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Title: Version 1.0


1
Design patterns
  • Personal assignment
  • T-76.115 Software Project

2
What is a design pattern?
  • Describes a proven solution to a recurring design
    problem (best practice).
  • Names, abstracts, and identifies the key aspects
    of a common design structure that make it useful
    for creating a reusable object-oriented design.
  • Identifies the participating classes and
    instances, their roles and collaborations, and
    the distribution of responsibilities.
  • Focuses on a particular object-oriented design
    problem or issue.
  • Describes when it applies, whether it can be
    applied in view of other design constraints, and
    the consequences and trade-offs of its use.

3
What is not a design pattern?
  • Fundamental designs such as linked lists and hash
    tables that can be encoded in classes and reused
    as they are.
  • Complex, domain-specific designs for an entire
    application or subsystem.
  • Description of a bad solution to a problem
    (worst practice).

4
History
  • Late 1970s
  • Two books by Christopher Alexander, A Pattern
    Language and A Timeless Way of Building,
    describe design patterns and rationale of using
    them.
  • 1987
  • Design patterns reappear at an OOPSLA
    (Object-Oriented Programming, Systems, Languages
    and Applications) conference.
  • 1995
  • Erich Gamma, Richard Helm, Ralph Johnson, and
    John Vlissides publish Design Patterns Elements
    of Reusable Object-Oriented Software

5
Elements of a design pattern
  1. The pattern name identifies the pattern.
  2. The problem describes when to apply the pattern.
  3. The solution describes the elements that make up
    the design, their relationships,
    responsibilities, and collaborations.
  4. The consequences are the results and trade-offs
    of applying the pattern.

6
Why to use?
  • Similar problems occur again and again in
    OO-design.
  • If you find a good solution, why not use it again
    later and save time?
  • If someone else has already solved the problem,
    why not use the existing solution?

7
Problems
  • Documenting solutions on an abstract level might
    be difficult.
  • We are not used to document general design
    solutions.
  • Documenting solutions might be seen as waste of
    time until you have to solve the same problem
    again and you cant remember how you did it the
    last time.

8
Design pattern categories
  • Creational
  • Abstract the instantiation process.
  • Structural
  • Tell how classes and objects are composed to form
    larger structures.
  • Behavioral
  • Algorithms and the assignment of responsibilities
    between objects.

9
Design patterns by category
Scope Creational Structural Behavioral
Class Factory Method Adapter Interpreter Template Method
Object Abstract Factory Builder Prototype Singleton Adapter Bridge Composite Decorator Façade Flyweight Proxy Chain of Responsibility Command Iterator Mediator Memento Observer State Strategy Visitor
10
Creational Design Patterns
11
Abstract factory
  • Provides an interface for creating families of
    related or dependent objects without specifying
    their concrete classes.
  • Example user interface toolkit that supports
    multiple look-and-feel standards.
  • Different look-and-feels define different
    appearances and behaviors for user interface
    "widgets" (scroll bars, windows, buttons etc.).
  • To be portable across look-and-feel standards, an
    application should not hard-code its widgets for
    a particular look and feel.
  • Instantiating look-and-feel-specific classes of
    widgets throughout the application makes it hard
    to change the look and feel later.

12
Abstract factory
  • Abstract WidgetFactory declares an interface for
    creating each basic kind of widget.
  • An abstract class for each kind of widget
  • Clients call operations to obtain widget
    instances but aren't aware of the concrete
    classes they're using.
  • Clients stay independent of the prevailing look
    and feel.
  • A concrete subclass of WidgetFactory for each
    look-and-feel standard.
  • Each subclass implements the operations to create
    the appropriate widget for the look and feel

13
Builder
  • Separate the construction of a complex object
    from its representation so that the same
    construction process can create different
    representations.
  • Example RTF (Rich Text Format) reader should be
    able to convert RTF to many text formats.
  • The number of possible conversions has no upper
    limit.
  • It should be easy to add a new conversion without
    modifying the reader.

