Presentation is loading. Please wait.

Presentation is loading. Please wait.

Design Patterns – Part 3 Sources:

Similar presentations


Presentation on theme: "Design Patterns – Part 3 Sources:"— Presentation transcript:

1 Object-Oriented Software E ngineering Practical Software Development using UML and Java
Design Patterns – Part 3 Sources: Chapter 6: Using Design Patterns, and Chapter 30 (parts) Designing the Logical Architecture with Patterns Craig Larman’s Text: Applying UML and Patterns, Chaps: 16, 22, & 23.

2 6.6 3. The Observer Pattern (Gang of Four) 6
This is another VERY popular design pattern. Context: When you have a two-way association is created between two classes, the code for the classes becomes inseparable. If you want to reuse one class, then you also have to reuse the other. There is a dependency. Problem: How do you reduce the interconnection between classes, especially between classes that belong to different modules or subsystems? Forces: You want to maximize the flexibility of the system to the greatest extent possible Chapter 6: Using design patterns © Lethbridge/Laganière 2001

3 Chapter 6: Using design patterns
Observer Solution: So, what do we do? We create an abstract class we will call <<Observable>> that maintains a collection of <<Observer>> instances. <<Observable>> class is very simple; it merely has a mechanism to add and remove observers as well as a method, notifyObservers, that sends an update message to each <<Observer>>. Any application class can declare itself to be a subclass of the <<Observable>> class. In Java, we call these ‘listeners.’ So, the listener (concrete observable) implements addObserver and notifyObservers. <<abstract>> «Observable» «interface» * * * * * * * «Observer» addObserver <<abstract>> notifyObservers update «ConcreteObservable» «ConcreteObserver» * * * * * Chapter 6: Using design patterns © Lethbridge/Laganière 2001

4 Chapter 6: Using design patterns
Observer The Observer Pattern (aka Dependents, Publish/Subscribe) is a software design pattern in which an object, called the subject (Observable here), maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods, update in the previous slide. Mainly used to implement distributed event handling systems. Observer is also a key part in the familiar MVC architectural pattern. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

5 Chapter 6: Using design patterns
The essence of the Observer Pattern is to “define a one to many dependency between objects so that when one object changes state, all of its dependents are notified and updated automatically. <<observable>> earlier Chapter 6: Using design patterns © Lethbridge/Laganière 2001

6 Chapter 6: Using design patterns
Observer Solution: <<abstract>> <<Observer>> is an interface, defining only an abstract update method. Any class can thus be made to observe an <<Observable>> by declaring that it implements the interface, and by asking to be a member of the observer list of the <<Observable>>. The <<Observer>> can then expect a call to its update method whenever the <<Observable>> changes. Using this pattern, the <<Observable>> neither has to know the nature of the number of classes that will be interested in receiving an update messages nor what they will do with this information. <<abstract>> Chapter 6: Using design patterns © Lethbridge/Laganière 2001

7 Chapter 6: Using design patterns
Observer Example: Java has an Observer interface and an Observable class. This is a specific implementation of this pattern. Consider: a ‘forecast’ requires a lot of computations. Once done, it ‘notifies’ all interested instances. Forecaster is thus an observable object. One observer object might be an interface object responsible for displaying weather forecast; another might be dependent on weather information to plan a schedule.. Observer pattern in widely used to structure software cleanly into relatively independent modules. It is the basis of the MVC architecture. Just a class… Chapter 6: Using design patterns © Lethbridge/Laganière 2001

8 6.7 4. The Delegation Pattern - 5
Context: You are designing a method in a class You realize that another class has a method which provides the required service Inheritance is not appropriate (e.g. because the ‘isa’ rule does not apply Problem: How can you most effectively make use of a method that already exists in the other class? Forces: You want to minimize development cost by reusing methods; also reduce coupling between classes. Too, methods should be near the data, and the existing class with the method might be the more appropriate place for the existing method. So, … Chapter 6: Using design patterns © Lethbridge/Laganière 2001

