operations that
    concrete subclasses define to implement steps of
    an algorithm.
  • Implements a template method defining the
    skeleton of an algorithm. The template method
    calls primitive operations as well as operations
    defined in Abstract Class or those of other
    objects.

131
Structure of the Template Pattern (Contd)
  • Concrete Class Implements the primitive
    operations to carry out subclass-specific steps
    to the algorithm.

132
The Master-Slave Pattern (Intent)
  • Handles the computation of replicated services
    within a software system to achieve fault
    tolerance and robustness.
  • Independent components providing the same service
    (slaves) are separated from a component (master)
    responsible for invoking them and for selecting a
    particular result from the results returned by
    the slaves.

133
The Master-Slave Pattern (Motivation)
  • Fault tolerance is a critical factor in many
    systems.
  • Replication of services and delegation of the
    same task to several independent suppliers is a
    common strategy to handle such cases.

134
Example of the M/S Pattern
Slave1
RadLevel()
NuclearPP
Voter
Slave2
acceptableRL()
RadLevel()
RadLevel()
return max( slave1-gtRadLevel(), slave2-gtRadLevel
(), slave3-gtRadLevel())
Slave3
RadLevel()
135
Structure of the M/S Pattern
Slave1
ServiceImp1()
forward request
forward request
Slave2
Master
Client
service()
Compute()
ServiceImp1()
request service
forward request
Slave3
ServiceImp1()
136
Participants of the M/S Pattern
  • Slave
  • Implements a service.
  • Master
  • Organizes the invocation of replicated services.
  • Decides which of the results returned by its
    slaves is to be passed to its clients.
  • Client
  • Requires a certain service in order to solve its
    own task.

137
References
  • Gamma95 Gamma, E., Helm, R., Johnson, R.,
    Vlissides, J., Design Patterns Elements of
    Reusable Object-Oriented Software.
    Addison-Wesley, 1995.
  • Coplien95 J. O. Complien, D.C. Schmidt, Pattern
    Languages of Program Design. Addison-Wesley,
    1995.
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