14
Builder
  • Configure the RTFReader class with a
    TextConverter object that converts RTF to another
    textual representation.
  • TextConverter performs the conversion.
  • RTFReader issues a request to the TextConverter
    to convert a token.
  • TextConverter objects are responsible both for
    performing the data conversion and for
    representing the token in a particular format.
  • Subclasses of TextConverter specialize in
    different conversions and formats.

15
Factory method
  • Define an interface for creating an object, but
    let subclasses decide which class to instantiate.
    Factory Method lets a class defer instantiation
    to subclasses.
  • Example framework for applications that can
    present multiple documents to the user.
  • Key abstractions are classes Application and
    Document.
  • Both classes are abstract and clients have to
    subclass them to realize their application-specifi
    c implementations, e.g. DrawingApplication and
    DrawingDocument.
  • The Application class manages Documents and
    creates them as required.

16
Factory method
  • Application class only knows when a new document
    should be created, not what kind of Document to
    create.
  • Application subclasses redefine an abstract
    CreateDocument operation on Application and
    return the appropriate Document subclass.
  • When Application subclass is instantiated, it can
    instantiate application-specific Documents
    without knowing their class.

17
Prototype
  • Specify the kinds of objects to create using a
    prototypical instance, and create new objects by
    copying this prototype.
  • Example an editor for music scores by
    customizing a general framework for graphical
    editors and adding new objects that represent
    notes, rests, and staves.
  • Framework provides an abstract Graphic class for
    graphical components, like notes and staves.
  • Palette of tools for adding these music objects
    to the score.
  • The palette also includes tools for selecting,
    moving, and otherwise manipulating music objects.

18
Prototype
  • GraphicTool subclass for tools that create
    instances of graphical objects and add them to
    the document.
  • GraphicTool is parameterized by the prototype it
    should clone and add to the document.
  • If all Graphic subclasses support a Clone
    operation, then the GraphicTool can clone any
    kind of Graphic.
  • GraphicTool creates a new Graphic by copying or
    "cloning" an instance of a Graphic subclass.
  • This instance is called a prototype.

19
Singleton
  • Ensure a class only has one instance, and provide
    a global point of access to it.
  • Some classes must have only one instance.
  • Although there can be many printers in a system,
    there should be only one printer spooler.
  • There should be only one file system and one
    window manager.
  • A digital filter will have one A/D converter.
  • An accounting system will be dedicated to serving
    one company.

20
Singleton
  • Solution is to make the class itself responsible
    for keeping track of its sole instance.
  • The class can ensure that no other instance can
    be created by intercepting requests to create new
    objects.
  • It can provide a way to access the instance.

21
Structural Design Patterns
22
Adapter
  • Convert the interface of a class into another
    interface clients expect. Adapter lets classes
    work together that couldn't otherwise because of
    incompatible interfaces.
  • Example drawing editor that lets users draw and
    arrange graphical elements.
  • Shapes like LineShape and PolygonShape are rather
    easy to implement, because their drawing and
    editing capabilities are inherently limited.
  • TextShape subclass that can display and edit text
    is considerably more difficult to implement.
  • An off-the-shelf user interface toolkit might
    already provide a sophisticated TextView class
    for displaying and editing text.
  • TextView could be used to implement TextShape,
    but the toolkit isnt compatible with TextView.

23
Adapter
  • Define TextShape so that it adapts the TextView
    interface to Shape's interface.
  • BoundingBox requests, declared in class Shape,
    are converted to GetExtent requests defined in
    TextView.
  • The user should be able to "drag" every Shape
    object to a new location interactively, but
    TextView isn't designed to do that.
  • TextShape can add this missing functionality by
    implementing Shape's CreateManipulator operation,
    which returns an instance of the appropriate
    Manipulator subclass.

24
Bridge
  • Decouple an abstraction from its implementation
    so that the two can vary independently.
  • Example portable Window abstraction in a user
    interface toolkit, which enables writing
    applications that work on both the X Window
    System and IBM's Presentation Manager (PM).

25
Bridge
Solution using inheritance
  • Drawbacks
  • It's inconvenient to extend the Window
    abstraction to cover different kinds of windows
    or new platforms. To support IconWindows for both
    platforms, we have to implement two new classes,
    XIconWindow and PMIconWindow. Supporting a third
    platform requires yet another new Window subclass
    for every kind of window.
  • Makes client code platform-dependent. Whenever a
    client creates a window, it instantiates a
    concrete class that has a platform specific
    implementation.

