Design Patterns For Humans
Design Patterns For Humans
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README.md
Introduction
Design patterns are solutions to recurring problems; guidelines on how to tackle certain problems. They are not classes, packages or
libraries that you can plug into your application and wait for the magic to happen. These are, rather, guidelines on how to tackle certain
problems in certain situations.
Design patterns are solutions to recurring problems; guidelines on how to tackle certain problems
In software engineering, a software design pattern is a general reusable solution to a commonly occurring problem within a given
context in software design. It is not a finished design that can be transformed directly into source or machine code. It is a description
or template for how to solve a problem that can be used in many different situations.
� Be Careful
Design patterns are not a silver bullet to all your problems.
Do not try to force them; bad things are supposed to happen, if done so.
Keep in mind that design patterns are solutions to problems, not solutions finding problems; so don't overthink.
If used in a correct place in a correct manner, they can prove to be a savior; or else they can result in a horrible mess of a code.
Also note that the code samples below are in PHP-7, however this shouldn't stop you because the concepts are same anyways.
Creational
Structural
Behavioral
Creational patterns are focused towards how to instantiate an object or group of related objects.
Wikipedia says
In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create
objects in a manner suitable to the situation. The basic form of object creation could result in design problems or added complexity to
the design. Creational design patterns solve this problem by somehow controlling this object creation.
Simple Factory
Factory Method
Abstract Factory
Builder
Prototype
Singleton
� Simple Factory
Real world example
Consider, you are building a house and you need doors. You can either put on your carpenter clothes, bring some wood, glue, nails
and all the tools required to build the door and start building it in your house or you can simply call the factory and get the built door
delivered to you so that you don't need to learn anything about the door making or to deal with the mess that comes with making it.
In plain words
Simple factory simply generates an instance for client without exposing any instantiation logic to the client
Wikipedia says
In object-oriented programming (OOP), a factory is an object for creating other objects – formally a factory is a function or method
that returns objects of a varying prototype or class from some method call, which is assumed to be "new".
Programmatic Example
interface Door
{
public function getWidth(): float;
public function getHeight(): float;
}
Then we have our door factory that makes the door and returns it
class DoorFactory
{
public static function makeDoor($width, $height): Door
{
return new WoodenDoor($width, $height);
}
}
When to Use?
When creating an object is not just a few assignments and involves some logic, it makes sense to put it in a dedicated factory instead of
repeating the same code everywhere.
� Factory Method
Real world example
Consider the case of a hiring manager. It is impossible for one person to interview for each of the positions. Based on the job
opening, she has to decide and delegate the interview steps to different people.
In plain words
Wikipedia says
In class-based programming, the factory method pattern is a creational pattern that uses factory methods to deal with the problem of
creating objects without having to specify the exact class of the object that will be created. This is done by creating objects by calling
a factory method—either specified in an interface and implemented by child classes, or implemented in a base class and optionally
overridden by derived classes—rather than by calling a constructor.
Programmatic Example
Taking our hiring manager example above. First of all we have an interviewer interface and some implementations for it
interface Interviewer
{
public function askQuestions();
}
// Factory method
abstract protected function makeInterviewer(): Interviewer;
Now any child can extend it and provide the required interviewer
When to use?
Useful when there is some generic processing in a class but the required sub-class is dynamically decided at runtime. Or putting it in other
words, when the client doesn't know what exact sub-class it might need.
� Abstract Factory
Real world example
Extending our door example from Simple Factory. Based on your needs you might get a wooden door from a wooden door shop, iron
door from an iron shop or a PVC door from the relevant shop. Plus you might need a guy with different kind of specialities to fit the
door, for example a carpenter for wooden door, welder for iron door etc. As you can see there is a dependency between the doors
now, wooden door needs carpenter, iron door needs a welder etc.
In plain words
A factory of factories; a factory that groups the individual but related/dependent factories together without specifying their concrete
classes.
