GoF Design Pattern Categories
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1 GoF Design Pattern Categories Purpose Creational Structural Behavioral Scope Class Factory Method Adapter Interpreter Template Method Object Abstract Factory Builder Prototype Singleton Adapter Bridge Composite Decorator Facade Proxy Flyweight Chain of Responsibility Command Iterator Mediator Memento Observer State Strategy Visitor 1
2 Intent: BUILDER (Object Creational) Separate the construction of a complex object from its representation so that the same construction process can create different representations Builders specify abstract interfaces for creating parts of a Product object 2
3 BUILDER (Object Creational) Usage: Rarely used, only useful if complex objects consisting of multiple parts need to be constructed (composite objects for example) 3
4 BUILDER (Object Creational) Motivation: ortf reader should be able to convert RTF to many text format oadding new conversions without modifying the reader should be easy 4
5 Builder Motivation Each kind of converter class takes the mechanism for creating and assembling a complex object and puts it behind an abstract interface. The converter is separate from the reader, which is responsible for parsing an RTF document. The Builder pattern captures all these relationships. Each converter class is called a builder in the pattern, and the reader is called the director. 5
6 Builder motivation 6
7 Builder motivation (example) 7
8 Builder Motivation Applied to this example, the Builder pattern separates the algorithm for interpreting a textual format (that is, the parser for RTF documents) from how a converted format gets created and represented. This lets us reuse the RTFReader's parsing algorithm to create different text representations from RTF documents just configure the RTFReader with different subclasses of Textconverter. 8
9 Applicability Use the Builder pattern when othe algorithm for creating a complex object should be independent of the parts that make up the object and how they are assembled othe construction process must allow different representations for the object that is constructed 9
10 BUILDER Structure Director Construct () builders Builder BuildPart () for all objects in structure { builder->buildpart () } ConcreteBuilder BuildPart () GetResult () Product 10
11 Builder - participants Builder (TextConverter): - specifies an abstract interface for creating parts of a Product object. ConcreteBuilder (ASCIIConverter, TeXConverter, TextWidgetConverter) - constructs and assembles parts of the product by implementing the Builder interface. - defines and keeps track of the representation it creates. - provides an interface for retrieving the product (e.g., GetASCIIText, Get-TextWidget). 11
12 Builder - participants Director (RTFReader) - constructs an object using the Builder interface. Product (ASCIIText, TeXText, TextWidget) - represents the complex object under construction. ConcreteBuilder builds the product's internal representation and defines the process by which it's assembled. - includes classes that define the constituent parts, including interfaces for assembling the parts into the final result. 12
13 Builder - Collaborations Client creates Director object and configures it with the desired Builder object Director notifies Builder whenever a part of the product should be built Builder handles requests from the Director and adds parts to the product Client retrieves the product from the Builder 13
14 Builder - Collaborations 14
15 Consequences It lets you vary a product's internal representation. It isolates code for construction and representation. It gives you finer control over the construction process. 15
16 Implementation issues Assembly and construction interface. Why no abstract class for products? Empty methods as default in Builder. 16
17 Related Patterns Abstract Factory is similar to Builder in that it too may construct complex objects. The primary difference is that the Builder pattern focuses on constructing a complex object step by step. Abstract Factory's emphasis is on families of product objects (either simple or complex). 17
18 Related Patterns Builder returns the product as a final step, but as far as the Abstract Factory pattern is concerned, the product gets returned immediately. A Composite is what the builder often builds. 18
