Proxy Pattern: Motivation

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Presentation transcript:

Proxy Pattern: Motivation It is 15:00pm. I am sitting at my 14.4 baud modem connection and retrieve a fancy web site from the US, This is prime web time all over the US. So I am getting 10 bits/sec. What can I do?

Proxy Pattern What is expensive? Object Creation Object Initialization Defer object creation and object initialization to the time you need the object Proxy pattern: Reduces the cost of accessing objects Uses another object (“the proxy”) that acts as a stand-in for the real object The proxy creates the real object only if the user asks for it

Proxy pattern Subject Request() RealSubject Proxy realSubject Interface inheritance is used to specify the interface shared by Proxy and RealSubject. Delegation is used to catch and forward any accesses to the RealSubject (if desired) Proxy patterns can be used for lazy evaluation and for remote invocation. Proxy patterns can be implemented with a Java interface.

Proxy Applicability Remote Proxy Virtual Proxy Protection Proxy Local representative for an object in a different address space Caching of information: Good if information does not change too often Virtual Proxy Object is too expensive to create or too expensive to download Proxy is a standin Protection Proxy Proxy provides access control to the real object Useful when different objects should have different access and viewing rights for the same document. Example: Grade information for a student shared by administrators, teachers and students.

Virtual Proxy example Image boundingBox() draw() ProxyImage boundingBox() draw() RealImage boundingBox() draw() realSubject Images are stored and loaded separately from text If a RealImage is not loaded a ProxyImage displays a grey rectangle in place of the image The client cannot tell that it is dealing with a ProxyImage instead of a RealImage A proxy pattern can be easily combined with a Bridge

Towards a Pattern Taxonomy Structural Patterns Adapters, Bridges, Facades, and Proxies are variations on a single theme: They reduce the coupling between two or more classes They introduce an abstract class to enable future extensions They encapsulate complex structures Behavioral Patterns Here we are concerned with algorithms and the assignment of responsibilies between objects: Who does what? Behavorial patterns allow us to characterize complex control flows that are difficult to follow at runtime. Creational Patterns Here we our goal is to provide a simple abstraction for a complex instantiation process. We want to make the system independent from the way its objects are created, composed and represented.

A Pattern Taxonomy Pattern Structural Behavioral Creational Abstract Factory Builder Pattern Adapter Bridge Facade Proxy Command Observer Strategy Command

Command Pattern: Motivation You want to build a user interface You want to provide menus You want to make the user interface reusable across many applications You cannot hardcode the meanings of the menus for the various applications The applications only know what has to be done when a menu is selected. Such a menu can easily be implemented with the Command Pattern

Command pattern Invoker Command execute() Client binds Receiver action() ConcreteCommand execute() Client creates a ConcreteCommand and binds it with a Receiver. Client hands the ConcreteCommand over to the Invoker which stores it. The Invoker has the responsibility to do the command (“execute” or “undo”).

Command pattern Applicability “Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.” Uses: Undo queues Database transaction buffering

Observer pattern “Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.” Also called “Publish and Subscribe” Uses: Maintaining consistency across redundant state Optimizing batch changes to maintain consistency

Observer pattern (continued) Subject Observers 9DesignPatterns2.ppt

Observer pattern (cont’d) Subject attach(observer) detach(observer) notify() observers * Observer update() subject ConcreteObserver update() observerState ConcreteSubject getState() setState(newState) subjectState The Subject represents the actual state, the Observers represent different views of the state. Observer can be implemented as a Java interface. Subject is a super class (needs to store the observers vector) not an interface.

