基于 uml 的面向对象系统分析与设计
DESCRIPTION
基于 UML 的面向对象系统分析与设计. Lecture 10 Design Pattern. Books. Design Patterns : Elements of Reusable Object-Oriented Software (1995) The-Gang-of-Four (GoF) - Gamma, Helm, Johnson , Vlissides Analysis Patterns - Reusable Object Models Martin Fowler The Design Patterns Smalltalk Companion - PowerPoint PPT PresentationTRANSCRIPT
基于 UML的面向对象系统分析与设计
Lecture 10 Design Pattern
Books
Design Patterns : Elements of Reusable Object-Oriented Software (1995) The-Gang-of-Four (GoF) - Gamma, Helm, Johnson ,
Vlissides Analysis Patterns - Reusable Object Models
Martin Fowler The Design Patterns Smalltalk Companion
Alpert, Brown & Woolf
Design Patterns
“Each pattern describes
a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice”.
--- Christopher Alexander, 1977
This was in describing patterns in buildings and towns.In SE, design patterns are in terms of objects and interfaces,
not walls and doors.
The manner in which a collection of interacting objects collaborate to accomplish a specific task or provide some specific functionality.
Essential Elements of Design Patterns
– Name: identifies a pattern– Problem: describes when to apply the pattern in terms of the
problem and context– Solution: describes elements that make up the design, their
relationships, responsibilities, and collaborations– Consequences: results and trade-offs of applying the pattern
How to Describe Design Patterns more fully
A format for design patterns Pattern Name and Classification Intent Also Known As Motivation Applicability Structure Participants Collaborations Consequences Implementation Sample Code Known Uses Related Patterns
This is critical because the information has to be conveyed to peer This is critical because the information has to be conveyed to peer developers in order for them to be able to evaluate, select and utilize developers in order for them to be able to evaluate, select and utilize patterns.patterns.
Organizing Design Patterns
• By Purpose (reflects what a pattern does):– Creational Patterns– Structural Patterns– Behavioral Patterns
• By Scope: specifies whether the pattern applies primarily to classes or to
objects.
Design Patterns Space
Abstract FactoryBuilderPrototypeSingleton
AdapterBridgeCompositeDecoratorFaçadeFlyweightProxy
Chain of ResponsibilityCommandIteratorMediatorMementoObserverStateStrategyVisitor
Factory Method AdapterInterpreterTemplate
Creational Structural Behavioral
Object
ClassScope
Purpose
Some Design Patterns
Pattern Name Role
Adapter Convert the interface of one class into another interfaceclients expect. Adapter allows classes to work togetherthat otherwise can’t because of incompatible interfaces.
Proxy Provide a surrogate or placeholder for another object.
Mediator Define an object that encapsulates how a set ofobjects interact. Mediator promotes loose coupling bykeeping objects from referring to each other explicitlyand let one vary its interaction independently
Observer Define a one-to-many dependency betweenobjects so that when one object changes state, allits dependents will be notified and updated automatically.
Template Define the skeleton of an algorithm in anoperation, deferring some steps to subclasses.
Creational Patterns
• Creational Patterns– Abstract Factory, Factory Method, Singleton– Concerned with object creation– Who creates what, when and how
Structural Patterns
• Structural Patterns– Concerned with the composition of classes or
objects– Structural class patterns use inheritance to
compose interfaces or implementations.– Structural object patterns describe ways to
compose objects to realize new functionality.
Behavioral Patterns
• Behavioral Patterns– Characterize the ways in which classes or
objects interact and distribute responsibility– Behavioral patterns are concerned with
algorithms and the assignment of responsibilities between objects.
– Behavioral patterns also describe patterns of communication between objects and classes.
Sample - Adapter Pattern
Structural Pattern
8 Adapter• Intermediary acts like a translator between the
client and the server.
Client AdapterAdapter Server
Example
• Requirements Change– Add Triangle object
Example
• Suppose XTriangle class has already existed– Xdraw– Xgetarea
• Solutions:– Create class Triangle derives from Shape– Triangle contains Xtriangle (composition
relationship)– Triangle passes requests made to the Triangle
object on through to the XTriangle object
ExampleClass Triangle extends Shape{ … private XTriangle tgl … public Triangle(){ tgl=new XTriangle(); } void public draw(){ tgl.Xdraw(); }}
Adapter
Client
Adapter
+request()
Adaptee
+specificOperation()
Target
+request()
adaptee.specificOperation()
Class Diagram
Canvas Shape
Triangle
XTriangle
Xtriangle.Xdraw()
Adapter• Intent:
– Match an existing object beyond your control to a particular interface.• Problem:
– A system has the right data and behavior but the wrong interface. Typical used when you have to make something a derivative of an abstract class we are defining or already have.