26
Bridge
Solution using bridge
  • The Bridge pattern puts the Window abstraction
    and its implementation in separate class
    hierarchies.
  • One class hierarchy for window interfaces
    (Window, IconWindow, TransientWindow) and a
    separate hierarchy for platform-specific window
    implementations, with WindowImp as its root.
  • All operations on Window subclasses are
    implemented in terms of abstract operations from
    the WindowImp interface.
  • Window abstractions are decoupled from the
    various platform-specific implementations.
  • Relationship between Window and WindowImp is
    called a bridge.

27
Composite
  • Compose objects into tree structures to represent
    part-whole hierarchies. Composite lets clients
    treat individual objects and compositions of
    objects uniformly.
  • Example graphics applications like drawing
    editors and schematic capture systems let users
    build complex diagrams out of simple components.
  • The user can group components to form larger
    components, which in turn can be grouped to form
    still larger components.
  • A simple implementation could define classes for
    graphical primitives such as Text and Lines plus
    other classes that act as containers for these
    primitives.
  • Problem with this approach Code that uses these
    classes must treat primitive and container
    objects differently, even if most of the time the
    user treats them identically. This makes the
    application more complex.
  • Use composite pattern instead an abstract class
    that represents both primitives and their
    containers.

28
Composite
  • Abstract class of composite pattern is Graphic.
  • Graphic declares operations like Draw that are
    specific to graphical objects and operations that
    all composite objects share, such as operations
    for accessing and managing its children.
  • The subclasses Line, Rectangle, and Text define
    primitive graphical objects. They implement Draw
    to draw lines, rectangles, and text,
    respectively. They have no child graphics, so
    none of these subclasses implements child-related
    operations.
  • The Picture class defines an aggregate of Graphic
    objects. It implements Draw to call Draw on its
    children, and it implements child-related
    operations accordingly. Because Picture interface
    conforms to the Graphic interface, Picture
    objects can compose other Pictures recursively.

29
Composite
  • The diagram above shows a typical composite
    object structure of recursively composed Graphic
    objects.

30
Decorator
  • Attach additional responsibilities to an object
    dynamically. Decorators provide a flexible
    alternative to subclassing for extending
    functionality.
  • Example TextView displays text in a window.
  • TextView has no scroll bars by default, because
    they might not always be needed.
  • ScrollDecorator can be used to add them.
  • BorderDecorator can be used to add a thick black
    border around TextView.

31
Decorator
32
Decorator
  • VisualComponent is abstract class for visual
    objects.
  • Defines their drawing and event handling
    interface.
  • Decorator is an abstract class for visual
    components that decorate other visual components.
  • ScrollDecorator and BorderDecorator classes are
    subclasses of Decorator.
  • Decorator subclasses are free to add operations
    for specific functionality.
  • Other objects can call these added operations if
    they know there is a specific object in the
    interface.

33
Facade
  • 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.
  • A common design goal is to minimize the
    communication and dependencies between
    subsystems.
  • This can be done with facade object that provides
    a single, simplified interface to the more
    general facilities of a subsystem.

34
Facade
  • Example Compiler
  • Compiler class defines a unified interface to the
    compiler's functionality.
  • Compiler class offers clients a single, simple
    interface to the compiler subsystem.
  • Subclasses can be accessed also directly, if
    needed.

35
Flyweight
  • Use sharing to support large numbers of
    fine-grained objects efficiently.
  • Flyweight is a shared object that can be used in
    multiple contexts simultaneously.
  • Flyweight acts as an independent object in each
    contextit's indistinguishable from an instance
    of the object that's not shared.
  • Intrinsic and extrinsic states
  • Intrinsic state is stored in the flyweight. It
    consists of information that's independent of the
    flyweight's context, thereby making it sharable.
  • Extrinsic state depends on and varies with the
    flyweight's context and therefore can't be
    shared. Client objects are responsible for
    passing extrinsic state to the flyweight when it
    needs it.