19 Known Uses RTF converter application is from ET++. Builder is a common pattern in Smalltalk-80. The Service Configurator framework from the Adaptive Communications Environment uses a builder to construct network service components that are linked into a server at run-time. 19
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21 A scenario You ve just been asked to build a vacation planner for Patternsland, a new theme park just outside of Objectville. Park guests can choose a hotel and various types of admission tickets, make restaurant reservations, and even book special events. To create a vacation planner, you need to be able to create structures like this: 21
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26 enum VehicleType { Car, MotorCycle} enum Wheels {Wheels_2, Wheels_3, Wheels_4 } enum Door { Door_0, Door_2, Door_4} enum Frame { Car_Frame, MotorCycle_Frame } enum Engine { Car_Engine_2500CC, MotorCycle_Engine_50CC} 26
27 class Vehicle //product { } public Vehicle(VehicleType VType) { this.vtype = VType; } public VehicleType VType; public Engine engin; public Wheels wheels; public Door door; public Frame frame; سازنده در اين کلاس می گويد هر ای بسازد بايد نوع ا ن را (موتور يا کس می خواهد از اين ماشين) مشخص کند نمونه کلاس 27
28 abstract class VehicleBuilder { } protected Vehicle NewVehicle; public Vehicle GetVehicle() { return NewVehicle; } public abstract void BuildFrame(); public abstract void BuildWheels(); public abstract void BuildDoor(); public abstract void BuildEngine(); Builder الگوست اين قلب بايستی حتما abstract تعريف شود Newvehicle بايد نيزحتما protected باشد 28
29 class CarBuilder:VehicleBuilder //concrete builder { } public CarBuilder() { NewVehicle = new Vehicle(VehicleType.Car); } public override void BuildDoor() { NewVehicle.door = Door.Door_4; } public override void BuildFrame() { NewVehicle.frame = Frame.Car_Frame; } public override void BuildWheels() { NewVehicle.wheels = Wheels.Wheels_4; } public override void BuildEngine() { NewVehicle.engin = Engine.Car_Engine_2500CC; } 29
30 class MotorCycle:VehicleBuilder { } public MotorCycle() { NewVehicle = new Vehicle(VehicleType.MotorCycle); } public override void BuildDoor() { NewVehicle.door = Door.Door_0; } public override void BuildEngine() { NewVehicle.engin = Engine.MotorCycle_Engine_50CC; } public override void BuildWheels() { NewVehicle.wheels = Wheels.Wheels_2; } public override void BuildFrame() { NewVehicle.frame = Frame.MotorCycle_Frame; } 30
31 class Shop //director { } { } public void ConStruct(VehicleBuilder VB) VB.BuildFrame(); VB.BuildEngine(); VB.BuildWheels(); VB.BuildDoor(); Director نظارت دارد اجرا ترتيب بر 31
32 private void button1_click(object sender, EventArgs e) { } VehicleBuilder builder = new CarBuilder(); Shop shop = new Shop(); shop.construct(builder); Vehicle c = builder.getvehicle(); MessageBox.Show(c.VType.ToString()); //output=car 32
33 FACTORY METHOD (Class Creational) Intent: o Define an interface for creating an object, but let subclasses decide which class to instantiate. o Factory Method lets a class defer instantiation to subclasses. Also Known As Virtual Constructor 33
34 FACTORY METHOD (Class Creational) Usage: Frequently used, fairly easy to implement and useful for centralizing object lifetime management and avoiding object creation code duplication 34
35 FACTORY METHOD (Class Creational) Motivation: o Framework use abstract classes to define and maintain relationships between objects o Framework has to create objects as well - must instantiate classes but only knows about abstract classes - which it cannot instantiate o Factory method encapsulates knowledge of which subclass to create - moves this knowledge out of the framework 35
36 FACTORY METHOD Motivation Document docs Application Open() Close() Save() Revert() CreateDocument() NewDocument() OpenDocument() Document* doc=createdocument(); docs.add(doc); doc->open(); MyDocument MyApplication CreateDocument() return new MyDocument 36
37 FACTORY METHOD Motivation 37
38 Applicability Use the Factory Method pattern when oa class can t anticipate the class of objects it must create. oa class wants its subclasses to specify the objects it creates. oclasses delegate responsibility to one of several helper subclasses, and you want to localize the knowledge of which helper subclass is the delegate. 38
39 structure FACTORY METHOD (Class Creational) factory factory method method "# product!" product override factory method "# concrete product "!$" 39
