0% found this document useful (0 votes)
52 views147 pages

Aniruddha Chakrabarti: Singleton Factory Method

The document discusses design patterns and object-oriented principles. It provides an overview of different design pattern categories including creational, structural, and behavioral patterns. It also covers object-oriented basics like abstraction, encapsulation, and polymorphism. Common design principles like SOLID and GRASP patterns are explained. Smells that indicate issues within classes and between classes are also summarized.

Uploaded by

Ayush Jain
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
52 views147 pages

Aniruddha Chakrabarti: Singleton Factory Method

The document discusses design patterns and object-oriented principles. It provides an overview of different design pattern categories including creational, structural, and behavioral patterns. It also covers object-oriented basics like abstraction, encapsulation, and polymorphism. Common design principles like SOLID and GRASP patterns are explained. Smells that indicate issues within classes and between classes are also summarized.

Uploaded by

Ayush Jain
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 147

Singleton Factory Method

Builder Abstract Factory

Adapter Composite Bridge

Proxy Command Observer

Template Method Strategy

Design Patterns (GoF) in .NET


Aniruddha Chakrabarti
Senior Architect
Design Patterns (GoF) 1

Agenda
What is Design Pattern History of Design Pattern Background
Principles of OOP and OOAD What is Good Design Other Design Patterns and Principles (SOLID, GRASP) Anti Patterns

Classification of different types of design patterns Creational Design Patterns Structural Design Patterns Behavioral Design Patterns Architecture Patterns (Brief) Takeaway
2

Design Patterns (GoF)

OO Basic Tenants
Abstraction Encapsulation Polymorphism Inheritance Loose/Low Coupling
low dependency between classes; low impact in a class of changes in other classes high reuse potential

High Cohesion
measure of how strongly-related or focused the responsibilities of a single module are If methods of a class tend to be similar in many aspects, then the class have high cohesion In highly-cohesive system, code readability and the likelihood of reuse is increased, while complexity is kept manageable
Design Patterns (GoF) 3

OO Principles
Encapsulate what varies Favor Composition over Inheritance Program to interface not implementation Strive for loosely coupled design between objects that interact

Design Patterns (GoF)

Interface
Like an abstract base class: any non-abstract type inheriting the interface must implement all its members. Can not be instantiated directly. Can contain events, indexers, methods and properties. Contain no implementation of methods. Classes and structs can inherit from more than one interface. An interface can itself inherit from multiple interfaces.

Design Patterns (GoF)

Difference between Interface and abstract base class


Abstract class can have non abstract methods, methods of an interface are effectively abstract since they contain only the signature A class can implement any no of interfaces, but can subclass at most one abstract class. An abstract class can declare and use variables, an interface can not. An abstract class can have methods whose access is public, internal, protected, protected internal and private. Interface members implicitly have public access. An abstract class can declare constructor, an interface can not. An abstract class can have delegate, an interface can not.

Design Patterns (GoF)

Interface Example Implicit Implementation

Does compile and work, but should be avoided

Object of type Interface should be used

Design Patterns (GoF)

Interface Example Explicit Implementation

Since the Interface is implemented explicitly, it does NOT even compile

Object of type Interface should be used compiles and works perfectly.

Design Patterns (GoF)

Interface Example Business Logic Layer

Design Patterns (GoF)

Generic Interface Example

Design Patterns (GoF)

10

Generic Interface Example making it perfect

Design Patterns (GoF)

11

Class Relationship
Dependency Association Aggregation Composition Generalization / Inheritance

Design Patterns (GoF)

12

Dependency

Dependency - Weaker form of relationship which indicates that one class depends on another because it uses it at some point of time. Dependency exists if a class is a parameter variable or local variable of a method of another class.

Design Patterns (GoF)

13

Association, Aggregation and Composition


Association Loose form of relationship (Student can enroll in multiple Course, and A Course can have multiple Student)

Aggregation - Whole part relationship. Part can exist without Whole. (Engine can exist even if Car is destroyed, the same Engine could be used in a different Car)

Composition Stronger form of whole part relationship. Part can not exist without Whole. (OrderDetail can not exist if Order is deleted. If Order is deleted, OrderDetail also gets deleted)

Design Patterns (GoF)

14

Generalization / Inheritance

Design Patterns (GoF)

15

Design Principles (SOLID)


SOLID Principles are principles of class design. SRP: Single Responsibility Principle
An object should have only a single responsibility & all the responsibility should be entirely encapsulated by the class. There should never be more than one reason for a class to change

OCP: Open/Closed Principle


Software entities should be open for extension, but closed for modification

LSP: Liskov Substituion Principle


Objects in a program should be replaceable with instances of their subtypes without altering the correctness of that program

ISP: Interface Segregation Principle


many client specific interfaces are better than one general purpose interface once an interface has gotten too 'fat' split it into smaller and more specific interfaces so that any clients of the interface will only know about the methods that pertain to them. No client should be forced to depend on methods it does not use

DIP: Dependency Inversion Principle


Depend upon Abstractions. Do not depend upon concretions. Dependency Injection (DI) is one method of following this principle.

