Chapter 6 Design Patterns
Creational Design Patterns Structural Design Patterns Behavioral Design Patterns Applying Design Patterns
Object Oriented Analysis and Design
GoF Design Patterns
Object Oriented Analysis and Design
GoF Design Pattern Categories
Purpose Creational Structural Behavioral Scope Class Factory Method Adapter Interpreter Template Method Object Abstract Factory Adapter Chain of Responsibility Builder Bridge Command Prototype Composite Iterator Singleton Decorator Mediator Facade Memento Proxy Observer Flyweight State Strategy Visitor
Object Oriented Analysis and Design
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GoF Design pattern relationships
Object Oriented Analysis and Design
6.1 Creational Design Patterns
Factory Method Abstract Factory Builder Prototype Singleton
Object Oriented Analysis and Design
Creational patterns
Creational design patterns abstract the instantiation process. There are two recurring themes in these patterns.
First, they all encapsulate knowledge about which concrete classes the system uses. Second, they hide how instances of these classes are created and put together.
Object Oriented Analysis and Design
Abstract Factory - Motivation
Abstract Factory Motivation 1) Implement a user interface toolkit that supports multiple looks and feel standards such as Motif, Windows 95 or the finder in MacOS. How can you write a single user interface and make it portable across the different look and feel standards for these window managers? 2) Implement a facility management system for an intelligent house that supports different control systems such as Siemens Instabus, Johnson & Control Metasys or Zumtobes proprietary standard. How can you write a single control system that is independent from the manufacturer?
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Abstract Factory
The Client remains blissfully unaware of the various concrete classes in this example. Client code deals with the simpler, abstract, general case.
Object Oriented Analysis and Design
Abstract Factory - Example
We have a class named SomeApp that depends on the interface Shape. Shape uses instances of Shape solely through the Shape interface. Problem: SomeApp also creates instances of Square and Circle and thus has to depend on the concrete classes.
SomeApp
<<Interface>>
Shape
Square
<<creates>>
Circle
Object Oriented Analysis and Design
Abstract Factory - Example
Solution: ShapeFactory interface.
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Abstract Factory - Example
Problem: Every time we add a new Shape derivative, we have to add a method to the ShapeFactory. Solution:
public interface ShapeFactory { public Shape make (String shapeName) throws Exception } public class ShapeFactoryImplementation implements ShapeFactory { public Shape make(String shapeName) throws Exception { if (shapeName.equals("Circle")) return new Circle(); else if (shapeName.equals("Square")) return new Square(); else throw new Exception("ShapeFactory cannot create " + shapeName); } } private ShapeFactory factory; factory = new ShapeFactoryImplementation(); Shape s = factory.make("Circle");
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Abstract Factory
Intent:
Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
Applicability - Use the Abstract Factory pattern when
1) Independence from Initialization or Represenation: The system should be independent of how its products are created, composed or represented 2) Manufacturer Independence: A system should be configured with one of multiple family of products You want to provide a class library for a customer (facility management library), but you dont want to reveal what particular product you are using. 3) Constraints on related products A family of related products is designed to be used together and you need to enforce this constraint 4) Cope with upcoming change: You use one particular product family, but you expect that the underlying technology is changing very soon, and new products will appear on the market.
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Abstract Factory - Structure
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Factory Method - example
For example, a framework for a windowing application has a class Application which must create an object of class Document But the actual applications and documents are not written yet! Solution: Let subclasses decide which objects to instantiate Application subclasses redefine an abstract CreateDocument operation on Application to return the appropriate Document subclass. Once an Application subclass is instantiated, it can then instantiate application-specific Documents without knowing their class. We call CreateDocument a factory method because it's responsible for "manufacturing" an object.
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Factory Method - example
Separate creation into a method
Object Oriented Analysis and Design
the factory method in the MyApplication class: public Document CreateDocument() { return new MyDocument();} client code: public Application app1; app1 = new MyApplication(); app1.CreateDocument();
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Factory Method
Intent:
Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
Structure
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Builder Motivation (GoF)
Problem:
A reader for the RTF (Rich Text Format) document exchange format should be able to convert RTF to many text formats. The problem is that the number of possible conversions is open-ended. So it should be easy to add a new conversion without modifying the reader.
Solution:
to configure the RTFReader class with a TextConverter object that converts RTF to another textual representation. Subclasses of TextConverter specialize in different conversions and formats.
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Builder - Example
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Builder
Intent: Separate the construction of a complex object from its representation so that the same construction process can create different representations. Structure
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Builder
Collaborations :
The client creates the Director object and configures it with the desired Builder object. Director notifies the builder whenever a part of the product should be built. Builder handles requests from the director and adds parts to the product. The client retrieves the product from the builder.
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Builder - Example (GoF)
Client Code: Maze* maze; MazeGame game; StandardMazeBuilder builder;
game.CreateMaze(builder);
maze = builder.GetMaze();
Bulider Code: Director Code: class MazeBuilder { Maze* MazeGame::CreateMaze (MazeBuilder& public: builder) { virtual void BuildMaze() { } builder.BuildMaze(); virtual void BuildRoom(int room) { } builder.BuildRoom(1); virtual void BuildDoor(int roomFrom, int roomTo) builder.BuildRoom(2); {} builder.BuildDoor(1, 2); virtual Maze* GetMaze() { return 0; } return builder.GetMaze(); protected: } MazeBuilder(); }; ConcreteBuilder Code: class StandardMazeBuilder : public MazeBuilder { public: StandardMazeBuilder(); virtual void BuildMaze(); virtual void BuildRoom(int); virtual void BuildDoor(int, int); virtual Maze* GetMaze(); private: Direction CommonWall(Room*, Room*); Maze* _currentMaze; }; Object Oriented Analysis and Design 21
Prototype Motivation (GoF)
Problem:
The classes for notes and staves are specific to our application, but the GraphicTool class belongs to the framework. GraphicTool doesn't know how to create instances of our music classes to add to the score. We could subclass GraphicTool for each kind of music object, but that would produce lots of subclasses that differ only in the kind of music object they instantiate.
Solution:
making GraphicTool create a new Graphic by copying or "cloning" an instance of a Graphic subclass. We call this instance a prototype.
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Prototype
Intent: Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
Structure
A client asks a prototype to clone itself
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Prototype
Discussion:
Declare an abstract base class that specifies a pure virtual "clone" method, and, maintains a dictionary of all "cloneable" concrete derived classes. Any class that needs a "polymorphic constructor" capability: derives itself from the abstract base class, registers its prototypical instance, and implements the clone() operation. The client then, instead of writing code that invokes the "new" operator on a hard-wired class name, calls a "clone" operation on the abstract base class, supplying a string or enumerated data type that designates the particular concrete derived class desired.
