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designPatterns

Course: CMSC 435, Fall 2008
School: Maryland
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History Objectives and the relevance of design patterns Detailed coverage of some popular existing patterns a simple example: The Proxy pattern case study The Proxy Pattern Context: situations in which access to an object should be controlled In graphical application, protect objects whose display is expensive or slow (e.g., a picture) In network application, facilitate access to distributed objects...

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History Objectives and the relevance of design patterns Detailed coverage of some popular existing patterns a simple example: The Proxy pattern case study The Proxy Pattern Context: situations in which access to an object should be controlled In graphical application, protect objects whose display is expensive or slow (e.g., a picture) In network application, facilitate access to distributed objects (e.g., make it easy for a client to find a server) In OS application, protect objects from unauthorized access Design Patterns for OO Development NOTE: Im still working on slides 52-74 1 2 3 The Proxy Pattern (contd) Problem: Prevent an object from being accessed directly by its clients Class Diagram Subject Request() aClient subject Object Diagram Solution: Use an additional object, called a proxy Clients access to protected object only through proxy Proxy keeps track of status and/or location of protected object RealSubject Request() realSubject ... Proxy Request() status if (statusOK) realSubject->request(); else {}; aProxy realSubject aRealSubject 4 5 6 Components of a Pattern Pattern name identify this pattern; distinguish from other patterns define terminology Components of a Pattern (contd) Solution typically natural language notation Components of a Pattern (contd) Implementation critical portion of plausible code for pattern Structure class (and possibly object) diagram in solution Known uses often systems that inspired pattern Pattern alias - also known as Real-world example Context Problem Interaction diagram (optional) Consequences advantages and disadvantages of pattern ways to address residual design decisions 7 8 References - See also related patterns that may be applied in similar cases 9 Taxonomy of Patterns Three kinds of patterns, based on purpose: creational patterns describe how to create objects often by delegation of responsibility from an abstract class to concrete subclasses Principles Underlying Patterns Rely on abstract classes to hide differences between subclasses from clients object class vs. object type class defines how an object is implemented type defines an objects interface (protocol) Principles (contd) Black-box vs. white-box reuse black-box relies on object references, usually through instance variables white-box reuse by inheritance black-box reuse preferred for information hiding, runtime flexibility, elimination of implementation dependencies disadvantages: Run-time efficiency (high number of instances, and communication by message passing) structural patterns describe how to define structures and their relationships Program to an interface, not an implementation behavioral patterns describe object behavior and interactions among objects Favor composition over class inheritance 10 11 12 Principles (contd) Delegation powerful technique when coupled with black-box reuse Allow delegation to different instances at run-time, as long as instances respond to similar messages disadvantages: sometimes code harder to read and understand efficiency (because of black-box reuse) Lexi: A Simple GUI-Based Editor Lexi is a WYSIWYG editor supports documents with textual and graphical objects scroll bars to select portions of the document be easy to port to another platform support multiple look-and-feel interfaces Design Issues Representation and manipulation of document Formatting a document Adding scroll bars and borders to Lexi windows Support multiple look-and-feel standards Handle multiple windowing systems Support user operations Advanced features spell-checking and hyphenation Highlights several OO design issues Case study of design patterns in the design of Lexi 13 14 15 Structure of a Lexi Document Goals: store text and graphics in document generate visual display maintain info about location of display elements Structure of a Lexi Document Solution: define abstract class Glyph for all displayed objects glyph responsibilities: know how to draw itself knows what space it occupies knows its children and parent Glyph Class Diagram Glyph Draw(window) Intersect(point) Insert(Glyph*,int) ... Caveats: treat different objects uniformly e.g., text, pictures, graphics Rectangle ... Character ... Polygon ... Row ... 18 treat individual objects and groups of objects uniformly e.g., characters and lines of text 16 use recursive composition for defining and handling complex objects define composition of Glyph as instances of Glyph 17 The Composite Pattern Motivation: support recursive composition in such a way that a client need not know the difference between a single and a composite object (as with Glyphs) Client Glyph Class Diagram Composite Pattern (contd) Consequences: class hierarchy has both simple and composite objects simplifies clients aids extensibility clients do not have to be modified Component Operation() Children Applicability: when dealing with hierarchically-organized objects (e.g., columns containing rows containing words ) Leaf Composite too general a pattern? difficult to to restrict functionality of concrete leaf subclasses 19 20 21 Formatting Lexi Documents