Sequence diagram for scenario: Change filename to “foo” aFile anInfoView aListView Attach() Attach() setState(“foo”) Subject goes through all its observers and calls update() on them, asking for the new state is decoupled from the notification notify() update() getState() “foo” update()

Animated Sequence diagram aListView anInfoView aFile Attach() Attach() setState(“foo”) notify() update() update() getState() “foo”

Observer pattern implementation in Java // import java.util; public class Observable extends Object { public void addObserver(Observer o); public void deleteObserver(Observer o); public boolean hasChanged(); public void notifyObservers(); public void notifyObservers(Object arg); } public abstract interface Observer { public abstract void update(Observable o, Object arg); public class Subject extends Observable{ public void setState(String filename); public string getState();

A Pattern Taxonomy Pattern Structural Behavioral Creational Adapter Bridge Facade Proxy Command Observer Strategy Abstract Factory Builder Strategy

Strategy Pattern Many different algorithms exists for the same task Examples: Breaking a stream of text into lines Parsing a set of tokens into an abstract syntax tree Sorting a list of customers The different algorithms will be appropriate at different times Rapid prototyping vs delivery of final product We don’t want to support all the algorithms if we don’t need them If we need a new algorithm, we want to add it easily without disturbing the application using the algorithm

AlgorithmInterface() AlgorithmInterface() AlgorithmInterface() Strategy Pattern Policy Context ContextInterface() * Strategy AlgorithmInterface ConcreteStrategyC AlgorithmInterface() ConcreteStrategyA AlgorithmInterface() ConcreteStrategyB AlgorithmInterface() Policy decides which Strategy is best given the current Context

Applying a Strategy Pattern in a Database Application Search() Sort() Strategy * Strategy Sort() BubbleSort Sort() QuickSort Sort() MergeSort Sort()

Applicability of Strategy Pattern Many related classes differ only in their behavior. Strategy allows to configure a single class with one of many behaviors Different variants of an algorithm are needed that trade-off space against time. All these variants can be implemented as a class hierarchy of algorithms

A Pattern Taxonomy Pattern Structural Behavioral Creational Adapter Bridge Facade Proxy Command Observer Strategy Abstract Factory Builder Abstract Factory Strategy

Abstract Factory Motivation 2 Examples Consider a user interface toolkit that supports multiple looks and feel standards such as Motif, Windows 95 or the finder in MacOS. How can you write a single user interface and make it portable across the different look and feel standards for these window managers? Consider a facility management system for an intelligent house that supports different control systems such as Siemens’ Instabus, Johnson & Control Metasys or Zumtobe’s proprietary standard. How can you write a single control system that is independent from the manufacturer?

Abstract Factory AbstractFactory CreateProductA Client CreateProductB AbstractProductA AbstractFactory CreateProductA CreateProductB Client ProductA1 ProductA2 CreateProductA CreateProductB AbstractProductB ConcreteFactory1 ProductB1 ProductB2 CreateProductA CreateProductB ConcreteFactory2 Initiation Assocation: Class ConcreteFactory2 initiates the associated classes ProductB2 and ProductA2

Applicability for Abstract Factory Pattern Independence from Initialization or Represenation: The system should be independent of how its products are created, composed or represented Manufacturer Independence: A system should be configured with one family of products, where one has a choice from many different families. You want to provide a class library for a customer (“facility management library”), but you don’t want to reveal what particular product you are using. Constraints on related products A family of related products is designed to be used together and you need to enforce this constraint Cope with upcoming change: You use one particular product family, but you expect that the underlying technology is changing very soon, and new products will appear on the market.

Example: A Facility Management System for the Intelligent Workplace LightBulb IntelligentWorkplace InitLightSystem InitBlindSystem InitACSystem Facility Mgt System InstabusLight Controller ZumbobelLight Controller Blinds InitLightSystem InitBlindSystem InitACSystem SiemensFactory InstabusBlind Controller ZumtobelBlind Controller InitLightSystem InitBlindsystem InitACSystem ZumtobelFactory

Summary Structural Patterns Behavioral Patterns Creational Patterns Focus: How objects are composed to form larger structures Problems solved: Realize new functionality from old functionality, Provide flexibility and extensibility Behavioral Patterns Focus: Algorithms and the assignment of responsibilities to objects Problem solved: Too tight coupling to a particular algorithm Creational Patterns Focus: Creation of complex objects Hide how complex objects are created and put together

Conclusion Design patterns Provide solutions to common problems. Lead to extensible models and code. Can be used as is or as examples of interface inheritance and delegation. Apply the same principles to structure and to behavior. Design patterns solve all your software engineering problems My favorites: Composite, Bridge, Builder and Observer