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Prototype Example in Java
In SwimInfo.java sxdata = (SwimData)sdata.clone(); or: sxdata = (SwimData)sdata.deepClone(); In SwimData.java
public class SwimData implements Cloneable , Serializable {
public Object clone() { try{ return super.clone(); } catch(Exception e) {System.out.println(e.getMessage()); return null;} } public Object deepClone(){ try{ ByteArrayOutputStream b = new ByteArrayOutputStream(); ObjectOutputStream out = new ObjectOutputStream(b); out.writeObject(this); ByteArrayInputStream bIn = new ByteArrayInputStream(b.toByteArray()); ObjectInputStream oi = new ObjectInputStream(bIn); return (oi.readObject()); } catch (Exception e) { System.out.println("exception:"+e.getMessage()); e.printStackTrace(); return null; } }
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Singleton
Intent: Ensure a class only has one instance, and provide a global point of access to it.
Structure
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Singleton - example
public abstract class ForumFactory { private static Object initLock = new Object(); private static String className = "com.abc.forum.db.DbForumFactory"; private static ForumFactory factory = null; public static ForumFactory getInstance(Authorization authorization) { if (authorization == null) {return null;} if (factory == null) {// Singleton pattern synchronized(initLock) { if (factory == null) { ...... try { Class c = Class.forName(className); factory = (ForumFactory)c.newInstance(); catch (Exception e) {return null;} } } } ..... }
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6.2 Structural patterns
Adapter Bridge Composite Faade Decorator Proxy Flyweight
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Adapter Pattern Switch example
Light
Switch
Simple table lamp
+turnOn +turnOff
What dont we like about this design?
The violation of Dependency-Inversion Principle (DIP: Abstractions should not depend upon details. Details should depend upon abstractions):
The dependency from switch to light is a dependency upon a concrete class
The violation of Open-Closed Principle (OCP: Software entities should be open for extension, but closed for modification):
Switch cannot be easily extended to control objects other than Light
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Adapter Pattern Switch example
Switch
Light
+turnOn +turnOff
Fan FanSwitch
+turnOn +turnOff
A bad way to extended Switch
It also violates the DIP
FanSwitch still inherits the dependency upon Light.
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Adapter Pattern Switch example
<<Interface>>
Switch
Switchable
+turnOn +turnOff
Light
+turnOn +turnOff
ABSTRACT SERVER solution to the Table Lamp problem It satisfies both the DIP and the OCP But there is a potential violation of the Single-Responsibility Principle (SRP: A class should only one reason to change) We have bound together two things, Light and Switchable, that may
not change for the same reasons. What if we purchased Light from a third party?
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Adapter Pattern Switch example
<<Interface>>
Switch
Switchable
+turnOn +turnOff
Light Adapter
+turnOn +turnOff
<<delegates>>
Light
+turnOn +turnOff
Solving the Table Lamp problem with the object form ADAPTER Note:
Adapter dont come cheap. You dont want to use adapters all the time The ABSTRACT SERVER solution is quite appropriate for most situations. In fact, even the simple solution is pretty good unless you happen to know that there are other objects for switch to control.
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Adapter Pattern Switch example
<<Interface>>
Switch
Switchable
+turnOn +turnOff
Light Adapter
+turnOn +turnOff
Light
+turnOn +turnOff
Solving the Table Lamp problem with the class form ADAPTER
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Adapter Pattern
Adapter Pattern 1) Convert the interface of a class into another interface expected by the client. Adapter lets classes work together that couldnt otherwise because of incompatible interfaces 2) Used to provide a new interface to existing legacy components (Interface engineering, reengineering). 3) Also known as a wrapper 4) Two adapter patterns: Class adapter: - Uses multiple inheritance to adapt one interface to another Object adapter: - Uses single inheritance and delegation 5) We will mostly use object adapters and call them simply adapters
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Adapter
Intent:
Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.
Structure
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Class Adapter Pattern
Class Adapter Pattern (based on Multiple Inheritance)
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Adapter pattern uses delegation and inheritance
Adapter pattern uses delegation and inheritance
Delegation is used to bind an Adapter and an Adaptee 1) Interface inheritance is use to specify the interface of the Adapter class. 2) Adaptee, usually called legacy system, pre-exists the Adapter. 3) Target may be realized as an interface in Java.
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Adapter - Example
Client Code:
Adaptee a = new Adaptee(); Target t = new Adapter(a); public void test() { t.request(); }
Target Code: Adaptee Code:
class Target { public void request() {} }
class Adaptee { public void specificRequest() {
System.out.println("Adaptee: SpecificRequest");
} }
Adapter Code:
class Adapter extends Target { private Adaptee adaptee; public Adapter(Adaptee a) { adaptee = a;} public void request() { adaptee.specificRequest();} }
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Object Adapter - example
Adapter pattern example
Client
<<Interface>>
Enumeration
ServicesEnumeration
RegiteredServices
hasMoreElements() nextElement()
Object Oriented Analysis and Design
hasMoreElements() nextElement()
-adaptee
numServices() getService()
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Object Adapter - example
public class ServicesEnumeration implements Enumeration { public boolean hasMoreElements() { return this.currentServiceIdx <= adaptee.numServices(); } public Object nextElement() { if (!this.hasMoreElements()) { throw new NoSuchElementException(); } return adaptee.getService(this.currentSerrviceIdx++); } }
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Adapter Pattern Modem example
Hayes Modem Robotics Modem
<<Interface>>
Modem
+dial +hangup +send +receive
Modem Clients
Ernies Modem
Modem Problem
Problem:
Suppose that there were hundreds of modem clients all making happy use of the Modem interface. Now suppose that customer have given us a new kind of modem that dont dial - dedicated modem. There are several new applications (Ded Users) that use these dedicated modems and dont bother to dial. All the current modem clients to be able to use these dedicated modems and neednt to modify their applications.
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Adapter Pattern Modem example
Hayes Modem Robotics Modem
<<Interface>>
Dialler
+dial +hangup
<<Interface>>
Ernies Modem
Modem Clients
Modem
+send +receive
Ded Users
Ideal solution to the Modem Problem
Problem:
Dedicated Modem
Unfortunately this requires us to make changes to all the
modem clients something that our customer forbade.
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Adapter Pattern Modem example
Hayes Modem Robotics Modem
<<Interface>>
Modem
+dial +hangup +send +receive
Modem Clients
Ernies Modem
Dedicated Modem Adapter
Dedicated Modem +send <<delegates>>
+receive
Ded Users
Dial and Hangup are implemented to simulate connection state. Send and Receive are delegated to DedicatedModem
Solving the Modem Problem with ADAPTER
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Bridge Pattern Modem example
Another way to look at the modem problem
Solving the Modem Problem by merging type hierarchies
Modem DialModem
Hayes Dial Modem Ernies Dial Modem
DedicatedModem
Hayes Dedicated Modem USR Dedicated Modem Ernies Dedicated Modem
USR Dial Modem
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Bridge Pattern Modem example
Split the modem hierarchy into two hierarchies:
One represents the connection mothod The other represents the hardware
Modem Clients
<<Interface>> Modem +dial +hangup +send +receive <<Interface>> Modem +send +receive Dial and Hangup are implemented to simulate connection state. Send and Receive delegate to their respective imps.