Design Patterns (GoF)

16

GRASP Pattern
Acronym for General Responsibility Assignment Software Patterns. Assigning responsibilities to classes is a critical aspect of objectoriented design. Appropriate assignment of responsibilities to classes is the key to successful design. There are fundamental principles in assigning responsibilities that experienced designers apply. These principles are summarized in the GRASP patterns. Has nine core principles that object-oriented designers apply when assigning responsibilities to classes and designing message interactions.

Design Patterns (GoF)

17

GRASP Patterns (Contd)


Expert. Creator. Controller. Low Coupling. High Cohesion. Polymorphism. Pure Fabrication. Indirection. Dont Talk to Strangers.

Design Patterns (GoF)

18

Smell of good code


What is good code? What is good design?
Maintainable/Readable/Easily understandable Reusable Easier to change if requirement chages Performs better Modular/Componentized Takes care of all ility concerns

Design Patterns (GoF)

19

Smells within Class


Comments Should only be used to clarify "why" not "what". Can quickly become verbose and reduce code clarity. Long Method The longer the method the harder it is to see what its doing. Long Parameter List Don't pass everything the method needs. Pass enough so that the method gets everything it needs. Duplicated Code Large Class A class that is trying to do too much can usually be identified by looking at how many instance variables it has. When a class has too many instance variables, duplicated code cannot be far behind. Type Embedded in Name Avoid redundancy in naming. Prefer Schedule.Add(course) to Schedule.AddCourse(course) Uncommunicative Name Choose names that communicate intent (pick the best name for the time, change it later if necessary). Inconsistent Names Use names consistently. Dead Code A variable, parameter, method, code fragment, class is not used anywhere (perhaps other than in tests). Speculative Generality Don't over-generalize your code in an attempt to predict future needs.
20

Design Patterns (GoF)

Smell Between Classes

Primitive Obsession
Data Class

Use small objects to represent data such as money (which combines quantity and currency) or a date range object Classes with fields and getters and setters and nothing else (aka, Data Transfer Objects - DTO) Clumps of data items that are always found together. Subclasses don't want or need everything they inherit. Liskov Substitution Principle (LSP) says that you should be able to treat any subclass of a class as an example of that class. Two classes are overly enter twined. Classes that aren't doing enough should be refactored away. Often a method that seems more interested in a class other than the one it's actually in. In general, try to put a method in the class that contains most of the data the method needs. This is the case in which a client has to use one object to get another, and then use that one to get to another, etc. Any change to the intermediate relationships causes the client to have to change. When a class is delegating almost everything to another class, it may be time to refactor out the middle man. Occurs when one class is commonly changed in different ways for different reasons. Any change to handle a variation should change a single class. The opposite of Divergent Change. A change results in the need to make a lot of little changes in several classes.

Data Clumps

Refused Bequest

Inappropriate Intimacy Lazy Class

Feature Envy

Message Chains Middle Man

Divergent Change Shotgun Surgery

Parallel Inheritance Hierarchies

Design Patterns (GoF)

Special case of Shotgun Surgery. Every time you make a subclass of a class, you also have to make a subclass of another. 21

What is Design Pattern


A pattern is a recurring solution to a standard problem, in a context.
General reusable solution to a commonly occurring problem in software design. Extension of OOP and OOAD. Description or template for how to solve a problem that can be used in many different situations. Mostly documented with the following sections
Intent Motivation (Forces) Structure Participants Implementation Known Uses Related Patterns
22

Design Patterns (GoF)

History of Design Patterns


Patterns originated as an architectural concept by Christopher Alexander - 1977 Kent Beck and Ward Cunningham applied patterns to programming and presented their results at OOPSLA conference - 1987 Gained popularity after the book Design Patterns: Elements of Reusable ObjectOriented Software was published by "Gang of Four" (Erich Gamma, Richard Helm, Ralph Johnson & John Vlissides) 1994 First Pattern Languages of Programming Conference was held 1994 Following year, the Portland Pattern Repository was set up for documentation of design patterns.

