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Design Patterns

Design Patterns. based on book of Gang of Four ( GoF ) Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides Elements of Reusable Object-Oriented Software Robert Papp ( twisterrob @ gmail.com ). Introduction. UML class diagram recall. Interface. Abstract. Concrete.

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Design Patterns

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  1. Design Patterns basedonbook of Gang of Four (GoF)Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides Elements of Reusable Object-Oriented Software Robert Papp (twisterrob@gmail.com)

  2. Introduction

  3. UMLclass diagram recall Interface Abstract Concrete Aggregatee Derived Base Product ClassName # private * protected + public static fieldlist Package methodlist Class1 Class2 ClassN # private() * protected() + public() abstract() static() name(Type1, Type2) : RetType code derived base aggregator aggregatee creator product caller/user callee/used

  4. What is a Design Pattern? A design pattern is a generalreusable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved.

  5. OK, butwhat is it? Pattern Name and Classification: A descriptive and unique name that helps in identifying and referring to the pattern. Intent: A description of the goal behind the pattern and the reason for using it. Also Known As: Other names for the pattern. Motivation (Forces): A scenario consisting of a problem and a context in which this pattern can be used. Applicability:Situations in which this pattern is usable; the context for the pattern. Structure: A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose. Participants:A listing of the classes and objects used in the pattern and their roles in the design. Collaboration: A description of how classes and objects used in the pattern interact with each other. Consequences: A description of the results, side effects, and trade offs caused by using the pattern. Implementation: A description of an implementation of the pattern; the solution part of the pattern. Sample Code: An illustration of how the pattern can be used in a programming language. Known Uses: Examples of real usages of the pattern. Related Patterns: Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.

  6. Classification

  7. Classification / 2

  8. SimplePatterns

  9. Singleton Ensure a class has only one instance, and provide a global point of access to it. publicclass Singleton { privateSingleton(){} privatestatic Singleton _instance=null; publicstatic Singleton getInstance(){ if(_instance==null) _instance=newSingleton(); return_instance; } ... } Singleton # _instance : Singleton # Singleton() + getInstance() : Singleton Lazy instantiation Tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. return _instance;

  10. TemplateMethod Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. Specific1 Generic Specific2 SpecificM # operation1() # operation2() … # operationN() + TemplateMethod() # operation1() # operation2() … # operationN() # operation1() # operation2() … # operationN() # operation1() # operation2() … # operationN() ... operation1(); ... operation2(); ... operationN(); ...

  11. FactoryMethod Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses. Product ConcreteProduct Creator ConcreteCreator + CreateProduct() : Product + SomeOperation() + CreateProduct() : Product ... Productproduct = CreateProduct(); ... returnnewConcreteProduct();

  12. Adapter Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces. Client Target Adapter Adaptee # _adaptee : Adaptee + Request() + SpecificRequest() + Request() _adaptee.SpecificRequest();

  13. Proxy Provide a surrogate or placeholder for another object to control access to it. AbstractService ServiceProxy Service Client # _realService + someOperation() + someOperation() + someOperation() _realService.someOperation();

  14. Iterator Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation. Aggregate ConcreteAggregate Iterator ConcreteIterator + CreateIterator() : Iterator + CreateIterator() : Iterator + First() + Next() + IsDone() : bool + CurrentItem() : object + First() + Next() + IsDone() : bool + CurrentItem() : object returnConcreteIterator(this);

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