software design patterns 1. what is a design pattern? 1. it describes a general usable solution to a...
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Software Design Patterns
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What is a design pattern?
1. It describes a general usable solution to a recurring problem in an environment 2. It describes core of solution in a procedural-like structure
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Why Design Patterns?
1. Simplifies object identification2. Simplifies system decomposition3. Proven & tested technique for problem solving4. Improves speed & quality of design / implementation5. Can be adapted / refined for specific system under construction
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Design Patterns Classification
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Two categoriesclass scope:relationship between classes & subclasses statically defined at run-timeobject scope:object relationships (what type?)Can be manipulated at runtime (so what?)
THE CONCEPT OF PATTERNSConstruction Architecture Patterns
The first idea of using patterns was for building and proposed by the architect Christopher Alexander.
He found recurring themes in architecture, and captured them into descriptions
He called them patterns.
The term 'pattern' appeals to the replicated similarity in a design
The similarity makes room for variability and customization in each of the elements
Alexander defines: «Each pattern is a three part rule which express a relation between a certain context, a problem and a solution.
Each pattern is a relationship between a certain context, a certain system of forces which occurs repeatedly in that context a certain spatial configuration which allows these forces to resolve themselves.
A pattern is an instruction and shows how this configuration can be used over and over again.
The pattern is a thing that happens in the world The rule which tell us how to create that thing and when
we must create it.
KitchenViewer Interface:An architectural pattern example
Wallcabinet
Counter
Floorcabinet
Modern Classic Antique Arts & Crafts
menu
display area
styles
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KitchenViewer Example
Modern Classic Antique Arts & Crafts
Wall cabinets Floor cabinetsCountertop
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Selecting Antique Style
Modern Classic Antique Arts & Crafts
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Specific Design Purposes for KitcherViewer
The procedure of rendering the various styles is basically the same regardless of the style .
The code is as follows: Counter counter =new Counter(); draw (counters);
A single block of code that executes in several possible ways, depending on the context Polymorphism An application must construct a family of objects at runtime.The design must enable choice among several families of
styles
An Introduction to Design Pattens Example Application: Without applying a
Design PatternrenderKitchen() method is used.
This code would have to be repeated for every styleThe code that is supposed to be duplicated becomes
different in different places.
Example Application: Applying a Design PatternrenderKitchen(myStyle) method is used
KitchenViewer design purpose is implemented by applying Abstract Factory design pattern.
KitchenViewer Without Design Patterns
Kitchen
ClientrenderKitchen()
FloorCabinet
ModernWallCabinet
ModernFloorCabinet AntiqueFloorCabinet
AntiqueWallCabinet
WallCabinet
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Without Applying Design Patterns
renderKitchen() method have to be repeated for every styleThe method results in more prone-error and far less
maintainable code Sooner and later, code that is supposed to be
duplicated becomes different in different places. The result is repetitive and complicated .It is inflexible, hard to prove correct, and hard to
reuse
Applying Abstract Factory Design Pattern The object will have responsibility for creating the
kitchen .Instead of creating the object directly (for example
AntiqueWallCabinet objects), a parameterized version is used for renderKitchen()
At run time, the class of myStyle determines the version of getWallCabinet()executed. The KitchenStyle method is introduced and called
This class has subclasses , and each support separate implementations of getWallCabinet() and getFloorCabinet()
AntiqueKStylegetWallCabinet()getFloorCabinet()
The Abstract Factory Idea
KitchenStylegetWallCabinet()getFloorCabinet()
ModernKStylegetWallCabinet()getFloorCabinet()
WallCabinet FloorCabinet
AntiqueWallCabinet AntiqueFloorCabinet
FloorCabinet getFloorCabinet() { return new AntiqueFloorCabinet(); }
……
FloorCabinet getFloorCabinet() { return new ModernFloorCabinet(); }
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KitchenViewer design purpose is implemented by applying Abstract Factory design pattern.