Wikipedia says
The abstract factory pattern provides a way to encapsulate a group of individual factories that have a common theme without
specifying their concrete classes
Programmatic Example
Translating the door example above. First of all we have our Door interface and some implementation for it
interface Door
{
public function getDescription();
}
interface DoorFittingExpert
{
public function getDescription();
}
Now we have our abstract factory that would let us make family of related objects i.e. wooden door factory would create a wooden door
and wooden door fitting expert and iron door factory would create an iron door and iron door fitting expert
interface DoorFactory
{
public function makeDoor(): Door;
public function makeFittingExpert(): DoorFittingExpert;
}
}
}
// Iron door factory to get iron door and the relevant fitting expert
class IronDoorFactory implements DoorFactory
{
public function makeDoor(): Door
{
return new IronDoor();
}
$door = $woodenFactory->makeDoor();
$expert = $woodenFactory->makeFittingExpert();
$door = $ironFactory->makeDoor();
$expert = $ironFactory->makeFittingExpert();
As you can see the wooden door factory has encapsulated the carpenter and the wooden door also iron door factory has encapsulated
the iron door and welder . And thus it had helped us make sure that for each of the created door, we do not get a wrong fitting expert.
When to use?
When there are interrelated dependencies with not-that-simple creation logic involved
� Builder
Real world example
Imagine you are at Hardee's and you order a specific deal, lets say, "Big Hardee" and they hand it over to you without any questions;
this is the example of simple factory. But there are cases when the creation logic might involve more steps. For example you want a
customized Subway deal, you have several options in how your burger is made e.g what bread do you want? what types of sauces
would you like? What cheese would you want? etc. In such cases builder pattern comes to the rescue.
In plain words
Allows you to create different flavors of an object while avoiding constructor pollution. Useful when there could be several flavors of an
object. Or when there are a lot of steps involved in creation of an object.
Wikipedia says
The builder pattern is an object creation software design pattern with the intentions of finding a solution to the telescoping constructor
anti-pattern.
Having said that let me add a bit about what telescoping constructor anti-pattern is. At one point or the other we have all seen a
constructor like below:
public function __construct($size, $cheese = true, $pepperoni = true, $tomato = false, $lettuce = true)
{
}
As you can see; the number of constructor parameters can quickly get out of hand and it might become difficult to understand the
arrangement of parameters. Plus this parameter list could keep on growing if you would want to add more options in future. This is called
telescoping constructor anti-pattern.
Programmatic Example
The sane alternative is to use the builder pattern. First of all we have our burger that we want to make
class Burger
{
protected $size;
class BurgerBuilder
{
public $size;
When to use?
When there could be several flavors of an object and to avoid the constructor telescoping. The key difference from the factory pattern is
that; factory pattern is to be used when the creation is a one step process while builder pattern is to be used when the creation is a multi
step process.
� Prototype
Real world example
Remember dolly? The sheep that was cloned! Lets not get into the details but the key point here is that it is all about cloning
In plain words
Wikipedia says
The prototype pattern is a creational design pattern in software development. It is used when the type of objects to create is
determined by a prototypical instance, which is cloned to produce new objects.
In short, it allows you to create a copy of an existing object and modify it to your needs, instead of going through the trouble of creating an
object from scratch and setting it up.
Programmatic Example
class Sheep
{
protected $name;
protected $category;
{
$this->category = $category;
}
Also you could use the magic method __clone to modify the cloning behavior.
When to use?
When an object is required that is similar to existing object or when the creation would be expensive as compared to cloning.
� Singleton
Real world example
There can only be one president of a country at a time. The same president has to be brought to action, whenever duty calls.
President here is singleton.
In plain words
Wikipedia says
In software engineering, the singleton pattern is a software design pattern that restricts the instantiation of a class to one object. This
is useful when exactly one object is needed to coordinate actions across the system.
