CS 2720 Practical Software Development University of Lethbridge. Design Patterns

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1 Design Patterns A design pattern is a general solution to a particular class of problems, that can be reused. They are applicable not just to design. You can think of patterns as another level of abstraction. It is a solution that can be easily translated into code. Typically not built into the language. Design Patterns 1 48 Howard Cheng

2 Types of Design Patterns Creational: how an object can be created Structural: the way objects are connected with each other Behavioral: objects that handle particular types of actions within a program. Design Patterns 2 48 Howard Cheng

3 The Singleton Pattern Used to restrict one and only one instance of a class. They are preferred to global variables because of namespace pollution and lazy allocation. A class would use a static method to create an object if there is not already an instance, or return a reference to the single object. Disallow (copy) constructor and assignment operator. Allocate static object inside getinstance() function. Example usage: central manager (e.g. window manager), log file, Builder objects. Design Patterns 3 48 Howard Cheng

4 The Singleton Pattern Singleton static uniqueinstance: singletondata static Instance() SingletonOperation() GetSingletonData() return uniqueinstance Design Patterns 4 48 Howard Cheng

5 The Factory Pattern If you use polymorphism to create new classes, new types can be added without disturbing much existing code... except when you create the objects Solution: force the creation of objects to occur through a common factory. The factory method can be a virtual function in the base class. A separate factory class can also be created to create the appropriate objects given a parameter. Design Patterns 5 48 Howard Cheng

6 The Factory Pattern Framework Document Application CreateDocument() newdocument() Document* doc = CreateDocument(); // add doc to container Application MyDocument MyApplication CreateDocument() return new MyDocument() Design Patterns 6 48 Howard Cheng

7 The Abstract Factory Pattern Encapsulates a group of similar factories. The client creates a concrete implementation of abstract factory and use the abstract interface. The client does not know which object is created. Allows concrete classes to be changed without changing the client code. e.g. create a window in different windowing environment. Design Patterns 7 48 Howard Cheng

8 The Abstract Factory Pattern <<interface>> AbstractFactory CreateProductA() CreateProductB() Client AbstractProductA AbstractProductB ConcreteFactory1 CreateProductA() CreateProductB() ConcreteFactory2 CreateProductA() CreateProductB() ProductA1 ProductA2 ProductB1 ProductB2 Design Patterns 8 48 Howard Cheng

9 The Builder Pattern The builder pattern is used to build objects. A builder class tries to build an object one step at a time (through composition). A director class is responsible for managing the correct sequence of steps of object creation. For example: building a car from its parts. Design Patterns 9 48 Howard Cheng

10 The Builder Pattern RTFReader Parse() DocumentConverter ConvertParagraph( :char) ConvertFont( :Font) ConvertParagraph() while (t = get_next_token()) { switch(t.type) case CHAR: builder->convertcharacter(t.aschar) break case FONT: builder->convertfontchange(t.asfont) break case PARAGRAPH: builder->convertparagraph() } AsciiConverter AsciiDocument TexConverter TexDocument HtmlConverter HtmlDocument Design Patterns Howard Cheng

11 The Prototype Pattern Sometimes we want to create objects based on a prototype object which is then cloned to produce new objects. Avoids subclasses of object creator (e.g. abstract factory). An abstract base class specifies a pure virtual clone() method. Useful when there are only a few different possible values for objects. This is kind of a polymorphic constructor. A factory method can be used in combination to create objects from prototypes from different classes. Design Patterns Howard Cheng

12 The Prototype Pattern Client Operation() Prototype Clone() p = prototype->clone() ConcretePrototype1 Clone() ConcretePrototype2 Clone() Design Patterns Howard Cheng

13 The Adapter Pattern The adapter pattern is a way to wraparound some classes to provide an interface expected by some other class. The adapter may also transform input/output data into the right forms. The target is how you want to use the class. The adaptee is the underlying class. e.g. string stream, stream iterator Design Patterns Howard Cheng

14 The Adapter Pattern Client Target Request() Adaptee SpecificRequest() Adapter Request() SpecificRequest() Design Patterns Howard Cheng

15 The Bridge Pattern This pattern is used to decouple an abstraction from its implementation, so that the two can vary independently. If only the class may vary, then inheritance is good enough. But if the behavior of the class may also vary, using inheritance may result in too many classes with duplicated code. For example, different Shapes that can be drawn differently depending on the graphical user interface. Design Patterns Howard Cheng

16 The Bridge Pattern 3DShape Draw() Cube Prism Pyramid CubeDX CubeOGL PrismDX PrismOGL PyramidDX PyramidOGL DirectX OpenGL Design Patterns Howard Cheng

17 The Bridge Pattern One inheritance tree is used for the classes. Another tree is used to handle the different implementation (behavior). The abstract base class has a reference (or owns) the abstract base of the implementation class. The right function is triggered automatically by polymorphism. Design Patterns Howard Cheng