36
Flyweight
  • Example text editor
  • Logically there is an object for every occurrence
    of a given character in the document
  • Physically there is one shared flyweight object
    per character.
  • Flyweight appears in different contexts in the
    document structure.
  • Each occurrence of a particular character object
    refers to the same instance in the shared pool of
    flyweight objects

37
Flyweight
  • Glyph is the abstract class for graphical
    objects, some of which may be flyweights.
  • Operations that may depend on extrinsic state
    have it passed to them as a parameter (Draw and
    Intersects).
  • A flyweight representing the letter "a" only
    stores the corresponding character code, it
    doesn't store its location or font.
  • Clients supply the context-dependent information
    that the flyweight needs to draw itself.

38
Proxy
  • Provide a surrogate or placeholder for another
    object to control access to it.
  • Defer the full cost of object creation and
    initialization until it is needed.
  • Example document editor that can embed graphical
    objects in a document.
  • Graphical objects can be expensive to create.
  • Opening a document should be fast.
  • Not all of graphical objects will be visible in
    the document at the same time.
  • Use an image proxy that acts as a stand-in for
    the real image.
  • The proxy acts just like the image and takes care
    of instantiating it when it's required.

39
Proxy
  • The image proxy creates the real image only when
    the document editor asks it to display itself by
    invoking its Draw operation.
  • The proxy forwards subsequent requests directly
    to the image.
  • Proxy must keep a reference (File name) to the
    image after creating it.
  • Proxy stores also extent (width and height of the
    image).
  • The extent lets the proxy respond to requests for
    its size from the formatter without actually
    instantiating the image.

40
Behavioral Design Patterns
41
Chain of Responsibility
  • Avoid coupling the sender of a request to its
    receiver by giving more than one object a chance
    to handle the request. Chain the receiving
    objects and pass the request along the chain
    until an object handles it.
  • The first object in the chain receives the
    request and either handles it or forwards it to
    the next candidate on the chain, which does
    likewise.
  • The object that made the request has no explicit
    knowledge of who will handle it - request has an
    implicit receiver.
  • To forward the request along the chain and to
    ensure receivers remain implicit each object on
    the chain shares a common interface for handling
    requests and for accessing its successor on the
    chain.

42
Chain of Responsibility
  • Example HelpHandler
  • The Button, Dialog, and Application classes use
    HelpHandler operations to handle help requests.
  • HelpHandler's HandleHelp operation forwards the
    request to the successor by default.
  • Subclasses can override this operation to provide
    help under the right circumstances otherwise
    they can use the default implementation to
    forward the request.

43
Command
  • Encapsulate a request as an object, thereby
    letting you parameterize clients with different
    requests, queue or log requests, and support
    undoable operations.
  • Sometimes it's necessary to issue requests to
    objects without knowing anything about the
    operation being requested or the receiver of the
    request.
  • Example user interface toolkits
  • Toolkits include objects like buttons and menus
    that carry out a request in response to user
    input.
  • Toolkit can't implement the request explicitly in
    the button or menu, because only applications
    that use the toolkit know what should be done on
    which object.
  • The Command pattern lets toolkit objects make
    requests of unspecified application objects by
    turning the request itself into an object.
  • This object can be stored and passed around like
    other objects.
  • The key to this pattern is an abstract Command
    class, which declares an interface for executing
    operations. In the simplest form this interface
    includes an abstract Execute operation.

44
Command
  • Menus can be implemented easily with Command
    objects.
  • Each choice in a Menu is an instance of a
    MenuItem class.
  • An Application class creates menus and their menu
    items along with the rest of the user interface.
  • The Application class keeps track of Document
    objects that a user has opened.
  • The application configures each MenuItem with an
    instance of a concrete Command subclass.
  • When the user selects a MenuItem, the MenuItem
    calls Execute on its command, and Execute carries
    out the operation.
  • MenuItems don't know which subclass of Command
    they use.
  • Command subclasses store the receiver of the
    request and invoke one or more operations on the
    receiver.