Object Oriented Analysis and Design
ModemConnectionCo ntroller #dialImp #hangupImp #sendImp #receiveImp +dial +hangup +send +receive <<delegates>>
<<interface>> Modem Implementation +dial +hangup +send +receive
Ded Users
Hayes Modem DialModem Controller +dial +hangup +send +receive
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USR Modem Ernies Modem
DedModem Controller +dial +hangup +send +receive
All mothods delegate to their respective imps.
Design Patterns - Bridge Pattern Example
How can we simplify this design?
Car
Ford
Toyota
Sporty
Truck
SportyFord
ToyotaTruck
FordTruck
SportyToyota
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Design Patterns - Bridge Pattern Example
Apply the Bridge Design Pattern
Intent: Decouple a class abstraction from its implementation. - You might use Bridge when you might otherwise be
tempted to use multiple inheritance...
Car
CarManufacturer
Sporty
Object Oriented Analysis and Design
Truck
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Ford
Toyota
Design Patterns - Bridge Pattern
Intent:
Decouple an abstraction from its implementation so that the two can vary independently. Solution: Abstraction forwards client requests to its Implementor object
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Bridge Pattern - example
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Bridge Pattern - example
Client Code: public void test1() { ClientService1 cs1 = new ClientService1(new Implementation1()); cs1.serviceA(); cs1.serviceB(); } public void test2() { ClientService1 cs1 = new ClientService1(new Implementation2()); cs1.serviceA(); cs1.serviceB(); } public void test3() { ClientService2 cs2 = new ClientService2(new Implementation1()); cs2.serviceC(); cs2.serviceD(); cs2.serviceE();} } Abstraction Code: class Abstraction { private Implementation implementation; public Abstraction(Implementation imp) { implementation = imp;} public void service1() {implementation.facility1(); implementation.facility2(); } public void service2() {implementation.facility2(); implementation.facility3(); } public void service3() {implementation.facility1(); implementation.facility2(); implementation.facility4();} protected Implementation getImplementation() {return implementation;} } class ClientService1 extends Abstraction { public ClientService1(Implementation imp) { super(imp); } public void serviceA() {service1(); service2();} public void serviceB() {service3();}} class ClientService2 extends Abstraction { public ClientService2(Implementation imp) { super(imp); } public void serviceC() {service2(); service3();} public void serviceD() {service1(); service3();} public void serviceE() {getImplementation().facility3();}}
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Object Oriented Analysis and Design
Bridge Pattern - example
Implementation Code:
interface Implementation { void facility1(); void facility2(); void facility3(); void facility4();} class Library1 { public void method1() {System.out.println("Library1.method1()");} public void method2() {System.out.println("Library1.method2()"); }} class Library2 {public void operation1() {System.out.println("Library2.operation1()");} public void operation2() {System.out.println("Library2.operation2()");} public void operation3() {System.out.println("Library2.operation3()");}} class Implementation1 implements Implementation { private Library1 delegate = new Library1(); public void facility1() {System.out.println("Implementation1.facility1"); delegate.method1(); } public void facility2() {System.out.println("Implementation1.facility2"); delegate.method2(); } public void facility3() {System.out.println("Implementation1.facility3"); delegate.method2(); delegate.method1();} public void facility4() {System.out.println("Implementation1.facility4"); delegate.method1();} } class Implementation2 implements Implementation { private Library2 delegate = new Library2(); public void facility1() {System.out.println("Implementation2.facility1");delegate.operation1();} public void facility2() {System.out.println("Implementation2.facility2");delegate.operation2();} public void facility3() {System.out.println("Implementation2.facility3");delegate.operation3();} public void facility4() {System.out.println("Implementation2.facility4");delegate.operation1();} }
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Design Patterns - Composite Pattern Example
Problem:
: Assembly
Contains Contains
: Part
Contains
: Assembly
Contains
: Part
: Part
: CatalogueEntry name = screw
: CatalogueEntry name = strut
Fig. A hierarchical assembly
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Design Patterns - Composite Pattern Example
Solution:
Component + cost() : double n
Part
Assembly
0..1
+ cost() : double
+ cost() : double
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Design Patterns - Composite Pattern Example
public abstract class Component { public abstract double cost () ; } public class Part extends Component { public double cost () { return entry.getCost(); } } public class Assembly extends Component { private Vector components = new Vector(); public double cost() { double total = 0.0; Enumeration enum = components. elements(); while (enum.hasMoreElements()) { total += ((Component) enum.nextElement()).cost();} return total; } }
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Design Patterns - Composite Pattern
Intent:
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. Solution:
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Design Patterns - Facade Pattern
Facade Pattern 1) Provides a unified interface to a set of objects in a subsystem. A facade defines a higher-level interface that makes the subsystem easier to use (i.e. it abstracts out the gory details) 2) Facades allow us to provide a closed architecture
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Design Patterns - Open vs Closed Architecture
Open vs Closed Architecture 1) Open architecture: Any dealer management system can call any component or class operation of the PAID databases. 2) Why is this good? Efficiency 3) Why is this bad? Cant expect the client to understand how the subsystem works or any of the complex relationships that may exist within the subsystem. We can (pretty much) be assured that the subsystem will be misused, leading to non-portable code
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Realizing a Closed Architecture with a Facade
Realizing a Closed Architecture with a Facade 1) The subsystem decides exactly how it is accessed. 2) No need to worry about misuse by clients 3) If a faade is used the subsystem can be used in an early integration We need to write only a driver
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Decorator Pattern - Motivation
Widget Example
Suppose you have a user interface toolkit and you wish to make a border or scrolling feature available to clients without defining new subclasses of all existing classes. The client "attaches" the border or scrolling responsibility to only those objects requiring these capabilities. Widget* aWidget = new BorderDecorator(
new ScrollDecorator(new TextView), 1); aWidget->draw();
Stream Example
cascading responsibilities on to an output stream
Stream* aStream = new CompressingStream( new ASCII7Stream( new FileStream( "fileName.dat" ))); aStream->putString( "Hello world" );
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Decorator Pattern - Motivation
VisualComponent draw() TextView draw() ScrollDecorator scrollPosition draw() scrollto() Decorator
draw()
+component component.draw()
BorderDecorator borderWidth draw() drawBorder()
super.draw() drawBorder()
Decorator subclasses are free to add operations for specific functionality. For example, ScrollDecorator's ScrollTo operation lets other objects scroll the interface if they know there happens to be a ScrollDecorator object in the interface.