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41 Product Participants o Defines the interface of objects the factory method creates ConcreteProduct o Implements the product interface Creator o Declares the factory method which returns object of type product o May contain a default implementation of the factory method o Creator relies on its subclasses to define the factory method so that it returns an instance of the appropriate Concrete Product. ConcreteCreator o Overrides factory method to return instance of ConcreteProduct 41
42 Collaborations Creator relies on its subclasses to define the factory method so that it returns an instance of the appropriate Concrete Product. 42
43 Provides hooks for subclasses. Factory method Consequences Connects parallel class hierarchies : Parallel class hierarchies result when a class delegates some of its responsibilities to a separate class. 43
44 Implementation Two major varieties. Parameterized factory methods. Language-specific variants and issues. Using templates to avoid subclassing. Naming conventions. 44
45 Known Uses Factory methods pervade toolkits and frameworks. Class View in the Smalltalk-8 0Model/View/Controller framework has a method default Controller that creates a controller, and this might appear to be a factory method. The Orbix ORB system from IONA Technologies uses Factory Method to generate an appropriate type of proxy when an object requests a reference to a remote object. 45
46 Related Patterns Abstract Factory is often implemented with factory methods. The Motivation example in the Abstract Factory pattern illustrates Factory Method as well. Factory methods are usually called within Template Methods. In the document example above, NewDocument is a template method. 46
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48 Related Patterns 48
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66 Factory pattern 66
67 public enum ShapeType { Circle, Rectangle } interface IShape { void Draw(); } class Rectangle:IShape { public double Width; public double Heigth; public void Draw() { } } class Circle:IShape { public double Radius; public void Draw() { } } 67
68 abstract class Factory { public static IShape CreateShape(ShapeType TShape) { IShape Shape = null; switch (TShape) { case ShapeType.Circle: Shape = new Circle(); break; case ShapeType.Rectangle: Shape = new Rectangle(); break; } return Shape; }} 68
69 private void button1_click() { } IShape Shape1 = Factory.CreateShape("Circle"); Shape1.Draw(); IShape shape2 = Factory.CreateShape("Rectangle"); shape2.draw(); 69
70 factory method pattern 70
71 public enum ShipType { Circle, Rectangle } interface IShip { void Draw(); } class Rectangle:IShip { public void Draw() { } } class Circle:IShip { public double Radius; public void Draw() { } } } 71
72 public abstract class Factory { abstract public IShip FactoryMethod(ShipType Type); } class CreateFactory:Factory { public override IShip FactoryMethod(ShipType Type) { IShip ship = null; switch (Type) { case ShipType.Circle: ship = new Circle(); break; case ShipType.Rectangle: ship = new Rectangle(); break; } return ship; } } 72
73 private void button1_click( ) { Factory F = new CreateFactory(); Circle C =(Circle) F.FactoryMethod(ShipType.Circle); C.Radius = 54; C.Draw(); } 73
74 PROTOTYPE (Object Creational) Intent: ospecify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. Motivation: oframework implements Graphic class for graphical components and GraphicTool class for tools manipulating/creating those components 74
75 Motivation Actual graphical components are application-specific How to parameterize instances of Graphic Tool class with type of objects to create? Solution: create new objects in Graphic Tool by cloning a prototype object instance 75
76 PROTOTYPE Motivation Tool Manipulate() prototype Graphic Draw(Position) Clone() Staff MusicalNote Rotate Tool Manipulate() Graphic Tool Manipulate() Draw(Position) Clone() p = prototype ->Clone() while(user drags mouse){ p ->Draw(new position) } Insert p into drawing WholeNote Draw(Position) Clone() Return copy of self HalfNote Draw(Position) Clone() Return copy of self 76
77 PROTOTYPE Motivation Usage: Easy pattern, usage depends on the preferred software design, provides an alternative to the other creational patterns that are mainly based on external classes for creation 77
