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Patterns Design

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Title: Patterns Design


1
PatternsDesign
  • 13 February

2
User Interfaces
  • Introducing the Book

3
Patterns
4
What is a Pattern?
  • A solution to a problem in a context
  • A structured way of representing design
    information in prose and diagrams
  • A way of communicating design information from an
    expert to a novice
  • Requirement shows when and how to apply

5
Origin of Patterns
  • Came from architecture
  • Christopher Alexander, late 70s
  • The Timeless Way of Building
  • Describes
  • Common architectural motifs
  • How they come together to form a cohesive,
    livable environment
  • Patterns from town planning to decorative detail

6
Architectural Example Door Placement
  • If room has two doors and people move through it,
    keep both doors at one end of the room

7
Alexanders Patterns
  • Entries have five parts
  • Name A short familiar, descriptive name or
    phrase, usually more indicative of the solution
    than of the problem or context.
  • Example One or more pictures, diagrams, and/or
    descriptions that illustrate prototypical
    application.
  • Context Delineation of situations under which
    the pattern applies.
  • Problem A description of the relevant forces and
    constraints, and how they interact.
  • Solution Static relationships and dynamic rules
    describing how to construct artifacts in accord
    with the pattern, often listing several variants.
  • What do you need to change for software?

8
Properties of Patterns
  • Independent, specific, and formulated precisely
    enough to make clear when they apply
    (encapsulation)
  • Describes how to build a realization
    (generativity)
  • Identifies a solution space containing an
    invariant that minimizes conflict among
    constraints (equilibrium)
  • Represent abstractions of empirical experience
    and everyday knowledge (abstraction)
  • May be extended down to arbitrarily fine levels
    of detail. Like fractals, patterns have no top or
    bottom (openness)
  • Hierarchically related. Coarse grained patterns
    are layered on top of, relate, and constrain fine
    grained ones (composibility)
  • What do you need to change for software?

9
Design Patterns
  • All the same benefits are true in software
  • Cunningham and Beck recognized in late 80s
  • Community formed in early 90s
  • The Book
  • Gamma, Helm, Johnson and Vlissides, Design
    Patterns Elements of Reusable Object-Oriented
    Software
  • Define 23 patterns
  • Three categories
  • Structural ways to represent ensembles of
    information
  • Creational creating complex objects
  • Behavioral capturing the behavior of object

10
Patterns at All Levels
11
Software Architecture
  • What is an architecture?
  • External view
  • What does that mean for software?
  • The highest level design
  • Well refer to it as system design though not
    consistent in the industry

12
System Design Goals
  • Extensibility adding new features
  • Tradeoff of generality and time
  • How might it be extended?
  • Changeability requirements changes
  • Simplicity ease of understanding and
    implementing
  • Efficiency speed and size

13
Key System Design Characteristics
  • Cohesion
  • degree to which communication takes place within
    the module
  • Coupling
  • degree to which communication takes place between
    modules
  • Min-max problem minimize coupling while
    maximizing cohesion

14
Examples
  • Role-playing game
  • Decompose into 4 modules environment, game
    control, participants and artifacts
  • High cohesion and coupling
  • When two characters meet, all 4 modules are
    involved
  • Personal finance application
  • Decompose into user activities accounts, bill
    playing, loans, investments
  • Low cohesion and high coupling
  • Accounts are pretty independent
  • Loan payment would involve the first 3 modules

15
Categorizing System Designs(Shaw and Garlan)
  • Model-View Controller
  • Data flows
  • Viewed as data flowing among processes
  • Independent components
  • Components operating in parallel and
    communicating occasionally
  • Virtual machines
  • Treats an application as a program written in a
    special-purpose language
  • Repository
  • Application built around data
  • Layered architectures
  • Packages of function with a strong hierarchical
    uses relationship