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Decorator Pattern - Motivation
Painting Example
Although paintings can be hung on a wall with or without frames, frames are often added, and it is the frame which is actually hung on the wall. Prior to hanging, the paintings may be matted and framed, with the painting, matting, and frame forming a single visual
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Decorator Pattern - Structure
Intent
Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
Structure
Structure
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Decorator Pattern Example (TestEoF.java)
import java.io.*; public class TestEOF { public static void main(String[] args) throws IOException { DataInputStream in = new DataInputStream( new BufferedInputStream( new FileInputStream("TestEof.java")));
while(in.available() != 0)
System.out.print((char)in.readByte()); }
}
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Decorator Pattern Example(TestEoF.java)
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Decorator Pattern Example (java.io.*)
java.io.FilterInputStream Code: public class FilterInputStream extends InputStream { protected InputStream in; protected FilterInputStream(InputStream in) {this.in = in;} public int read() throws IOException {return in.read();} } java.io. BufferedInputStream Code: public class BufferedInputStream extends FilterInputStream { protected byte buf[]; protected int count; protected int pos; protected int markpos = -1; public BufferedInputStream(InputStream in) {this(in, defaultBufferSize); } public synchronized int read() throws IOException { ensureOpen(); if (pos >= count) {fill(); if (pos >= count) return -1;} return buf[pos++] & 0xff;} private void ensureOpen() throws IOException {if (in == null) throw new IOException("Stream closed");} private void fill() throws IOException {if (markpos < 0) pos = 0; else if (pos >= buf.length) if (markpos > 0) { int sz = pos - markpos; System.arraycopy(buf, markpos, buf, 0, sz); pos = sz; markpos = 0;} else if (buf.length >= marklimit) {markpos = -1; pos = 0; } else {int nsz = pos * 2;if (nsz > marklimit) nsz = marklimit; byte nbuf[] = new byte[nsz]; System.arraycopy(buf, 0, nbuf, 0, pos); buf = nbuf;} count = pos; int n = in.read(buf, pos, buf.length - pos); if (n > 0) count = n + pos;} . }
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Decorator Pattern - Example (java.io.*)
java.io. DataInputStream Code:
public class DataInputStream extends FilterInputStream implements DataInput { public DataInputStream(InputStream in) {super(in); } public final byte readByte() throws IOException { int ch = in.read(); if (ch < 0) throw new EOFException(); return (byte)(ch); } . }
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Proxy Pattern - Motivation
What is expensive?
Object Creation Object Initialization
Defer creation and initialization to the time you need the object Reduce the cost of access to objects
Use another object (the proxy) that acts as a stand-in for the real object The proxy creates the real object only if the user asks for it
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Proxy Pattern - Motivation
Example
The Proxy provides a surrogate or place holder to provide access to an object. A check or bank draft is a proxy for funds in an account. A check can be used in place of cash for making purchases and ultimately controls access to cash in the issuer's account.
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Proxy Pattern - Structure
Intent
Provide a surrogate or placeholder for another object to control access to it.
Problem
You need to support resource-hungry objects, and you do not want to instantiate such objects unless and until they are actually requested by the client.
Structure
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Proxy Pattern Simple Example (ProxyDemo.java)
Client Code: Proxy p = new Proxy(); public void test() { p.f(); p.g(); p.h(); }
Proxy and ProxyBase Code: interface ProxyBase { void f(); void g(); void h();} class Proxy implements ProxyBase { private ProxyBase implementation; public Proxy() { implementation = new Implementation(); } public void f() {implementation.f();} public void g() {implementation.g();} public void h() {implementation.h();} }
class Implementation implements ProxyBase { public void f() {System.out.println("Implementation.f()");} public void g() {System.out.println("Implementation.g()");} public void h() {System.out.println("Implementation.h()");} }
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Proxy Example (ConnectionPoolProxyDemo.java)
Client Code:
public class ConnectionPoolProxyDemo extends TestCase { static {ConnectionPool.addConnections(5);} public void test() { Connection c = ConnectionPool.getConnection(); c.set(new Object()); c.get(); c.release(); } public void testDisable() { Connection c = ConnectionPool.getConnection(); String s = null; c.set(new Object()); c.get(); c.release(); try {c.get();} catch(Exception e) {s = e.getMessage();System.out.println(s);} assertEquals(s, "Tried to use reference after it was released");} public static void main(String args[]) { junit.textui.TestRunner.run(ConnectionPoolProxyDemo.class); } }
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Proxy Example (ConnectionPoolProxyDemo.java)
Connection, ConnectionImplementation and ConnectionPool Code:
interface Connection { Object get(); void set(Object x); void release();} class ConnectionImplementation implements Connection { public Object get() { return null; } public void set(Object s) {} public void release() {}} class ConnectionPool { // A singleton private static PoolManager pool = new PoolManager(); private ConnectionPool() {} // Prevent synthesized constructor public static void addConnections(int number) { for(int i = 0; i < number; i++) pool.add(new ConnectionImplementation());} public static Connection getConnection() {
PoolManager.ReleasableReference rr = (PoolManager.ReleasableReference)pool.get();
if(rr == null) return null; return new ConnectionProxy(rr);} private static class ConnectionProxy implements Connection { private PoolManager.ReleasableReference implementation;
public ConnectionProxy(PoolManager.ReleasableReference rr) {implementation = rr;}
public Object get() {return ((Connection)implementation.getReference()).get();} public void set(Object x) {((Connection)implementation.getReference()).set(x);} public void release() { implementation.release(); }
}
}
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Proxy Example (PoolManager.java)
PoolManager Code:
public class PoolManager { private static class PoolItem { boolean inUse = false; Object item; PoolItem(Object item) { this.item = item; } } public class ReleasableReference { // Used to build the proxy private PoolItem reference; private boolean released = false; public ReleasableReference(PoolItem reference) {this.reference = reference;} public Object getReference() { if(released) throw new RuntimeException("Tried to use reference after it was released"); return reference.item;} public void release() {released = true; reference.inUse = false;} } private ArrayList items = new ArrayList(); public void add(Object item) {items.add(new PoolItem(item));} public static class EmptyPoolItem {} public ReleasableReference get() { for(int i = 0; i < items.size(); i++) { PoolItem pitem = (PoolItem)items.get(i); if(pitem.inUse == false) {pitem.inUse = true; return new ReleasableReference(pitem);} } return null; // temporary } } Oriented Analysis and Design Object 73
Flyweight Pattern - Motivation
How can a document editor use objects to represent characters? The drawback of such a design is its cost. Even moderate-sized documents may require hundreds of thousands of character objects, which will consume lots of memory and may incur unacceptable run-time overhead. The Flyweight pattern describes how to share objects to allow their use at fine granularities without prohibitive cost. A flyweight is a shared object that can be used in multiple contexts simultaneously.