Handle justification, margins, line breaking, etc. Many good algorithms exist; different tradeoffs between quality and speed design decision: implement different algorithms, decide at run-time which algorithm to use Compositor and Composition Relevant design decisions: compositor: class containing formatting algorithm pass objects to be formatted as parameters to compositor methods parameters are instances of a Glyph subclass called Composition uniform interface between formattable objects and compositor algorithms Compositor and Composition Relevant design decisions (contd): each Composition instance has a reference to a compositor object when a composition needs to format itself, it sends a message to its compositor instance Goal: maintain orthogonality between formatting and representation (glyphs) Solution define root class that supports many algorithms each algorithm implemented in a subclass 22 23 24 Class Diagram Name Glyph Insert(Glyph, int) Children Strategy Pattern Context Strategy Pattern: Structure strategy Strategy (aka Policy) Strategy AlgInterface() Applicability Compositor Compose () Set_Composition () ContextInterface() Composition Insert(Glyph g, int) many related classes differ only in their behavior many different variants of an algorithm need to encapsulate algorithmic information ConcreteStrategy AlgInterface() ConcreteStrategy AlgInterface() ConcreteStrategy AlgInterface() Compositor->Compose() ArrayCompositor Compose() LatexCompositor Compose() Simple Compose() 25 26 27 Strategy Pattern (contd) Consequences clear separation of algorithm definition and use glyphs and formatting algorithms are independent alternative (many subclasses) is unappealing proliferation of classes algorithms cannot be changed dynamically Strategy Pattern (contd) Consequences (continued) clients must be aware of different strategies when initializing objects Adding scroll bars and borders Where do we define classes for scrollbars and borders? Define as subclasses of Glyph scrollbars and borders are displayable objects supports notion of transparent enclosure clients dont need to know whether they are dealing with a component or with an enclosure proliferation of instances at run-time each glyph has a strategy object with formatting information if strategy is stateless, share strategy objects elimination of conditional statements as usual with OO programming Inheritance increases number of classes use composition instead (has a ) 28 29 30 Monoglyph class Glyph Draw(Window) Decorator Pattern Name Decorator (aka Wrapper) ... Decorator Pattern: Structure Component Operation() ... MonoGlyph Draw(Window) component Applicability add responsibilities to objects dynamically and transparently handle responsibilities that can be withdrawn at runtime ConcreteComp Operation() component Decorator Operation() Component-> Operation() Scroll Bar Draw(Window) Draw_Scroll(Window) void MonoGlyph::Draw (Window* w){ _component->Draw(Window* w);} Border Draw (Window) Draw_Border (Window) MonoGlyph::Draw(w); DrawBorder(w); } 31 Concrete_Decorator_A Operation() AddedState Decorator::Op(); Added_Op(); 32 Concrete_Decorator_B Operation() Added_Op() 33 Decorator Pattern (contd) Advantages fewer classes than with static inheritance dynamic addition/removal of decorators keeps root classes simple Multiple look-and-feel standards Change Lexis look-and-feel at run-time Obvious solution has clear disadvantages use distinct class for each widget and standard let clients handle different instances for each standard Multiple look-and-feel standards (contd) Solution: define abstract class GUIFactory with creation methods (deferred) for widgets concrete subclasses of GUIFactory actually define creation methods for each look-and-feel standard MotifFactory, MacFactory, etc. Disadvantages proliferation of run-time instances abstract Decorator must provide common interface Problems: proliferation of classes cant change standard at run-time code for look-and-feel standard visible to clients must still specialize each widget into subclasses for each look-and-feel standard Tradeoffs: useful when components are lightweight otherwise use Strategy 34 Code example: Button* pb = new MotifButton; // bad Button* pb = guiFactory->createButton();// better 35 36 Class diagram for GUIFactory GUIFactory CreateMenu() CreateButton() Diagram for product classes Glyph Abstract Factory pattern Name Abstract Factory or Kit Applicability ... MotifFactory CreateMenu() CreateButton() ... Button Press() XFactory CreateMenu() CreateButton() Menu PopUp() different families of components (products) must be used in mutually exclusive and consistent way hide existence of multiple families from clients return new MotifMenu; return new XMenu; MotifButton Press() 37 XButton Press() ... 38 39 Structure of Abstract Factory AbstractProductA AbstractFactory CreateProductA() CreateProductB() Abstract Factory (contd) Consequences isolate creation and handling of instances from clients changing look-and-feel standard at run-time is easy reassign a global variable; recompute and redisplay the interface Multiple Window Systems Want portability to different window systems similar to multiple problem, look-and-feel but different vendors will build widgets differently ... ProductA1 ProductA2 ... ConcreteFactory1 CreateProductA() CreateProductB() Solution: define abstract class Window, with basic window functionality (e.g., draw, iconify, move, resize, etc.) define concrete subclasses for specific types of windows (e.g., dialog, application, icon, etc.) define WindowImp hierarchy to handle window implementation by a vendor 41 42 ConcreteFactory2 CreateProductA() CreateProductB() enforces