The document discusses design patterns and provides examples of the singleton pattern. It describes design patterns as reusable solutions to common problems in software design. It explains that the singleton pattern ensures a class only has one instance and provides a global access point to it. Examples where the singleton pattern may be used include a printer spooler or window manager. The pattern provides controlled access to the sole instance through a static method to retrieve the instance.
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10 Design Patterns
The document discusses design patterns and provides examples of the singleton pattern. It describes design patterns as reusable solutions to common problems in software design. It explains that the singleton pattern ensures a class only has one instance and provides a global access point to it. Examples where the singleton pattern may be used include a printer spooler or window manager. The pattern provides controlled access to the sole instance through a static method to retrieve the instance.
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UML
Lecture 10 Design Pattern
Books Design Patterns : Elements of Reusable Object-Oriented Software (1995) The-Gang-of-Four (GoF) - Gamma, Helm, Johnson , Vlissides Analysis Patterns - Reusable Object Models Martin Fowler The Design Patterns Smalltalk Companion Alpert, Brown & Woolf Design Patterns Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice. --- Christopher Alexander, 1977 This was in describing patterns in buildings and towns. In SE, design patterns are in terms of objects and interfaces, not walls and doors.
The manner in which a collection of interacting objects collaborate to accomplish a specific task or provide some specific functionality. Essential Elements of Design Patterns
Name: identifies a pattern Problem: describes when to apply the pattern in terms of the problem and context Solution: describes elements that make up the design, their relationships, responsibilities, and collaborations Consequences: results and trade-offs of applying the pattern
How to Describe Design Patterns more fully A format for design patterns Pattern Name and Classification Intent Also Known As Motivation Applicability Structure Participants Collaborations Consequences Implementation Sample Code Known Uses Related Patterns This is critical because the information has to be conveyed to peer developers in order for them to be able to evaluate, select and utilize patterns. Organizing Design Patterns By Purpose (reflects what a pattern does): Creational Patterns Structural Patterns Behavioral Patterns
By Scope: specifies whether the pattern applies primarily to classes or to objects. Design Patterns Space Abstract Factory Builder Prototype Singleton
Chain of Responsibility Command Iterator Mediator Memento Observer State Strategy Visitor Factory Method Adapter Interpreter Template Creational Structural Behavioral
Object
Class
Scope
Purpose Some Design Patterns Pattern Name Role Adapter Convert the interface of one class into another interface clients expect. Adapter allows classes to work together that otherwise cant because of incompatible interfaces. Proxy Provide a surrogate or placeholder for another object. 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 let one vary its interaction independently Observer Define a one-to-many dependency between objects so that when one object changes state, all its dependents will be notified and updated automatically. Template Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Creational Patterns Creational Patterns Abstract Factory, Factory Method, Singleton Concerned with object creation Who creates what, when and how Structural Patterns Structural Patterns Concerned with the composition of classes or objects Structural class patterns use inheritance to compose interfaces or implementations. Structural object patterns describe ways to compose objects to realize new functionality. Behavioral Patterns Behavioral Patterns Characterize the ways in which classes or objects interact and distribute responsibility Behavioral patterns are concerned with algorithms and the assignment of responsibilities between objects. Behavioral patterns also describe patterns of communication between objects and classes. Sample - Adapter Pattern Structural Pattern Adapter Intermediary acts like a translator between the client and the server. Client Adapter Server Example Requirements Change Add Triangle object Example Suppose XTriangle class has already existed Xdraw Xgetarea Solutions: Create class Triangle derives from Shape Triangle contains Xtriangle (composition relationship) Triangle passes requests made to the Triangle object on through to the XTriangle object Example Class Triangle extends Shape{
private XTriangle tgl
public Triangle(){ tgl=new XTriangle(); } void public draw(){ tgl.Xdraw(); } } Adapter Client Adapter +request() Adaptee +specificOperation() Target +request() adaptee.specificOperation() Class Diagram Canvas Shape Triangle XTriangle Xtriangle.Xdraw() Adapter Intent: Match an existing object beyond your control to a particular interface. Problem: A system has the right data and behavior but the wrong interface. Typical used when you have to make something a derivative of an abstract class we are defining or already have. Solution: The adapter provides a wrapper with the desired interface. Participants and Collaborators: The Adapter adapts the interface of an Adaptee to match that of Adapters Target(the class it derives from). This allows the Client to use the Adaptee as if it were a type of Target. Consequences: The Adapter pattern allows for preexisting objects to fit into new class structures without being limited by their interfaces. Implementation: Contain the existing class in another class. Have the containing class match the required interface and call the methods of the contained class.