• Solution:– The adapter provides a wrapper with the desired interface.
• Participants and Collaborators:– The Adapter adapts the interface of an Adaptee to match that of Adapter’s Target(the
class it derives from). This allows the Client to use the Adaptee as if it were a type of Target.
• Consequences:– The Adapter pattern allows for preexisting objects to fit into new class structures without
being limited by their interfaces.• Implementation:
– Contain the existing class in another class. Have the containing class match the required interface and call the methods of the contained class.
Adapter
• Target — defines the domain-specific interface that the client uses.• Client — collaborates with objects conforming to the Target interface.• Adaptee — defines an existing interface that needs adapting.• Adapter — adapts the interface of Adaptee to the Target interface.
Participants
Clients call operations on an Adapter instance. In turn, the Adapter calls Adaptee operations that carry out the request.
Collaborations
• Name: Adapter • Intent: Convert the interface of a class into another
interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.
• Motivation: Sometimes a toolkit class that's designed for reuse isn't reusable only because its interface doesn't match the domain-specific interface an application requires.
Adapter Summery
Adapter Summery
• Applicability – use the Adapter when:– You want to use an existing class, and its interface does
not match the one you need.– You want to create a reusable class that cooperates with
unrelated or unforeseen classes, that is, classes that don’t necessarily have compatible interfaces.
– (object adapter only) you need to use several existing subclasses, but it’s impractical to adapt their interface by subclassing every one. An object adapter can adapt the interface of its parent class.
Task• Creational Pattern
– Singleton– Abstract Factory– Factory Method
• Structural Pattern– Bridge– Facade– Decorator
• Behavioral Pattern– Strategy– Observer– Template Method
• ……..
MORE… FYI
Singleton Pattern
Creational Pattern
Singleton Pattern
• The Singleton pattern ensures that a class has only one instance and provides a global point of access to it.
• Examples: – There can be many printers in a system but there
should only be one printer spooler.– There should be only one instance of a
WindowManager.– There should be only one instance of a filesystem.
Singleton Pattern
• How do we ensure that a class has only one instance and that the instance is easily accessible?
• A global variable makes an object accessible, but does not keep you from instantiating multiple objects.
• A better solution is to make the class itself responsible for keeping track of its sole instance. The class ensures that no other instance can be created (by intercepting requests to create new objects) and it provides a way to access the instance.
Singleton Pattern
Use the Singleton pattern when• There must be exactly one instance of a
class, and it must be accessible to clients from a well-known access point.
• When the sole instance should be extensible by subclassing, and clients should be able to use an extended instance without modifying their code.
Singleton Class Diagram
Singletoninstance : Singleton
getInstance()if (instance==null) instance=new Singleton();return instance;
Singleton Particpants
• Singleton– Defines an Instance operation that lets clients
access its unique instance. Instance is a class operation (static method)
– Responsible for creating its own unique instance
• Client– Accesses a Singleton instance solely through the
Singleton’s Instance() method.
Singleton Consequences
• Controlled access to sole instanceBecause the Singleton class encapsulates its sole
instance, it can have strict control over how and when clients access it.
• Reduced name spaceThe Singleton pattern is an improvement over
global variables. It avoids polluting the name space with global variables that store sole instances.
Singleton Consequences
• Permits refinement of operations and representationsThe Singleton class may be subclassed and it is easy
to configure an application with an instance of this extended class at run-time.
• More flexible than class operationsAn alternative is to use static member functions.
However it is difficult to change the design to allow more than one instance of a class and static member functions are not polymorphic, so subclasses can not override them.
Singleton Implementation• Ensuring a unique instance
The Singleton pattern makes the sole instance a normal instance of a class, but that class is written so that only one instance can ever be created. A common way to do this is to hide the operation that creates the instance behind a static class operation that guarantees that only one instance is created.
