David Talby March 21, 2006

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David Talby Representing Data Structures Composite Flyweight Decorator Traversing Data Structures Iterator Visitor Documented Proved Design Experience Finding the right classes Finding them faster Common design jargon Consistent format Coded infrastructures Criteria for Success Open-Closed Principle Single Choice Principle A program must treat simple and complex objects uniformly For example, a painting program has simple objects (lines, circles and texts) as well as composite ones (wheel = circle + six lines). Treat simple and complex objects uniformly in code - move, erase, rotate and set color work on all Some composite objects are defined statically (wheels), while others dynamically (user selection) Composite objects can be made of other composite objects We need a smart data structure All simple objects inherit from a common interface, say Graphic: class Graphic void move(int x, int y) = 0; void setcolor(color c) = 0; void rotate(double angle) = 0; The classes Line, Circle and others inherit Graphic and add specific features (radius, length, etc.)

This new class inherits it as well: class CompositeGraphic : public Graphic, public list<graphic> void rotate(double angle) for (int i=0; i<count(); i++) item(i)->rotate(); Since a CompositeGraphic is a list, it had add(), remove() and count() methods Since it is also a Graphic, it has rotate(), move() and setcolor() too Such operations on a composite object work using a forall loop Works even when a composite holds other composites - results in a tree-like data structure! Example of creating a composite: CompositeGraphic *cg; cg = new CompositeGraphic(); cg->add(new Line(0,0,100,100)); cg->add(new Circle(50,50,100)); cg->add(t); // dynamic text graphic cg->remove(2); Can keep order of inserted items if the program needs it Single Inheritance Root has add(), remove() methods Sometimes useful to let objects hold a pointer to their parent A composite may cache data about its children (count is an example) Make composites responsible for deleting their children Beware of circles in the graph! Any data structure to hold children will do (list, array, hashtable, etc.) "# In almost all O-O systems Document editing programs GUI (a form is a composite widget) Compiler parse trees (a function is composed of simpler statements or function calls, same for modules) Financial assets can be simple (stocks, options) or a composite portfolio

$ Encapsulate the varying aspect Interfaces Inheritance describes variants Composition allows a dynamic choice between variants Open-Closed Principle Single Choice Principle Representing Data Structures Composite Flyweight Decorator Traversing Data Structures Iterator Visitor %& ' %' Pages, Columns, Lines, Letters, Symbols, Tables, Images,... Font and style settings per letter Frames, Shadows, Background, Hyperlink attached to anything Unlimited hierarchy: Tables with several Paragraphs containing hyper-linked images inside tables Should be open for additions... First, a uniform interface for simple things that live in a document: class Glyph void draw(window *w) = 0; void move(double x, double y) = 0; bool intersects(point *p) = 0; void insert(glyph *g, int i) = 0; void remove(int i) = 0; Glyph* child(int i) = 0; Glyph* parent() = 0; ' % Unlimited Hierarchy problem solved Dynamic selection of composites Open for additions

()# Use sharing to support a large number of small objects efficiently For example, if every character holds font and style data, a long letter will require huge memory Even though most letters use the same font and style How do we make it practical to keep each character as an object? Reduce the memory demands of having an object per character Keep the flexibility to customize each character differently Intrinsic state = worth sharing Extrinsic state = not worth sharing Put extrinsic state in a class: class CharacterContext Font* font; bool isitalic, isbold,...; int size; int asciicode; // many others draw(int x, int y)... // other operational methods Original class holds rest of state: class Character : public Glyph CharacterContext *cc; int x, y; draw() cc->draw(x,y); A factory manages the shared pool It adds the object to the pool if it doesn t exists, and returns it Here s Character s constructor: Character(int x, int y, Font *f, ) this->x = x; this->y = y; this->cc = factory.createcharacter(f, );

! There s a lot of tradeoff in what is defined as extrinsic Shared pool is usually a hash table Use reference counting to collect unused flyweights Don t rely on object identity Different objects will seem equal "# Word processors Average 1 flyweight per 400 letters Widgets All data except location, value Strategy design pattern State design pattern Representing Data Structures Composite Flyweight Decorator Traversing Data Structures Iterator Visitor *' Attach additional features to an object dynamically For example, many features can be added to any glyph in a document Background, Note, Hyperlink, Shading, Borders, We can freely combine features An image can have a background, a border, a hyper-link and a note Features are added and removed dynamically Can t afford a class per combination Should be easy to add new features Don t put it all in Glyph

Meet Decorator, a class for adding responsibilities to another glyph: class Decorator : public Glyph void draw() component->draw(); // same for other features private: Glyph *component; Define concrete decorators: class BackgroundDecorator : public Decorator void draw() drawbackground(); glyph->draw();! Many decorators can be added and removed dynamically: Behavior can be added before and after calling the component Efficient in space Order of decoration can matter The Decorator class can be omitted if there s only one decorator or Glyph is very simple The Glyph class should be lightweight and not store data "# Embellishing Document Background, Border, Note,... Communication Streams Encrypted, Buffered, Compressed

