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Design Pattern - Basic

This document discusses design patterns. It defines a design pattern as a time-tested solution to a common software problem. Design patterns enable a common design vocabulary, improving communication and easing documentation. They also capture design expertise and allow that expertise to be transferred. The document then provides examples of some popular design patterns, including Singleton, Factory, Decorator, and Flyweight patterns. It summarizes the problem each pattern addresses and provides sample code implementations.

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0% found this document useful (0 votes)
34 views

Design Pattern - Basic

This document discusses design patterns. It defines a design pattern as a time-tested solution to a common software problem. Design patterns enable a common design vocabulary, improving communication and easing documentation. They also capture design expertise and allow that expertise to be transferred. The document then provides examples of some popular design patterns, including Singleton, Factory, Decorator, and Flyweight patterns. It summarizes the problem each pattern addresses and provides sample code implementations.

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有章林
Copyright
© © All Rights Reserved
Available Formats
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Design Patterns

CSE 403, Spring 2007, Alverson

With material from Marty Stepp 403 lectures.


Design patterns
A design pattern is a time-tested solution to a
common software problem

y Patterns enable a common design vocabulary,


improving communication, easing documentation

y Patterns capture design expertise and allow that


expertise to be transferred

CSE 403, Spring 2007, Alverson


Online Readings
Easy reads:
y A survey of common design patterns, James Maioriello
http://www.developer.com/design/article.php/1502691
y What are design patterns and why do I need them,
http://www.developer.com/design/article.php/1474561

Deeper:
y Design Patterns:
http://c2.com/cgi/wiki?DesignPatterns
y C# examples
http://www.dofactory.com/Patterns/Patterns.aspx
y Java examples
http://www.patterndepot.com/put/8/JavaPatterns.htm
CSE 403, Spring 2007, Alverson
Popular patterns we’ll explore
y Creational
o Singleton
o Factory

y Structural
o Decorator
o Flyweight

y Behavioral
o Iterator
o Strategy

CSE 403, Spring 2007, Alverson


Pattern: Singleton
a class that has only one instance

CSE 403, Spring 2007, Alverson


Restricting object creation
y Problem: Sometimes we will really only ever
need one instance of a particular class.
o Examples: keyboard reader, printer spooler
o We'd like to make it illegal to have more than one

y Why we care:
o Creating lots of objects can take a lot of time
o Extra objects take up memory
o It is a maintenance headache to deal with different
objects floating around if they are the same

CSE 403, Spring 2007, Alverson


Singleton pattern
y singleton: an object that is the only object of its
type
o ensures that a class has at most one instance
o provides a global access point to that instance

o takes responsibility of managing that instance away


from the programmer (illegal to construct more
instances)

o provide accessor method that allows users to see the


(one and only) instance

o possibly the most known / popular design pattern!


(this should tell you something)
CSE 403, Spring 2007, Alverson
Implementing Singleton
y make constructor(s) private so that they can
not be called from outside

y declare a single static private instance of the


class

y write a public getInstance() or similar


method that allows access to the single instance
o possibly protect / synchronize this method to ensure
that it will work in a multi-threaded program

CSE 403, Spring 2007, Alverson


Singleton sequence diagram

CSE 403, Spring 2007, Alverson


Singleton example
y consider a singleton class RandomGenerator that
generates random numbers
public class RandomGenerator {
private static RandomGenerator gen = new RandomGenerator();

public static RandomGenerator getInstance() {


return gen;
}

private RandomGenerator() {}

...
}
y possible problem with this class?
Always creates the instance, even if the class
is not used.
CSE 403, Spring 2007, Alverson
Singleton example 2
y variation: don't create the instance until needed
// Generates random numbers
public class RandomGenerator {
private static RandomGenerator gen = null;
public static RandomGenerator getInstance() {
if (gen == null) {
gen = new RandomGenerator();
}
return gen;
}
...
}

y what could go wrong with this version?

CSE 403, Spring 2007, Alverson


Singleton example 3
y variation: solve concurrency issue by locking
// Generates random numbers
public class RandomGenerator {
private static RandomGenerator gen = null;
public static synchronized RandomGenerator
getInstance() {
if (gen == null) {
gen = new RandomGenerator();
}
return gen;
}
...
}

y Is anything wrong with this version?