Singleton Sample Codeclass Singleton { private static Singleton instance;
static Singleton getInstance() { if (instance == null) // if not created yet instance = new Singleton(); // create once return instance;} // clients access the Singleton exclusively through // the getInstance() member function protected Singleton() {} // the constructor is protected, such that a client // can never instantiate a Singleton }
lazy instantiation
Singleton Sample Codeclass Singleton { private static Singleton instance;
static Singleton Instance(SingletonType t) { if (instance == null) { if (t==SINGLETON) instance = new Singleton(); if (t==MYSINGLETON) instance = new MySingleton(); } return instance; } protected Singleton() {}}class MySingleton extends Singleton{ … }
Problems with the above implementation
• protected constructors can be called by subclasses and by other classes in the same package
• two solutions: • make the ClassicSingleton constructor private so that only
ClassicSingleton() methods call it; however, that means
ClassicSingleton cannot be subclassed • put singleton class in an explicit package, so classes in other packages
(including the default package) cannot instantiate singleton instances
Factory Method Pattern
Factory Method• Factory Method defines an interface for creating an
object, but let subclasses decide which class to instantiate.
• Factory Method lets a class defer instantiation to subclasses.
Factory Method
• Frameworks use abstract classes to define and maintain relationships between objects.
• A Framework is often responsible for creating these objects as well.• Consider a framework for applications that can present multiple
documents to the user.• The framework contains abstractions for Application and Document.• Both classes are abstract and clients have to subclass them to realize
their application-specific implementations.• To create a drawing application for example, we define sub-classes
DrawingApplication and DrawingDocument.
Factory Method• The particular Document sub-class is application specific,
the Application class can not predict the sub-class of a Document to instantiate.
• The Application only knows when a new document should be created, not what kind of Document to create.
• The problem, the framework must instantiate classes, but it only knows about abstract classes, which it cannot instantiate.
• The Factory Method encapsulates the knowledge of which Document sub-class to create and moves this knowledge out of the framework.
Factory Method Class Diagram
Document
+Open()+Close()+Save()+Revert()
Application
+CreateDocument()+NewDocument()+OpenDocument()
MyDocument MyApplication+CreateDocument()
docs
return new MyDocument();
Document doc = CreateDocument();docs.Add(doc);doc.Open();
Factory Method Applicability
Use the Factory Method pattern when• A class cannot anticipate the class of objects
it must create.• A class wants its sub-classes to specify the
objects it creates.• Classes delegate responsibility to one of
several helper sub-classes, and you want to localize the knowledge of which helper sub-class is the delegate.
Factory Method Class Diagram
Product Creator
+FactoryMethod()+Operation()
ConcreteProduct ConcreteCreator
+FactoryMethod()
return new ConcreteProduct();
...product = FactoryMethod();...
Factory Method Participants
• Product– Defines the interface of objects the factory
method creates
• ConcreteProduct– Implements the Product interface
Factory Method Participants
• Creator– Declares the factory method, which returns an
object of type Product. Creator may also define a default implementation of the factory method that returns a default ConcreteProduct
– May call the factory method to create a Product object
• ConcreteCreator– Overrides the factory method to return an instance
of a ConcreteProduct
Factory Method Consequences
• Factory eliminates the need to bind application-specific classes into your code. The code only deals with the Product interface, therefore it can work with any user-defined Concrete-Product classes.
• A potential disadvantage is that clients might have to sub-class the Creator class just to create a particular ConcreteProduct object.
Factory Method Consequences
• Provides hooks for subclasses: Creating objects inside a class with a factory method is always more flexible than creating an object directly. Factory methods give sub-classes a hook for providing an extended version of an object.
• Connects parallel class hierarchies:
Factory Method Implementation
• Two main variations of Factory Method– Creator is an abstract class and does not provide
an implementation for factory method. Requires sub-classes to define an implementation, but you do not have to instantiate unforeseeable classes.
– Creator is a concrete class and provides a default implementation for factory method. The Creator uses the factory method primarily for flexibility, allowing sub-classes to change the class of objects their parent class instantiates if necessary.
Factory Method Implementation
• Parameterized factory methods– The factory method can create multiple kinds of
products. The factory method takes a parameter that identifies the kind of object to create. All objects the factory method creates share the Product interface.
class Creator {Product FactoryMethod(ProductID id) { if (id==MINE) return new MyProduct();
if(id==YOURS) return new YourProduct(); }}
Factory Method Implementation
• Using templates to avoid subclassing:In C++ one can use a template sub-class of Creator that is
parameterized by the Product class.template <class TheProduct > class Creator{ public: virtual Product* CreateProduct() { return new TheProduct; };};Class MyProduct : public Product { … };Creator<MyProduct> my Creator;
Abstract Factory Pattern
Abstract Factory
• Abstract factory provides an interface for creating families of related or dependent objects without specifying their concrete classes.
