Design Pattern. CMPSC 487 Lecture 10 Topics: Design Patterns: Elements of Reusable Object-Oriented Software (Gamma, et al.)

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1 Design Pattern CMPSC 487 Lecture 10 Topics: Design Patterns: Elements of Reusable Object-Oriented Software (Gamma, et al.) A. Design Pattern Design patterns represent the best practices used by experienced objectoriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time. Design patterns can speed up the development process by providing tested, proven development paradigms. Effective software design requires considering issues that may not become visible until later in the implementation. Reusing design patterns helps to prevent subtle issues that can cause major problems, and it also improves code readability for coders and architects who are familiar with the patterns. Following table shows design pattern categories: Purpose Creational Structural Behavioral Scope Class Factory Method Adapter (class) Interpreter Template Method Object Abstract Factory Builder Prototype Singleton Adapter (object) Bridge Composite Decorator Façade Flyweight Proxy Chain of Responsibilities Command Iterator Mediator Memento Observer State Strategy Visitor Note: I don t know how much I can cover those topics. Maybe I can explain about 7-10 patterns. I will introduce as much patterns as I can do. The order of topics may change as well.

2 Abstract Factory (Creational): Provide an interface for creating families of related or dependent objects without specifying their concrete classes. Adapter (Structural): Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces. Bridge (Structural): Decouple an abstraction from its implementation so that the two can vary independently. Builder (Creational): Separate the construction of a complex object from its representation so that the same construction process can create different representations. Chain of Responsibility (Behavioral): 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. Command (Behavioral): Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations. Composite (Structural): Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. Decorator (Structural): Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality. Façade (Structural): Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use. Factory Method (Creational): Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses. Flyweight (Structural): Use sharing to support large numbers of fine-grained objects efficiently. Interpreter (Behavioral): Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language. Iterator (Behavioral): Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. Mediator (Behavioral): 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. Memento (Behavioral): Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later. Observer (Behavioral): Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. Prototype (Creational): Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. Proxy (Structural): Provide a surrogate or placeholder for another object to control access to it. Singleton (Creational): Ensure a class only has one instance, and provide a global point of access to it. State (Behavioral): Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. Strategy (Behavioral): Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. Template Method (Behavioral): Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. Visitor (Behavioral): 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.

3 Singleton (Creational) Ensure a class only has one instance, and provide a global point of access to it.

4 Adapter (Structural, = Wrapper): Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.

5 Bridge (Structural, = Handle, Body, Driver) Decouple an abstraction from its implementation so that the two can vary independently.

6 Iterator (Behavioral, = Cursor) Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

7 Abstract Factory (Creational, = Kit) Provide an interface for creating families of related or dependent objects without specifying their concrete classes.

8 Factory Method (Creational, = Virtual Constructor): Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

9 Builder (Creational): Separate the construction of a complex object from its representation so that the same construction process can create different representations.

10 Prototype (Creational): Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.

11 Proxy (Structural, = Surrogate) Provide a surrogate or placeholder for another object to control access to it.

12 Façade (Structural) Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.

13 Flyweight (Structural) Use sharing to support large numbers of fine-grained objects efficiently.

14 Decorator (Structural, = Wrapper) Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.

15 Composite (Structural) Compose objects into tree structures to represent partwhole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.

16 Observer (Behavioral) Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

17 State (Behavioral) Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.

18 Template Method (Behavioral): Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.

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