Observer Design Pattern

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Presentation transcript:

Observer Design Pattern Also called implicit invocation Observers are also often called listeners Observable permits other objects to: Register and Unregister On one or more defined interfaces Invokes all registered objects on the interface when relevant events occur

Example use of this pattern Multiple views of the same data

Listeners can query for and/or change subjects state A listener might consequently be called recursively under itself

Advantages Decouples observation of an action from consequences of an action New consequences can be added without impacting the Observable code Observable code not cluttered up with all the code concerning every consequence of an action Code ends up where it rightly belongs Complexity is replaced by simplicity

Observer Design Pattern Definition Observer defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

Iterator Design Pattern Problem: Might have many ways of iterating over a list of things Principle: Encapsulate what varies A class that supports: Get First Get Next Seen all May be implemented by operator overloading May also be implemented by language for (Object obj : collection) [Java 5]

One problem: no two people can agree on the iterator interface  Sometimes iterators overload the ++ operation Sometimes they have a reset or a getFirst method They might test hasNext() or return a special interator.atEnd() value

Problems Adds a potentially needless layer of complexity Has to carry where it is: Might break if used while structure being iterated over is changed The user needs to “know” how to use the iterator The reader might not understand what an iterator does or how to use it

Iterator Definition The Iterator Pattern proves a way to access the elements of an aggregate object sequentially without exposing the aggregate object’s underlying representation It also places the task of traversal on the iterator object, not the aggregate or the user of the aggregate, which conceptually simplifies the aggregate interface

Composite Iterators Have to remember where we are: For a tree this requires also remembering what is above us Or having a means of getting to the node above us Easy to directly traverse a composite tree structure A little harder to write an iterator to do likewise

Mediator Design Pattern A lot of things talking to a lot of things Every time a new thing gets added it gets worse Loose track of where the logic is Explosion in the number of things interconnected Put a mediator (bus) between all the things Everything reports state change to mediator Everything responds to request from mediator

Advantages All communication between objects is described in one central object Objects do not need to know about all other objects they might communicate with Reduces the exponential explosion in how things communicate Easier to test Easier to change

Memento Design Pattern Backup state of a [composite] object Save this state to a new memento object To restore object / collection pass saved state to objects restoreState method

Advantages Compartmentalizes backup / restore Can be implemented using serialization Can have many saved check points Can restore to any state Could make memento responsible for backup/restore But this would force memento to know about internals of object state it is capturing Visitor design pattern