consistency among products in each family adding new family of products is difficult have to update all factory classes AbstractProductB ... ProductB1 ProductB2 40 Implementation Window DrawText() DrawRect() imp WindowImp DevDrawText() DevDrawLine() Bridge Pattern Name Bridge or Handle or Body Abstraction Operation() Structure of Bridge Pattern imp Implementor OperationImp() imp->OperationImp(); ... IconWindow DrawBorder() DrawRect(); DrawText(); DrawRect(); imp->DevDrawLine; imp->DevDrawLine; imp->DevDrawLine; imp->DevDrawLine; Applicability handles abstract concept with different implementations implementation may be switched at run-time implementation changes should not affect clients hide a classs interface from clients RefinedAbstraction DialogWindow DrawCloseBox() ... XWindowImp DevDrawText() DevDrawLine() XDrawLine () MacWindowImp DevDrawText() DevDrawLine () XDrawText() 43 Structure: use two hierarchies logical one for clients, physical one for different implementations 44 ConcreteImplementorA OperationImp() ConcreteImplementorB OperationImp() 45 Bridge Pattern Consequences: decouple interface from impl.and representation change implementation at run-time improve extensibility logical classes and physical classes change independently hides implementation details from clients sharing implementation objects and associated reference counts Supporting User Commands Support execution of Lexi commands GUI doesnt know who command is sent to command interface Supporting User Commands (contd) An improved solution create abstract command class command must have reversible method Complications different commands have different interfaces same command can be invoked in different ways Undo and Redo for some, but not all, commands (print) create action-performing glyph subclass delegate action to command Key ideas pass an object, not a function pass context to the command function store command history 48 46 47 Structure of Command Pattern Application Add(Document) Menu Add(MenuItem) Document Open() Close() ... Command Execute() MenuItem Clicked() Command Pattern Client Structure of Command Pattern Invoker Name Command or Action or Transaction Applicability parameterize objects by actions they perform specify, queue, and execute requests at different times support undo by storing context information support change log for recovery purposes support high-level operations macros 49 50 Receiver Action() Command Execute() ... ConcreteCommand Execute() receiver state receiver->action(); 51 command->Execute(); Command Pattern Consequences: decouple receiver and executor of requests Lexi example: Different icons can be associated with the same command Command Pattern Implementation notes how much should command do itself? support undo and redo functionality operations must be reversible may need to copy command objects dont record commands that dont change state Spell-Checking and Hyphenation Must do texual analysis multiple operations and implementations commands are first class objects easy to support undo and redo must add state information to avoid hysteresis avoid error accumulation in undo process Must add new functions and operations easily Must efficiently handle scattered information and varied implementations different traversal strategies for stored information can create composite commands Editor macros Should separate traversal actions from traversal can extend commands more easily 52 53 54 Iterator Pattern Name Iterator or Cursor Iterator Pattern Key ideas 55 Structure of Iterator Pattern AbstractList CreateIterator() Count() Append(Item) Remove(Item) Iterator First() Next() IsDone() CurrentItem() Applicability access aggregate objects without exposing internals support multiple traversal strategies uniform interface for traversing different objects separate aggregate structures from traversal protocols support addition of traversal functionality small interfaces for aggregate classes, multiple simultaneous traversals abstract Iterator class defines traversal protocol concrete Iterator subclasses for each aggregate class aggregate instance creates instances of Iterator objects aggregate instance keeps reference to Iterator object 56 Client Pattern structure List SkipList ListIterator SkipListIterator 57 Iterator Pattern (contd) Consequences support different kinds of traversal strategies just change Iterator instance Iterator Pattern (contd) Implementation issues Who controls iteration? external vs. internal iterators external: client controls the iteration via next operation very flexible some operations are simplified - logical equality and set operations are difficult otherwise internal: Iterator applies operations to aggregate elements easy to use can be difficult to implement in some languages 58 59 Iterator Pattern (contd) Who defines the traversal algorithm? Iterator itself may violate encapsulation simplify aggregates interface no traversal protocols aggregate Iterator keeps only state of iteration supports simultaneous traversals How roubust is the Iterator? are updates or deletions handled? dont want to copy aggregates register Iterators with aggregate and clean-up as needed synchronization of multiple Iterators is difficult 60 Visitor pattern Name Visitor or double dispatching Visitor Pattern (contd) Structure define two class hierarchies, one for object structure one for operation family Structure of Visitor Pattern Visitor VisitElementA() VisitElementB() ... ConcreteVisitor1 VisitElementA(ElementA) VisitElementB(ElementB) ObjectStructure ConcreteVisitor2 VisitElementA(ElementA) VisitElementB(ElementB) Element Accept(Visitor) Applicability r...

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