45
Command
  • PasteCommand supports pasting text from the
    clipboard into a Document.
  • PasteCommand's receiver is the Document object it
    is supplied upon instantiation.
  • The Execute operation invokes Paste on the
    receiving Document.
  • Sometimes a MenuItem needs to execute a sequence
    of commands.
  • MacroCommand class to allows a MenuItem to
    execute an open-ended number of commands.
  • MacroCommand is a concrete Command subclass that
    simply executes a sequence of Commands.
  • MacroCommand has no explicit receiver, because
    the commands it sequences define their own
    receiver.

46
Interpreter
  • Given a language, define a represention for its
    grammar along with an interpreter that uses the
    representation to interpret sentences in the
    language.
  • Example searching for strings that match a
    pattern
  • Regular expressions are a standard language for
    specifying patterns of strings.
  • Rather than building custom algorithms to match
    each pattern against strings, search algorithms
    could interpret a regular expression that
    specifies a set of strings to match.
  • The Interpreter pattern describes how to define a
    grammar for simple languages, represent sentences
    in the language, and interpret these sentences.

47
Interpreter
  • Suppose the following grammar defines the regular
    expressions
  • expression literal alternation sequence
    repetition
  • '(' expression ')'
  • alternation expression '' expression
  • sequence expression '' expression
  • repetition expression ''
  • literal 'a' 'b' 'c' ... 'a' 'b'
    'c' ...
  • The symbol expression is the start symbol, and
    literal is a terminal symbol defining simple
    words.
  • The Interpreter pattern uses a class to represent
    each grammar rule.
  • Symbols on the right-hand side of the rule are
    instance variables of these classes.
  • The grammar above is represented by five classes
    an abstract class RegularExpression and its four
    subclasses LiteralExpression, AlternationExpressio
    n, SequenceExpression, and RepetitionExpression.
  • The last three classes define variables that hold
    subexpressions.
  • Interpret takes as an argument the context in
    which to interpret the expression.
  • The context contains the input string and
    information on how much of it has been matched so
    far.
  • Each subclass of RegularExpression implements
    Interpret to match the next part of the input
    string based on the current context.

48
Iterator
  • Provide a way to access the elements of an
    aggregate object sequentially without exposing
    its underlying representation.
  • An aggregate object such as a list should give a
    way to access its elements without exposing its
    internal structure.
  • There might be a need to traverse the list in
    different ways.
  • Not feasible to add operations for different
    traversals to List interface
  • There might also be need to have more than one
    traversal pending on the same list.
  • Iterator pattern can take the responsibility for
    access and traversal out of the list object and
    put it into an iterator object.
  • The Iterator class defines an interface for
    accessing the list elements.
  • An iterator object is responsible for keeping
    track of the current element (it knows which
    elements have been traversed already).

49
Iterator
  • Before ListIterator can be instantiated the List
    to traverse must be supplied.
  • With ListIterator instance one can access the
    list's elements sequentially.
  • CurrentItem operation returns the current element
    in the list.
  • First initializes the current element to the
    first element.
  • Next advances the current element to the next
    element.
  • IsDone tests whether the list has been
    traversed..

50
Mediator
  • Define an object that encapsulates how a set of
    objects interact. Mediator promotes loose
    coupling by keeping objects from referring to
    each other explicitly, and it lets you vary their
    interaction independently.
  • Object-oriented design encourages the
    distribution of behavior among objects.
  • Distribution can result in an object structure
    with many connections between objects. In the
    worst case, every object ends up knowing about
    every other.
  • Collective behavior can be encapsulated in a
    separate mediator object.
  • Mediator is responsible for controlling and
    coordinating the interactions of a group of
    objects.
  • Mediator serves as an intermediary that keeps
    objects in the group from referring to each other
    explicitly.
  • The objects only know the mediator, thereby
    reducing the number of interconnections.

51
Mediator
  • DialogDirector is an abstract class that defines
    the overall behavior of a dialog.
  • Clients call the ShowDialog operation to display
    the dialog on the screen.
  • CreateWidgets is an abstract operation for
    creating the widgets of a dialog.
  • WidgetChanged is another abstract operation,
    which widgets call to inform their director that
    they have changed.
  • DialogDirector subclasses override CreateWidgets
    to create the proper widgets and they override
    WidgetChanged to handle the changes.

