Difference between revisions of "DesignPatterns"

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* We would like to add extra behaviour to an object, not a class. Modifying the class would mean making compile time changes.
 
* We would like to add extra behaviour to an object, not a class. Modifying the class would mean making compile time changes.
*  
+
* Inheritance is a '''static''' mechanism and cannot solve this problem.
  
 
[[Category:OODE]]
 
[[Category:OODE]]

Revision as of 04:58, 18 December 2011

Intro

  • A design pattern systematically names, explains, and evaluates an important and recurring design problem and its solution.
  • They capture the intent behind a design by identifying objects, collaborations, and distributions of responsibilities.
    • They capture static and dynamic structures of successful solutions to problems.
  • Patterns support reuse of software architecture and design.
  • They give software engineers a vocabulary with which to describe their designs.
  • Patterns solve design problems such as:
    • Finding appropriate classes to solve a problem.
    • Determining how abstract or how concrete a class should be.
    • Specifying interfaces of classes, architectures, and binary components.
    • Designing for change.
  • Patterns are not code-reuse they are experience reuse !

Facade

Intent

  • Provide a common interface to a set of interfaces within a subsystem.
  • Defines a higher level interface to make the subsystem interfaces easier to use.

Motivation

  • Provide a simplified interface.

Consequences

  • Shield clients from myriad subsystem components - hence promote weak coupling between clients and subsystems.
  • Reduces number of objects clients have to deal with.
  • Using a facade promotes decoupling between the client and the subsystems.
  • Note that clients can still access the subsystems directly.
    • Clients make a choice between ease of use and fine grained control (through direct access of subsystems).

Examples

public class Compiler {
  public Compiler();
  private Node node_tree;
  private Scanner scanner;
  private Parser parser;
  private Risc_CG generator;
  public void compile() {
   node_tree=parser.parse(scanner);
   generator.emit(node_tree);
   .....
  }
}
  • The Compiler class is a facade to various sub system interfaces (Node, Scanner, Parser, Generator) that comprise a compiler.
  • The compile() method provides a high level interface to the whole process of compiling using various subsystem interfaces.
  • Here's one more example of a HomeTheatreFacade which simplifies the operation of various subsystems of a home theatre.
public class HomeTheaterFacade {
   private Amplifier amp;
   private Tuner tuner;
   private DVDPlayer dvdPlayer;
   private Projector proj;
   private Lights lights;
   private Screen screen;

   public void watchMovie() {
     lights.dim();
     screen.down();
     projector.on();
     amp.on();
     amp.setVolume(5);
     dvd.on();
     dvd.play();
   }
}

Adapter

Intent

  • Convert the interface of one class into another interface that clients expect.
  • An adapter would let objects work together, that otherwise wouldn't because of incompatible interfaces.

Motivation

  • There is a class that provides required functionality, but does not support the interface the design needs.

Example

  • The enumeration interface allows us to step through elements of a collection.
  • However, there is now a new Iterator interface which has more functionality.
  • What if our client's design expect enumeration interfaces, but our data structure e.g. ArrayList doesn't implement Enumerations but implements Iterator.
  • We need an adapter to convert the Iterator interface to the Enumeration interface.

AdapterPattern.png

Decorator

Intent

  • Attach additional responsibilities to an object at run time.

Motivation

  • We would like to add extra behaviour to an object, not a class. Modifying the class would mean making compile time changes.
  • Inheritance is a static mechanism and cannot solve this problem.