18 The Bridge Pattern 3DShape Draw() DrawLine() 3DImplementation Cube Prism Pyramid DXImplementation OGLImplementation DirectX OpenGL Design Patterns Howard Cheng

19 The Composite Pattern Sometimes we want to perform the same command to a group of objects. These commands often can be applied to a single object as well. e.g. deleting a single message vs. deleting a group of message. It may be useful if a group of object can be treated in exactly the same way as a single instance of an object. The composite pattern use tree structures to represent part-whole hierarchies. A abstract base class is used to model each component, which can either be a leaf or a composite class. Each component supports an operation (e.g. delete). The client can invoke the operation from the component for the whole group. Design Patterns Howard Cheng

20 The Composite Pattern Component Client Operation() Add(c:Component) Remove(c:Component) GetChild(i:int) child Leaf Operation() Composite Operation() for all c:child c->operation() Design Patterns Howard Cheng

21 The Decorator Pattern Allows functionality of a class to be extended at runtime. A new decorator class wraps the original class. Decorator takes an object of original class in constructor. Decorator implements new functionalities, but must have the same interface as original class. Inheritance adds new behaviour at compile time. e.g. GUI: add scrollbars, borders, etc. to windows, adding access control to users. Design Patterns Howard Cheng

22 The Decorator Pattern Component Operation() ConcreteComponent Decorator Operation() component->operation() ConcreteDecoratorA addedstate Operation() ConcreteDecoratorB Operation() AddedBehaviour() Decorator::Operation() AddedBehaviour() Design Patterns Howard Cheng

23 The Façade Pattern Used to provide a simpler interface for a large body of code. Reduce dependencies of inner workings of a library. e.g. database, compiler, etc. Design Patterns Howard Cheng

24 The Flyweight Pattern Often, an application needs to use a large number of similar objects. e.g. a drawing application may need to use a large number of Pen objects to specify how each object is to be drawn (e.g. colour, thickness, etc.). The states of these objects can often be shared (e.g. there may only be a few different colours). A flyweight is an object that is shared by many other objects to minimize memory usage. The state is divided into intrinsic state (the common part) and extrinsic state (the rest). e.g. intrinsic: pen colour, thickness, etc. extrinsic: endpoints of line A factory method creates a required flyweight object if it does not already exist, and return a reference to it. Design Patterns Howard Cheng

25 The Flyweight Pattern FlyweightFactory getflyweight(key) Flyweight Operation(es:ExtrinsecState) State if(flyweight[key] exists) { return existing flyweight } else{ create new flyweight add it to pool return the new flyweight } Client ConcreteFlyweight is:intrinsecstate ConcreteUnsharedFlyweight as:allstate IntrinsecState ExtrinsecState Design Patterns Howard Cheng

26 The Proxy Pattern A proxy is a class acting as an interface to something else. Can be used to encapsulate file, network, GUI, etc. One base class for common interface. One real implementation as subclass. One proxy implementation to delegate to the real implementation. Can be used to defer creation of objects until needed. e.g. smart pointers. Design Patterns Howard Cheng

27 The Proxy Pattern Client Subject Request() RealSubject Request() Proxy Request() realsubject->request Design Patterns Howard Cheng

28 The Chain of Responsibility Pattern A set of processing objects that describes what command objects it can handle, and how to pass off those it cannot handle. Allows the client to send a request to only one chain instead of a specific object decouples a request sender and receiver. The first processing object that can handle the command will do it. e.g. help button: the request is passed from the most limiting component (e.g. button) up the chain until one can handle it. Every class has a single responsibility. The chain can be constructed at run time. Design Patterns Howard Cheng

29 The Chain of Responsibility Pattern HelpHandler handlehelp() handler handler->handlehelp() Application Widget Dialog Button handlehelp() showhelp() if(can handle) { showhelp(); }else{ handler->handlehelp(); } Design Patterns Howard Cheng

30 The Command Pattern Command Objects are used to encapsulate actions and their parameters. Examples: PrintJob, TestRunner. The command class may have an execute() or run() method. Similar to function pointers, but can store extra parameters. Can collect command objects to execute them in sequence. Allows one to treat all commands in a similar way (execute(), undo(), getestimatedduration()). Example application: maintaining an undo list (each command class has an undo() method), specifying actions for menu items, queueing jobs. Design Patterns Howard Cheng

31 The Command Pattern Application Menu MenuItem Command add(d:document) add(mi:menuitem) onclick() execute() onclick() { command->execute(); } Document open() close() cut() copy() pastecommand execute() execute() { document->paste(); } OpenCommand execute() execute() { name = askuser() doc = new Document(name); application->add(doc); doc->open(); } Design Patterns Howard Cheng

32 The Interpreter Pattern Use a specialized computer language to solve a restricted class of problems. Have one class for each symbol in the language. It is easy to change and extend the grammar. e.g. calculator language, database query language (SQL), etc. e.g. every class can have a generate code function. Design Patterns Howard Cheng