Singleton pattern is actually considered an anti-pattern and overuse of it should be avoided. It is not necessarily bad and could have some
valid use-cases but should be used with caution because it introduces a global state in your application and change to it in one place could
affect in the other areas and it could become pretty difficult to debug. The other bad thing about them is it makes your code tightly coupled
plus mocking the singleton could be difficult.
Programmatic Example
To create a singleton, make the constructor private, disable cloning, disable extension and create a static variable to house the instance
return self::$instance;
}
$president1 = President::getInstance();
$president2 = President::getInstance();
Structural patterns are mostly concerned with object composition or in other words how the entities can use each other. Or yet
another explanation would be, they help in answering "How to build a software component?"
Wikipedia says
In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize
relationships between entities.
Adapter
Bridge
Composite
Decorator
Facade
Flyweight
Proxy
� Adapter
Real world example
Consider that you have some pictures in your memory card and you need to transfer them to your computer. In order to transfer them
you need some kind of adapter that is compatible with your computer ports so that you can attach memory card to your computer. In
this case card reader is an adapter. Another example would be the famous power adapter; a three legged plug can't be connected to
a two pronged outlet, it needs to use a power adapter that makes it compatible with the two pronged outlet. Yet another example
would be a translator translating words spoken by one person to another
In plain words
Adapter pattern lets you wrap an otherwise incompatible object in an adapter to make it compatible with another class.
Wikipedia says
In software engineering, the adapter pattern is a software design pattern that allows the interface of an existing class to be used as
another interface. It is often used to make existing classes work with others without modifying their source code.
Programmatic Example
First we have an interface Lion that all types of lions have to implement
interface Lion
{
public function roar();
}
class Hunter
{
public function hunt(Lion $lion)
{
$lion->roar();
}
}
Now let's say we have to add a WildDog in our game so that hunter can hunt that also. But we can't do that directly because dog has a
different interface. To make it compatible for our hunter, we will have to create an adapter that is compatible
And now the WildDog can be used in our game using WildDogAdapter .
$hunter->hunt($wildDogAdapter);
� Bridge
Real world example
Consider you have a website with different pages and you are supposed to allow the user to change the theme. What would you do?
Create multiple copies of each of the pages for each of the themes or would you just create separate theme and load them based on
the user's preferences? Bridge pattern allows you to do the second i.e.
In Plain Words
Bridge pattern is about preferring composition over inheritance. Implementation details are pushed from a hierarchy to another object
with a separate hierarchy.
Wikipedia says
The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation
so that the two can vary independently"
Programmatic Example
Translating our WebPage example from above. Here we have the WebPage hierarchy
interface WebPage
{
public function __construct(Theme $theme);
public function getContent();
}
interface Theme
{
public function getColor();
}
� Composite
Real world example
Every organization is composed of employees. Each of the employees has the same features i.e. has a salary, has some
responsibilities, may or may not report to someone, may or may not have some subordinates etc.
In plain words
Composite pattern lets clients treat the individual objects in a uniform manner.
Wikipedia says
In software engineering, the composite pattern is a partitioning design pattern. The composite pattern describes that a group of
objects is to be treated in the same way as a single instance of an object. The intent of a composite is to "compose" objects into tree
structures to represent part-whole hierarchies. Implementing the composite pattern lets clients treat individual objects and
compositions uniformly.
Programmatic Example
Taking our employees example from above. Here we have different employee types
interface Employee
{
public function __construct(string $name, float $salary);
public function getName(): string;
public function setSalary(float $salary);
public function getSalary(): float;
public function getRoles(): array;
}
class Organization
{
protected $employees;
return $netSalary;
}
}
☕ Decorator
Imagine you run a car service shop offering multiple services. Now how do you calculate the bill to be charged? You pick one service
and dynamically keep adding to it the prices for the provided services till you get the final cost. Here each type of service is a
decorator.
In plain words
Decorator pattern lets you dynamically change the behavior of an object at run time by wrapping them in an object of a decorator
class.