Design Patterns (GoF)

23

List of Design Patterns - 23


Creational Patterns
Singleton Abstract Factory Builder Factory Method Prototype Adapter Bridge Composite Decorator Faade Flyweight Proxy

Behavioral Patterns
Chain of Responsibility Command Interpreter Iterator Mediator Memento Observer State Strategy Template Method Visitor

Structural Patterns

Design Patterns (GoF)

24

Singleton Factory Method

Builder Abstract Factory

Adapter Composite Bridge

Proxy Command Observer

Template Method Strategy

Creational Design Patterns

Design Patterns (GoF)

25

Singleton Pattern
Used to implement the mathematical concept of a singleton, by restricting the instantiation of a class to one object. Useful when exactly one object is needed to coordinate actions across the system. The concept is sometimes generalized to systems that operate more efficiently when only one object exists, or that restrict the instantiation to a certain number of objects (say, five). Common Uses:
Abstract Factory, Builder and Prototype patterns can use Singletons in their implementation. Facade objects are often Singletons because only one Facade object is required. Singletons are often preferred to global variables because:
They don't pollute the global name space (or, in languages with namespaces, their containing namespace) with unnecessary variables. They permit lazy allocation and initialization, whereas global variables in many languages will always consume resources.

Design Patterns (GoF)

26

Singleton Class Diagram

Design Patterns (GoF)

27

Singleton in .NET BCL


HttpContext class in ASP.NET implements Singleton
The class can not be instantiated using new. The current instance of HttpContext could be retrieved using HttpContext.Current property. HttpContext.Current represents current ASP.NET Request context and this context is available throughout the course of an ASP.NET request starting with the HttpApplication.BeginRequest pipeline event all the way through HttpApplication.EndRequest

OperationContext class in WCF (System.ServiceModel)


Provides access the current operation execution environment. Used to access callback channels in duplex services, to store extra state data across portions of the operations, and to access incoming message headers and properties as well as add outgoing message headers and properties.

Design Patterns (GoF)

28

Implement Singleton in .NET (GoF way)

Advantages:

Disadvantages:

Because the instance is created inside the Instance property method, the class can exercise additional functionality. The instantiation is not performed until an object asks for an instance; this approach is referred to as lazy instantiation. Lazy instantiation avoids instantiating unnecessary singletons when the application starts. Not safe for multithreaded environments. If separate threads of execution enter the Instance property method at the same time, more that one instance of the Singleton object may be created.
29

Design Patterns (GoF)

Thread Safe Singleton in .NET (using Static)

In this strategy, the instance is created the first time any member of the class is referenced. CLR takes care of the variable initialization. The class is marked sealed to prevent derivation, which could add instances. In addition, the variable is marked readonly, which means that it can be assigned only during static initialization (which is shown here) or in a class constructor.
Design Patterns (GoF) 30

Multithreaded Singleton in .NET


In some cases we cannot rely on the CLR to ensure thread safety, as in the Static Initialization example should use specific language capabilities to ensure that only one instance of the object is created in the presence of multiple threads. One of the more common solutions is to use the Double-Check Locking idiom to keep separate threads from creating new instances of the singleton at the same time. Ensures only one instance is created and only when the instance is needed. Variable is declared volatile to ensure that assignment to instance variable completes before instance variable can be accessed. Lastly, it uses a syncRoot instance to lock on, rather than locking on the type itself, to avoid deadlocks.

Double-check locking approach solves thread concurrency problems while avoiding an exclusive lock in every call to the Instance property method. Also allows you to delay instantiation until the object is first accessed. In practice, an application rarely requires this type of implementation. In most cases, the static initialization approach is sufficient.
31

Design Patterns (GoF)

Factory Method
Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.

Design Patterns (GoF)

32

Factory Method in .NET BCL Collection

GetEnumerator() returns an specific enumerator type based on the collection class

Design Patterns (GoF)

33

Factory Method in .NET BCL Collection

Design Patterns (GoF)

34

How to implement Factory Method in .NET

Design Patterns (GoF)

35

Abstract Factory Pattern


Provides a way to encapsulate a group of individual factories that have a common theme. In normal usage, the client software creates a concrete implementation of the abstract factory and then uses the generic interfaces to create the concrete objects that are part of the theme. Client does not know (or care) which concrete objects it gets from each of these internal factories since it uses only the generic interfaces of their products. It separates details of implementation of a set of objects from their general usage.