78 Applicability Use the Prototype pattern when a system should be independent of how its products are created, composed, and represented; owhen the classes to instantiate are specified at runtime, for example, by dynamic loading; or oto avoid building a class hierarchy of factories that parallels the class hierarchy of products; or 78
79 Applicability when instances of a class can have one of only a few different combinations of state. It may be more convenient to install a corresponding number of prototypes and clone them rather than instantiating the class manually, each time with the appropriate state. 79
80 PROTOTYPE Structure client prototype Prototype Operation() Clone() p = prototype ->Clone() ConcretePrototype1 Clone() ConcretePrototype2 Clone() return copy of self return copy of self 80
81 Participants: Prototype (Graphic) odeclares an interface for cloning itself ConcretePrototype (Staff, WholeNote, HalfNote) oimplements an interface for cloning itself Client (GraphicTool) ocreates a new object by asking a prototype to clone itself L5 Collaborations: A client asks a prototype to clone Itself. UNIT-III 81
82 Consequences Adding and removing products at run-time. Specifying new objects by varying values. Specifying new objects by varying structure. Reduced subclassing. Configuring an application with classes dynamically. 82
83 Implementation Using a prototype manager. Implementing the Clone operation. Initializing clones. Prototype Prototype Some object Some object clone clone Some object کپی عميق کپی کم عمق 83
84 Known Uses first example of the Prototype pattern was in Ivan Sutherland's Sketchpad system first widely known application of the pattern in an object oriented language was in ThingLab, where users could form a composite object and then promote it to a prototype by installing it in a library of reusable objects 84
85 Related Patterns Prototype and Abstract Factory are competing patterns in some ways, as we discuss at the end of this chapter. They can also be used together, however. An Abstract Factory might store a set of prototypes from which to clone and return product objects. Designs that make heavy use of the Composite and Decorator patterns often can benefit from Prototype as well. 85
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90 abstract class Prototype { public abstract Prototype Clone(); } class producta:prototype { public override Prototype Clone() { return (prototype) this.memberwiseclone(); } } Void button{ ايجاديکنمونهازمحصول producta(); product PA= new product PB= (producta) PA.clone(); } 90
91 abstract class Prototype { public abstract Prototype Clone(); } class producta:prototype { } public int id; public override Prototype Clone() { return (prototype) this.memberwiseclone(); } Void button{ product PA= new producta(); PA.id=20 product PB= (producta) PA.clone(); //PB.id=60 print //PB.id=60 (PB.id) Out put is 20 کدهایمربوطبه shalloe وdeep class student { public string name; } class producta:prototype { } public int id; Public student st; public override Prototype Clone() { return (prototype) this.memberwiseclone(); } Void button{ } product PA= new producta(); PA.id=20 PA.st=new student(); PA.st.name= ali product PB= (producta) PA.clone(); PB.st.name= amir print (PA.st.name) 91
92 abstract class Prototype { public abstract Prototype Clone(); } کدهای مربوط به deep class producta:prototype { public int id; Public student st; public override Prototype Clone() { product p=(product) this.memberwiseclone(); p.st= new student(); p.id=new int(); return (p); } } 92
93 abstract class ColorPrototype { public abstract ColorPrototype Clone(); } class Color:ColorPrototype { public int Red; public int Green; public int Blue; public override ColorPrototype Clone() { return this.memberwiseclone() as ColorPrototype; } } 93
94 private void button1_click(object sender, EventArgs e) { Color c1 = new Color(); c1.green = 255; Color c2 = c1.clone() as Color; } 94
95 Intent: SINGELTON oensure a class only has one instance, and provide a global point of access to it. Motivation: osome classes should have exactly one instance (one print spooler, one file system, one window manager) oa global variable makes an object accessible but doesn t prohibit instantiation of multiple objects oclass should be responsible for keeping track of its sole interface 95
96 SINGELTON Usage: Often used for objects that need to provide global access with the constraint of only one single instance in the application 96