33 The Iterator Pattern It describes a way to access elements in any container in a sequential manner. The internal representation of the container is not exposed. This is implemented in STL containers. All containers can be accessed in a consistent manner. Design Patterns Howard Cheng

34 The Iterator Pattern Container CreateIterator() Append(i:Item) Client Iterator First() Next() isdone() CurrentItem() List Vector ListIterator VectorIterator First() Next() isdone() CurrentItem() Design Patterns Howard Cheng

35 The Mediator Pattern Provides a unified interface to a set of interfaces in a subsystem. Communication between objects is encapsulated with a mediator object. Lower coupling. Mediator: defines interface for communication between colleagues ConcreteMediator: implements the Mediator interface and coordinates communication. ConcreteColleague: communicates with other colleagues through its mediator. e.g. many components in a GUI dialog may have to interact with each other selecting one component may require an update of another component. Design Patterns Howard Cheng

36 The Mediator Pattern EntryField RadioBox RadioBox ListBox RadioBox FontDialogDirector EntryField RadioBox ListBox Button vs. Button Design Patterns Howard Cheng

37 The Memento Pattern This pattern provides the ability for an object to restore itself to a previous state. The originator is the object of interest. A caretaker wants to perform an operation on the originator, and asks it for a memento object first. The memento object can be used to restore the orignator s state. The memento object cannot be examined by anyone other than the originator. e.g. random number generator, finite state machine. Design Patterns Howard Cheng

38 The Memento Pattern Originator SetMementor(Memento m) CreateMemento() state return new Memento(state) state = m->getstate() Memento GetState() SetState() state CareTaker Design Patterns Howard Cheng

39 The Observer Pattern An object maintains a list of dependents and notifies them automatically of any state change. The notification is done by calling a method from the dependent. Each dependent is an observer, and should have an update() method. A subject allows each observer to attach and detach itself. The subject is responsible for notifying the observers when a change has occurred. e.g. GUI views: when the underlying data has changed, the GUI has to be informed to be redrawn. Design Patterns Howard Cheng

40 The Observer Pattern Subject Attach(o:Observer) Detach(o:Observer) Notify() <<interface>> Observer Update() forall o in observer o->update() ConcreteSubject subjectstate GetState() SetState() subject#1 ConcreteObserver observerstate Update() observerstate = subject->getstate() return subjectstate Design Patterns Howard Cheng

41 The State Pattern The intent is for the class to choose one of the real implementations as appropriate at run time. The choice can change at run time. e.g. Dead/alive for players, drawing tool (different behaviour for mouse click for different tools). Move logic from code into classes. Design Patterns Howard Cheng

42 The State Pattern TCPConnection Open() Close() Acknowledge() TCPState Open() Close() Acknowledge() state->open() TCPEstablished TCPListen TCPClosed Design Patterns Howard Cheng

43 The Strategy/Policy Pattern Sometimes it is useful to dynamically swap the algorithms used in an application. The strategy pattern encapsulates each algorithm as an object and make them interchangeable. Use a polymorphic base class and inherit each algorithm as a subclass. A wrapper context class is used to hold a pointer to the base class, and provides a way to set a particular algorithm. Design Patterns Howard Cheng

44 The Strategy Pattern Sorter MethodWithSort() Sort Sort() sort->sort() QuickSort HeapSort NaiveSort Design Patterns Howard Cheng

45 The Template Method Pattern Useful for modelling a related set of algorithms. Each algorithm is encapsulated as an abstract base class. The steps of the algorithm are implemented as virtual functions. The abstract base class implements the algorithms by calling the virtual functions. Specific variation of algorithms are achieved by deriving from the abstract class and overriding the virtual functions. e.g. two-player game: initialize game, deciding whose turn it is, make a move, deciding end of game, deciding winner. Design Patterns Howard Cheng

46 The Template Method Pattern Document Read() Application CreateDocument() CanOpenDocument() InitializeOpenDocument() OpenDocument() MyDocument Read() MyApplication CanOpenDocument() InitializeOpenDocument() CreateDocument() Design Patterns Howard Cheng

47 The Visitor Pattern Separates an algorithm from an object structure upon which it operates. Each element class has an accept() method which takes a visitor object as a parameter. Visitor is an interface with a visit() method for each element class. The accept() method calls back visit(). Different visitor classes are used to perform different operations. New functionality can be added by defining new visitor classes without changing object structure. Design Patterns Howard Cheng

48 The Visitor Pattern Visitor Node TypeCheck() GenerateCode() Write() TypeCheckingVisitor WritingVisitor VariableReferenceNode AssignementNode OperationNode CodeGeneratingVisitor VisitAssignmentNode(n:AssignmentNode) VisitVariableReferenceNode(n:VariableReferenceNode) VisitOperationNode(n:OperationNode) Program Node AcceptVisitor(v:Visitor) AssignementNode AcceptVisitor(v:Visitor) VariableReferenceNode AcceptVisitor(v:Visitor) v->visitassignementnode(this) v->visitreferencenode(this) Design Patterns Howard Cheng

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