Design Patterns (GoF)

36

Factory in .NET: DbProviderFactory

Design Patterns (GoF)

37

Factory in .NET: DbProviderFactory

Design Patterns (GoF)

38

Factory in .NET: DbProviderFactory

Design Patterns (GoF)

39

Implement Factory in .NET

Design Patterns (GoF)

40

Configuration based Abstract Factory

Design Patterns (GoF)

41

Builder Pattern
Separate construction of a complex object from its representation so that the same construction process can create different representations. Parse a complex representation, create one of several targets. Difference Between Builder and Factory
Builder focuses on constructing a complex object step by step. Abstract Factory emphasizes a family of product objects - simple or complex. Builder returns the product as a final step, but as far as the Abstract Factory is concerned, the product gets returned immediately.

Builder often builds a Composite.

Design Patterns (GoF)

42

Builder Design Pattern


Builder focuses on constructing a complex object step by step. Abstract Factory emphasizes a family of product objects (either simple or complex). Builder returns the product as a final step, but as far as the Abstract Factory is concerned, the product gets returned immediately. Builder often builds a Composite. Often, designs start out using Factory Method (less complicated, more customizable, subclasses proliferate) and evolve toward Abstract Factory, Prototype, or Builder (more flexible, more complex). Sometimes creational patterns are complementary: Builder can use one of the other patterns to implement which components are built. Abstract Factory, Builder, and Prototype can use Singleton in their implementations.

Design Patterns (GoF)

43

Builder Pattern in .NET BCL

Design Patterns (GoF)

44

Builder: SqlConnectionStringBuilder in .NET

Design Patterns (GoF)

45

Builder: StringBuilder & UriBuilder in .NET

Design Patterns (GoF)

46

Implement Builder Pattern in .NET (non Generic)

Design Patterns (GoF)

47

Implement Builder Pattern in .NET (Generic)

Design Patterns (GoF)

48

Implement Builder Pattern in .NET

Design Patterns (GoF)

49

Builder Pattern in .NET

Design Patterns (GoF)

50

Prototype Design Pattern


Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. Co-opt one instance of a class for use as a breeder of all future instances.

Design Patterns (GoF)

51

Prototype in .NET BCL


Prototype is achieved in .NET BCL in two ways
Using Object.MemberwiseClone protected method
Performs Shallow Copy of members Shallow Copy is provided out-of the box by .NET BCL

Using ICloneable BCL interface


Need to be implemented by classes implementing ICloneable Provides a method called Clone Should provide Deep Copy of members

Design Patterns (GoF)

52

Deep Copy vs. Shallow Copy


Before originalEmployee :Employee originalAddress :Address originalEmployee :Employee originalAddress :Address

originalEmployee :Employee

originalAddress :Address

originalEmployee :Employee

originalAddress :Address

After
newEmployee :Employee newEmployee :Employee newAddress :Address

Shallow Copy

Deep Copy

Design Patterns (GoF)

53

Implement Prototype in .NET


Non Generic version
Better Generic version

Design Patterns (GoF)

54

Prototype (Shallow Copy)

Design Patterns (GoF)

55

Prototype (Deep Copy)

Design Patterns (GoF)

56

Dependency Injection (DI)

Design Patterns (GoF)

57

DI Example - Unity
Lightweight, extensible dependency injection container Supports interception, constructor injection, property injection, and method call injection Part of MS Enterprise Library Application Block

Design Patterns (GoF)

58

Unity Example

Design Patterns (GoF)

59

Unity Example

Design Patterns (GoF)

60

Singleton Factory Method

Builder Abstract Factory

Adapter Composite Bridge

Proxy Command Observer

Template Method Strategy

Structural Design Patterns

Design Patterns (GoF)

61

Adapter Design Pattern


Adapter pattern (also called wrapper pattern or wrapper) translates one interface for a class into a compatible interface. Allows classes to work together that normally could not because of incompatible interfaces, by providing its interface to clients while using the original interface. The adapter translates calls to its interface into calls to original interface. Amount of code necessary to do this is typically small. The adapter is also responsible for transforming data into appropriate forms. Often used while working with existing API/code base and while adapting code for which no source is not available. Could be of two types
Object Adapter Class Adapter

Design Patterns (GoF)

62

Adapter Class Diagram

Design Patterns (GoF)

63

Adapter Pattern in ADO.NET


Data Adapters adapts data from different source (SQL Server, Oracle, ODBC, OLE DB) to dataset which is data-source unaware Different Data Adapter classes are used
SqlDataAdapter OdbcDataAdapter OleDbDataAdapter

Design Patterns (GoF)

64

Adapter Pattern in ADO.NET Contd

Design Patterns (GoF)

65

Implement Adapter Pattern in .NET

Object Adapter

Design Patterns (GoF)

66

Implement Adapter Pattern in .NET

Class Adapter

Design Patterns (GoF)

67

Adapter for extracting data

Design Patterns (GoF)