Wikipedia says
In object-oriented programming, the decorator pattern is a design pattern that allows behavior to be added to an individual object,
either statically or dynamically, without affecting the behavior of other objects from the same class. The decorator pattern is often
useful for adhering to the Single Responsibility Principle, as it allows functionality to be divided between classes with unique areas of
concern.
Programmatic Example
Lets take coffee for example. First of all we have a simple coffee implementing the coffee interface
interface Coffee
{
public function getCost();
public function getDescription();
}
We want to make the code extensible to allow options to modify it if required. Lets make some add-ons (decorators)
� Facade
Real world example
How do you turn on the computer? "Hit the power button" you say! That is what you believe because you are using a simple interface
that computer provides on the outside, internally it has to do a lot of stuff to make it happen. This simple interface to the complex
subsystem is a facade.
In plain words
Wikipedia says
A facade is an object that provides a simplified interface to a larger body of code, such as a class library.
Programmatic Example
Taking our computer example from above. Here we have the computer class
class Computer
{
public function getElectricShock()
{
echo "Ouch!";
}
class ComputerFacade
{
protected $computer;
� Flyweight
Real world example
Did you ever have fresh tea from some stall? They often make more than one cup that you demanded and save the rest for any other
customer so to save the resources e.g. gas etc. Flyweight pattern is all about that i.e. sharing.
In plain words
It is used to minimize memory usage or computational expenses by sharing as much as possible with similar objects.
Wikipedia says
In computer programming, flyweight is a software design pattern. A flyweight is an object that minimizes memory use by sharing as
much data as possible with other similar objects; it is a way to use objects in large numbers when a simple repeated representation
would use an unacceptable amount of memory.
Programmatic example
Translating our tea example from above. First of all we have tea types and tea maker
return $this->availableTea[$preference];
}
}
Then we have the TeaShop which takes orders and serves them
class TeaShop
{
protected $orders;
protected $teaMaker;
$shop->serve();
// Serving tea to table# 1
// Serving tea to table# 2
// Serving tea to table# 5
� Proxy
Real world example
Have you ever used an access card to go through a door? There are multiple options to open that door i.e. it can be opened either
using access card or by pressing a button that bypasses the security. The door's main functionality is to open but there is a proxy
added on top of it to add some functionality. Let me better explain it using the code example below.
In plain words
Using the proxy pattern, a class represents the functionality of another class.
Wikipedia says
A proxy, in its most general form, is a class functioning as an interface to something else. A proxy is a wrapper or agent object that is
being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real
object, or can provide additional logic. In the proxy extra functionality can be provided, for example caching when operations on the
real object are resource intensive, or checking preconditions before operations on the real object are invoked.
Programmatic Example
Taking our security door example from above. Firstly we have the door interface and an implementation of door
interface Door
{
public function open();
public function close();
}
class SecuredDoor
{
protected $door;
Yet another example would be some sort of data-mapper implementation. For example, I recently made an ODM (Object Data Mapper) for
MongoDB using this pattern where I wrote a proxy around mongo classes while utilizing the magic method __call() . All the method calls
were proxied to the original mongo class and result retrieved was returned as it is but in case of find or findOne data was mapped to
the required class objects and the object was returned instead of Cursor .
It is concerned with assignment of responsibilities between the objects. What makes them different from structural patterns is they
don't just specify the structure but also outline the patterns for message passing/communication between them. Or in other words,
they assist in answering "How to run a behavior in software component?"
Wikipedia says
In software engineering, behavioral design patterns are design patterns that identify common communication patterns between
objects and realize these patterns. By doing so, these patterns increase flexibility in carrying out this communication.
Chain of Responsibility
Command
Iterator
Mediator
Memento
Observer
Visitor
Strategy
State
Template Method
� Chain of Responsibility
Real world example
For example, you have three payment methods ( A , B and C ) setup in your account; each having a different amount in it. A has
100 USD, B has 300 USD and C having 1000 USD and the preference for payments is chosen as A then B then C . You try to
purchase something that is worth 210 USD. Using Chain of Responsibility, first of all account A will be checked if it can make the
purchase, if yes purchase will be made and the chain will be broken. If not, request will move forward to account B checking for
amount if yes chain will be broken otherwise the request will keep forwarding till it finds the suitable handler. Here A , B and C are
links of the chain and the whole phenomenon is Chain of Responsibility.