Abstract Factory
• Consider a user-interface toolkit that supports multiple look-and-feel standards such as Motif and Presentation Manager.
• Different toolkits define different appearances and behaviors for user interface widgets like scroll-bars, windows and buttons.
• To be portable across different toolkits an application should not hard-code its widgets for a particular toolkit.
Abstract Factory
• Abstract Factory solves this problem by defining an abstract WidgetFactory class that declares an interface for creating each basic kind of widget.
• There is also an abstract class for each kind of widget, and concrete sub-classes implement widgets for specific toolkits.
• Widget Factory (Factory Method) provides an interface that returns a new widget object for each abstract widget class.
• Clients use Widget Factory to obtain widget instances but are unaware of the concrete classes they are using.
Abstract Factory
Use the abstract factory pattern when• A system should be independent of how its products are
created, composed and represented.• A system should be configured with multiple families of
products.• A family of related product objects is designed to be used
together, and you need to enforce this constraint.• You want to provide a class library of products, and you
want to reveal just their interfaces not their implementations.
Abstract Factory Class Diagram
AbstractFactory
+CreateProductA()+CreateProductB()
ConcreteFactory1
+CreateProductA()+CreateProductB()
ConcreteFactory2
+CreateProductA()+CreateProductB()
AbstractProductA
ProductA2 ProductA1
AbstractProductB
ProductB2 ProductB1
Client
Abstract Factory Participants
• AbstractFactory (WidgetFactory)– Declares an interface for operations that
create abstract product objects.
• ConcreteFactory (MotifWidgetFactory, PMWidgetFactory)– Implements the operations to create concrete
products.
Abstract Factory Participants
• AbstractProduct (Window, ScrollBar)– Declares an interface for a type of product.
• ConcreteProduct (MotifWindow, MotifScrollBar)– Defines a product object to be created by the
corresponding concrete factory.– Implements the AbstractProduct interface
• Client– Uses only the interfaces declared by AbstractFactory and
AbstractProduct
Abstract Factory Collaborations
• Normally a single instance of a ConcreteFactory class is created at run-time. ConcreteFactory is implemented as a Singleton.
• AbstractFactory defers the creation of product objects to its ConcreteFactory sub-class, using the Factory Method pattern.
Abstract Factory Consequences
• Abstract Factory isolates classes: It helps you to control the classes of objects that an application creates. It isolates clients from implementation classes as the client manipulates instances solely through their abstract interfaces.
• It makes exchanging product families easy: The class of a concrete factory appears only once in an application – that is where it is instantiated. This makes it easy to change the concrete factory an application uses. It can use different product configurations simply by changing the ConcreteFactory.
Abstract Factory Consequences
• It promotes consistency among products: When product objects in a family are designed to work together, it is important that the application use objects from only one family at a time.
• Supporting new kinds of products is difficult: Extending abstract factories to produce new kinds of Products is difficult, because the AbstractFactory interface fixes the set of products that can be created. Supporting new products requires extending the factory interface, which involves changing the AbstractFactory class and all its ConcreteFactory sub-classes.
Abstract Factory Implementation
• Factories as Singletons: An application typically needs only one instance of a ConcreteFactory per product family.
• Creating the Products: AbstractFactory only declares an interface for creating products. It is up to the ConcreteProduct sub-classes to actually create them. The most common way to do this is do define a Factory Method for each Product.– AbstractFactory vs. FactoryMethod– AbstractFactory Creator– ConcreteFactory ConcreteCreator– AbstractProduct Product– Product ConcreteProduct
Structural Patterns
• Adapter• Composite• Façade• Proxy
Composite Pattern
Structural Patterns - Composite
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
Composite: Applicability Represents part-whole hierarchies of objects. Clients ignore the difference between compositions of objects
and individual objects. Clients treat all objects in the composite structure uniformly.
Intent
Structural Patterns – Composite
Class Diagram
Client
Component
operation()getChild( i:int )
Leaf
operation()
Composite
operation()add( c:Component )remove( c:Component )getChild( i:int )
operation(){
for all g in children g.operation()}
*
Structural Patterns - Composite
Object Diagram
top : Composite
top : Compositea : Leaf b : Leaf c : Leaf
d : Leaf e : Leaf
Structural Patterns – Composite
• Declares the interface for objects in the composition.• Implements default behavior for the interface common to all classes, as appropriate.• Declares an interface for accessing and managing its child components.• Optionally defines an interface for accessing a components parent.