9 Chapter 6: Using design patterns
Delegation Solution: delegatingMethod() «Delegator» «Delegate» { delegate.method(); delegatingMethod method } Create a method in a Delegator class that only calls a method in a neighboring Delegate class. In this way, we are reusing the method for which Delegate has responsibility, and not developing our own version. By neighboring class, we mean that the Delegate has an association with the Delegator class. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

10 Chapter 6: Using design patterns
Delegation Solution: push() Stack LinkedList { list.addFirst(); push addFirst } pop addLast isEmpty addAfter removeFirst removeLast delete isEmpty Here we can see that Stack operations push, pop, and isEmpty can readily use existing methods from Linked List class – addFirst, removeFirst, and isEmpty. Thus, we have the above relationship. Note the aggregate: This means, “has a.” Chapter 6: Using design patterns © Lethbridge/Laganière 2001

11 Delegation (continued)
Normally, the association already exists, and association need only be unidirectional. We may sometimes need to create a new association, if the additional complexity doesn’t increase overall complexity too much. Kind of a ‘selective inheritance.’ Chapter 6: Using design patterns © Lethbridge/Laganière 2001

12 Chapter 6: Using design patterns
Delegation Antipatterns – This is not good: Overuse generalization and inherit the method that is to be reused instead of creating a single method in the «Delegator» class that does nothing other than call a method in the «Delegate Chapter 6: Using design patterns © Lethbridge/Laganière 2001

13 6.8 5. The Adapter Pattern (Gang of Four)-6
Context: You are building an inheritance hierarchy and want to incorporate it into an existing class. The reused class is also often already part of its own inheritance hierarchy. Problem: How to obtain the power of polymorphism when reusing a class whose methods have the same function but not the same signature as the other methods in the hierarchy? Forces: You do not have access to multiple inheritance or you do not want to use it. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

14 Adapter Pattern (Internet)
The adapter pattern (often referred to as the wrapper pattern or simply a wrapper) is a design pattern that translates one interface for a class into a compatible interface. An adapter allows classes to work together that normally could not because of incompatible interfaces, by providing its interface to clients while using the original interface. The adapter translates calls to its interface into calls to the original interface, and the amount of code necessary to do this is typically small. There are two types of adapter patterns: Object Adapter pattern and Class Adapter pattern. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

15 Object Adapter Pattern
In this type of adapter pattern, the adapter contains an instance of the class it wraps (Adaptee) so it can call the method, methodB(). In this situation, the adapter makes calls to the instance of the Adaptor via adaptor.methodA(), which invokes adaptee.methodB(). Above is The object adapter pattern expressed in UML. The adapter hides the adaptee's interface from the client. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

16 Chapter 6: Using design patterns
Class Adapter Pattern This type of adapter uses multiple polymorphic interfaces to achieve its goal. The adapter is created by implementing or inheriting both the interface that is expected and the interface that is pre-existing. It is typical for the expected interface to be created as a pure interface class, especially in languages such as Java that do not support multiple inheritance. Adaptor inherits the interface and implements the interface (see method1() Chapter 6: Using design patterns © Lethbridge/Laganière 2001

17 Adapter – according to Larman: class Adapter
Solution: «Adaptee» adaptedMethod «Superclass» polymorphicMethod «Adapter» polymorphicMethod() return adaptee.adaptedMethod(); { } We don’t want to directly incorporate the reused class into our inheritance hierarchy. Better: Use an <<Adapter>> class that is connected via association to the reused class. (Adaptee) The polymorphic methods of <<Adapter>> delegate to methods of <<Adaptee>>, and delegate method in <<Adaptee>> may / may not have same name as delegating polymorphic method. Anything else in <<Adapter>> will be unaware that it is indirectly using the facilities of an instance of <<Adaptee>>. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