16
Why Categorize?
  • Recognize patterns
  • Reuse designs
  • Learn from other similar applications
  • Reuse classes

17
Data Flow Design
  • Data flowing among processes
  • Two categories
  • Pipes and filters
  • Filters processes
  • Pipes input streams
  • Batch sequential
  • Pipe and filter where input streams are batches
    of data

18
Pipe and Filter
filter
pipe
filter
filter
filter
filter
pipe
filter
Filters processes Pipes input streams
19
Example of Batch Sequential
Collect mortgage funds
Mortgage pool
Account balances
Collect unsecured funds
Unsecured pool
Pipe batch input
Processes
Pipe and filter where input streams are batches
of data
20
Independent Components
  • Components operating in parallel and
    communicating occasionally
  • Three types
  • Client-server
  • Browser-web server most familiar example
  • Separate systems with narrow interface
  • Sometimes expanded to three tiers (why?)
  • Façade pattern (single unified interface)
  • Parallel communicating processes
  • Several processes executing at the same time
  • Typically modeled with sequence diagrams
  • Observer pattern (one-to-many dependencies)
  • Event systems
  • Set of components waiting for input
  • Example word processor waiting for user input
  • State transition diagrams
  • State pattern (alter behavior depending on state)

21
Client-Server and Facade
Browser-web server most familiar
example Separate systems with narrow interface
Key concept limit exposed interface
Adapted from Software Engineering An
Object-Oriented Perspective by Eric J. Braude
(Wiley 2001), with permission.
22
Parallel Communicating Processes
sequence diagram
Adapted from Software Engineering An
Object-Oriented Perspective by Eric J. Braude
(Wiley 2001), with permission.
23
Observer Design Pattern
Single source of data with a number of clients
that need to be updated
Client of this system
1
Request others be notified
1..n
Source notify()
Observer update()
2
Notify all observers
ConcreteObserver observerState update()
ConcreteSubject state
Determines if change needed
3
Gamma et al
24
Event Systems and State Transition Diagrams
Set of components waiting for input
25
Virtual machines
  • Treats an application as a program written in a
    special language
  • Payoff is that the interpreter code is the basis
    for multiple applications
  • Two types
  • Interpreters
  • Rule-based systems

26
Repository
  • A system built around data
  • Two types
  • Databases
  • Hypertext systems

27
A Typical Repository System
Adapted from Software Engineering An
Object-Oriented Perspective by Eric J. Braude
(Wiley 2001), with permission.
28
Iterator pattern
void setToFirst() points to first element void
increment() causes the iterator to
point to its next element C getcurrentElement()
return the element pointed to by the
iterator boolean isDone() true if all elements
processed
29
Hypertext Basis of the Web
  • Motivated by Vannevar Bush in 1945
  • As We May Think (Atlantic Monthly)
  • Theoretical machine, "memex," to enhance human
    memory by allowing the user to store and retrieve
    documents linked by associations
  • Invented by Ted Nelson in the 1960s
  • Popularized with HTML (Tim Berners-Lee)

30
Ted Nelson
  • "If computers are the wave of the future,
    displays are the surfboards."
  • Xanadu 1974
  • "give you a screen in your home from which you
    can see into the world's hypertext libraries...
    offer high-performance computer graphics and text
    services at a price anyone can afford... allow
    you to send and receive written messages... and
    make you a part of a new electronic literature
    and art, where you can get all your questions
    answered...
  • Computer Lib/Dream Machines

31
Layered Architecture
Coherent collection of software artifacts,
typically a package of classes
Adapted from Software Engineering An
Object-Oriented Perspective by Eric J. Braude
(Wiley 2001), with permission.
32
Recap
  • Model-View-Controller
  • Data flow systems
  • Pipes and filters
  • Batch sequential
  • Independent components
  • Client-server
  • Parallel communicating processes
  • Event systems
  • Virtual machines
  • Interpreters
  • Rule-based systems
  • Repositories
  • Databases
  • Hypertext systems
  • Layered architectures
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