patterns04 - structural design patterns

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Structural Design Patterns Michael Heron

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An introduction to structural design patterns in object orientation. Suitable for intermediate to advanced computing students and those studying software engineering.

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Page 1: PATTERNS04 - Structural Design Patterns

Structural Design PatternsMichael Heron

Page 2: PATTERNS04 - Structural Design Patterns

Introduction Structural design patterns emphasize

relationships between entities. These can be classes or objects.

They are designed to help deal with the combinatorial complexity of large object oriented programs. These often exhibit behaviours that are

not immediately intuitive.

Page 3: PATTERNS04 - Structural Design Patterns

Structural Patterns Common to the whole philosophy behind structural

patterns is the separation between abstraction and implementation. This is a good guideline for extensible design.

Structural patterns subdivide into two broad subcategories. Class structural patterns

Where the emphasis is on the relationship between classes

Object structural patterns The emphasis is on consistency of interaction and

realization of new functionality.

Page 4: PATTERNS04 - Structural Design Patterns

Façade When a model is especially complex, it can be

useful to add in an additional pattern to help manage the external interface of that model. That pattern is called a façade.

A façade sits between the view/controller and provides a stripped down or simplified interface to complex functionality. There are costs to this though in terms of

coupling and cohesion. A façade is a structural pattern.

Page 5: PATTERNS04 - Structural Design Patterns

Façade A façade provides several benefits

Makes software libraries easier to use by providing helper methods

Makes code more readable Can abstract away from the

implementation details of a complex library or collection of classes.

Can work as a wrapper for poorly designed APIs, or for complex compound relationships between objects.

Page 6: PATTERNS04 - Structural Design Patterns

Façade Examplepublic class FacadeExample { SomeClass one; SomeOtherClass two; SomeKindOfConfigClass three; public SomeOtherClass handleInput (String configInfo) { three = SomeKindOfConfigClass (configInfo) one = new SomeClass (configInfo); two = one.getSomethingOut (); return two; } }

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Façade Examplepublic class FacadeExample { public SomeOtherClass handleInput (String configInfo) { return myFacade.doSomeMagic (configInfo); } }

public class Facade { SomeClass one; SomeOtherClass two; SomeKindOfConfigClass three; public SomeOtherClass doSomeMagic (String configInfo) { three = SomeKindOfConfigClass (configInfo) one = new SomeClass (configInfo); two = one.getSomethingOut (); return two; } }

Page 8: PATTERNS04 - Structural Design Patterns

Façade The more code that goes through the façade,

the more powerful it becomes. If just used in one place, it has limited benefit.

Multiple objects can make use of the façade. Greatly increasing the easy of development and

reducing the impact of change. All the user has to know is what needs to go

in, and what comes out. The façade hides the rest

Page 9: PATTERNS04 - Structural Design Patterns

Downsides This comes with a necessary loss of control.

You don’t really know what’s happening internally. Facades are by definition simplified interfaces.

So you may not be able to do Clever Stuff when blocked by one.

Facades increase structural complexity. It’s a class that didn’t exist before.

Facades increase coupling and reduce cohesion. They often have to link everywhere, and the set of

methods they expose often lack consistency

Page 10: PATTERNS04 - Structural Design Patterns

The Adapter The Adapter design pattern is used to

provide compatibility between incompatible programming interfaces. This can be used to provide legacy

support, or consistency between different APIs.

These are also sometimes called wrappers. We have a class that wraps around

another class and presents an external interface.

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The Adapter Internally, an adapter can be as simple as

a composite object and a method that handles translations. We can combine this with other design

patterns to get more flexible solutions. For example, a factory for adapters Or adapters that work using the strategy

pattern. It is the combination of design patterns

that has the greatest potential in design.

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Simple Exampleabstract class Shape { abstract void drawShape (Graphics g, int x1, int x2, int y1, int y2);}

public class Adapter { private Shape sh;

public void drawShape (int x, int y, int len, int ht, Graphics g) { sh.drawShape (g, x, x+ht, y, y+len); }}

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Adapters and Facades What’s the difference between a façade and

an adapter? A façade presents a new simplified API to

external objects. An adapter converts an existing API to a

common standard. The Façade creates the programming interface

for the specific combination of objects. The adapter simply enforces consistency

between incompatible interfaces.