97 Applicability Use the Singleton pattern when othere must be exactly one instance of a class, and it must be accessible to clients from a well-known access point. owhen the sole instance should be extensible by subclassing, and clients should be able to use an extended instance without modifying their code. 97
98 SINGLETON Structure Singleton static Instance() return uniquelnstance SingletonOperation() GetSingletonData() Static uniquelnstance singletondata 98
99 Singleton: Participants and Collaborations Defines an instance operation that lets clients access its unique interface Instance is a class operation (static in Java) May be responsible for creating its own unique instance Collaborations: Clients access a Singleton instance solely through Singleton s Instance operation. 99
100 Consequences Controlled access to sole instance. Reduced name space. Permits refinement of operations and representation. Permits a variable number of instances. More flexible than class 100
101 Implementation Points Generally, a single instance is held by the object, and controlled by a single interface. Sub classing the Singleton may provide both default and overridden functionality. 101
102 Known Uses A more subtle example is the relationship between classes and their metaclasses. A metaclass is the class of a class, and each metaclass has one instance. Metaclasses do not have names (except indirectly through their sole instance), but they keep track of their sole instance and will not normally create another. 102
103 Related pattern Many patterns can be implemented using the Singleton pattern. See Abstract Factory, Builder, and Prototype. 103
104 Related pattern private void button1_click(object sender, EventArgs e) { SingleTon S = SingleTon.Getinstance(); SingleTon S2 = SingleTon.Getinstance(); S.Name = "Rahim Lotfi"; MessageBox.Show(S2.Name); } 104
105 class SingleTon { private static SingleTon Instance; private SingleTon() { } public static SingleTon Getinstance() { if (Instance == null) { Instance = new SingleTon(); } return Instance; } } private void button1_click(object sender, EventArgs e) { //SingleTon S = new SingleTon); SingleTon S = SingleTon.Getinstance(); } 105
106 public class SingleTon { private static volatile SingleTon Instance; private static object _lock = new object(); private SingleTon() { } public static SingleTon Getinstance() { if (Instance == null) { lock (_lock) { if (Instance == null) Instance = new SingleTon(); } } return Instance; } public String Name; 106 }
107 private void button1_click(object sender, EventArgs e) { SingleTon S = SingleTon.Getinstance(); SingleTon S2 = SingleTon.Getinstance(); S.Name = GOF"; MessageBox.Show(S2.Name); } 107
108 Discussion of Creational Patterns There are two common ways to parameterize a system by the classes of objects it creates: One way is to subclass the class that creates the objects The other way to parameterize a system relies more on object composition 108
109 Discussion of Creational Patterns Consider the drawing editor framework described in the Prototype pattern. There are several ways to parameterize a GraphicTool by the class of product: By applying the FactoryMethod pattern, a subclass of GraphicTool will be created for each subclass of Graphic in the palette. By applying the Abstract Factory pattern, there will be a class hierarchy of GraphicsFactories, one for each Graphic subclass. 109
110 Discussion of Creational Patterns By applying the Prototype pattern, each subclass of Graphics will implement the Clone operation, and a Graphic Tool will be parameterized with a prototype of the Graphic it creates. L6 110
111 Discussion of Creational Patterns Which pattern is best depends on many factors. Abstract Factory doesn't offer much of an improvement, because it requires an equally large Graphics Factory class hierarchy. the Prototype pattern is probably the best for the drawing editor framework, because it only requires implementing a Clone operation on each Graphics class. Factory Method makes a design more customizable and only a little more complicated. 111
112 Discussion of Creational Patterns Designs that use Abstract Factory, Prototype, or Builder are even more flexible than those that use Factory Method, but they're also more complex. Often, designs start out using Factory Method and evolve toward the other creational patterns as the designer discovers where more flexibility is needed. 112
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