Leaf
Represents leaf objects in the composition. Defines behavior for primitive objects in the composition.
Composite
Defines behavior for components having children. Stores child components. Implements child-related operations.
Client
Manipulates objects in the composition through the Component interface.
Component
Participants
Structural Patterns – Composite
• Clients use the Component class interface to interact with objects in the composite structure.
• If the recipient is a Leaf, then the request is handled directly. • If the recipient is a Composite, then it usually forwards
requests to its child components, possibly performing additional operations before and/or after forwarding.
Collaborations
Structural Patterns - Façade
Provide a unified interface to a set of interfaces in a subsystem. Façade defines a higher-level interface that makes the subsystem easier to use.
Applicability Provides a simple interface to a complex subsystem. Decouples the details of a subsystem from clients and other
subsystems. Provides a layered approach to subsystems.
Intent
Façade Pattern
Structural Patterns - Façade
Class Diagram
subsystem
Facade
Structural Patterns - Façade
• Façade– Knows which classes are responsible for each request.
– Delegates client requests to appropriate objects.
• Subsystem classes– Implement subsystem functionality.
– Handle work assigned by the Façade object.
– Have no knowledge of the façade.
Participants
Clients communicate with the subsystem sending requests to the Façade. Reduces the number of classes the client deals with. Simplifies the subsystem.
Clients do not have to access subsystem objects directly.
Collaborations
Proxy Pattern
Structural Patterns - Proxy
Provide a surrogate or placeholder for another object to control access to it.
Applicability Remote proxy — provides a local representative for an object in
a different address space. Virtual proxy — creates expensive objects on demand. Protection proxy — controls access to the original object. Smart reference — replacement for a bare pointer
Reference counting Loading persistent object on access Transactional locking
Intent
Structural Patterns - ProxyClass Diagram
Client
<<abstract>>Subject
request()...
RealSubject
request()...
Proxy
request()...
request(){
... realSubject.request() ...}
Structural Patterns - ProxyObject Diagram
aClient:
aProxy : Proxy
subject : RealSubject
Structural Patterns - Proxy• Subject: Defines the common interface for RealSubject and Proxy.• Proxy:
– Maintains reference to real subject– Can be substituted for a real subject– Controls access to real subject– May be responsible for creating and deleting the real subject– Special responsibilities
• Marshaling for remote communication• Caching data• Access validation
RealSubject: Defines the real object that the proxy represents. Client: Accesses the RealSubject through the intervention of the Proxy.
Participants
Proxy forwards requests to RealSubject when appropriate, depending on the kind of proxy.
Collaborations
Behavioral Patterns
• Command• Observer• State• Visitor
Command Pattern
Behavioral Patterns - Command
Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
Intent
Parameterize objects by an action In place of “callbacks” Specify, queue, and execute requests at different times Supports undo when Command maintains state information
necessary for reversing command. Added support for logging Command behavior. Support high-level operations built on primitive operations
(transactions).
Applicability
Behavioral Patterns - Command
Class Diagram
*Client Invoker
action()
Receiver
execute()
<<abstract>>Command
execute()
state
ConcreteCommand
receiver.action()
Behavioral Patterns - Command
• Command: Declares an interface for executing an operation.• ConcreteCommand
– Defines a binding between a Receiver object and an action.– Implements execute() by invoking a corresponding operation on Receiver.
Client (Application): Creates a Command object and sets its Receiver. Invoker: Asks the Command to carry out a request. Receiver: Knows how to perform the operation associated with a
request. Can be any class.
Participants
Creates a ConcreteCommand object and sets its Receiver. An Invoker stores the ConcreteCommand. Invoker calls execute() on command. ConcreteCommand invokes operation on its receiver.
Collaborations
Behavioral Patterns - Command
aClient : Client aReceiver:anInvoker :Invoker
aCommand :ConcreteCommand
create( aReceiver )
store( aCommand )
action()
execute()
Sequence Diagram
Behavioral Patterns - Observer
• Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
Intent
An abstraction has two aspects, one dependent on the other. When changing one object requires changing others, and you
don’t know how many objects need changed. When an object needs to notify others without knowledge about
who they are.