Adapter Target defines the domain-specific interface that the client uses. Client collaborates with objects conforming to the Target interface. Adaptee defines an existing interface that needs adapting. Adapter adapts the interface of Adaptee to the Target interface. Participants Clients call operations on an Adapter instance. In turn, the Adapter calls Adaptee operations that carry out the request. Collaborations Name: 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. Motivation: Sometimes a toolkit class that's designed for reuse isn't reusable only because its interface doesn't match the domain-specific interface an application requires.
Adapter Summery Adapter Summery Applicability use the Adapter when: You want to use an existing class, and its interface does not match the one you need. You want to create a reusable class that cooperates with unrelated or unforeseen classes, that is, classes that dont necessarily have compatible interfaces. (object adapter only) you need to use several existing subclasses, but its impractical to adapt their interface by subclassing every one. An object adapter can adapt the interface of its parent class. Task Creational Pattern Singleton Abstract Factory Factory Method Structural Pattern Bridge Facade Decorator Behavioral Pattern Strategy Observer Template Method ..
MORE FYI Singleton Pattern Creational Pattern Singleton Pattern The Singleton pattern ensures that a class has only one instance and provides a global point of access to it. Examples: There can be many printers in a system but there should only be one printer spooler. There should be only one instance of a WindowManager. There should be only one instance of a filesystem.
Singleton Pattern How do we ensure that a class has only one instance and that the instance is easily accessible? A global variable makes an object accessible, but does not keep you from instantiating multiple objects. A better solution is to make the class itself responsible for keeping track of its sole instance. The class ensures that no other instance can be created (by intercepting requests to create new objects) and it provides a way to access the instance. Singleton Pattern Use the Singleton pattern when There must be exactly one instance of a class, and it must be accessible to clients from a well-known access point. When the sole instance should be extensible by subclassing, and clients should be able to use an extended instance without modifying their code. Singleton Class Diagram Singleton Particpants Singleton Defines an Instance operation that lets clients access its unique instance. Instance is a class operation (static method) Responsible for creating its own unique instance Client Accesses a Singleton instance solely through the Singletons Instance() method. Singleton Consequences Controlled access to sole instance Because the Singleton class encapsulates its sole instance, it can have strict control over how and when clients access it. Reduced name space The Singleton pattern is an improvement over global variables. It avoids polluting the name space with global variables that store sole instances. Singleton Consequences Permits refinement of operations and representations The Singleton class may be subclassed and it is easy to configure an application with an instance of this extended class at run-time. More flexible than class operations An alternative is to use static member functions. However it is difficult to change the design to allow more than one instance of a class and static member functions are not polymorphic, so subclasses can not override them. Singleton Implementation Ensuring a unique instance The Singleton pattern makes the sole instance a normal instance of a class, but that class is written so that only one instance can ever be created. A common way to do this is to hide the operation that creates the instance behind a static class operation that guarantees that only one instance is created. Singleton Sample Code class Singleton { private static Singleton instance; static Singleton getInstance() { if (instance == null) // if not created yet instance = new Singleton(); // create once return instance; } // clients access the Singleton exclusively through // the getInstance() member function protected Singleton() {} // the constructor is protected, such that a client // can never instantiate a Singleton } lazy instantiation Singleton Sample Code class Singleton { private static Singleton instance; static Singleton Instance(SingletonType t) { if (instance == null) { if (t==SINGLETON) instance = new Singleton(); if (t==MYSINGLETON) instance = new MySingleton(); } return instance; } protected Singleton() {} } class MySingleton extends Singleton { } Problems with the above implementation protected constructors can be called by subclasses and by other classes in the same package two solutions: make the ClassicSingleton constructor private so that only ClassicSingleton() methods call it; however, that means ClassicSingleton cannot be subclassed put singleton class in an explicit package, so classes in other packages (including the default package) cannot instantiate singleton instances Factory Method Pattern Factory Method Factory Method defines an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses. Factory Method Frameworks use abstract classes to define and maintain relationships between objects. A Framework is often responsible for creating these objects