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Object Oriented Analysis and Design
Flyweight Pattern Example
consider a DataPoint object
Suppose you need to create a million of these objects
class DataPoint { private static int count = 0; private int id = count++; private int i; private float f; public int getI() { return i; } public void setI(int i) { this.i = i; } public float getF() { return f; } public void setF(float f) { this.f = f; } public String toString() {return "id: " + id + ", i = " + i + ", f = " + f;} } This program may result in excessive slowness or running out of memory. public class ManyObjects { static final int size = 1000000; public static void main(String[] args) { DataPoint[] array = new DataPoint[size]; for(int i = 0; i < array.length; i++) array[i] = new DataPoint(); for(int i = 0; i < array.length; i++) { DataPoint dp = array[i]; dp.setI(dp.getI() + 1); dp.setF(47.0f); } System.out.println(array[size -1]); } Object Oriented Analysis and Design 75 }
Flyweight Pattern Example
To solve the problem the DataPoint can be reduced from a million objects to one object by externalizing the data held in the DataPoint
class ExternalizedData { static final int size = 5000000; static int[] id = new int[size]; static int[] i = new int[size]; static float[] f = new float[size]; static { for(int i = 0; i < size; i++) id[i] = i;} } public class FlyWeightObjects { public static void main(String[] args) { for(int i = 0; i < ExternalizedData.size; i++) { FlyPoint.setI(i, FlyPoint.getI(i) + 1); FlyPoint.setF(i, 47.0f); } System.out.println( FlyPoint.str(ExternalizedData.size -1)); } } class FlyPoint { private FlyPoint() {} public static int getI(int obnum) { return ExternalizedData.i[obnum]; } public static void setI(int obnum, int i) { ExternalizedData.i[obnum] = i; } public static float getF(int obnum) { return ExternalizedData.f[obnum]; } public static void setF(int obnum, float f) { ExternalizedData.f[obnum] = f; } public static String str(int obnum) { return "id: " + ExternalizedData.id[obnum] + ", i = + ExternalizedData.i[obnum] + ", f = " + ExternalizedData.f[obnum]; }
Now all the data is in ExternalizedData each call to a FlyPoint method must include the index into ExternalizedData
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Flyweight Pattern - Structure
Intent
Use sharing to support large numbers of fine-grained objects efficiently.
Structure
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Flyweight Pattern Example
The Flyweight uses sharing to support large numbers of objects efficiently Example: The public switched telephone network
There are several resources such as dial tone generators, ringing generators, and digit receivers that must be shared between all subscribers. A subscriber is unaware of how many resources are in the pool when he or she lifts the handset to make a call. All that matters to subscribers is that a dial tone is provided, digits are received, and the call is completed.
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6.3 Behavioral design patterns
Observer pattern Command Pattern Chain of Responsibility Visitor Template Method Strategy pattern State pattern Iterator Memento Mediator
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Observer pattern
Also known as: Publish / Subscribe, Model / View, and Source / Listener. Motivation: Two File Managers are both observing the same Directory; the user deletes a subdirectory using File Manager A; we want File Manager B to immediately and automatically get updated, reflecting the change... Applicability: When there are multiple views of a model (subject) that need to stay in sync. No view should know about any other. When an object needs to communicate to other objects of unknown type (but known Observer interface) it can notify them. Pros: Promotes loose coupling between objects. Excellent communication protocol. Avoids polling Cons: None. Knowledge of this pattern is essential.
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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.
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Observer pattern Example
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Java Support for Observer
l The java.util package provides an Observable class and an Observer interface:
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Example: A GUI Observes a Person
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Example: A GUI Observes a Person
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Example: Java AWT 1.1 Event Model
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Example: event-driven programming
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Example: event-driven programming
import javax.swing.*; import java.awt.event.*; import java.awt.*;
import com.bruceeckel.swing.*;
public class Button2 extends JApplet { JButton b1 = new JButton("Button 1"), b2 = new JButton("Button 2"); JTextField txt = new JTextField(10);
Event Sources
class BL implements ActionListener {
Events
public void actionPerformed(ActionEvent e){ String name = ((JButton)e.getSource()).getText(); txt.setText(name);} } BL al = new BL(); public void init() { b1.addActionListener(al); b2.addActionListener(al); cp.add(b1); cp.add(b2); cp.add(txt); } public static void main(String[] args) {Console.run(new Button2(), 200, 75);} }Object Oriented Analysis and Design
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Event handle r
Register event handler to event source
Container cp = getContentPane(); cp.setLayout(new FlowLayout());
Example: event-driven programming
In the case of a JButton, this event of interest is that the button is pressed. To register your interest in when a button is pressed, you call the JButtons addActionListener( ) method. This method expects an argument that is an object that implements the ActionListener interface, which contains a single method called actionPerformed( ). So all you have to do to attach code to a JButton is to implement the ActionListener interface in a class, and register an object of that class with the JButton via addActionListener( ). The method will be called when the button is pressed (this is normally referred to as a callback). <<Interface>> Event
Button2 init() : void JButton
(from swing)
Event Sources
EventListener
(from util)
handle r
EventObject
(from util)
getSource() : Object <<Interface>> ActionListener
AbstractButton
(from swing)
(from event)
actionPerformed(arg0 : ActionEvent) : void
AWTEvent
(from awt)
addActionListener(arg0 : ActionListener) : void
Events
BL
(from Button2)
Register event handler to event source
Object Oriented Analysis and Design
ActionEvent
(from event)
actionPerformed(arg0 : ActionEvent) : void
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Example: Sequence diagram for scenario: Change filename to foo
Sequence diagram for scenario: Change filename to foo
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Command Pattern - Motivation
You want to make the user interface reusable across many applications
You cannot hardcode the meanings of the menus for the various applications The applications only know what has to be done when a menu is selected.
You want to support Undo and Redo
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Command Pattern - Example
The "check" at a diner
The waiter or waitress takes an order or command from a customer and encapsulates that order by writing it on the check. The order is then queued for a short order cook. Note that the pad of "checks" used by each waiter is not dependent on the menu, and therefore they can support commands to cook many different items.
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Command Pattern Example
Client Code: Macro macro = new Macro(); macro.add(new Hello()); macro.add(new World()); macro.add(new IAm()); macro.run();
// An object that holds commands
class Macro { private List commands = new ArrayList(); public void add(Command c) { commands.add(c); } public void run() { Iterator it = commands.iterator(); while(it.hasNext()) ((Command)it.next()).execute(); } }
Command object:
class Hello implements Command {public void execute() {System.out.print("Hello ");}} class World implements Command {public void execute() {System.out.print("World! ");}} class IAm implements Command { public void execute() {System.out.print("I'm the command pattern!");} }
Command interface: interface Command { void execute();}
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Command pattern
Intent
Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
Structure
The Invoker offers a variety of commands
Client instantiates the ConcreteCommands and sets its Receiver.
ConcreteCommand implements execute() by calling corresponding operation(s) in Receiver.
Receiver knows how to perform the operation.
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Example: Application independent Menus
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Command Pattern Example in Wmvc
Client Code in WmvcController.java: public class WmvcController implements ActionListener, ItemListener{ private WmvcExecutor wmvcExecutor; public WmvcController(JComponent comp,String tip, WmvcExecutor wExec) { wmvcExecutor = wExec; } public void actionPerformed(ActionEvent event) { if (wmvcExecutor != null) wmvcExecutor.execute(event);} public void itemStateChanged(ItemEvent event) { if (wmvcExecutor != null) wmvcExecutor.execute(event);} } Concrete command (anonymous WmvcExecutor classes) in MainView.java: WmvcMenuItemCtl fileOpen = new WmvcMenuItemCtl ( fileMenu, "Open","images/open-16.gif", 'O', null, new WmvcExecutor() { public void execute(ActionEvent event){ }} ); Command interface: public class WmvcExecutor{ public void execute(ActionEvent event){} public void execute(ItemEvent event){} public void execute(ChangeEvent event){} }
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Chain of Resposibility Pattern - Motivation
Consider a context-sensitive help facility for a GUI
The user can obtain help information on any part of the interface just by clicking on it. The help that's provided depends on the part of the interface that's selected and its context.