Applicability
Observer Pattern
Behavioral Patterns - Observer Class Diagram
subject
observers
*
update()
ConcreteObserver
attach( observer )detach( observer )notify()
Subject
for all o in observers o.update()
getState()
subjectState
ConcreteSubject
update()
<<interface>>Observer
observerState := subject.getState()
Behavioral Patterns - Observer
• Subject– Knows its observers, but not their “real” identity.– Provides an interface for attaching/detaching observers.
• Observer– Defines an updating interface for objects that should be identified of changes.
ConcreteSubject Stores state of interest to ConcreteObserver objects. Sends update notice to observers upon state change.
ConcreteObserver Maintains reference to ConcreteSubject (sometimes). Maintains state that must be consistent with ConcreteSubject. Implements the Observer interface.
Participants
ConcreteSubject notifies observers when changes occur. ConcreteObserver may query subject regarding state change.
Collaborations
Behavioral Patterns - Observer
Sequence Diagram
subject :ConcreteSubject
observer1 :ConcreteObserver
observer2 :ConcreteObserver
attach( observer1 )
attach( observer2 )
update()
getState()
update()
getState()
notify()
Behavioral Patterns - State
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
Intent
An object’s behavior depends on its state, and it must change its behavior at run-time depending on its state.
Operations have large, multipart conditional statements that depend on the object’s state. Usually represented by constants. Some times, the same conditional structure is repeated.
Applicability
State Pattern
Behavioral Patterns - State
Class Diagram
staterequest()
Context
state.handle();
handle()
<<abstract>>State
handle()
ConcreteStateA
handle()
ConcreteStateB
Behavioral Patterns - State
• Context– Defines interface of interest to clients.– Maintains an association with a subclass of State, that defines the current state.
• State– Defines an interface for encapsulating the behavior with respect to state.
• ConcreteStatex– Each subclass implements a behavior associated with a particular state of the Context.
Participants
Context delegates state-specific behavior to the current concrete State object. The state object may need access to Context information; so the context is
usually passed as a parameter. Clients do not deal with State object directly. Either Context or a concrete State subclass can decide which state succeeds
another.
Collaborations
Visitor Pattern
Behavioral Patterns - Visitor
Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.
Intent
An object structure contains many disparate classes, and operations need to be performed based on concrete classes.
Many distinct operations need to be performed on an object structure.
An object structure rarely changes, but new operations need to be defined over the structure.
Applicability
Behavioral Patterns - Visitor
Class Diagram
*Client
visitA( element : ConcreteElementA )visitB( element : ConcreteElementB )
<<abstract>>Visitor
visitA( element : ConcreteElementA )visitB( element : ConcreteElementB )
ConcreteVisitor1
visitA( element : ConcreteElementA )visitB( element : ConcreteElementB )
ConcreteVisitor2
ObjectStructureaccept( v : Visitor )
<<abstract>>Element
accept( v : Visitor )operationA()
ConcreteElementA
accept( v : Visitor )operationB()
ConcreteElementB
v.visitA( this ) v.visitB( this )
Behavioral Patterns - Visitor
• Visitor — declares a visit operation for each class within the object structure aggregation.
• ConcreteVisitor — implements each operation declared by Visitor. Provides algorithm context.
• Element — defines an accept operation taking a Visitor as an argument.
ConcreteElementX — implements an accept operation taking a Visitor as an argument.
ObjectStructure Enumerates its elements; potentially disparate classes. May provide a high level interface for visitor to visit its elements. Potentially a composite or just a general collection.
Participants
A client creates an instance of a concrete Visitor subclass. Client requests the ObjectStructure to allow the visitor to visit each. When visited, Element invokes the appropriate operation on Visitor;
overloading to know the element type.
Collaborations
Behavioral Patterns - Visitor
Sequence Diagram
aStruct :ObjectStructure
v : VisitorelemB :ConcreteElementB
elemA :ConcreteElementA
accept( v )
accept( v ) visitConcreteElementB( elemB )
operationB()
visitConcreteElementA( elemA )
operationA()
How to Select & Use Design Patterns
• Scan Intent Sections• Study How Patterns Interrelate• Study Patterns of Like Purpose• Examine a Cause of Redesign• Consider What Should Be Variable in Your Design
Read the pattern once through for an overview: appears trivial, but not Go back and study the structure, participants, and collaborations
sections Look at Sample Code: concrete example of pattern in code Choose names for pattern participants Define the classes Define application specific names for operations in the pattern Implement the operations to carry out the responsibilities and
collaborations in the pattern
How to Use
How to Select (> 20 in the book, and still growing … fast?, more on Internet)
Mediator Pattern
Mediator Pattern
• Different dialog boxes will have different dependencies between widgets, which makes it impossible to simply reuse a standard set of widget classes.