In plain words
It helps building a chain of objects. Request enters from one end and keeps going from object to object till it finds the suitable handler.
Wikipedia says
In object-oriented design, the chain-of-responsibility pattern is a design pattern consisting of a source of command objects and a
series of processing objects. Each processing object contains logic that defines the types of command objects that it can handle; the
rest are passed to the next processing object in the chain.
Programmatic Example
Translating our account example above. First of all we have a base account having the logic for chaining the accounts together and some
accounts
Now let's prepare the chain using the links defined above (i.e. Bank, Paypal, Bitcoin)
$bank->setNext($paypal);
$paypal->setNext($bitcoin);
// Output will be
// ==============
// Cannot pay using bank. Proceeding ..
// Cannot pay using paypal. Proceeding ..:
// Paid 259 using Bitcoin!
� Command
Real world example
A generic example would be you ordering food at a restaurant. You (i.e. Client ) ask the waiter (i.e. Invoker ) to bring some food
(i.e. Command ) and waiter simply forwards the request to Chef (i.e. Receiver ) who has the knowledge of what and how to cook.
Another example would be you (i.e. Client ) switching on (i.e. Command ) the television (i.e. Receiver ) using a remote control
( Invoker ).
In plain words
Allows you to encapsulate actions in objects. The key idea behind this pattern is to provide the means to decouple client from
receiver.
Wikipedia says
In object-oriented programming, the command pattern is a behavioral design pattern in which an object is used to encapsulate all
information needed to perform an action or trigger an event at a later time. This information includes the method name, the object that
owns the method and values for the method parameters.
Programmatic Example
First of all we have the receiver that has the implementation of every action that could be performed
// Receiver
class Bulb
{
public function turnOn()
{
echo "Bulb has been lit";
}
then we have an interface that each of the commands are going to implement and then we have a set of commands
interface Command
{
public function execute();
public function undo();
public function redo();
}
// Command
class TurnOn implements Command
{
protected $bulb;
}
}
Then we have an Invoker with whom the client will interact to process any commands
// Invoker
class RemoteControl
{
public function submit(Command $command)
{
$command->execute();
}
}
Command pattern can also be used to implement a transaction based system. Where you keep maintaining the history of commands as
soon as you execute them. If the final command is successfully executed, all good otherwise just iterate through the history and keep
executing the undo on all the executed commands.
� Iterator
Real world example
An old radio set will be a good example of iterator, where user could start at some channel and then use next or previous buttons to
go through the respective channels. Or take an example of MP3 player or a TV set where you could press the next and previous
buttons to go through the consecutive channels or in other words they all provide an interface to iterate through the respective
channels, songs or radio stations.
In plain words
It presents a way to access the elements of an object without exposing the underlying presentation.
Wikipedia says
In object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access
the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily
container-specific and thus cannot be decoupled.
Programmatic example
In PHP it is quite easy to implement using SPL (Standard PHP Library). Translating our radio stations example from above. First of all we
have RadioStation
class RadioStation
{
protected $frequency;
return $this->frequency;
}
}
use Countable;
use Iterator;
$stationList->addStation(new RadioStation(89));
$stationList->addStation(new RadioStation(101));
$stationList->addStation(new RadioStation(102));
$stationList->addStation(new RadioStation(103.2));
foreach($stationList as $station) {
echo $station->getFrequency() . PHP_EOL;
}
� Mediator
Real world example
A general example would be when you talk to someone on your mobile phone, there is a network provider sitting between you and
them and your conversation goes through it instead of being directly sent. In this case network provider is mediator.