68

Composite Design Pattern


Describes that a group of objects are to be treated in the same way as a single instance of an object. Intent is to "compose" objects into tree structures to represent part-whole hierarchies. Implementing the composite pattern lets clients treat individual objects and compositions uniformly Compose objects into tree structures to represent whole-part hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. Recursive Composition Directories contain entries, each of which could be a directory. 1-to-many has a up the is a hierarchy

Design Patterns (GoF)

69

Composite Pattern Class Diagram

Design Patterns (GoF)

70

Implement Composite in .NET

Design Patterns (GoF)

71

Implement Composite in .NET (Contd)

Design Patterns (GoF)

72

Composite Pattern in .NET Org Tree

Design Patterns (GoF)

73

Composite Pattern in .NET Org Tree

Design Patterns (GoF)

74

Decorator Pattern
Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality. Client-specified embellishment of a core object by recursively wrapping it. Wrapping a gift, putting it in a box, and wrapping the box You want to add behavior or state to individual objects at run-time. Inheritance is not feasible because it is static and applies to an entire class.

Design Patterns (GoF)

75

Decorator in .NET BCL - System.IO

Design Patterns (GoF)

76

Decorator in WPF

Design Patterns (GoF)

77

Implementing Decorator in .NET

Design Patterns (GoF)

78

Implementing Decorator in .NET (Contd)

Design Patterns (GoF)

79

Implementing Decorator in .NET (Contd)

Design Patterns (GoF)

80

Bridge
Decouple an abstraction from its implementation so that the two can vary independently. Based on the principle Prefer Composition (and Association, Aggregation) over Inheritance Publish interface in an inheritance hierarchy, and bury implementation in its own inheritance hierarchy Beyond encapsulation, to insulation

Design Patterns (GoF)

81

Bridge Pattern Thread Scheduler

Design Patterns (GoF)

82

Bridge Pattern Thread Scheduler (Contd)

A new type of Platform (JVM) is added. What happens if another type of scheduler is added and No of Platforms increase to four from three No of classes increases exponentially - Inheritance Hierarchy become complex, bloated and difficult to maintain.
83

Design Patterns (GoF)

Bridge Example

Decompose the component's interface and implementation into orthogonal class hierarchies. Abstract/Interface class contains a pointer to abstract implementation class. This pointer is initialized with an instance of a concrete implementation class, but all subsequent interaction from the interface class to the implementation class is limited to the abstraction maintained in the implementation base class. Client interacts with interface class - "delegates" all requests to implementation class.

Design Patterns (GoF)

84

Bridge

Design Patterns (GoF)

85

Proxy Design Pattern


Provide a surrogate or placeholder for another object to control access to it. Use an extra level of indirection to support distributed, controlled, or intelligent access. Add a wrapper and delegation to protect the real component from undue complexity.

Design Patterns (GoF)

86

Proxy in .NET (WCF)


Contract

Contract Implementation

Host
Design Patterns (GoF) 87

Proxy in .NET (WCF) Contd

Proxy

Client

Cannot have two operations in the same contract with the same name, methods Add and Add in type ConsoleApplication1.ICalculatorService violate this rule. You can change the name of one of the operations by changing the method name or by using the Name property of OperationContractAttribute.
88

Design Patterns (GoF)

Solution

Design Patterns (GoF)

89

How to implement Proxy in .NET


Client

Online

Offline

Not Public (Protected/Private)

Design Patterns (GoF)

90

Singleton Factory Method

Builder Abstract Factory

Adapter Composite Bridge

Proxy Command Observer

Template Method Strategy

Behavioral Design Patterns

Design Patterns (GoF)

91

Command Design Pattern


Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations. Design Pattern in which an object is used to represent and encapsulate all infos needed to call a method later - info include method name, object that owns the method and values of method parameters. Promote invocation of a method on an object to full object status An object-oriented callback

Design Patterns (GoF)

92

Observer Design Pattern


Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. Encapsulate the core (or common or engine) components in a Subject abstraction, and the variable (or optional or user interface) components in an Observer hierarchy. The View part of Model-View-Controller.

View

Model

Design Patterns (GoF)

93

Observer design pattern in .NET


delegates and events provides a powerful means of implementing the Observer pattern. As delegates and events are first class members of CLR, the foundation of this pattern is incorporated into core of .NET Framework. FCL makes extensive use of Observer pattern throughout its structure.

Design Patterns (GoF)

94

Implement an Event

3. Determine when to raise the event in the class. Call OnEventName to raise the event. 1. Define a public event member in class. Set the type of event member to System.EventHandler delegate.