as well. Consider a framework for applications that can present multiple documents to the user. The framework contains abstractions for Application and Document. Both classes are abstract and clients have to subclass them to realize their application-specific implementations. To create a drawing application for example, we define sub-classes DrawingApplication and DrawingDocument. Factory Method The particular Document sub-class is application specific, the Application class can not predict the sub-class of a Document to instantiate. The Application only knows when a new document should be created, not what kind of Document to create. The problem, the framework must instantiate classes, but it only knows about abstract classes, which it cannot instantiate. The Factory Method encapsulates the knowledge of which Document sub-class to create and moves this knowledge out of the framework. Factory Method Class Diagram Document +Open() +Close() +Save() +Revert() Application +CreateDocument() +NewDocument() +OpenDocument() MyDocument MyApplication +CreateDocument() docs return new MyDocument(); Document doc = CreateDocument(); docs.Add(doc); doc.Open(); Factory Method Applicability Use the Factory Method pattern when A class cannot anticipate the class of objects it must create. A class wants its sub-classes to specify the objects it creates. Classes delegate responsibility to one of several helper sub-classes, and you want to localize the knowledge of which helper sub- class is the delegate. Factory Method Class Diagram Product Creator +FactoryMethod() +Operation() ConcreteProduct ConcreteCreator +FactoryMethod() return new ConcreteProduct(); ... product = FactoryMethod(); ... Factory Method Participants Product Defines the interface of objects the factory method creates ConcreteProduct Implements the Product interface Factory Method Participants Creator Declares the factory method, which returns an object of type Product. Creator may also define a default implementation of the factory method that returns a default ConcreteProduct May call the factory method to create a Product object ConcreteCreator Overrides the factory method to return an instance of a ConcreteProduct
Factory Method Consequences Factory eliminates the need to bind application-specific classes into your code. The code only deals with the Product interface, therefore it can work with any user-defined Concrete-Product classes. A potential disadvantage is that clients might have to sub-class the Creator class just to create a particular ConcreteProduct object. Factory Method Consequences Provides hooks for subclasses: Creating objects inside a class with a factory method is always more flexible than creating an object directly. Factory methods give sub- classes a hook for providing an extended version of an object. Connects parallel class hierarchies:
Factory Method Implementation Two main variations of Factory Method Creator is an abstract class and does not provide an implementation for factory method. Requires sub-classes to define an implementation, but you do not have to instantiate unforeseeable classes. Creator is a concrete class and provides a default implementation for factory method. The Creator uses the factory method primarily for flexibility, allowing sub-classes to change the class of objects their parent class instantiates if necessary. Factory Method Implementation Parameterized factory methods The factory method can create multiple kinds of products. The factory method takes a parameter that identifies the kind of object to create. All objects the factory method creates share the Product interface. class Creator { Product FactoryMethod(ProductID id) { if (id==MINE) return new MyProduct(); if(id==YOURS) return new YourProduct(); } } Factory Method Implementation Using templates to avoid subclassing: In C++ one can use a template sub-class of Creator that is parameterized by the Product class. template <class TheProduct > class Creator { public: virtual Product* CreateProduct() { return new TheProduct; }; }; Class MyProduct : public Product { }; Creator<MyProduct> my Creator; Abstract Factory Pattern Abstract Factory Abstract factory provides an interface for creating families of related or dependent objects without specifying their concrete classes. Abstract Factory Consider a user-interface toolkit that supports multiple look-and-feel standards such as Motif and Presentation Manager. Different toolkits define different appearances and behaviors for user interface widgets like scroll-bars, windows and buttons. To be portable across different toolkits an application should not hard-code its widgets for a particular toolkit. Abstract Factory Abstract Factory solves this problem by defining an abstract WidgetFactory class that declares an interface for creating each basic kind of widget. There is also an abstract class for each kind of widget, and concrete sub-classes implement widgets for specific toolkits. Widget Factory (Factory Method) provides an interface that returns a new widget object for each abstract widget class. Clients use Widget Factory to obtain widget instances but are unaware of the concrete classes they are using. Abstract Factory Use the abstract factory pattern when A system should be independent of how its products are created, composed and represented. A system should be configured with multiple families of products. A family of related product objects is designed