You are on page 1of 153

Design Principles

What are Software Design Principles?


Software design principles represent a set of guidelines that helps us to avoid having a bad design. The design principles are associated to Robert Martin who gathered them in "Agile Software Development: Principles, Patterns, and Practices". According to Robert Martin there are 3 important characteristics of a bad design that should be avoided: Rigidity - It is hard to change because every change affects too many other parts of the system. Fragility - When you make a change, unexpected parts of the system break. Immobility - It is hard to reuse in another application because it cannot be disentangled from the current application.

Open Close Principle


Software entities like classes, modules and functions should be open for extension but closed for modifications. OPC is a generic principle. You can consider it when writing your classes to make sure that when you need to extend their behavior you dont have to change the class but to extend it. The same principle can be applied for modules, packages, libraries. If you have a library containing a set of classes there are many reasons for which youll prefer to extend it without changing the code that was already written (backward compatibility, regression testing). This is why we have to make sure our modules follow Open Closed Principle. When referring to the classes Open Close Principle can be ensured by use of Abstract Classes and concrete classes for implementing their behavior. This will enforce having Concrete Classes extending Abstract Classes instead of changing them. Some particular cases of this are Template Pattern and Strategy Pattern.

Dependency Inversion Principle


High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details. Details should depend on abstractions. Dependency Inversion Principle states that we should decouple high level modules from low level modules, introducing an abstraction layer between the high level classes and low level classes. Further more it inverts the dependency: instead of writing our abstractions

based on details, the we should write the details based on abstractions. Dependency Inversion or Inversion of Control are better know terms referring to the way in which the dependencies are realized. In the classical way when a software module(class, framework, ) need some other module, it initializes and holds a direct reference to it. This will make the 2 modules tight coupled. In order to decouple them the first module will provide a hook(a property, parameter, ) and an external module controlling the dependencies will inject the reference to the second one. By applying the Dependency Inversion the modules can be easily changed by other modules just changing the dependency module. Factories and Abstract Factories can be used as dependency frameworks, but there are specialized frameworks for that, known as Inversion of Control Container. Interface Segregation Principle Clients should not be forced to depend upon interfaces that they don't use. This principle teaches us to take care how we write our interfaces. When we write our interfaces we should take care to add only methods that should be there. If we add methods that should not be there the classes implementing the interface will have to implement those methods as well. For example if we create an interface called Worker and add a method lunch break, all the workers will have to implement it. What if the worker is a robot? As a conclusion Interfaces containing methods that are not specific to it are called polluted or fat interfaces. We should avoid them. Single Responsibility Principle A class should have only one reason to change. In this context a responsibility is considered to be one reason to change. This principle states that if we have 2 reasons to change for a class, we have to split the functionality in two classes. Each class will handle only one responsibility and on future if we need to make one change we are going to make it in the class which handle it. When we need to make a change in a class having more responsibilities the change might affect the other functionality of the classes. Single Responsibility Principle was introduced Tom DeMarco in his book Structured Analysis and Systems Specification, 1979. Robert Martin reinterpreted the concept and defined the responsibility as a reason to change. Liskov's Substitution Principle

Derived types must be completely substitutable for their base types. This principle is just an extension of the Open Close Principle in terms of behavior meaning that we must make sure that new derived classes are extending the base classes without changing their behavior. The new derived classes should be able to replace the base classes without any change in the code. Liskov's Substitution Principle was introduced by Barbara Liskov in a 1987 Conference on Object Oriented Programming Systems Languages and Applications, in Data abstraction and hierarchy Open Close Principle Motivation A clever application design and the code writing part should take care of the frequent changes that are done during the development and the maintaining phase of an application. Usually, many changes are involved when a new functionality is added to an application. Those changes in the existing code should be minimized, since it's assumed that the existing code is already unit tested and changes in already written code might affect the existing functionality in an unwanted manner. The Open Close Principle states that the design and writing of the code should be done in a way that new functionality should be added with minimum changes in the existing code. The design should be done in a way to allow the adding of new functionality as new classes, keeping as much as possible existing code unchanged. Intent Software entities like classes, modules and functions should be open for extension but closed for modifications. Example Bellow is an example which violates the Open Close Principle. It implements a graphic editor which handles the drawing of different shapes. It's obviously that it does not follow the Open Close Principle since the GraphicEditor class has to be modified for every new shape class that has to be added. There are several disadvantages: for each new shape added the unit testing of the GraphicEditor should be redone. when a new type of shape is added the time for adding it will be high since the developer who add it should understand the logic of the GraphicEditor. adding a new shape might affect the existing functionality in an undesired way, even if the new shape works perfectly

In order to have more dramatic effect, just imagine that the Graphic Editor is a big class, with a lot of functionality inside, written and changed by many developers, while the shape might be a class implemented only by one developer. In this case it would be great improvement to allow the adding of a new shape without changing the GraphicEditor class.