2. Provide a protected method in the class that raises the event. Name the method OnEventName. Raise the event within the method

Client can register for the events they are interested. Client can un-register for the events they have already registered.

Design Patterns (GoF)

95

Implement an Event with Event specific data

Design Patterns (GoF)

96

IObserver<T> and IObservable<T> in .NET 4


.NET 4.0 introduces two new interfaces in BCL that implements Observer pattern - are part of larger Reactive/Rx framework The IObserver<T> and IObservable<T> interfaces provide a generalized mechanism for push-based notification
IObservable<T> interface represents the class that sends notifications (the provider) IObserver<T> interface represents the class that receives them (the observer)

IObserver

Push

IObservable

View

Model

Design Patterns (GoF)

97

IObserver<T> and IObservable<T>

Design Patterns (GoF)

98

Template Method Pattern


Define the skeleton of an algorithm in an operation, deferring some steps to client subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing algorithms structure. Base class declares algorithm placeholders, and derived classes implement the placeholders. Has similarity with Strategy pattern.

Design Patterns (GoF)

99

Template Method Pattern in .NET BCL (Sorting)

Since String class implements IComparable Array.Sort (and Sort method of all collection classes including Generic and non-Generic collection classes) uses string's IComparable implementation to sort the array (String.CompareTo is used).

Design Patterns (GoF)

100

Template Method Pattern in .NET BCL (Contd)

Design Patterns (GoF)

101

Template Method in .NET BCL IComparable


Employee class now implements IComparable interface which has a single method int CompareTo(object)

Design Patterns (GoF)

102

Template Method in .NET BCL IComparable<T>


Employee class implements two interface IComparable (non Generic) which has a single method int CompareTo(object) IComparable<T> (Generic) which has another overload of CompareTo int CompareTo(T)

Generic version of CompareTo is used by CLR if both non generic and generic versions are present. Always prefer implementing IComparable<T> for better performance (no boxing, unboxing overhead)
Design Patterns (GoF) 103

Template Method in .NET BCL - IComparer

Design Patterns (GoF)

104

Template Method in .NET BCL - IComparer<T>

Generic version of IComparer is used by CLR if both non Generic and Generic version is present. Always prefer implementing IComparer <T> for better performance (no boxing, unboxing overhead)

Design Patterns (GoF)

105

Implement Template Method Pattern in .NET

Design Patterns (GoF)

106

Implement Template Method Pattern in .NET (Contd)

Design Patterns (GoF)

107

Template Method Pattern Example 2

Design Patterns (GoF)

108

Template Method Pattern Example 2

Design Patterns (GoF)

109

Alternate Template Method Implementation (using Interface)

Design Patterns (GoF)

110

Strategy Design Pattern


Strategy pattern (also known as the policy pattern) is a design pattern, whereby algorithms can be selected at runtime. Intended to provide a means to define a family of algorithms, encapsulate each one as an object, and make them interchangeable. The strategy pattern lets the algorithms vary independently from clients that use them. For example, while sorting has many algorithm (like binary sort, quick sort), the sorting algorithm is independent of how to objects/elements are compared. So the sorting algorithm can vary/change independent of compare algorithm.

Design Patterns (GoF)

111

Before using Strategy

Design Patterns (GoF)

112

After Refactoring with Strategy

Design Patterns (GoF)

113

After Refactoring with Strategy

Design Patterns (GoF)

114

After Refactoring with Strategy (Contd)

Design Patterns (GoF)

115

Template Method in ASP.NET Controls


Different options for custom controls
For simple controls used in single project, user control is best choice. Control used in several Web applications or requires more functionality, a custom server control may be a better fit. There are two general types:
Controls that combine the functionality of several existing controls (called composite controls), Controls with a unique visual representation. Process for creating both of these types is very similar. For composite controls, create a new class that inherits from control base classes (like Control or WebControl) and then override the CreateChildControls method. In this method add controls whose functionality you are combining to the collection of child controls, called Controls. For other custom controls, you override Render instead and use the HtmlTextWriter parameter to output the HTML for your control directly. Regardless of which style of custom control you choose, you don't have to write any code to handle the functionality that's common to all controls, like loading and saving ViewState at the right time, allowing PostBack events to be handled, and making sure the control lifecycle events are raised in the correct order. The main algorithm for how a control should be loaded, rendered, and unloaded is contained in the control base class.

Design Patterns (GoF)

116

Difference between Template and Strategy


Strategy is used to allow callers to vary an entire algorithm, like how to compare two objects, while Template Method is used to vary steps in an algorithm. Because of this, Strategy is more coarsely grained. There can be vast differences between different client implementations, while with Template Method the algorithm remains fundamentally the same. Strategy uses delegation while Template Method uses inheritance. In the sorting example of Strategy, the comparison algorithm is delegated to the IComparer parameter, but with custom controls you subclass the base and override methods to make changes. Both, however, let you easily alter processes to fit your specific needs.