CSE 403, Spring 2007, Alverson
Singleton example 4
y variation: solve concurrency issue without
unnecessary locking
// Generates random numbers.
public class RandomGenerator {
private static RandomGenerator gen = null;
public static RandomGenerator getInstance() {
if (gen == null) {
synchronized (RandomGenerator.class) {
// must test again -- can you see why?
// sometimes called test-and-test-and-set
if (gen == null) {
gen = new RandomGenerator();
}
}
}
return gen;
}
}

CSE 403, Spring 2007, Alverson


Singleton exercise
y Consider your projects. What classes could be
a singleton in this system?

CSE 403, Spring 2007, Alverson


Pattern: Factory
(a variation of Factory Method, Abstract
Factory)

a class or method used to


create objects easily

CSE 403, Spring 2007, Alverson


Problem: Bulky GUI code
y GUI code to construct many components quickly
becomes redundant (here, with menus):
homestarItem = new JMenuItem("Homestar Runner");
homestarItem.addActionListener(this);
viewMenu.add(homestarItem);
anotherItem = new JMenuItem(“AnotherItem");
anotherItem.addActionListener(this);
viewMenu.add(anotherItem);

y another example (with buttons):


button1 = new JButton();
button1.addActionListener(this);
button1.setBorderPainted(false);
button2 = new JButton();
button2.addActionListener(this);
button2.setBorderPainted(false);
CSE 403, Spring 2007, Alverson
Factory pattern
y factory: a class whose job is to easily create
and return instances of other classes

o instead of calling a constructor, use a static method in


a "factory" class to set up the object

o saves lines, complexity to quickly construct / initialize


objects

o allows you to defer instantiation until a later point

CSE 403, Spring 2007, Alverson


Factory implementation
When implementing a factory of your own:

y The factory itself should not be instantiated


o make constructor private

y The factory uses static methods to construct components

y The factory should offer as simple an interface to client code


as possible.
o Don't demand lots of arguments; possibly overload factory methods
to handle special cases that need more arguments.

y Factories are often designed for reuse on a later project or


for general use throughout your system
CSE 403, Spring 2007, Alverson
Factory sequence diagram

CSE 403, Spring 2007, Alverson


Factory example
public class ButtonFactory {
private ButtonFactory() {}

public static JButton createButton(


String text, ActionListener listener,
Container panel) {
JButton button = new JButton(text);
button.setMnemonic(text.charAt(0));
button.addActionListener(listener);
panel.add(button);
return button;
}
}

CSE 403, Spring 2007, Alverson


Pattern: Decorator
objects that wrap around other objects to add
useful features

CSE 403, Spring 2007, Alverson


Decorator pattern
y decorator: an object that modifies behavior of, or
adds features to, another object
o decorator must maintain the common interface of the
object it wraps up
o used so that we can add features to an existing
simple object without needing to disrupt the interface
that client code expects when using the simple object
o the object being "decorated" usually does not
explicitly know about the decorator

How is this different from inheritance?


• decoration is dynamic and allows flexibility
• decoration can be applied to many different objects
CSE 403, Spring 2007, Alverson
Decorator example: I/O
y normal InputStream class has only public int
read() method to read one letter at a time

y decorators such as BufferedReader or Scanner add


additional functionality to read the stream more easily

// InputStreamReader/BufferedReader decorate InputStream


InputStream in = new FileInputStream("hardcode.txt");
InputStreamReader isr = new InputStreamReader(in);
BufferedReader br = new BufferedReader(isr);

// because of decorator streams, we can read an


// entire line from the file in one call
// (InputStream only provides public int read() )
String wholeLine = br.readLine();
CSE 403, Spring 2007, Alverson
Decorator example: GUI
y normal GUI components don't have scroll bars
y JScrollPane is a container with scroll bars to which you
can add any component to make it scrollable

// JScrollPane decorates GUI components


JTextArea area = new JTextArea(20, 30);
JScrollPane scrollPane = new JScrollPane(area);
contentPane.add(scrollPane);

CSE 403, Spring 2007, Alverson


Pattern: Flyweight
a class that has only one instance for each unique
state

CSE 403, Spring 2007, Alverson


Problem of redundant objects
y problem: redundant objects can bog down
system
o many objects have same state

o example: string/text structures used by document


editors
o example: File objects that represent the same file on
disk
‡ new File("mobydick.txt")
‡ new File("mobydick.txt")
‡ new File("mobydick.txt")
... How does this
‡ new File("notes.txt") differ from a
‡ new File("notes.txt") const?
CSE 403, Spring 2007, Alverson
Flyweight pattern
y flyweight: an assurance that no more than one
instance of a class will have identical state

o achieved by caching identical instances of objects to


reduce object construction
o similar to singleton, but has many instances, one for
each unique-state object

o useful for cases when there are many instances of a


type but many are the same

o examples in Java: String, Image / Toolkit, Formatter


CSE 403, Spring 2007, Alverson
Implementing a Flyweight
y flyweighting works best on immutable objects
o immutable: cannot be changed once constructed

class pseudo-code sketch:


public class Flyweighted {
o static collection (list) of instances
o private constructor
o static method to get an instance:
‡ if (we have created this kind of instance before),
get it from the collection and return it
‡ else,
create a new instance, store it in the collection and return it
}
CSE 403, Spring 2007, Alverson
Flyweight sequence diagram