to be used together, and you need to enforce this constraint. You want to provide a class library of products, and you want to reveal just their interfaces not their implementations. Abstract Factory Class Diagram AbstractFactory +CreateProductA() +CreateProductB() ConcreteFactory1 +CreateProductA() +CreateProductB() ConcreteFactory2 +CreateProductA() +CreateProductB() AbstractProductA ProductA2 ProductA1 AbstractProductB ProductB2 ProductB1 Client Abstract Factory Participants AbstractFactory (WidgetFactory) Declares an interface for operations that create abstract product objects. ConcreteFactory (MotifWidgetFactory, PMWidgetFactory) Implements the operations to create concrete products. Abstract Factory Participants AbstractProduct (Window, ScrollBar) Declares an interface for a type of product. ConcreteProduct (MotifWindow, MotifScrollBar) Defines a product object to be created by the corresponding concrete factory. Implements the AbstractProduct interface Client Uses only the interfaces declared by AbstractFactory and AbstractProduct Abstract Factory Collaborations Normally a single instance of a ConcreteFactory class is created at run-time. ConcreteFactory is implemented as a Singleton. AbstractFactory defers the creation of product objects to its ConcreteFactory sub- class, using the Factory Method pattern. Abstract Factory Consequences Abstract Factory isolates classes: It helps you to control the classes of objects that an application creates. It isolates clients from implementation classes as the client manipulates instances solely through their abstract interfaces. It makes exchanging product families easy: The class of a concrete factory appears only once in an application that is where it is instantiated. This makes it easy to change the concrete factory an application uses. It can use different product configurations simply by changing the ConcreteFactory. Abstract Factory Consequences It promotes consistency among products: When product objects in a family are designed to work together, it is important that the application use objects from only one family at a time. Supporting new kinds of products is difficult: Extending abstract factories to produce new kinds of Products is difficult, because the AbstractFactory interface fixes the set of products that can be created. Supporting new products requires extending the factory interface, which involves changing the AbstractFactory class and all its ConcreteFactory sub-classes. Abstract Factory Implementation Factories as Singletons: An application typically needs only one instance of a ConcreteFactory per product family. Creating the Products: AbstractFactory only declares an interface for creating products. It is up to the ConcreteProduct sub-classes to actually create them. The most common way to do this is do define a Factory Method for each Product. AbstractFactory vs. FactoryMethod AbstractFactory Creator ConcreteFactory ConcreteCreator AbstractProduct Product Product ConcreteProduct Structural Patterns Adapter Composite Faade Proxy Composite Pattern Structural Patterns - Composite Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
Composite: Applicability Represents part-whole hierarchies of objects. Clients ignore the difference between compositions of objects and individual objects. Clients treat all objects in the composite structure uniformly. Intent Structural Patterns Composite Class Diagram Client Component operation() getChild( i:int ) Leaf operation() Composite operation() add( c:Component ) remove( c:Component ) getChild( i:int ) operation() { for all g in children g.operation() } * Structural Patterns - Composite Object Diagram top : Composite top : Composite a : Leaf b : Leaf c : Leaf d : Leaf e : Leaf Structural Patterns Composite Declares the interface for objects in the composition. Implements default behavior for the interface common to all classes, as appropriate. Declares an interface for accessing and managing its child components. Optionally defines an interface for accessing a components parent. Leaf Represents leaf objects in the composition. Defines behavior for primitive objects in the composition. Composite Defines behavior for components having children. Stores child components. Implements child-related operations. Client Manipulates objects in the composition through the Component interface. Component Participants Structural Patterns Composite Clients use the Component class interface to interact with objects in the composite structure. If the recipient is a Leaf, then the request is handled directly. If the recipient is a Composite, then it usually forwards requests to its child components, possibly performing additional operations before and/or after forwarding. Collaborations Structural Patterns - Faade Provide a unified interface to a set of interfaces in a subsystem. Faade defines a higher-level interface that makes the subsystem easier to use. Applicability Provides a simple interface to a complex subsystem. Decouples the details of a subsystem from clients and other subsystems. Provides a layered approach to subsystems. Intent Faade Pattern Structural Patterns - Faade Class Diagram subsystem Facade Structural Patterns - Faade Faade Knows which classes are responsible for each request. Delegates client requests to appropriate objects. Subsystem classes Implement subsystem functionality. Handle work assigned by the Faade object. Have no knowledge of the faade.