In plain words
Mediator pattern adds a third party object (called mediator) to control the interaction between two objects (called colleagues). It helps
reduce the coupling between the classes communicating with each other. Because now they don't need to have the knowledge of
each other's implementation.
Wikipedia says
In software engineering, the mediator pattern defines an object that encapsulates how a set of objects interact. This pattern is
considered to be a behavioral pattern due to the way it can alter the program's running behavior.
Programmatic Example
Here is the simplest example of a chat room (i.e. mediator) with users (i.e. colleagues) sending messages to each other.
interface ChatRoomMediator
{
public function showMessage(User $user, string $message);
}
// Mediator
class ChatRoom implements ChatRoomMediator
{
public function showMessage(User $user, string $message)
{
$time = date('M d, y H:i');
$sender = $user->getName();
class User {
protected $name;
protected $chatMediator;
$john->send('Hi there!');
$jane->send('Hey!');
// Output will be
// Feb 14, 10:58 [John]: Hi there!
// Feb 14, 10:58 [Jane]: Hey!
� Memento
Real world example
Take the example of calculator (i.e. originator), where whenever you perform some calculation the last calculation is saved in memory
(i.e. memento) so that you can get back to it and maybe get it restored using some action buttons (i.e. caretaker).
In plain words
Memento pattern is about capturing and storing the current state of an object in a manner that it can be restored later on in a smooth
manner.
Wikipedia says
The memento pattern is a software design pattern that provides the ability to restore an object to its previous state (undo via rollback).
Usually useful when you need to provide some sort of undo functionality.
Programmatic Example
Lets take an example of text editor which keeps saving the state from time to time and that you can restore if you want.
First of all we have our memento object that will be able to hold the editor state
class EditorMemento
{
protected $content;
Then we have our editor i.e. originator that is going to use memento object
class Editor
{
protected $content = '';
// Save the state to restore to : This is the first sentence. This is second.
$saved = $editor->save();
� Observer
Real world example
A good example would be the job seekers where they subscribe to some job posting site and they are notified whenever there is a
matching job opportunity.
In plain words
Defines a dependency between objects so that whenever an object changes its state, all its dependents are notified.
Wikipedia says
The observer pattern is a software design pattern in which an object, called the subject, maintains a list of its dependents, called
observers, and notifies them automatically of any state changes, usually by calling one of their methods.
Programmatic example
Translating our example from above. First of all we have job seekers that need to be notified for a job posting
class JobPost
{
protected $title;
Then we have our job postings to which the job seekers will subscribe
// Create subscribers
$johnDoe = new JobSeeker('John Doe');
$janeDoe = new JobSeeker('Jane Doe');
// Output
// Hi John Doe! New job posted: Software Engineer
// Hi Jane Doe! New job posted: Software Engineer
� Visitor
Real world example
Consider someone visiting Dubai. They just need a way (i.e. visa) to enter Dubai. After arrival, they can come and visit any place in
Dubai on their own without having to ask for permission or to do some leg work in order to visit any place here; just let them know of a
place and they can visit it. Visitor pattern lets you do just that, it helps you add places to visit so that they can visit as much as they
can without having to do any legwork.
In plain words
Visitor pattern lets you add further operations to objects without having to modify them.
Wikipedia says
In object-oriented programming and software engineering, the visitor design pattern is a way of separating an algorithm from an
object structure on which it operates. A practical result of this separation is the ability to add new operations to existing object
structures without modifying those structures. It is one way to follow the open/closed principle.
Programmatic example
Let's take an example of a zoo simulation where we have several different kinds of animals and we have to make them Sound. Let's
translate this using visitor pattern
// Visitee
interface Animal
{
public function accept(AnimalOperation $operation);
}
// Visitor
interface AnimalOperation
{
public function visitMonkey(Monkey $monkey);
public function visitLion(Lion $lion);
public function visitDolphin(Dolphin $dolphin);
}
We could have done this simply by having an inheritance hierarchy for the animals but then we would have to modify the animals
whenever we would have to add new actions to animals. But now we will not have to change them. For example, let's say we are asked to
add the jump behavior to the animals, we can simply add that by creating a new visitor i.e.