Design Patterns (GoF)

117

AntiPatterns
Pattern that may be commonly used but is ineffective and/or counterproductive in practice. The term was coined in 1995 by Andrew Koenig inspired by Gang of Four's book Design Patterns, The term was widely popularized three years later by the book AntiPatterns

Design Patterns (GoF)

118

Organizational AntiPatterns
Analysis paralysis: Devoting disproportionate effort to the analysis phase of a project Cash cow: A profitable legacy product that often leads to complacency about new products Design by committee: The result of having many contributors to a design, but no unifying vision Moral hazard: Insulating a decision-maker from the consequences of his or her decision. Stovepipe or Silos: A structure that supports mostly up-down flow of data but inhibits cross organizational communication Vendor lock-in: Making a system excessively dependent on an externally supplied component

Design Patterns (GoF)

119

Software Design AntiPatterns


Abstraction inversion: Not exposing implemented functionality required by users, so that they re-implement it using higher level functions Ambiguous viewpoint: Presenting a model (usually Object-oriented analysis and design (OOAD)) without specifying its viewpoint Big ball of mud: A system with no recognizable structure Database-as-IPC: Using database as message queue for interprocess communication where a more lightweight mechanism would be suitable Gold plating: Continuing to work on a task or project well past the point at which extra effort is adding value Inner-platform effect: A system so customizable as to become a poor replica of the software development platform Input kludge: Failing to specify and implement the handling of possibly invalid input Interface bloat: Making an interface so powerful that it is extremely difficult to implement Magic pushbutton: Coding implementation logic directly within interface code, without using abstraction. Race hazard: Failing to see the consequence of different orders of events Stovepipe system: A barely maintainable assemblage of ill-related components

Design Patterns (GoF)

120

Object Oriented Design AntiPattern



Anemic Domain Model: Use of domain model without business logic. The domain model's objects cannot guarantee their correctness at any moment, because their validation logic is placed somewhere outside (most likely in multiple places). BaseBean: Inheriting functionality from a utility class rather than delegating to it Call super: Requiring subclasses to call a superclass's overridden method Circle-ellipse problem: Subtyping variable-types on the basis of value-subtypes Circular dependency: Introducing unnecessary direct or indirect mutual dependencies between objects or software modules Constant interface: Using interfaces to define constants God object: Concentrating too many functions in a single part of design (class) Object cesspool: Reusing objects whose state does not conform to the (possibly implicit) contract for re-use Object orgy: Failing to properly encapsulate objects permitting unrestricted access to their internals Poltergeists: Objects whose sole purpose is to pass information to another object Sequential coupling: A class that requires its methods to be called in a particular order Yo-yo problem: A structure (e.g., of inheritance) that is hard to understand due to excessive fragmentation
Dependency hell: Problems with versions of required products DLL hell: Inadequate management of dynamic-link libraries (DLLs), specifically on Microsoft Windows

Design Patterns (GoF)

121

Programming AntiPattern
Accidental complexity: Introducing unnecessary complexity into a solution Action at distance: Unexpected interaction between widely separated parts of system Blind faith: Lack of checking of correctness of a bug fix or result of a subroutine Boat anchor: Retaining a part of a system that no longer has any use Busy spin: Consuming CPU while waiting for something to happen, usually by repeated checking instead of messaging Caching failure: Forgetting to reset an error flag when an error has been corrected Cargo cult programming: Using patterns and methods without understanding why Coding by exception: Adding new code to handle each special case as it is recognized Error hiding: Catching an error message before it can be shown to the user and either showing nothing or showing a meaningless message Hard code: Embedding assumptions about environment of a system in its implementation Lava flow: Retaining undesirable (redundant or low-quality) code because removing it is too expensive or has unpredictable consequences Loop-switch sequence: Encoding a set of sequential steps using a switch within a loop statement Magic numbers: Including unexplained numbers in algorithms Magic strings: Including literal strings in code, for comparisons, as event types etc. Soft code: Storing business logic in configuration files rather than source code[7] Spaghetti code: Programs whose structure is barely comprehensible, especially because of misuse of code structures

Design Patterns (GoF)