AntiqueWallCabinet objects are not created directly.A parameterized version of renderKitchen() delegates
their creation such as the following:new AntiqueWallCabinet();//applies only to antique style.myStyle.getWallCabinet(); //applies to the style chosen at run time. .
Processing the Abstract Factory Pattern: KitchenViewer
Processing the Abstract Factory Pattern: KitchenViewer
At run time , the class of myStyle determines the version of getWallCabinet() and produces the appropriate kind of wall cabinet
To carry out this process, a new class KitchenStyle is introduced.
KitchenStyle supports the methods getWallCabinet(), getFloorCabinet() and so on.
KitchenStyle have subclasses ModernStyle, AntiqueStyle.
Processing the Abstract Factory Pattern: KitchenViewer
Due to the polymorphism, executing myStyle.getFloorCabinet()
has differently effects when myStyle is an object of ModernKStyle versus an object of AntiqueKStyle. Client code references Kitchen, KitchenStyle,WallCabinet and FloorCabinet, but does not appear in the client code.
Abstract Factory Design Pattern Applied to KitchenViewer
KitchenStylegetWallCabinet()getFloorCabinet()
KitchengetWallCabinet()getFloorcabinet()
ClientrenderKitchen( KitchenStyle )
ModernKStylegetWallCabinet()getFloorCabinet()
AntiqueKStylegetWallCabinet()getFloorCabinet()
WallCabinet FloorCabinet
ModernWallCabinet
ModernFloorCabinet
AntiqueWallCabinet
AntiqueFloorCabinet22
Abstract Factory Design Pattern Properties Provide an interface for creating families of related or
dependent objects without specifying their concrete classes. A hierarchy that encapsulates: many possible platforms, and
the construction of a suite of products. The new operator considered harmfulProblemIf an application is to be portable, it needs to encapsulate
platform dependencies. These platforms might include: windowing system, operating
system, database…
The Abstract Factory defines a Factory Method per product. Each Factory Method encapsulates the new operator and
the concrete, platform-specific, product classes. Each platform is then modeled with a Factory derived class.
General Structure:Abstract Factory Pattern
The Factory Method PatternProduct
Defines the interface for the type of objects the factory method creates
ConcreteProductImplements the Product interface
CreatorDeclares the factory method, which returns an object of type
ProductConcreteCreator
Overrides the factory method to return an instance of a ConcreteProduct
Creator relies on its subclasses to implement the factory method so that it returns an instance of the appropriate ConcreteProduct
The Factory Method Pattern Code is made more flexible and reusable by the elimination of
instantiation of application-specific classes Code deals only with the interface of the Product class and can
work with any ConcreteProduct class that supports this interface Clients might have to subclass the Creator class just to instantiate a
particular ConcreteProductCreator can be abstract or concrete Should the factory method be able to create multiple kinds of products? If so, then the factory method has a parameter (possibly used in an if-else!) to decide what object to create
Factory Design Pattern
Online bookstores that can choose different book distributors to ship the books to the customers
Both BookStoreA and BookStoreB choose which distributor (EastCoastDistributor or MidWestDistributor or WestCoastDistributor) to use based on the location of the customer.
This logic is in each bookstore's GetDistributor method.
Abstract Factory Pattern
The abstract factory design pattern is an extension of the factory method pattern,
The abstract factory pattern allows to create objects without being concerned about the actual class of the objects being produced.
The abstract factory pattern extends the factory method pattern by allowing more types of objects to be produced.
Extension of GetDistributor() Method to Abstract Factory Pattern
We can extend GetDistributor() method byAdding another product that the factories can
produce. In this example, we will add Advertisers that help the
bookstores advertise their stores online.
Each bookstore can then choose their own distributors and advertisers inside their own GetDistributor and GetAdvertiser method.
public void Advertise(IBookStore s) { IAdverister a = s.GetAdvertiser(); a.Advertise(); }
This allows to have client code (calling code) such as:public void Advertise(IBookStore s) { IAdverister a = s.GetAdvertiser(); a.Advertise(); }Regardless if you pass in BookStoreA or BookStoreB into
the method, this client code does not need to be changed since it will get the correct advertiser automatically using the internal logics within the factories.