Participants Clients communicate with the subsystem sending requests to the Faade. Reduces the number of classes the client deals with. Simplifies the subsystem. Clients do not have to access subsystem objects directly. Collaborations Proxy Pattern Structural Patterns - Proxy Provide a surrogate or placeholder for another object to control access to it. Applicability Remote proxy provides a local representative for an object in a different address space. Virtual proxy creates expensive objects on demand. Protection proxy controls access to the original object. Smart reference replacement for a bare pointer Reference counting Loading persistent object on access Transactional locking Intent Structural Patterns - Proxy Class Diagram Client <<abstract>> Subject request() ... RealSubject request() ... Proxy request() ... request() { ... realSubject.request() ... } Structural Patterns - Proxy Object Diagram aClient: aProxy : Proxy subject : RealSubject Structural Patterns - Proxy Subject: Defines the common interface for RealSubject and Proxy. Proxy: Maintains reference to real subject Can be substituted for a real subject Controls access to real subject May be responsible for creating and deleting the real subject Special responsibilities Marshaling for remote communication Caching data Access validation
RealSubject: Defines the real object that the proxy represents. Client: Accesses the RealSubject through the intervention of the Proxy. Participants Proxy forwards requests to RealSubject when appropriate, depending on the kind of proxy. Collaborations Behavioral Patterns Command Observer State Visitor Command Pattern Behavioral Patterns - Command Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
Intent Parameterize objects by an action In place of callbacks Specify, queue, and execute requests at different times Supports undo when Command maintains state information necessary for reversing command. Added support for logging Command behavior. Support high-level operations built on primitive operations (transactions). Applicability Behavioral Patterns - Command Class Diagram * Client Invoker action() Receiver execute() <<abstract>> Command execute() state ConcreteCommand receiver.action() Behavioral Patterns - Command Command: Declares an interface for executing an operation. ConcreteCommand Defines a binding between a Receiver object and an action. Implements execute() by invoking a corresponding operation on Receiver. Client (Application): Creates a Command object and sets its Receiver. Invoker: Asks the Command to carry out a request. Receiver: Knows how to perform the operation associated with a request. Can be any class. Participants Creates a ConcreteCommand object and sets its Receiver. An Invoker stores the ConcreteCommand. Invoker calls execute() on command. ConcreteCommand invokes operation on its receiver. Collaborations Behavioral Patterns - Command aClient : Client aReceiver: anInvoker : Invoker aCommand : ConcreteCommand create( aReceiver ) store( aCommand ) action() execute() Sequence Diagram Behavioral Patterns - Observer Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
Intent An abstraction has two aspects, one dependent on the other. When changing one object requires changing others, and you dont know how many objects need changed. When an object needs to notify others without knowledge about who they are. Applicability Observer Pattern Behavioral Patterns - Observer Class Diagram subject observers * update() ConcreteObserver attach( observer ) detach( observer ) notify() Subject for all o in observers o.update() getState() subjectState ConcreteSubject update() <<interface>> Observer observerState := subject.getState() Behavioral Patterns - Observer Subject Knows its observers, but not their real identity. Provides an interface for attaching/detaching observers. Observer Defines an updating interface for objects that should be identified of changes. ConcreteSubject Stores state of interest to ConcreteObserver objects. Sends update notice to observers upon state change. ConcreteObserver Maintains reference to ConcreteSubject (sometimes). Maintains state that must be consistent with ConcreteSubject. Implements the Observer interface. Participants ConcreteSubject notifies observers when changes occur. ConcreteObserver may query subject regarding state change. Collaborations Behavioral Patterns - Observer Sequence Diagram subject : ConcreteSubject observer1 : ConcreteObserver observer2 : ConcreteObserver attach( observer1 ) attach( observer2 ) update() getState() update() getState() notify() Behavioral Patterns - State Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