18 Chapter 6: Using design patterns
Adapter Example: TimsTorus calcVolume ThreeDShape volume Sphere Torus volume() return adaptee.calcVolume(); { } We want to create a hierarchy of three-dimensional shapes, and we’d like to use an existing implementation of calcVolume in TimsTorus. (TimsTorus is already in its own hierarchy) We cannot modify the code in TimsTorus because it is being used by others, and thus cannot make it a subclass of ThreeDShape. So, we develop Torus (an <<Adapter>>) such that its instances have a link to the instance of TimsTorus and delegate all operations to TimsTorus. Adapters are sometimes called Wrappers. Java wrapper classes Integer, Float, Double, etc are adapters for the Java primitive types. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

19 6.12 7. The Proxy Pattern (Gang of Four)-4
Context: Often, it is time-consuming and complicated to create instances of a class (heavyweight classes). There is a time delay and a complex mechanism involved in creating the object in memory. Large classes must be loaded from a database to support usage. Problem: How to reduce the need to create instances of a heavyweight class? Other objects may need to refer to or use instances of heavyweight classes. Many domain classes are heavyweight classes; also common for the collection classes used to implement associations (like ArrayList or Vector) to be heavyweight classes too. So, how can we reduce the need to create instances of heavyweight classes and/or to load large numbers of them from a database or server when not all of then will be needed? Chapter 6: Using design patterns © Lethbridge/Laganière 2001

20 Chapter 6: Using design patterns
Forces: We want all the objects in a domain model to be available for programs to use when they execute a system’s various responsibilities. It is also important for many objects to persist from run to run of the same program and it is impractical for all the objects to be loaded into memory when a program starts. It would be much better to do the programming as if all objects were already loaded into memory. Some programmers concerned with loading and storing the objects Some programmers concerned with implementing the responsibilities of the domain model. A proxy, in its most general form, is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

21 Chapter 6: Using design patterns
In situations where multiple copies of a complex object must exist, the proxy pattern can be adapted to incorporate the lightweight pattern in order to reduce the application's memory footprint. Typically, one instance of the complex object and multiple proxy objects are created, all of which contain a reference to a single original complex object. Any operations performed on the proxies are forwarded to the original object. Once all instances of the proxy are out of scope, the complex object's memory may be deallocated. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

22 Chapter 6: Using design patterns
Proxy «interface» Solution: «ClassIF» * * * * * * * «Client» «Proxy» «HeavyWeight» Create a simpler version of the heavyweight class, which we call a Proxy, which has the same interface as the heavyweight class so programmers can declare variables without caring about whether the Proxy or its Heavyweight version will be put in the variable. The Proxy object is really only a placeholder, and the operations in the Proxy delegate the operation to the HeavyWeight. If/when needed, the Proxy can obtain the real heavyweight object. Further, the proxy only needs to obtain the heavyweight one time and thus make it available in memory to others who use the proxy. Some proxies may have implementations of a limited number of operations that can be performed without the effort of loading the Heavyweight object. Chapter 6: Using design patterns © Lethbridge/Laganière 2001

23 Chapter 6: Using design patterns
Proxy - Example «interface» ListIF The list elements will be loaded into local memory only when needed. ListProxy PersistentList Example: «interface» Student PersistentStudent StudentProxy Here we have a variable that is to contain a List. This variable would, however, actually contain a ListProxy, since it would be expensive to load an entire list of objects into memory, and the list might not actually be needed. However, as soon as an operation accesses the list, the ListProxy might at that point create an instance of PersistentList. On the other hand, the ListProxy might be able to answer certain queries, such as the number of elements in the list, without going to the effort of loading the PersistentList. Imagine that the PersistentList is actually a list of students. These objects might also be proxies – in this case, instances of StudentProxy. Again, instances of PersistentStudent would only be loaded when necessary. Chapter 6: Using design patterns © Lethbridge/Laganière 2001


Download ppt "Design Patterns – Part 3 Sources:"

Similar presentations


Ads by Google