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Design Patterns CS 124 Reference: Gamma et al (“Gang-of-4”), Design Patterns Pattern Describes a problem that has occurred over and over in our environment, and then describes the core of the solution of that problem in a way that the solution can be used a million times over, without ever doing it in the same way twice. Patterns in different professions: Architects, Writers, others Design Pattern Solution to a particular kind of problem How to combine classes and methods Not solve every problem from first principles Based on design experience Use requires understanding of the appropriate problem and being able to recognize when such problems occur Reuse solutions from the past Describing a Pattern Name Intent/Problem Situation (problem) and context When to apply the pattern; conditions Solution Elements that make up the design, relationships, collaboration; more a template rather than a concrete solution How the general arrangement of elements (classes and objects) solves it UML diagrams (class relationships and responsibilities) and code implications Describing a Pattern Consequences Results, variations, and tradeoffs Critical in understanding cost/benefit How to select design patterns Consider how the design patterns solve design problems Scan intent section Consider how patterns interrelate Study patterns of like purpose Examine cause of redesign Consider what should be variable in design (what you might want to change without redesign): Encapsulate the concept that varies How to use a design pattern Read up on the pattern Study structure, collaboration, participants Look at sample code Choose names of participants meaningful in the application context Define classes Define application specific names for operations in the process Implement the operations Selected Patterns for Discussion Singleton Abstract Factory/Factory Method Composite Iterator Singleton Intent ensure a class has only one instance, and provide a global point of access to it Motivation Important for some classes to have exactly one instance. E.g., although there are many printers, should just have one print spooler Ensure only one instance available and easily accessible global variables gives access, but doesn’t keep you from instantiating many objects Give class responsibility for keeping track of its sole instance Design Solution Defines a getInstance() operation that lets clients access its unique instance May be responsible for creating its own unique instance Singleton static uniqueinstance Singleton data static getInstance() Singleton methods… Singleton Example (Java) Database Database static Database* DB instance attributes… static Database* getDB() instance methods… public class Database { private static Database DB; ... private Database() { ... } public static Database getDB() { if (DB == null) DB = new Database(); return DB; } ... } In application code… Database db = Database.getDB(); db.someMethod(); Singleton Example (C++) class Database { private: static Database *DB; ... private Database() { ... } public: static Database *getDB() { if (DB == NULL) DB = new Database()); return DB; } ... } Database *Database::DB=NULL; In application code… Database *db = Database.getDB(); Db->someMethod(); Implementation Declare all of class’s constructors private prevent other classes from directly creating an instance of this class Hide the operation that creates the instance behind a class operation (getInstance) Variation: Since creation policy is encapsulated in getInstance, possible to vary the creation policy Singleton Consequences Ensures only one (e.g., Database) instance exists in the system Can maintain a pointer (need to create object on first get call) or an actual object Can also use this pattern to control fixed multiple instances Much better than the alternative: global variables Abstract Factory/ Factory Method Intent: provide an interface for creating objects without specifying their concrete classes Example: Stacks, Queues, and other data structures Want users to not know or care how these structures are implemented (separation) Example: UI toolkit to support multiple look-and-feel standards, e.g., Motif, PM Abstract class for widget, supporting class for specific platform widget Solutions in C++ Use of header file (class declarations) and implementation file (method definitions) ok but limited Header file usually contains private declarations which are technically part of the implementation Change in implementation requires that the application using the data structure be recompiled Alternative: create an abstract superclass with pure virtual data structure methods Design Solution for Abstract Factory Factory Product createProduct() virtual methods Client Note: this is an abbreviated design ConcreteProdA ConcreteProdB methods methods Participants Factory (Abstract) Product: declares an interface for a type of product object Concrete Product implements the operations to create concrete product objects actual pattern includes abstract and concrete factory classes defines a product object to be created by the corresponding concrete factory implements the abstract product interface Client: uses only Factory and Abstract Product Stack Example (C++) Stack class defines virtual methods ArrayStack and LinkedStack are derived classes of Stack and contain concrete implementations StackFactory class defines a createStack() method that returns a ptr to a concrete stack push(), pop(), etc. Stack *createStack() { return new ArrayStack(); } Client programs need to be aware of Stack and StackFactory classes only No need to know about ArrayStack() Factories in Java Stack is an Interface ArrayStack and LinkedStack implement Stack StackFactory returns objects of type Stack through its factory methods Select class of the concrete factory it supplies to client objects If using info from requesting client, can hardcode selection logic and choice of factory objects Use Hashed Adapter Pattern to separate selection logic for concrete factories from the data it uses to make the selection Abstract Factory Consequences Factory class or method can be altered without affecting the application Concrete classes are isolated Factory class can be responsible for creating different types of objects e.g., DataStructure factory that returns stacks, queues, lists, etc. “product families” Kinds of Patterns Singleton and Factory are examples of Creational Patterns Other kinds of patterns Structural: concerns object structure; e.g., Composite Behavioral: concerns object interaction and distribution of responsibilities; e.g., Iterator Composite Pattern Intent: compose objects into tree structures to represent (nested) part-whole hierarchies Clients treat individual objects and composition of objects uniformly Example: GUIs (e.g., java.awt.*) Buttons, labels, text fields, and panels are VisualComponents but panels can also contain VisualComponent objects Calling show() on a panel will call show() on the objects contained in it Iterator Pattern Intent: provide a way to access the elements of an aggregate object sequentially without expressing its underlying representation Example: iterators of C++ STL containers Note that you can have several iterator objects for a container and that the iterators are separate classes Creational Patterns Abstract Factory Builder Factory Method Prototype Singleton Structural Patterns Adapter Bridge Composite Decorator Façade Flyweight Proxy Behavioral Patterns Chain of Responsibility Command Interpreter Iterator Mediator Memento And a few more … Summary Main point: to recognize that there are proven solutions to problems that a designer/ programmer may encounter Search for such solutions first Solutions are results of others’ experiences Towards “standard approaches” Although there is some merit attempting to create the solution yourself Becoming a design architect Up Next: inventory of other patterns