Intent An objects behavior depends on its state, and it must change its behavior at run-time depending on its state. Operations have large, multipart conditional statements that depend on the objects state. Usually represented by constants. Some times, the same conditional structure is repeated. Applicability State Pattern Behavioral Patterns - State Class Diagram state request() Context state.handle(); handle() <<abstract>> State handle() ConcreteStateA handle() ConcreteStateB Behavioral Patterns - State Context Defines interface of interest to clients. Maintains an association with a subclass of State, that defines the current state. State Defines an interface for encapsulating the behavior with respect to state. ConcreteStatex Each subclass implements a behavior associated with a particular state of the Context. Participants Context delegates state-specific behavior to the current concrete State object. The state object may need access to Context information; so the context is usually passed as a parameter. Clients do not deal with State object directly. Either Context or a concrete State subclass can decide which state succeeds another. Collaborations Visitor Pattern Behavioral Patterns - 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. Intent An object structure contains many disparate classes, and operations need to be performed based on concrete classes. Many distinct operations need to be performed on an object structure. An object structure rarely changes, but new operations need to be defined over the structure. Applicability Behavioral Patterns - Visitor Class Diagram * Client visitA( element : ConcreteElementA ) visitB( element : ConcreteElementB ) <<abstract>> Visitor visitA( element : ConcreteElementA ) visitB( element : ConcreteElementB ) ConcreteVisitor1 visitA( element : ConcreteElementA ) visitB( element : ConcreteElementB ) ConcreteVisitor2 ObjectStructure accept( v : Visitor ) <<abstract>> Element accept( v : Visitor ) operationA() ConcreteElementA accept( v : Visitor ) operationB() ConcreteElementB v.visitA( this ) v.visitB( this ) Behavioral Patterns - Visitor Visitor declares a visit operation for each class within the object structure aggregation. ConcreteVisitor implements each operation declared by Visitor. Provides algorithm context. Element defines an accept operation taking a Visitor as an argument. ConcreteElementX implements an accept operation taking a Visitor as an argument. ObjectStructure Enumerates its elements; potentially disparate classes. May provide a high level interface for visitor to visit its elements. Potentially a composite or just a general collection. Participants A client creates an instance of a concrete Visitor subclass. Client requests the ObjectStructure to allow the visitor to visit each. When visited, Element invokes the appropriate operation on Visitor; overloading to know the element type. Collaborations Behavioral Patterns - Visitor Sequence Diagram aStruct : ObjectStructure v : Visitor elemB : ConcreteElementB elemA : ConcreteElementA accept( v ) accept( v ) visitConcreteElementB( elemB ) operationB() visitConcreteElementA( elemA ) operationA() How to Select & Use Design Patterns Scan Intent Sections Study How Patterns Interrelate Study Patterns of Like Purpose Examine a Cause of Redesign Consider What Should Be Variable in Your Design Read the pattern once through for an overview: appears trivial, but not Go back and study the structure, participants, and collaborations sections Look at Sample Code: concrete example of pattern in code Choose names for pattern participants Define the classes Define application specific names for operations in the pattern Implement the operations to carry out the responsibilities and collaborations in the pattern
How to Use How to Select (> 20 in the book, and still growing fast?, more on Internet) Mediator Pattern Mediator Pattern Different dialog boxes will have different dependencies between widgets, which makes it impossible to simply reuse a standard set of widget classes. Instead widget classes have to be customized to reflect dialog-specific dependencies, which would require a large number of separate subclasses for different types of dialogs.
Coupling between Classes Special Button Special Entry Field Special ListBox list button field field button list Mediator Pattern Encapsulating the collective behavior in a separate Mediator object avoids these problems. A Mediator object is responsible for controlling and coordinating the interactions of a group of objects. The Mediator serves as an intermediary that keeps objects in the group from refering to each other explicitly. The objects only know the Mediator thereby reducing the number of interactions. Mediator Pattern FormDialog Director Client director Button Entry Field ListBox director director director button field list Mediator Pattern The FormDialogDirector is the mediator between the widgets in the dialog box. The FormDialogDirector knows the widgets in a dialog and coordinates their interaction. The FormDialogDirector acts as a hub of communications for widgets. Mediator Sequence Diagram aListBox Widget Changed() SetText() anEntry Field ShowDialog() aClient aFormDialog Director Get Selection() aButton EnableButton() Mediator Structure DialogDirector ShowDialog() CreateWidgets() WidgetChanged(w) Widget Changed() director FormDialogDirector CreateWidgets() WidgetChanged(w)
ListBox GetSelection()
field EntryField SetText()
list Director-> WidgetChanged(this) Mediator Pattern 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, widgets call it 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.