Problem
How to decouple the button that initiates the help request from the objects that might provide help information?
Solution
to decouple senders and receivers by giving multiple objects a chance to handle a request. The request gets passed along a chain of objects until one of them 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
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Chain of Resposibility Pattern - Motivation
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Chain of Resposibility Sample Code
Client Code:
Application* application = new Application(APPLICATION_TOPIC); Dialog* dialog = new Dialog(application, PRINT_TOPIC); Button* button = new Button(dialog, PAPER_ORIENTATION_TOPIC); button->HandleHelp();
class HelpHandler { private: HelpHandler* _successor; public: HelpHandler ( HelpHandler* h, Topic t ) : _successor(h), _topic(t) { } virtual void HandleHelp() { if (_successor != 0) { _successor->HandleHelp(); } } .};
class Widget : public HelpHandler {}; class Button : public Widget { public: virtual void HandleHelp() { if (HasHelp()) { // offer help on the button } else { HelpHandler::HandleHelp(); //the request gets forwarded to the successor using the HandleHelp operation in HelpHandler. }} ; class Dialog : public Widget { public: virtual void HandleHelp() { if (HasHelp()) { // offer help on the button } else { HelpHandler::HandleHelp();}} ; class Application : public HelpHandler { public: Application(Topic t) : HelpHandler(0, t) { } virtual void HandleHelp() { // show a list of help topics }};
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Chain of Resposibility Pattern - Example
Mechanical coin sorting banks
Rather than having a separate slot for each coin denomination coupled with a receptacle for the denomination, a single slot is used. When the coin is dropped, the coin is routed to the appropriate receptacle by the mechanical mechanisms within the bank.
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Chain of Resposibility Pattern
Intent 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. Structure
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Visitor Pattern Modem example
How can we configure these modems for UNIX without putting the ConfigureForUnix method in the Mdem interface?
<<interface>> Modem +dial +hangup +send +receive
Hayes
Zoom
Ernie
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Visitor Pattern Modem example
How can we configure these modems for UNIX without putting the ConfigureForUnix method in the Mdem interface?
<<Interface>> ModemVisitor <<interface>> Modem +dial +hangup +send +receive +visit(Hayes) +visit(Zoom) +visit(Ernie)
Hayes
Zoom
Ernie
UnixModemConfigura tor
Public void accept (ModemVisitor v) { v.visit(this) }
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Visitor Pattern Modem example
Client Code: v = new UnixModemConfigurator(); h = new HayesModem(); h.accept(v); z = new ZoomModem(); z.accept(v); e = new ErnieModem(); e.accept(); public interface Modem { public void dial(String pno); public void hangup(); public void send(char c); public char recv(); public void accept (ModemVisitor v); }; public interface ModemVisitor { public void visit (HayesModem modem); public void visit (ZoomModem modem); public void visit (ErnieModem modem); }; public class HayesModem implements Modem { public void dial(String pno){}; public void hangup(){}; public void send(char c){}; public char recv(){return 0}; public void accept (ModemVisit v) {v.visit(this); String configurationString =null; }; public class ZoomModem implements Modem { public void dial(String pno){}; public void hangup(){}; public void send(char c){}; public char recv(){return 0}; public void accept (ModemVisit v) {v.visit(this); int configurationValue = 0; };
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Visitor Pattern Modem example
public class ErnieModem implements Modem { public void dial(String pno){}; public void hangup(){}; public void send(char c){}; public char recv(){return 0}; public void accept (ModemVisit v) {v.visit(this); String internalPattern = null; };
public UnixModemConfigurator implements ModemVisitor { public void visit (HayesModem m) {m.configrationString = $s1=4$D=3 }; public void visit (ZoomModem m) {m.configrationValue = 42 }; public void visit (ErnieModem m) {m.internalPattern =c is too slow }} };
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Visitor Pattern A cyclic Visitor Modem example
There is a cycle of dependencies that ties all the visited derivatives (all the Modems) together.
public interface ModemVisitor {} Public void accept (ModemVisitor v){ try { HayesVisitor hv = (HayesVisitor) v; hv.visit(this); } catch (ClassCastException) {} }
<<interface>> Modem +dial +hangup +send +receive
<<degenerate>> ModemVisitor
UnixModemConfigura tor
Hayes <<interface>> HayesVisitor
+visit(Hayes)
Object Oriented Analysis and Design
Zoom
Ernie
<<interface>> ZoomVisitor
+visit(Zoom)
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<<interface>> ErnieVisitor
+visit(Ernie)
Visitor Pattern - Motivation
abstract syntax trees
Consider a compiler that represents programs as abstract syntax trees. It will need to perform operations on abstract syntax trees for "static semantic" analyses like checking that all variables are defined. It will also need to generate code. Problem distributing all these operations across the various node classes leads to a system that's hard to understand, maintain, and change. It would be better if each new operation could be added separately, and the node classes were independent of the operations that apply to them. Solution packaging related operations from each class in a separate object, called a visitor, and passing it to elements of the abstract syntax tree as it's traversed. When an element "accepts" the visitor, it sends a request to the visitor that encodes the element's class. It also includes the element as an argument. The visitor will then execute the operation for that elementthe operation that used to be in the class of the element.
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Visitor Pattern - Motivation
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Visitor Pattern - Example
Taxi Company
When a person calls a taxi company (accepting a visitor), the company dispatches a cab to the customer. Upon entering the taxi the customer, or Visitor, is no longer in control of his or her own transportation, the taxi (driver) is.
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Visitor Pattern - Example
Iterator iterator = collection.iterator() while (iterator.hasNext()) { Object o = iterator.next(); if (o instanceof Collection) messyPrintCollection((Collection)o); else if (o instanceof String)
System.out.println("'"+o.toString()+"'"); else if (o instanceof Float) System.out.println(o.toString()+"f"); else System.out.println(o.toString()); }
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Visitor Pattern - Example
Visitor pattern
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Visitor Pattern
Intent
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.
Structure
A client that uses the Visitor pattern must create a ConcreteVisitor object and then traverse the object structure, visiting each element with the visitor. When an element is visited, it calls the Visitor operation that corresponds to its class. The element supplies itself as an argument to this operation to let the visitor access its state, if necessary.
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Visitor Pattern - Structure
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Visitor Pattern - Example
public interface Element { public void accept(Visitor visitor); }
public class StringElement implements Element { private String value;
public StringElement(String string) {value = string;} public String getValue(){return value;}
public void accept(Visitor visitor) { visitor.visitString(this); } }
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Visitor Pattern - Example
public class FloatElement implements Element { private Float value; public FloatElement(Float value) { this.value = value; } public Float getValue(){ return value; } public void accept(Visitor visitor) { visitor.visitFloat(this); } }
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Visitor Pattern - Example
public interface Visitor { public void visitString(StringElement stringE); public void visitFloat(FloatElement floatE); public void visitCollection(Collection collection); }
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Visitor Pattern - Example
public class ConcreteVisitor implements Visitor { public void visitCollection(Collection collection) { Iterator iterator = collection.iterator() while (iterator.hasNext()) { Object o = iterator.next(); if (o instanceof Element) ((Element)o).accept(this); }
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Visitor Pattern - Example
public void visitString(StringElement stringE) { System.out.println("'"+stringE.getValue()+"'"); } public void visitFloat(FloatElement floatE){
System.out.println(floatE.getValue().toString()+"f");
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Visitor Pattern - Example
Visitor visitor = new ConcreteVisitor();
StringElement stringE = new StringElement("I am a String"); visitor.visitString(stringE); Collection list = new ArrayList(); list.add(new StringElement("I am a String1")); list.add(new StringElement("I am a String2")); list.add(new FloatElement(new Float(12))); list.add(new StringElement("I am a String3")); visitor.visitCollection(list);
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Template Method Pattern Motivation
Consider an application framework that provides Application and Document classes.