It is the factories (BookStoreA and BookStoreB) that determines which advertiser to produce.
The same goes for choosing which book distributor to produce
Abstract Factory Design Pattern
The Benefit of the Abstract Factory Pattern
The benefit of the Abstract Factory pattern is that it allows you to create a groups of products (the distributors and the advertisers) without having to know the actual class of the product being produced.
The result is that you can have client code that does not need to be changed when the internal logic of the factories changed.
We can change the types of the products (the distributors and the advertisers) by changing the code in the factories (the bookstores) without changing the client code
public enum CustomerLocation { EastCoast, WestCoast }class Program{ static void Main(string[] args) { IBookStore storeA = new BookStoreA(CustomerLocation.EastCoast);
Console.WriteLine("Book Store A with a customer from East Coast:"); ShipBook(storeA); Advertise(storeA); IBookStore storeB = new BookStoreB(CustomerLocation.WestCoast); Console.WriteLine("Book Store B with a customer from West Coast:"); ShipBook(storeB); Advertise(storeB); }
//**** client code that does not need to be changed *** private static void ShipBook(IBookStore s) { IDistributor d = s.GetDistributor(); d.ShipBook(); } //**** client code that does not need to be changed *** private static void Advertise(IBookStore s) { IAdvertiser a = s.GetAdvertiser(); a.Advertise(); }
//the factorypublic interface IBookStore{ IDistributor GetDistributor(); IAdvertiser GetAdvertiser();}
//concrete factory public class BookStoreA : IBookStore { private CustomerLocation location; public BookStoreA(CustomerLocation location) { this.location = location; }
IDistributor IBookStore.GetDistributor() { //internal logic on which distributor to return //*** logic can be changed without changing the client code **** switch (location) {case CustomerLocation.EastCoast: return new EastCoastDistributor(); case CustomerLocation.WestCoast: return new WestCoastDistributor(); } return null; }
IAdvertiser IBookStore.GetAdvertiser() { //internal logic on which distributor to return //*** logic can be changed without changing the client code **** switch (location) { case CustomerLocation.EastCoast: return new RedAdvertiser(); case CustomerLocation.WestCoast: return new BlueAdvertiser(); } return null; } } //end of factory class
public class BookStoreB : IBookStore //concrete factory
{ private CustomerLocation location; public BookStoreB(CustomerLocation location) { this.location = location; } IDistributor IBookStore.GetDistributor() { switch (location) { case CustomerLocation.EastCoast: return new EastCoastDistributor(); case CustomerLocation.WestCoast: return new WestCoastDistributor(); } return null; } IAdvertiser IBookStore.GetAdvertiser() {switch (location) { case CustomerLocation.EastCoast: return new BlueAdvertiser(); case CustomerLocation.WestCoast: return new RedAdvertiser();
} return null; } }
//the productpublic interface IDistributor{ void ShipBook();}
//concrete product public class EastCoastDistributor : Idistributor { void IDistributor.ShipBook() { Console.WriteLine("Book shipped by East Coast Distributor"); } } //concrete product public class WestCoastDistributor : IDistributor { void IDistributor.ShipBook() { Console.WriteLine("Book shipped by West Coast Distributor"); } }
public interface IAdvertiser //the product { void Advertise(); }
public class RedAdvertiser : IAdvertiser //concrete product { void IAdvertiser.Advertise() { Console.WriteLine("Advertised by RedAdvertiser"); } }
public class BlueAdvertiser : IAdvertiser //concrete product{ void IAdvertiser.Advertise() { Console.WriteLine("Advertised by BlueAdvertiser"); } }
Structural Design Patterns
In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize relationships between entities
The adapter pattern is a design pattern that is used to allow two incompatible types to communicate.
Where one class relies upon a specific interface that is not implemented by another class, the adapter acts as a translator between the two types.
Adapter pattern
Adapter pattern is structural pattern which defines a manner for creating relationships between objects.