Page 14: PATTERNS04 - Structural Design Patterns

The Flyweight Object oriented programming languages

provide fine-grained control over data and behaviours. But that flexibility comes at a cost.

The Flyweight pattern is used to reduce the memory and instantiation cost when dealing with large numbers of finely-grained objects. It does this by sharing state whenever

possible.

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Scenario Imagine a word processor.

They’re pretty flexible. You can store decoration detail on any character in the text.

How is this done? You could represent each character as an object. You could have each character contain its own

font object… … but that’s quite a memory overhead.

It would be much better if instead of holding a large font object, we held only a reference to a font object.

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The Flyweight The Flyweight pattern comes in to reduce the state

requirements here. It maintains a cache of previously utilised configurations

or styles. Each character is given a reference to a configuration

object. When a configuration is applied, we check the cache to

see if it exists. If it doesn’t, it creates one and add it to the cache.

The Flyweight dramatically reduces the object footprint. We have thousands of small objects rather than

thousands of large objects.

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Before and Afterpublic class MyCharacter { char letter; Font myFont; void applyDecoration (string font, int size); myFont = new Font (font, size); }}

public class MyCharacter { char letter; Font myFont; void applyDecoration (string font, int size); myFont = FlyweightCache.getFont (font, size); }}

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Implementing a Flyweight The flyweight patterns makes no

implementation assumptions. A reasonably good way to do it is through a

hash map or other collection. Standard memoization techniques can be

used here. When a request is made, check the cache. If it’s there, return it. If it’s not, create it and put it in the cache and

return the new instance.

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Limitations of the Flyweight Pattern Flyweight is only an appropriate design

pattern when object references have no context. As in, it doesn’t matter to what they are

being applied. A font object is a good example.

It doesn’t matter if it’s being applied to a number, a character, or a special symbol.

A customer object is a bad example. Each customer is unique.

Page 20: PATTERNS04 - Structural Design Patterns

The Composite Pattern We often have to manipulate collections of

objects when programming. The composite pattern is designed to simplify this.

Internally, it represents data as a simple list or other collection. Requires the use of polymorphism to assure

structural compatability. Externally it presents an API to add and remove

objects. And also to execute operations on the collection as

a whole.

Page 21: PATTERNS04 - Structural Design Patterns

The Composite Patternpublic class ShapeCollection implements Shape() { ArrayList shapes = new ArrayList(); void addShape (Shape s) { shapes.Add (s); } void removeShape (Shape s) { shapes.Remove (s); } void draw() { foreach (Shape s in shapes) { s.draw(); } } void setColour (Colour c) { foreach (Shape s in shapes) { s.setColour (c); } }}

Page 22: PATTERNS04 - Structural Design Patterns

The Composite Patternpublic MainProgram() { Circle circle = new Circle(); Rectangle rect = new Rectangle(); Triangle tri = new Triangle(); ShapeCollection myCollection = new ShapeCollection(); ShapeCollection overallScene = new ShapeCollection(); myCollection.addShape (circle); myCollection.addShape (rect);

overallScene.addShape (myCollection); overallScene.addShape (tri); myCollection.setColour (Colour.RED); overallScene.draw(); }

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Why Use Composite? Sometimes we need to be able to perform

operations on groups of objects as a whole. We may wish to move a group of shapes in a

graphics package as one example. These often exist side by side with more

primitive objects that get manipulated individually.

Having handling code for each of these conditions is bad design.

Page 24: PATTERNS04 - Structural Design Patterns

The Composite The composite allows us to treat

collections and individual objects through one consistent interface. We don’t need to worry about which we are

dealing with at any one time. It works by ensuring that the collection

implements the common interface shared by all its constituent bits. The relationship is recursive if done

correctly.

Page 25: PATTERNS04 - Structural Design Patterns

Summary Structural patterns are the last of the families of

design patterns we are going to look at. We use an adapter to deal with incompatible APIs. We use a bridge to decouple abstraction from

implementation. Implementation is very similar to strategy, only the

intent is unique. Flyweight patterns are used to reduce processing

and memory overheads. Composites are used to allow recursive and

flexible aggregate manipulation of objects.