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More Patterns

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Title: More Patterns


1
More Patterns
  • CS 124

2
More Basic Patterns
  • Patterns youve already seen (without knowing it)
  • Observer / Listener
  • Wrapper
  • Composite
  • Decorator / Filter
  • Patterns you might be using already, or might
    want to use
  • Strategy
  • Facade
  • Command

3
Observer / Listener
  • Idea
  • Allow Listeners to be added to an object
  • When something happens to that object, a
    certain method is called on each Listener
  • Benefits
  • Event-driven programming ? program in terms of
    reactions to events (good for interactive
    programs)
  • Allows you to place event-handling logic in a
    separate class
  • Allows you to have multiple listeners no limit
    to what you can do when an event happens
  • Example
  • in AWT/Swing, you handle events by adding
    Listeners
  • In Java, there is the also the Observable class
    and Observer interface
  • In real life, Publish-Subscribe or Push
    services
  • e.g., you get an email if there is an interesting
    news topic

4
ltltinterfacegtgt Listener
EventGenerator
event1Method() event2Method()
-listenersList
addListener(Listener)
added
  • When a relevant event in the EventGenerator
    occurs, it will invoke the appropriate event
    method on all the listeners

ListenerImpl
5
Wrapper
  • Idea
  • Hide an object in another object
  • Interact only with the outer object
  • Benefits
  • Allows you to control access to original object
  • Users cant call the method of the original
    object directly
  • You can only allow certain methods
  • You can change the method calls (similar to
    Adapter)
  • You can add / modify functionality
  • Hide detail of original object
  • Allows you to change implementation later
  • Example
  • InventoryList contains a Vector, but you dont
    interact with the Vector directly. InventoryList
    provides the getProduct() method, which
    internally calls the Vector, but it casts the
    result to Product, so the user gets a product
    type and doesnt need to do cast himself

6
Immutability / ReadOnly Wrapper
Immutable Address
Address
getAddress() String setAddress(String)
ImmutableAddress (Address) getAddress() String
  • Using a Wrapper to hide the setXXX() methods
    renders the enclosed object unmodifiable/immutable

7
Decorator
  • Idea
  • Chain objects together
  • Objects can add functionality to other objects
    (also hide)
  • Chain functionality
  • (Similar to Wrapper, but allows infinite chain of
    wrapping.)
  • Benefits
  • Can be used to add or enhance functionality
  • e.g., PrintStream adds print and println methods
    to simple Stream objects, ObjectInputStream adds
    readObject method.
  • e.g., BufferedInputStream performs buffering for
    you
  • Decorators can decorate different classes
  • e.g., ObjectInputStream can be used with
    FileInputStream, the InputStream of Socket,
    ByteArrayInputStream, etc.
  • Example
  • in Files, BufferedReader, PrintStream,
    ObjectInputStream, etc. are Decorators that can
    be applied to basic Readers / InputStreams

8
Hmm they look the same
  • Adapter, Wrapper, Decorator have very similar
    implementations
  • generally they are about putting an object in
    another object with minor variations
  • however, they vary mainly in their intent
  • why they are putting the object in another object
    in the first place
  • it is the intent that determines which pattern
    you are actually using not the implementation

9
Open-Close Principle
  • A principle that is followed by many design
    patterns
  • Open to Extension
  • Closed to Modification
  • The basic idea is that code should be open for
    adding new behaviour using composition or
    inheritance but closed to code modification
  • prevents adding new bugs to old working code
  • This can be seen with the Adapter and Decorator
  • behaviour is added by using an instance within
    the class

10
Composite
  • Idea
  • Container contains Components
  • Container is-a Component itself
  • Benefits
  • A container can contain another container, ad
    infinitum
  • Easier to manage complexity
  • you only need to see and handle the top-level
    containers
  • Containers take care of handling their components
  • Examples
  • in AWT/Swing, you can add Panels to panels. This
    allows infinite nesting of GUI elements
  • In your paint-a-shape programs, you can make a
    Shape class that contains other Shapes

11
Command
  • Idea
  • Encapsulate things-you-can-do into Command
    objects
  • Fields specify details
  • Kind of command can be a field (int or String)
  • Or, you can use polymorphism
  • Write an Executor class that can take
    individual Command objects and perform them
    accordingly
  • use a switch or if-else chain if command type is
    int or String
  • if youre using polymorphism, you can call
    execute() method on Command, or use Visitor
    pattern (more advanced)
  • Benefits
  • Allows you to treat commands/operations as
    objects ? place them on queues, send them over
    the network, undo/redo queues/stacks
  • Examples
  • In your games, you can send Move objects over the
    network to tell the server (or the other player)
    what kind of move the player wants to make

12
Strategy
  • Idea
  • Put changeable logic in a separate class
  • Pass an instance of that class into the function
    or object that uses the changeable logic
  • Benefits
  • Template code for the main algorithm remains
    the same and doesnt need to be recompiled
  • Change logic by simply giving a different
    Strategy object
  • Examples
  • Arrays.sort( Object array, Comparator c )
    static utility method
  • Comparator is an interface that has compare(
    Object a, Object b ) which returns whether a gt b,
    a equals b, or a lt b.
  • To use, implement the Comparator interface, and
    define compare method appropriately. Then, pass
    instance of your new class as parameter in
    Arrays.sort
  • You can use inner classes to define the class
    on-the-spot

13
Facade
  • Idea
  • Create a class that acts as a front to another
    class or system
  • Provide methods that you or your users need to
    use
  • Translate these to method calls using the other
    class or system
  • Benefits
  • Simplify programming interface for you and users
    of your code
  • Enable you to use other messier code
    internally, without making it visible to
    programmers
  • Allows you to swap back-end code in the future
  • Examples
  • For your network programs, instead of writing
    directly to the OutputStream, create a class
    Communicator that has methods for sending just
    the kinds of data you need.
  • e.g., sendGameMove( GameMove gm ) or
    receiveGameMove()
  • Then, you can hide whether you are using Strings,
    or ObjectOutputStream, etc.
  • Also, now only one class can write data to the
    stream. Thus, if you get an error, you know
    where to look

14
Combinations
  • Usually Design Patterns are used in combination
  • e.g. Factory can be used to create different
    Command object instances based on criteria
  • e.g. this can be useful for Networking where the
    incoming data is in the form of raw bytes and you
    want to convert these to some form of Command
    object
  • If the byte stream starts with 0 create Command0
    with the rest of the data as parameters
  • If the byte stream starts with 1 create Command1
    with the rest of the data as parameters

15
Conclusion
  • Patterns give the developer many possible ways of
    solving a problem
  • gives you the benefit of tapping the experience
    of others
  • Patterns however are not a magic bullet
  • You can still shoot yourself in the foot if you
    choose the wrong pattern for your application
  • It is important to
  • weigh the pros and cons of different patterns
  • take into account what the future holds for your
    application
  • choose the pattern that can address both the above
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