DesignPatterns
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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.