Mediator Sample Code class FormDialogDirector : public DialogDirector { public: FormDialogDirector() virtual void WidgetChanged(Widget *); protected: virtual void CreateWidgets(); private: ListBox* list; EntryField* field; Button* ok_button; Button* cancel_button; }; Mediator Sample Code void FormDialogDirector::CreateWidgets() { list = new ListBox(this); field = new EntryField(this); ok_button = new Button(this); cancel_button = new Button(this); ok_button->DeActivate(); ok_button->SetText(OK); cancel_button->Activate(); cancel_button->SetText(Cancel); // fill the ListBox with the available names list->SetList(...); } Mediator Sample Code void FormDialogDirector::WidgetChanged (Widget* ChangedWidget) { if (ChangedWidget==list) field->SetText(list->GetSelection()); if (ChangedWidget==field) { list->Highlight(field->GetText()); if (field->GetText() != ) ok_button->Activate(); else ok_button->DeActivate(); } } if (ChangedWidget==ok_button) ... } Mediator Applicability Use the Mediator pattern when A set of objects communicate in well-defined complex ways. The resulting interdependencies are unstructured and difficult to understand. Reusing an object is difficult because it refers to and communicates with many other objects. A behavior that is distributed between several classes should be customizable without a lot of subclassing.
Mediator Pattern Structure Mediator
Colleague
mediator Concrete Mediator Concrete ColleagueA Concrete ColleagueB Mediator Pattern Participants Mediator defines an interface for communicating with Colleague objects. ConcreteMediator Implements cooperative behavior by coordinating Colleague objects. Colleague classes Each colleague knows its mediator Each colleague communicates with its Mediator whenever it would have otherwise communicated with another colleague Mediator Pattern Collaborations Colleagues send and receive requests from a Mediator object. The Mediator implements the cooperative behavior by routing requests between the appropriate colleagues Mediator Pattern Consequences The Mediator pattern limits subclassing. A mediator localizes behavior that otherwise would be distributed among several objects. Changing this behavior requires subclassing Mediator only, Colleague classes can be reused. The Mediator pattern decouples colleagues. A mediator promotes loose coupling between colleagues. You can vary and reuse Colleague and Mediator classes independently. Mediator Pattern Consequences The Mediator pattern simplifies object protocols. A mediator replaces many-to-many interactions with one-to- many interactions between the mediator and its colleagues. One-to-many relationships are easier to understand, maintain and extend. The Mediator pattern abstracts how objects cooperate. Making mediation an independent concept and encapsulating it in an object lets you focus on how objects interact apart from their individual behavior. That can help clarify how objects interact in a system. Mediator Pattern Consequences The mediator pattern centralizes control. The Mediator pattern trades complexity of interaction for complexity in the mediator. Because a mediator encapsulates protocols, it can become more complex than an individual colleague. This can make the mediator itself a monolith that is hard to maintain. Mediator Pattern Implement. Omitting the abstract Mediator class. There is no need to define an abstract Mediator class when colleagues work with only one mediator. The abstract coupling that the Mediator class provides lets colleagues work with different subclasses and vice versa.
Mediator Pattern Implement. Colleague-Mediator communication. Colleagues have to communicate with their mediator when an event of interest occurs. One approach is to implement the Mediator as an Observer. Colleague classes act as Subjects, sending notifications to the mediator whenever they change state. The mediator responds by propagating the effects of the change to the other colleagues. Mediator Pattern Game Game Manager Player manager Token Board Dice manager manager manager token board dice Chain of Responsibility (CoR) Pattern Behavioral Patterns Chain of Responsibility (CoR) 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. Intent You want to decouple a request's sender and receiver Multiple objects, determined at runtime, are candidates to handle a request You don't want to specify handlers explicitly in your code Applicability Behavioral Patterns - Command Class Diagram Behavioral Patterns - Command Handler: Defines the interface for handling the requests May implement the successor link ConcreteHandler Handles requests it is responsible for Can access its successor Handles the request if it can do so, otherwise it forwards the request to its successor Client: initiates the request to a ConcreteHandler object on the chain.
Participants If you use the CoR pattern, remember: Only one object in the chain handles a request Some requests might not get handled Those restrictions, of course, are for a classic CoR implementation. In practice, those rules are bent; for example, servlet filters are a CoR implementation that allows multiple filters to process an HTTP request. Behavioral Patterns - Command aClient : Client aReceiver: anInvoker : Invoker aCommand : ConcreteCommand create( aReceiver ) store( aCommand ) action() execute() Sequence Diagram Expanding Our Horizons OO Design Fundamental Concepts Objects Traditional way: bundle of data and method New way: things with responsibility Encapsulation Traditional way: hiding data New way: the ability to hiding anything Abstract classes/inheritance Traditional way: for specialization and reuse New way: as method of classifying objects Find what is varying and Encapsulate it