CSE 403, Spring 2007, Alverson


Implementing a Flyweight
public class Flyweighted {
private static Map instances;

private Flyweighted() {}

public static synchronized Flyweighted


getInstance(Object key) {
if (!instances.contains(key)) {
Flyweighted fw = new Flyweighted(key);
instances.put(key, fw);
return fw;
} else {
return instances.get(key);
}
}
}
CSE 403, Spring 2007, Alverson
Class before flyweighting
y A class to be flyweighted
public class Point {
private int x, y;
public Point(int x, int y) {
this.x = x;
this.y = y;
}
public int getX() { return x; }
public int getY() { return y; }
public String toString() {
return "(" + x + ", " + y + ")";
}
}

CSE 403, Spring 2007, Alverson


Class after flyweighting
y A class that has been flyweighted!
public class Point {
private static Map<String, Point> instances =
new HashMap<String, Point>();
public static Point getInstance(int x, int y) {
String key = x + ", " + y;
if (instances.containsKey(key)) { // reuse
return instances.get(key);
}
Point p = new Point(x, y);
instances.put(key, p);
return p;
}
}

CSE 403, Spring 2007, Alverson


Flyweight exercise
y Consider your projects. Is there an opportunity
to use a flyweight?

CSE 403, Spring 2007, Alverson


Pattern: Iterator
objects that traverse collections

CSE 403, Spring 2007, Alverson


Iterator pattern
y iterator: an object that provides a standard way
to examine all elements of any collection

y benefits:
o supports variations in the traversal of an aggregate
o simplifies the aggregate’s interface
o allows more than one traversal to be pending on an
aggregate
o removes need to know about internal structure of
collection or different methods to access data from
different collections – puts knowledge in the iterator

CSE 403, Spring 2007, Alverson


Iterators in Java
y all Java collections have a method iterator that
returns an iterator for the elements of the collection
y can be used to look through the elements of any
kind of collection (an alternative to for loop)

List<Account> list = new ArrayList<Account>();


// ... add some elements ...

for (Iterator<Account> itr = list.iterator(); itr.hasNext(); )


{
Account a = itr.next();
System.out.println(a);
}
CSE 403, Spring 2007, Alverson
Adding your own Iterators
y when implementing your own collections, it can
be convenient to use iterators.
class List {
public:
int size() {…}
boolean isEmpty() {…}
ListElement* get(int index) {…}
}
What do you need to
public class ListIterator { know to write next()?
int currentIndex;
public:
boolean hasNext() {…} Can there be
ListElement* first() {…} different
iteration
ListElement* next() {…}
ListElement* current() {…}
CSE 403, Spring 2007, Alverson strategies?
}
Pattern: Strategy
objects that hold alternate algorithms to solve
a problem

CSE 403, Spring 2007, Alverson


Strategy pattern
y strategy: an algorithm separated from the object
that uses it, and encapsulated as its own object
o each strategy implements one behavior, one
implementation of how to solve the same problem
o separates algorithm for behavior from object that
wants to act
o allows changing an object's behavior dynamically
without extending / changing the object itself

y examples:
o file saving/compression
o layout managers on GUI containers
o AI algorithms for computer game players

CSE 403, Spring 2007, Alverson


Strategy example: Card player
// Strategy hierarchy parent
// (an interface or abstract class)
public interface Strategy {
public Card getMove();
}

// setting a strategy
player1.setStrategy(new SmartStrategy());

// using a strategy
Card p1move = player1.move(); // uses strategy

All strategies must declare (the same) interface common to all


supported
CSE 403, Spring 2007,algorithms
Alverson
Selecting a design pattern
y Consider how design patterns solve design problems
o You’ll need to get familiar with them first

y Consider design patterns of similar purpose to select the


one that best fits your situation
o Creational
o Structural
o Behavioral

y Consider the aspects of your system most likely to


change, evolve, be reused

Think of an example of where you could apply a pattern to


your project.
CSE 403, Spring 2007, Alverson

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