$lion->accept($speak); // Roaaar!
$lion->accept($jump); // Jumped 7 feet! Back on the ground!
� Strategy
Real world example
Consider the example of sorting, we implemented bubble sort but the data started to grow and bubble sort started getting very slow.
In order to tackle this we implemented Quick sort. But now although the quick sort algorithm was doing better for large datasets, it
was very slow for smaller datasets. In order to handle this we implemented a strategy where for small datasets, bubble sort will be
used and for larger, quick sort.
In plain words
Strategy pattern allows you to switch the algorithm or strategy based upon the situation.
Wikipedia says
In computer programming, the strategy pattern (also known as the policy pattern) is a behavioural software design pattern that
enables an algorithm's behavior to be selected at runtime.
Programmatic example
Translating our example from above. First of all we have our strategy interface and different strategy implementations
interface SortStrategy
{
public function sort(array $dataset): array;
}
// Do sorting
return $dataset;
}
}
// Do sorting
return $dataset;
}
}
And then we have our client that is going to use any strategy
class Sorter
{
protected $sorter;
� State
Real world example
Imagine you are using some drawing application, you choose the paint brush to draw. Now the brush changes its behavior based on
the selected color i.e. if you have chosen red color it will draw in red, if blue then it will be in blue etc.
In plain words
It lets you change the behavior of a class when the state changes.
Wikipedia says
The state pattern is a behavioral software design pattern that implements a state machine in an object-oriented way. With the state
pattern, a state machine is implemented by implementing each individual state as a derived class of the state pattern interface, and
implementing state transitions by invoking methods defined by the pattern's superclass. The state pattern can be interpreted as a
strategy pattern which is able to switch the current strategy through invocations of methods defined in the pattern's interface.
Programmatic example
Let's take an example of text editor, it lets you change the state of text that is typed i.e. if you have selected bold, it starts writing in bold, if
italic then in italics etc.
First of all we have our state interface and some state implementations
interface WritingState
{
public function write(string $words);
}
class TextEditor
{
protected $state;
$editor->type('First line');
$editor->setState(new UpperCase());
$editor->type('Second line');
$editor->type('Third line');
$editor->setState(new LowerCase());
$editor->type('Fourth line');
$editor->type('Fifth line');
// Output:
// First line
// SECOND LINE
// THIRD LINE
// fourth line
// fifth line
� Template Method
Real world example
Suppose we are getting some house built. The steps for building might look like
The order of these steps could never be changed i.e. you can't build the roof before building the walls etc but each of the steps could
be modified for example walls can be made of wood or polyester or stone.
In plain words
Template method defines the skeleton of how a certain algorithm could be performed, but defers the implementation of those steps to
the children classes.
Wikipedia says
In software engineering, the template method pattern is a behavioral design pattern that defines the program skeleton of an algorithm
in an operation, deferring some steps to subclasses. It lets one redefine certain steps of an algorithm without changing the algorithm's
structure.
Programmatic Example
Imagine we have a build tool that helps us test, lint, build, generate build reports (i.e. code coverage reports, linting report etc) and deploy
our app on the test server.
First of all we have our base class that specifies the skeleton for the build algorithm
// Template method
final public function build()
{
$this->test();
$this->lint();
$this->assemble();
$this->deploy();
}
// Output:
// Running android tests
// Linting the android code
// Assembling the android build
// Deploying android build to server
// Output:
// Running ios tests
// Linting the ios code
// Assembling the ios build
// Deploying ios build to server
� Wrap Up Folks
And that about wraps it up. I will continue to improve this, so you might want to watch/star this repository to revisit. Also, I have plans on
writing the same about the architectural patterns, stay tuned for it.
� Contribution
Report issues
Open pull request with improvements
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License
License CC BY 4.0