• Instead widget classes have to be customized to reflect dialog-specific dependencies, which would require a large number of separate subclasses for different types of dialogs.
Coupling between Classes
SpecialButton
SpecialEntry Field
SpecialListBox
list button field
field
button
list
Mediator Pattern
• Encapsulating the collective behavior in a separate Mediator object avoids these problems.
• A Mediator object is responsible for controlling and coordinating the interactions of a group of objects.
• The Mediator serves as an intermediary that keeps objects in the group from refering to each other explicitly.
• The objects only know the Mediator thereby reducing the number of interactions.
Mediator Pattern
FormDialogDirector
Clientdirector
Button EntryField
ListBox
director director
director
button field
list
Mediator Pattern
• The FormDialogDirector is the mediator between the widgets in the dialog box.
• The FormDialogDirector knows the widgets in a dialog and coordinates their interaction.
• The FormDialogDirector acts as a hub of communications for widgets.
Mediator Sequence Diagram
aListBox
WidgetChanged()
SetText()
anEntryField
ShowDialog()
aClientaFormDialogDirector
GetSelection()
aButton
EnableButton()
Mediator Structure
DialogDirector ShowDialog()
CreateWidgets()WidgetChanged(w)
Widget Changed()
director
FormDialogDirector CreateWidgets()
WidgetChanged(w)
ListBox GetSelection()
field
EntryField SetText()
list
Director->WidgetChanged(this)
Mediator Pattern
• DialogDirector is an abstract class that defines the overall behavior of a dialog.
• Clients call the ShowDialog operation to display the dialog on the screen.
• CreateWidgets is an abstract operation for creating the widgets of a dialog.
• WidgetChanged is another abstract operation, widgets call it to inform their director that they have changed.
• DialogDirector subclasses override CreateWidgets to create the proper widgets, and they override WidgetChanged to handle the changes.
Mediator Sample Code
class DialogDirector
{
public:
virtual void ShowDialog();
virtual void WidgetChanged(Widget *)=0;
protected:
DialogDirector();
virtual void CreateWidgets() = 0;
};
Mediator Sample Codeclass Widget{public:
Widget(DialogDirector*); virtual void Changed(); virtual void HandleMouseEvent(MouseEvent& event);private: DialogDirector* director_;};
void Widget::Changed() { director->WidgetChanged(this); }
Mediator Sample Code
class ListBox : public Widget
{
public:
ListBox(DialogDirector*);
virtual const string GetSelection();
virtual void HighLight(string selection);
virtual void SetList(list<string> newlistItems);
virtual void HandleMouseEvent(MouseEvent& event);
private:
list<string> listItems;
};
Mediator Sample Code
class EntryField : public Widget{public: EntryField(DialogDirector*); virtual const string GetText(); virtual void SetText(const string newtext); virtual void HandleMouseEvent(MouseEvent& event);private: string text;};
Mediator Sample Code
class Button : public Widget
{
public:
Button(DialogDirector*);
virtual void SetText(const string newtext);
virtual void HandleMouseEvent(MouseEvent& event);
virtual void Activate();
virtual void DeActivate();
private:
bool active;
};
Mediator Sample Code
class FormDialogDirector : public DialogDirector{public: FormDialogDirector() virtual void WidgetChanged(Widget *);protected: virtual void CreateWidgets();private:
ListBox* list; EntryField* field; Button* ok_button; Button* cancel_button;};
Mediator Sample Code
void FormDialogDirector::CreateWidgets(){ list = new ListBox(this); field = new EntryField(this); ok_button = new Button(this); cancel_button = new Button(this); ok_button->DeActivate(); ok_button->SetText(”OK”); cancel_button->Activate(); cancel_button->SetText(”Cancel”); // fill the ListBox with the available names list->SetList(...);}
Mediator Sample Code
void FormDialogDirector::WidgetChanged (Widget* ChangedWidget) { if (ChangedWidget==list)
field->SetText(list->GetSelection()); if (ChangedWidget==field) { list->Highlight(field->GetText()); if (field->GetText() != ””) ok_button->Activate(); else ok_button->DeActivate(); } } if (ChangedWidget==ok_button)
...}
Mediator Applicability
Use the Mediator pattern when• A set of objects communicate in well-defined complex ways.