' ) +! Patterns work nicely together Composite, Decorator, Flyweight don t interfere Data structures are not layered Instead, clients work on a Glyph interface hiding structures of unknown, dynamic complexity Each Glyph should have deep read() and write() methods Save to disk / Send over network by simply writing the root Glyph object of a document All optimizations saved as well! Also works on subtrees Little coding,), Cut = Detach a subtree Copy = Clone a subtree Paste = Attach a subtree Also works on composite glyphs Glyphs should hold a reference to parents for the cut operations Cloning of a flyweight should only increase its reference count! Representing Data Structures Composite Flyweight Decorator Traversing Data Structures Iterator Visitor - Traverse a data structure without exposing its representation An extremely common pattern For example, a list should support forward and backward traversals Certainly not by exposing its internal data structure Adding traversal methods to List s interface is a bad idea Traversal operations should be separate from List<G> s interface Allow several ongoing traversals on the same container Reuse: it should be possible to write algorithms such as finditem that work on any kind of list

Define an abstract iterator class: class Iterator<G> void first() = 0; void next() = 0; bool isdone() = 0; G* item() = 0; Each data structure implementation will also implement an iterator class: ListIterator<G> HashTableIterator<G> FileIterator<G> StringIterator<G> Each data structure can offer more than one iterator: Forward and backward iterators Preorder, inorder, postorder For example: class BackwardArrayIterator<G> : public Iterator<G> Array<G> *container; int pos; public: BackwardArrayIterator(Array *a) container = a; first(); next() --pos; // other methods easy A data structure s interface should return iterators on itself: class List<G> Iterator<G>* getforwarditerator() return new ListForwardIterator(this); Iterator<G>* getbackwarditerator() // similarly Now every LinkedList object can have many active iterators Writing functions for containers: void print(iterator<int>* it) for (it->first();!it->isover(); it->next()) cout << it->item(); Using them: print(mylist->getbackwarditerator()); print(mytable->getcolumnitr( Age )); print(mytree->getpostorderiterator()); Generic algorithms can be written: G* finditem(iterator<g>* it, G *element) while (!it->isover()) if (it->item() == element) return element; it->next(); return NULL;

Some iterators are generic: Traverse every n th item Traverse items that pass a filter Traverse only first n items Traverse a computed view of items Such iterators should be coded once It should be easy to combine such iterators and add new ones Their use should be transparent Use the Decorator design pattern For example, FilteredIterator<G> receives another iterator and the filtering function in its constructor It delegates all calls to its internal iterator except first() and next(): void next() do it->next() while (!filter(it->item() &&!it->isover());! It is then easy to combine such generic iterators Print square roots of the first 100 positive elements in a list: print(new LimitedIterator(100, new ComputedIterator(sqrt, new FilteredIterator(positive, list->getforwarditerator())))); Adding an abstract DecoratorIterator reduces code size if many exist Everything is a container Character strings Files, both text and records Socket streams over the net The result of a database query The bits of an integer Stream of random or prime numbers This allows reusing the print, find and other algorithms for all of these Iterators may have privileged access They can encapsulate security rights Kinds of abstract iterators Direct access iterators Access the previous item Robustness issues Is the iterator valid after insertions or removals from the container? Iterators and the Composite pattern

"# All major standard libraries of popular programming languages STL for C++ The Java Collections Framework New libraries for file, network and database access in C++ conform to STL s iterators as well Representing Data Structures Composite Flyweight Decorator Traversing Data Structures Iterator Visitor. Separate complex algorithms on a complex data structure from the structure s representation For example, a document is a composite structure involved in many complex operations Spell check, grammar check, hyphenation, autoformat, How do we avoid cluttering Glyph subclasses with all this code? Encapsulate complex algorithms and their data in one place Outside the data structure Easily support different behavior for every kind of Glyph Easily add new tools Say hello to class Visitor: class Visitor public: void visitimage(image *i) void visitrow(row *r) void visittable(table *t) // so on for every Glyph type Every tool is a subclass: class SpellChecker : public Visitor Add to Glyph s interface the ability to accept visitors: void accept(visitor *v) = 0; Every glyph subclass accepts a visitor by an appropriate callback: class Image : public Glyph void accept(visitor *v) v->visitimage(this); This way the visitor is activated for the right kind of glyph, with its data

Initiating a spell check (one option): Create a SpellChecker object root->accept(sc); Graphic non-text glyphs will just ignore the visit This is why Visitor includes default empty method implementations Composite glyphs also do nothing They can forward the visit to children. This can be coded once in CompositeGlyph Easy to add operations Word count on characters Filters such as sharpen on images Page layout changes on pages Works on any glyph In particular, a dynamic selection as long as it s a composite glyph Adding a tool does not require recompilation of Glyph hierarchy! The big problem: adding new Glyph subclasses is hard Requires small addition to Visitor, and recompilation of all its subclasses How do we traverse the structure? Using an iterator From inside the accept() code From inside the visitxxx() code Visitors are really just a workaround due to the lack of double dispatch "# Document Editors Spell Check, Auto-Format, Photo Editors Filters & Effects Compilers Code production, pretty printing, tests, metrics and optimizations on the syntax tree ) Pattern of patterns Encapsulate the varying aspect Interfaces Inheritance describes variants Composition allows a dynamic choice between variants Design patterns are old, well known and thoroughly tested ideas Well over twenty years!