Applications built with the framework can subclass Application and Document to suit specific needs. The abstract Application class defines the algorithm for opening and reading a document in its OpenDocument operation:
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Template Method Pattern Motivation
The abstract Application class defines the algorithm for opening and reading a document in its OpenDocument operation:
void Application::OpenDocument (const char* name) { if (!CanOpenDocument(name)) { // cannot handle this document return; } Document* doc = DoCreateDocument(); if (doc) { _docs->AddDocument(doc); AboutToOpenDocument(doc); doc->Open(); doc->DoRead(); } }
OpenDocument defines each step for opening a document. We call OpenDocument a template method. A template method defines an algorithm in terms of abstract operations that subclasses override to provide concrete behavior.
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Template Method Pattern Example
Consider following main-loop structure
Initialize(); While (!done()) { //main loop Idle(); //do something useful } Cleanup();
Ftocraw.java is a example program
public class ftocraw { public static void main(String[] args) throws Exception { InputStreamReader isr = new InputStreamReader(System.in); BufferedReader br = new BufferedReader(isr); boolean done = false; while (!done) { String fahrString = br.readLine(); if (fahrString == null || fahrString.length() == 0) done = true; else { double fahr = Double.parseDouble(fahrString); double celcius = 5.0/9.0*(fahr-32); System.out.println("F=" + fahr + ", C=" + celcius); } } System.out.println("ftoc exit"); } Object Oriented 122 } Analysis and Design
Template Method Pattern Example
We can separate this main-loop structure from ftoc program by employing the Template Method pattern
public abstract class Application { private boolean isDone = false; protected abstract void init(); protected abstract void idle(); protected abstract void cleanup(); protected void setDone() {isDone = true;} protected boolean done() {return isDone;} public void run() { init(); while (!done()) idle(); cleanup(); } }
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Template Method Pattern Example
public class ftocTemplateMethod extends Application { private InputStreamReader isr; private BufferedReader br;
We can rewrite the ftoc class by inheriting from Application and just filling in the abstract methods
public static void main(String[] args) throws Exception { (new ftocTemplateMethod()).run(); } protected void init() {isr = new InputStreamReader(System.in); br = new BufferedReader(isr); } protected void idle() { String fahrString = readLineAndReturnNullIfError(); if (fahrString == null || fahrString.length() == 0) setDone(); else {double fahr = Double.parseDouble(fahrString); double celcius = 5.0/9.0*(fahr-32); System.out.println("F=" + fahr + ", C=" + celcius);} }
protected void cleanup() { System.out.println("ftoc exit"); }
private String readLineAndReturnNullIfError() { String s; try { s = br.readLine(); } catch(IOException e) { s = null; } return s; }
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Template Method Pattern
Intent Define the skeleton of an algorithm in an operation, deferring some steps to client subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. Structure ConcreteClass relies on AbstractClass to implement the invariant steps of the algorithm.
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Template Method Pattern - example
The Template Method defines a skeleton of an algorithm in an operation, and defers some steps to subclasses. Home builders use the Template Method when developing a new subdivision.
A typical subdivision consists of a limited number of floor plans with different variations available for each. Within a floor plan, the foundation, framing, plumbing, and wiring will be identical for each house. Variation is introduced in the later stages of construction to produce a wider variety of models.
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Strategy Pattern Motivation
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 linebreaking get more complex if they include the linebreaking code. That makes clients bigger and harder to maintain, especially if they support multiple linebreaking algorithms. Different algorithms will be appropriate at different times. We don't want to support multiple linebreaking algorithms if we don't use them all. It's difficult to add new algorithms and vary existing ones when linebreaking is an integral part of a client.
We can avoid these problems by defining classes that encapsulate different linebreaking algorithms.
An algorithm that's encapsulated in this way is called a strategy.
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Strategy Pattern Example
Consider following main-loop structure
Initialize(); While (!done()) { //main loop Idle(); //do something useful } Cleanup();
Ftocraw.java is a example program
public class ftocraw { public static void main(String[] args) throws Exception { InputStreamReader isr = new InputStreamReader(System.in); BufferedReader br = new BufferedReader(isr); boolean done = false; while (!done) { String fahrString = br.readLine(); if (fahrString == null || fahrString.length() == 0) done = true; else { double fahr = Double.parseDouble(fahrString); double celcius = 5.0/9.0*(fahr-32); System.out.println("F=" + fahr + ", C=" + celcius); } } System.out.println("ftoc exit"); } }
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Strategy Pattern Example
We place the generic application algorithm into a concrete class named ApplicationRunner
public interface Application { public void init(); public void idle(); public void cleanup(); public boolean done(); }
<<interface>>
ApplicationR unner
+run
Application
+init +idle +cleanup +done : boolean
public class ApplicationRunner { private Application itsApplication = null; public ApplicationRunner(Application app){ itsApplication = app; } public void run() { itsApplication.init(); while (!itsApplication.done()) itsApplication.idle(); itsApplication.cleanup(); } Object Oriented Analysis and Design 129 }
focStrategy
Strategy Pattern Example
public class ftocStrategy implements Application { private InputStreamReader isr; private BufferedReader br; private boolean isDone = false; public static void main(String[] args) throws Exception { (new ApplicationRunner(new ftocStrategy())).run(); } public void init() { isr = new InputStreamReader(System.in); br = new BufferedReader(isr); } public void idle() { String fahrString = readLineAndReturnNullIfError(); if (fahrString == null || fahrString.length() == 0) isDone = true; else { double fahr = Double.parseDouble(fahrString); double celcius = 5.0/9.0*(fahr-32); System.out.println("F=" + fahr + ", C=" + celcius); } } public void cleanup() {System.out.println("ftoc exit"); } public boolean done() { return isDone; } private String readLineAndReturnNullIfError() { String s; try {s = br.readLine(); } catch(IOException e) { s = null; } return s; }
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Strategy Pattern - Structure
Intent Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from the clients that use it. Structure
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Strategy Pattern - example
A Strategy defines a set of algorithms that can be used interchangeably. Modes of transportation to an airport is an example of a Strategy.
Several options exist such as driving one's own car, taking a taxi, an airport shuttle, a city bus, or a limousine service. For some airports, subways and helicopters are also available as a mode of transportation to the airport. Any of these modes of transportation will get a traveler to the airport, and they can be used interchangeably. The traveler must chose the Strategy based on tradeoffs between cost, convenience, and tlme.