122

Methodological AntiPatterns
Copy and paste programming: Copying (and modifying) existing code rather than creating generic solutions Golden hammer: Assuming that a favorite solution is universally applicable Improbability factor: Assuming that it is improbable that a known error will occur Not Invented Here (NIH) syndrome: The tendency towards reinventing the wheel (Failing to adopt an existing, adequate solution) Premature optimization: Coding early-on for perceived efficiency, sacrificing good design, maintainability, and sometimes even real-world efficiency Programming by permutation (or "programming by accident"): Trying to approach a solution by successively modifying the code to see if it works Reinventing the wheel: Failing to adopt an existing, adequate solution Reinventing the square wheel: Failing to adopt an existing solution and instead adopting a custom solution which performs much worse than the existing one. Silver bullet: Assuming that a favorite technical solution can solve a larger process or problem Tester Driven Development: Software projects in which new requirements are specified in bug reports

Design Patterns (GoF)

123

Resources
Discover the Design Patterns You're Already Using in the .NET Framework Exploring the Observer Design Pattern Observer Design Pattern in .NET 4 AntiPattern AntiPattern: Wikipedia

Design Patterns (GoF)

124

Facade
Facade or Faade is generally one side of the exterior of a building, especially the front, but also sometimes the sides and rear. The word comes from the French language, literally meaning "frontage" or "face".

Carlo Maderno's monumental faade of Saint Peter's basilica in Vatican City 125

Design Patterns (GoF)

Faade Pattern
A facade is an object that provides a simplified interface to a larger body of code, such as a class library. A facade can:
Make a software library easier to use, understand and test, since the facade has convenient methods for common tasks Make code that uses the library more readable, for the same reason Reduce dependencies of outside code on the inner workings of a library, since most code uses the facade, thus allowing more flexibility in developing the system Wrap a poorly-designed collection of APIs with a single well-designed API

Design Patterns (GoF)

126

Faade in .NET Visual Basic - My namespace


My namespace Application: Gets access to Application object Computer: Contains info about computer like Audio, Clock Clipboard, File System, Registry, Keyboard, Mouse, Screen, Network, Ports etc Forms: Provides access to all Forms in a Win Forms App Settings: Provides access to Settings collection User: Points to the current logged in user (Principal, Role) WebService: Provides access to all Web Services referenced

Design Patterns (GoF)

127

Implementing Faade in .NET

Sub System A

Sub System B

Sub System C

Design Patterns (GoF)

128

Implementing Faade in .NET (Contd)

Design Patterns (GoF)

129

Iterator in .NET: Enumerator

Design Patterns (GoF)

130

Mediator class diagram

Design Patterns (GoF)

131

Mediator

Design Patterns (GoF)

132

Mediator

Design Patterns (GoF)

133

Mediator

Design Patterns (GoF)

134

Flyweight in .NET BCL


String Interning in .NET (Java also does the same)

Design Patterns (GoF)

135

Flyweight in .NET BCL (Contd)

Design Patterns (GoF)

136

State Design Pattern


Supports an object that has several states The state an object determines the behavior of several methods. Without State pattern could be implemeted with if else / swicth case statements in each method Better solution: state pattern Have a reference to a state object
Normally, state object doesnt contain any fields Change state: change state object Methods delegate to state object

Design Patterns (GoF)

137

Without State Pattern

Design Patterns (GoF)

138

Implementing State Pattern in .NET

Different classes representing different states of the object (CD Player) Each State specific class implements an interface (ICDPlayerStateChange) Each State specific class contains the code for the state change. The object (CDPlayer) simply delegates the call to these state specific classes. State of the object (CD Player) is managed by new State specific classes.

Design Patterns (GoF)

139

Implementing State Pattern in .NET (Contd)

Design Patterns (GoF)

140

Implementing State Pattern in .NET (Contd)

Design Patterns (GoF)

141

Chain of Responsibility
Decouples the sender of the request to the receiver. The only link between sender and the receiver is the request which is sent. Based on the request data sent, the receiver is picked. This is called data-driven. 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. Launch-and-leave requests with a single processing pipeline that contains many possible handlers. Promotes the idea of loose coupling.

Design Patterns (GoF)

142

Implementing Chain of Resp. in .NET

Handler abstract base class

Concrete Handler classes

Design Patterns (GoF)

143

Implementing Chain of Resp. in .NET

Design Patterns (GoF)

144

Implementing Chain of Resp. in .NET

Design Patterns (GoF)

145

Implementing Chain of Resp. in .NET

Design Patterns (GoF)

146

Implementing Chain of Resp. in .NET


ApprovalManager class acts like a Faade. You may not use this class - you can directly instantiate SeniorManager class from client. The advantage of using a Faade is any change in hierarchy would be encapsulated from the client, as it would be handled in ApprovalManager class.

Design Patterns (GoF)

147

You might also like