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CSE 332: Design Patterns Review: Design Pattern Structure A design pattern has a name –So when someone says “Adapter” you know what they mean –So you can.

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Presentation on theme: "CSE 332: Design Patterns Review: Design Pattern Structure A design pattern has a name –So when someone says “Adapter” you know what they mean –So you can."— Presentation transcript:

1 CSE 332: Design Patterns Review: Design Pattern Structure A design pattern has a name –So when someone says “Adapter” you know what they mean –So you can communicate design ideas as a “vocabulary” A design pattern describes the core of a solution to a recurring design problem –So you don’t have to reinvent known design techniques –So you can benefit from others’ (and your) prior experience A design pattern is capable of generating many distinct design decisions in different circumstances –So you can apply the pattern repeatedly as appropriate –So you can work through different design problems using it

2 CSE 332: Design Patterns Three Design Patterns Involving Classes Adapter (structural) –Converts an interface you have into one you want Memento (behavioral) –Externalizes the state of an object Observer (behavioral) –Tells objects about changes in another object

3 CSE 332: Design Patterns Structural Patterns Help define fixed structural relationships –Between classes, and their associations Emphasis on the class diagrams Example –Adapter pattern

4 CSE 332: Design Patterns Inconsistent Interfaces Challenge –Different code bases are often written by different developers, at different times, with different design goals –Interfaces expected by one piece of code are not always the same as those provided by the other code that’s available Motivates use of the Adapter pattern –Provides a class that exposes the interface that’s needed –That interface is implemented using calls to methods of the existing object(s) –A related pattern called “Wrapper Façade” provides a similar capability by wrapping functions (e.g., socket calls, etc.)

5 CSE 332: Design Patterns Adapter Pattern Problem –Have an object with an interface that’s close to (but is not exactly) what we need Context –Want to re-use an existing class –Can’t change its interface –It’s impractical to extend class hierarchy more generally Solution Core –Wrap a particular class or object with the interface needed (2 forms: class form and object forms)

6 CSE 332: Design Patterns Adapter Structure (Class Form) Interface abstract base class provides desired interface Impl concrete class provides the implementation Adapter glues them together via inheritance InterfaceImpl method () = 0;impl_method (); Adapter method () { impl_method (); }; public private

7 CSE 332: Design Patterns Adapter Structure (Object Form) Interface abstract base class provides desired interface Impl concrete class provides the implementation Adapter glues them together via delegation Interface Impl method () = 0; impl_method (); Adapter method () { impl_->impl_method(); }; impl_

8 CSE 332: Design Patterns Behavioral Patterns Help define dynamic behavioral relationships –Between objects at run-time Emphasis is on interactions among objects Examples –Memento pattern –Observer pattern

9 CSE 332: Design Patterns Adding State Persistence Challenge –Want to save and restore an object’s state –For example, between different runs of a program Motivates use of the Memento pattern –Serialize an object’s state into an opaque “cookie” –Format of cookie can be tailored to storage format –Can send it to a file, a caretaker object, another computer –Can reconstitute object from its memento later/elsewhere

10 CSE 332: Design Patterns Memento Pattern Problem –Want to externalize state of an object without violating encapsulation Context –A snapshot of object state is needed –Providing a state interface would violate encapsulation Solution Core –Create a memento class with methods to get, set state –Provide an opaque representation of state itself Consequences –Can use memento to send object state over a socket, save it in a file, put it into a checkpoint/undo stack, etc.

11 CSE 332: Design Patterns Inter-dependent Object Behaviors Challenge: need to coordinate object state changes –For example, a sensor may record current temperature –Other objects (e.g., thermostat) need to know when the temperature changes Motivates use of the Observer pattern –Helps to keep objects mostly independent –Separates registration, notification, and actions –But, still allows appropriate coordination among objects

12 CSE 332: Design Patterns Observer Pattern Problem –Need to update multiple objects when the state of one object changes Context –Multiple objects depend on the state of one object –Set of dependent objects may change at run-time Solution core –Allow dependent objects to register with object of interest, notify them of updates when state changes Consequences –When observed object changes others are notified –Useful for user interface programming, other applications

13 CSE 332: Design Patterns Observer Pattern Behavior > register() > notify() ∆ state register() update() (optional)


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