52
Mediator
  • Here's the succession of events by which a list
    box's selection passes to an entry field
  • The list box tells its director that it's
    changed.
  • The director gets the selection from the list
    box.
  • The director passes the selection to the entry
    field.
  • Now that the entry field contains some text, the
    director enables button(s) for initiating an
    action (e.g., "demibold," "oblique").

53
Memento
  • Without violating encapsulation, capture and
    externalize an object's internal state so that
    the object can be restored to this state later.
  • Sometimes it's necessary to record the internal
    state of an object.
  • E.g. undo mechanisms that let users back out of
    tentative operations or recover from errors.
  • State information must be saved somewhere so that
    previous states of objects can be restores.
  • Objects normally encapsulate some or all of their
    state, making it inaccessible to other objects
    and impossible to save externally.
  • Exposing this state would violate encapsulation,
    which can compromise the application's
    reliability and extensibility.

54
Memento
  • A memento is an object that stores a snapshot of
    the internal state of another object, the
    memento's originator.
  • The undo mechanism will request a memento from
    the originator when it needs to check the
    originator's state.
  • The originator initializes the memento with
    information that characterizes its current state.
  • Only the originator can store and retrieve
    information from the mementothe memento is
    "opaque" to other objects.

55
Observer
  • Define a one-to-many dependency between objects
    so that when one object changes state, all its
    dependents are notified and updated
    automatically.
  • 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.
  • In response, each observer will query the subject
    to synchronize its state with the subject's
    state.
  • This kind of interaction is also known as
    publish-subscribe.
  • The subject is the publisher of notifications. It
    sends out these notifications without having to
    know who its observers are. Any number of
    observers can subscribe to receive notifications.

56
Observer
  • Example spreadhseet
  • Both a spreadsheet object and bar chart object
    can depict information in the same application
    data object using different presentations.
  • The spreadsheet and the bar chart don't know
    about each other, but they behave as though they
    do.
  • When the user changes the information in the
    spreadsheet, the bar chart reflects the changes
    immediately, and vice versa.

57
Observer
  • Subject
  • Knows its observers. Any number of Observer
    objects may observe a subject.
  • Provides an interface for attaching and detaching
    Observer objects.
  • Observer
  • Defines an updating interface for objects that
    should be notified of changes in a subject.
  • ConcreteSubject
  • Stores state of interest to ConcreteObserver
    objects.
  • Sends a notification to its observers when its
    state changes.
  • ConcreteObserver
  • Maintains a reference to a ConcreteSubject
    object.
  • Stores state that should stay consistent with the
    subject's.
  • Implements the Observer updating interface to
    keep its state consistent with the subject's.

58
State
  • Allow an object to alter its behavior when its
    internal state changes. The object will appear to
    change its class.
  • Example class TCPConnection that represents a
    network connection.
  • TCPConnection object can be in one of several
    different states Established, Listening, Closed.
  • When a TCPConnection object receives requests
    from other objects, it responds differently
    depending on its current state.
  • For example, the effect of an Open request
    depends on whether the connection is in its
    Closed state or its Established state.
  • The State pattern describes how TCPConnection can
    exhibit different behavior in each state.

59
State
  • TCPState represents the states of the network
    connection.
  • The TCPState class declares an interface common
    to all classes that represent different
    operational states.
  • Subclasses of TCPState implement state-specific
    behavior.
  • The class TCPConnection maintains a state object
    (an instance of a subclass of TCPState) that
    represents the current state of the TCP
    connection.
  • The class TCPConnection delegates all
    state-specific requests to this state object.
  • TCPConnection uses its TCPState subclass instance
    to perform operations particular to the state of
    the connection.
  • Whenever the connection changes state, the
    TCPConnection object changes the state object it
    uses.
  • Example when the connection goes from
    established to closed, TCPConnection will replace
    its TCPEstablished instance with a TCPClosed
    instance.