This pattern translates one interface for a class into another compatible interface.
Adapter pattern is newer used when creating a new system.
It is usually implemented when requirements are changed and we must implement some functionality of classes which interfaces are not compatible with ours.
Client: represents the class which need to use an incompatible interface. This incompatible interface is implemented by Adaptee. ITarget: defines a domain-specific interface that client uses. In this case it is an simple interface, but in some situations it could be an abstract class which adapter inherits. In this case methods of this abstract class must be overriden by concrete adapter. Adaptee: represents a class provides a functionality that is required by client. Adapter: is concrete implementation of adapter. This class translates incompatible interface of Adaptee into interface of Client.
Adapter Design Pattern
static class Program { static void Main() { var client = new Client(new Adapter()); client.Request(); } public interface ITarget { void MethodA(); } public class Client { private readonly ITarget _target; public Client(ITarget target) { _target = target; } public void Request() { _target.MethodA(); } }
public class Adaptee { public void MethodB() { Console.WriteLine("Adaptee's MethodB called"); } } public class Adapter : ITarget { readonly Adaptee _adaptee = new Adaptee(); public void MethodA() { _adaptee.MethodB(); } } }
Bridge Pattern
Simple inheritance cannot meet the immediate needs where abstraction is not desired. When abstraction or inheritance is used, you are tied to the exact definition of that abstraction. Some cases would require classes not to be inherited
instead we would like to adapt other classes to act as the desired type without modifying either class.
The adapter houses an instance variable of the desired type to adapt as a private instance variable. This instance variableis not changeable in the class. This means it is not set as an abstract or base variable but as a concrete type. We hide this instance variable’s methods, properties, and events behind overridden methods, properties
Behavioral PatternsBehavioral patterns are patterns whose purpose is
to facilitate the work of algorithmic calculations and communication between classes.
They use inheritance to control code flow. They define and produce process and run-time flow
and identify hierarchies of classes and when and where they become instantiated in code.Some define class instance Some hand off work from one class to another, and Some provide placeholders for other functionality.
Command PatternAn object that contains a symbol, name or key
that represents a list of commands, actions or keystrokes.
This is the definition of a macroThe Macro represents a command that is built
from the reunion of a set of other commands, in a given order.
Just as a macro, the Command design pattern encapsulates commands (method calls) in objects allowing us to issue requests without knowing the requested operation or the requesting object.
Command Pattern
The Command pattern has three main components: The invoker component acts as a link between the commands and the receiver houses the receiver and the individual commands as they are sent. The command is an object that encapsulates a request to the receiver. The receiver is the component that is acted upon by each request.
Command Pattern
Command design pattern provides the options to queue commands, undo/redo actions other manipulations.Intent
encapsulate a request in an object allows the parameterization of clients with different
requests allows saving the requests in a queue
Placing Orders for Buying and Selling Stockspublic interface Order { public abstract void execute ( );}
// Receiver class.class StockTrade { public void buy() { System.out.println("You want to buy stocks"); } public void sell() { System.out.println("You want to sell stocks "); }}
// Invoker.class Agent { private m_ordersQueue = new ArrayList();
public Agent() { } void placeOrder(Order order) { ordersQueue.addLast(order); order.execute(ordersQueue.getFirstAndRemove()); } }
//ConcreteCommand Class.class BuyStockOrder implements Order { private StockTrade stock; public BuyStockOrder ( StockTrade st) { stock = st; } public void execute( ) { stock . buy( ); }}
//ConcreteCommand Class.class SellStockOrder implements Order { private StockTrade stock; public SellStockOrder ( StockTrade st) { stock = st; } public void execute( ) { stock . sell( ); }}
// Clientpublic class Client { public static void main(String[] args) { StockTrade stock = new StockTrade(); BuyStockOrder bsc = new BuyStockOrder (stock); SellStockOrder ssc = new SellStockOrder (stock); Agent agent = new Agent();
agent.placeOrder(bsc); // Buy Shares agent.placeOrder(ssc); // Sell Shares }}