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Strategy Pattern Example
In this inflexible example, all the NumberCruncher code is in one big class Why is this bad?
Strategy is similar to Bridge; same basic structure; very different intent. The Strategy pattern is also similar to State, which allows a class to be configured with different behaviors from which it can select whenever it makes an interesting state transition.
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Strategy Pattern Example
What if there were not a CrunchAlgorithm interface suppose instead that NumberCruncher had two subclasses, CorrectButSlowNumberCruncher, and FastButSloppyNumberCruncher? Why is this bad?
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Strategy Pattern Example
Heres another correct design... But there can be no polymorphism in the chooseAlgorithm() or implCode() methods, leading to maintenance difficulties. Adding a NewAndImprovedCrunch would require adding if-then-else logic everywhere that the different Crunches are used. If the Strategy pattern were applied instead, the only place where the concrete CrunchImpls would get referred to specifically is the one place that they get instantiated.
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Strategy Pattern Example
Intent: Allows multiple implementation strategies to be interchangeable, so that they can easily be swapped at run-time, and so that new strategies can be easily added.
In this example, notice that clients of NumberCruncher do not know about the different crunch algorithms. The NumberCruncher.crunch() method is free to decide which CrunchImpl to use at any time; new algorithms can be easily added.
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Applying a Strategy Pattern in a Database Application
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Applicability of Strategy Pattern
Applicability of Strategy Pattern 1) Many related classes differ only in their behavior. Strategy allows to configure a single class with one of many behaviors 2) Different variants of an algorithm are needed that trade-off space against time. All these variants can be implemented as a class hierarchy of algorithms
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State Pattern Motivation
Consider a class TCPConnection that represents a network connection.
A 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. The State pattern describes how TCPConnection can exhibit different behavior in each state.
The key idea is to introduce an abstract class called TCPState to represent 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.
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State Pattern Example
Consider the Finite State Machine of Turnstile
pass / alarm Locked
coin / unlock pass / lock Unlocked coin / thankyou
Ftocraw.java is a example program
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State Pattern Example
The structure of the solution
Turnstile
+coin() +pass() #lock() #unlock() #thankyou() #alarm()
<<interface>>
TurnstileState
+coin (Turnstile) +pass (Turnstile)
interface TurnstyleState { void coin(Turnstyle t); void pass(Turnstyle t); }
class LockedTurnstyleState implements TurnstyleState { public void coin(Turnstyle t) { t.setUnlocked(); t.unlock(); } public void pass(Turnstyle t) { t.alarm(); } }
Turnstile LockedSt ate
TurnstileU nlockedSt ate
The State Pattern to the Turnstile
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class UnlockedTurnstyleState implements TurnstyleState { public void coin(Turnstyle t) { t.thankyou(); } public void pass(Turnstyle t) { t.setLocked(); t.lock(); } }
State Pattern Example
public class Turnstyle { private static TurnstyleState lockedState = new LockedTurnstyleState(); private static TurnstyleState unlockedState = new UnlockedTurnstyleState(); private TurnstyleController turnstyleController; private TurnstyleState state = lockedState; public Turnstyle(TurnstyleController action) { turnstyleController = action;} public void coin() { state.coin(this);} public void pass() {state.pass(this);} public void setLocked() {state = lockedState;} public void setUnlocked() {state = unlockedState; } public boolean isLocked() {return state == lockedState; } public boolean isUnlocked() { return state == unlockedState; } void thankyou() { turnstyleController.thankyou(); } void alarm() {turnstyleController.alarm();} void lock() { turnstyleController.lock();} void unlock() { turnstyleController.unlock(); } } public interface TurnstyleController { public void lock(); public void unlock(); public void thankyou(); public void alarm(); }
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State Pattern - Structure
Intent Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
Structure
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State Pattern - example
The State pattern allows an object to change its behavior when its internal state changes. This pattern can be observed in a vending machine.
Vending machines have states based on the inventory, amount of currency deposited, the ability to make change, the item selected, etc. When currency is deposited and a selection is made, a vending machine will either deliver a product and no change, deliver a product and change, deliver no product due to insufficient currency on deposit, or deliver no product due to inventory depletion.
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State Pattern Example
Intent: Allow an object to alter its behavior when its internal state changes. The object will appear to change its class, from the point of view of the client.
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State Pattern Example
How does a ConcreteState know what state to go to on a transition? Each class can have its own table or switch statement, or a hash table of transitions keyed by their triggers. Consider using Event and Transition classes. Note: The Event class might be implemented using the Command pattern.
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Iterator Pattern Motivation
An aggregate object such as a list should give you a way to access its elements without exposing its internal structure. The key idea is to take the responsibility for access and traversal out of the list object and put it into an iterator object.
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Iterator Pattern Example
Consider a type-safe container
package java.util; public interface Iterator { boolean hasNext(); Object next(); void remove(); }
import java.util.*; public class TypedIterator implements Iterator { private Iterator imp; private Class type; public TypedIterator(Iterator it, Class type) { imp = it; this.type = type;} public boolean hasNext(){return imp.hasNext();} public void remove() { imp.remove(); } public Object next() { Object obj = imp.next(); if(!type.isInstance(obj)) throw new ClassCastException( "TypedIterator for type " + type + " encountered type: " + obj.getClass()); return obj; } }
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Iterator Pattern - Structure
Intent
Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
Structure
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Memento Pattern Motivation
Sometimes it's necessary to record the internal state of an object.
This is required when implementing checkpoints and undo mechanisms
Exposing this state would violate encapsulation
A memento is an object that stores a snapshot of the internal state of another objectthe memento's originator.
The undo mechanism will request a memento from the originator when it needs to checkpoint 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.
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Memento Pattern - Structure
Intent Without violating encapsulation, capture and externalize an object's internal state so that the object can be returned to this state later. Structure
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Memento Pattern Example
public class Originator { private int number; private File file = null; public Originator(){} public Memento getMemento() { return new Memento(this);} public void setMemento(Memento m){number = m.number; file = m.file;} }
private class Memento implements java.io.Serializable{ private int number; private File file = null; public Memento( Originator o){ number = o.number; file = o.file;} }
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Memento
Intent: Save an objects state without violating the principle of encapsulation. Applicability: The state of an object must be saved (by a client) so that it can be restored later. The Memento object contains all the necessary state information. l This is another way to implement undo. l Example: Java Beans save their state to a .ser file after being configured. l How is it possible, in Java & C++, for methods & data in the class Memento to be available to SomeClass, but not to Clients?
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Mediator Pattern Motivation
How the objects cooperate to handle a change in a list box's selection Encapsulating collective behavior in a separate mediator object
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Mediator Pattern Motivation
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Mediator Pattern - Structure
Intent
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.
Structure
Colleagues send and receive requests from a Mediator object. The mediator implements the cooperative behavior by routing requests between the appropriate colleague(s).
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6.4 Applying Design Patterns
MVC pattern Wmvc Framework MovieCat Application using Wmvc Thermometer Application using Wmvc
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