60
Strategy
  • Define a family of algorithms, encapsulate each
    one, and make them interchangeable. Strategy lets
    the algorithm vary independently from clients
    that use it.
  • Example Many algorithms exist for breaking a
    stream of text into lines. Hard-wiring all such
    algorithms into the classes that require them
    isn't desirable for several reasons
  • Clients that need line breaking get more complex
    if they include the line breaking code. That
    makes clients bigger and harder to maintain,
    especially if they support multiple line breaking
    algorithms.
  • Different algorithms will be appropriate at
    different times. We don't want to support
    multiple line breaking algorithms if we don't use
    them all.
  • It's difficult to add new algorithms and vary
    existing ones when line breaking is an integral
    part of a client.
  • We can avoid these problems by defining classes
    that encapsulate different line breaking
    algorithms. An algorithm that's encapsulated in
    this way is called a strategy.

61
Strategy
  • Composition class is responsible for maintaining
    and updating the linebreaks of text displayed in
    a text viewer.
  • Linebreaking strategies are implemented
    separately by subclasses of the abstract
    Compositor class.
  • Compositor subclasses implement different
    strategies
  • SimpleCompositor implements a simple strategy
    that determines linebreaks one at a time.
  • TeXCompositor implements the TeX algorithm for
    finding linebreaks.
  • ArrayCompositor implements a strategy that
    selects breaks so that each row has a fixed
    number of items.
  • Composition maintains a reference to a Compositor
    object.
  • Whenever a Composition reformats its text, it
    forwards this responsibility to its Compositor
    object.
  • The client of Composition specifies which
    Compositor should be used by installing the
    Compositor it desires into the Composition.

62
Template method
  • Define the skeleton of an algorithm in an
    operation, deferring some steps to subclasses.
    Template Method lets subclasses redefine certain
    steps of an algorithm without changing the
    algorithm's structure.
  • Example an application framework that provides
    Application and Document classes.
  • Application class is responsible for opening
    existing documents stored in an external format,
    such as a file.
  • Document object represents the information in a
    document once it's read from the file.
  • Applications built with the framework can
    subclass Application and Document to suit
    specific needs. For example a drawing application
    defines DrawApplication and DrawDocument
    subclasses.

63
Template method
The abstract Application class defines the
algorithm for opening and reading a document in
its OpenDocument operation void
ApplicationOpenDocument (const char name)
if (!CanOpenDocument(name))
// cannot handle this document
return Document doc
DoCreateDocument() if (doc)
_docs-gtAddDocument(doc)
AboutToOpenDocument(doc)
doc-gtOpen() doc-gtDoRead()
  • OpenDocument is a template method.
  • A template method defines an algorithm in terms
    of abstract operations that subclasses override
    to provide concrete behavior.

64
Visitor
  • Represent an operation to be performed on the
    elements of an object structure. Visitor lets you
    define a new operation without changing the
    classes of the elements on which it operates.

65
Visitor
  • Visitor (NodeVisitor) declares a Visit operation
    for each class of ConcreteElement in the object
    structure. The operation's name and signature
    identifies the class that sends the Visit request
    to the visitor. That lets the visitor determine
    the concrete class of the element being visited.
    Then the visitor can access the element directly
    through its particular interface.
  • ConcreteVisitor (TypeCheckingVisitor) implements
    each operation declared by Visitor. Each
    operation implements a fragment of the algorithm
    defined for the corresponding class of object in
    the structure. ConcreteVisitor provides the
    context for the algorithm and stores its local
    state. This state often accumulates results
    during the traversal of the structure.
  • Element (Node) defines an Accept operation that
    takes a visitor as an argument.
  • ConcreteElement (AssignmentNode,VariableRefNode)
    implements an Accept operation that takes a
    visitor as an argument.
  • ObjectStructure (Program) can enumerate its
    elements, may provide a high-level interface to
    allow the visitor to visit its elements and may
    either be a compositeor a collection such as a
    list or a set.

66
Futher information
67
Futher information
  • Hillside Group http//www.hillside.net/
  • Design Patterns Elements of Reusable
    Object-Oriented Software by Erich Gamma, Richard
    Helm, Ralph Johnson, and John Vlissides. ISBN
    0-201-63361-2
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