The resulting interdependencies are unstructured and difficult to understand.
• Reusing an object is difficult because it refers to and communicates with many other objects.
• A behavior that is distributed between several classes should be customizable without a lot of subclassing.
Mediator Pattern Structure
Mediator Colleague mediator
ConcreteMediator
ConcreteColleagueA
ConcreteColleagueB
Mediator Pattern Participants
• Mediator – defines an interface for communicating with
Colleague objects.• ConcreteMediator
– Implements cooperative behavior by coordinating Colleague objects.
• Colleague classes– Each colleague knows its mediator– Each colleague communicates with its Mediator
whenever it would have otherwise communicated with another colleague
Mediator Pattern Collaborations
• Colleagues send and receive requests from a Mediator object.
• The Mediator implements the cooperative behavior by routing requests between the appropriate colleagues
Mediator Pattern Consequences
• The Mediator pattern limits subclassing. A mediator localizes behavior that otherwise would be distributed among several objects. Changing this behavior requires subclassing Mediator only, Colleague classes can be reused.
• The Mediator pattern decouples colleagues. A mediator promotes loose coupling between colleagues. You can vary and reuse Colleague and Mediator classes independently.
Mediator Pattern Consequences
• The Mediator pattern simplifies object protocols. A mediator replaces many-to-many interactions with one-to-many interactions between the mediator and its colleagues. One-to-many relationships are easier to understand, maintain and extend.
• The Mediator pattern abstracts how objects cooperate. Making mediation an independent concept and encapsulating it in an object lets you focus on how objects interact apart from their individual behavior. That can help clarify how objects interact in a system.
Mediator Pattern Consequences
• The mediator pattern centralizes control. The Mediator pattern trades complexity of interaction for complexity in the mediator. Because a mediator encapsulates protocols, it can become more complex than an individual colleague. This can make the mediator itself a monolith that is hard to maintain.
Mediator Pattern Implement.
• Omitting the abstract Mediator class. There is no need to define an abstract
Mediator class when colleagues work with only one mediator. The abstract coupling that the Mediator class provides lets colleagues work with different subclasses and vice versa.
Mediator Pattern Implement.
• Colleague-Mediator communication. Colleagues have to communicate with their mediator when an event of interest occurs. One approach is to implement the Mediator as an Observer. Colleague classes act as Subjects, sending notifications to the mediator whenever they change state. The mediator responds by propagating the effects of the change to the other colleagues.
Mediator Pattern Game
GameManager
Playermanager
Token Board
Dice
manager manager
manager
token board
dice
Chain of Responsibility (CoR) Pattern
Behavioral Patterns – Chain of Responsibility (CoR)
Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
Intent
You want to decouple a request's sender and receiver Multiple objects, determined at runtime, are candidates to handle a
request You don't want to specify handlers explicitly in your code
Applicability
Behavioral Patterns - Command
Class Diagram
ConcreteHandler1
handleRequest()
ConcreteHandler2
handleRequest()
ClientHandler
handleRequest()
successor
Behavioral Patterns - Command
• Handler:– Defines the interface for handling the requests– May implement the successor link
• ConcreteHandler– Handles requests it is responsible for– Can access its successor– Handles the request if it can do so, otherwise it forwards the request to
its successor Client: initiates the request to a ConcreteHandler object on the chain.
Participants
If you use the CoR pattern, remember: Only one object in the chain handles a request Some requests might not get handled
Those restrictions, of course, are for a classic CoR implementation. In practice, those rules are bent; for example, servlet filters are a CoR implementation that allows multiple filters to process an HTTP request.
Behavioral Patterns - Command
aClient : Client aReceiver:anInvoker :Invoker
aCommand :ConcreteCommand
create( aReceiver )
store( aCommand )
action()
execute()
Sequence Diagram
Expanding Our Horizons
OO Design
• Fundamental Concepts– Objects
• Traditional way: bundle of data and method• New way: things with responsibility
– Encapsulation• Traditional way: hiding data• New way: the ability to hiding anything
– Abstract classes/inheritance• Traditional way: for specialization and reuse• New way: as method of classifying objects
• Find what is varying and Encapsulate it