// Open-Close Principle - Bad example class GraphicEditor { public void drawShape(Shape s) { if (s.m_type==1) drawRectangle(s); else if (s.m_type==2) drawCircle(s); } public void drawCircle(Circle r) {....} public void drawRectangle(Rectangle r) {....} } class Shape { int m_type; } class Rectangle extends Shape { Rectangle() { super.m_type=1; } } class Circle extends Shape { Circle() { super.m_type=2; } }

Bellow is a example which supports the Open Close Principle. In the new design we use abstract draw() method in GraphicEditor for drawing objects, while moving the implementation in the concrete shape objects. Using the Open Close Principle the problems from the previous design are avoided, because GraphicEditor is not changed when a new shape class is added: no unit testing required. no need to understand the sourcecode from GraphicEditor. since the drawing code is moved to the concrete shape classes, it's a reduced risk to affect old functionallity when new functionallity is added.

// Open-Close Principle - Good example class GraphicEditor { public void drawShape(Shape s) { s.draw(); } } class Shape { abstract void draw(); } class Rectangle extends Shape { public void draw() { // draw the rectangle } } Conclusion

Like every principle OCP is only a principle. Making a flexible design involves additional time and effort spent for it and it introduce new level of abstraction increasing the complexity of the code. So this principle should be applied in those area which are most likely to be changed. There are many design patterns that help us to extend code without changing it. For instance the Decorator pattern help us to follow Open Close principle. Also the Factory Method or the Observer pattern might be used to design an application easy to change with minimum changes in the existing code. Dependency Inversion Principle Motivation In an application we have low level classes which implement basic and primary operations and high level classes which encapsulate complex logic and rely on the low level classes. A natural way of implementing such structures would be to write low level classes and once we have them to write the complex high level classes. Since the high level classes are defined in terms of others this seems the logical way to do it. But this is not a flexible design. What happens if we need to replace a low level class? Let's take the classical example of a copy module which read characters from keyboard and write them to the printer device. The high level class containing the logic is the Copy class. The low level classes are KeyboardReader and PrinterWriter. In a bad design the high level class uses directly the low level classes. In this case if we want to change the design to direct the output to a new FileWriter class we have to change the Copy class. (Let's assume that it is a very complex class, with a lot of logic and realy hard to test). In order to avoid such problems we can introduce an abstraction layer between the high level classes and low level classes. Since the high level modules contains the complex logic they should not depend on the low level modules and that the new abstraction layer should not be created based on low level modules. The low level modules are created based on the abstraction layer. According to this principle the way of designing a class structure is to start from high level modules to the low level modules: High Level Classes --> Abstraction Layer --> Low Level Classes Intent High-level modules should not depend on low-level modules. Both should depend on abstractions.

Abstractions should not depend on details. Details should depend on abstractions. Example Below is an example which violates the Dependency Inversion Principle. We have the manager class which is a high level class, and the low level class Worker. We need to add a new module to our application because in the company there are some new specialized workers employed. We created a new class SuperWorker for this. Let's assume that the Manager class is a complex one containing a very complex logic. And now we have to change it in order to introduce the new SuperWorker. Let's see the disadvantages: we have to change the Manager class (remember it is a complex one and this will involve some time and effort). some present functionality from the manager class might be affected. the unit testing should be redone. All those problems will take a lot of time to solve. Now it would be very simple if the application was designed following the Dependency Inversion Principle. That means that we design the manager class, an IWorker interface and the Worker class implementing the IWorker interface. When we need to add the SuperWorker class all we have to do is implement the IWorker interface for it. In order to have more dramatic effect, just imagine that the Graphic Editor is a big class, with a lot of functionallity inside, written and changed by many developpers, while the a shape might be a class implemented only by one developer. In this case it would be great improvment to allow the adding of a new shape without changing the GraphicEditor class. // Dependency Inversion Principle - Bad example class Worker { public void work() { // ....working } } class Manager { Worker m_worker; public void setWorker(Worker w) { m_worker=w; } public void manage() { m_worker.work(); } }

class SuperWorker { public void work() { //.... working much more } } Below is the code which supports the Dependency Inversion Principle. In this new design a new abstraction layer is added through the IWorker Interface. Now the problems from the above code are solved: Manager class should not be changed. minimized risk to affect old funtionallity present in Manager class. no need to redone the unit testing for Manager class. // Dependency Inversion Principle - Good example interface IWorker { public void work(); } class Worker implements IWorker{ public void work() { // ....working } } class SuperWorker implements IWorker{ public void work() { //.... working much more } } class Manager { IWorker m_worker; public void setWorker(IWorker w) { m_worker=w; } public void manage() { m_worker.work(); } } Conclusion When this principle is applied it means that the high level classes are not working directly with low level classes, they are using interfaces as an abstract layer. In that case the creation of new low level objects inside the high level classes(if necessary) can not be

done using the operator new. Instead, some of the Creational design patterns can be used, such as Factory Method, Abstract Factory, Prototype. The Template Design Pattern is an example where the DIP principle is applied. Of course, using this principle implies an increased effort and a more complex code, but more flexible. This principle can not be applied for every class or every module. If we have a class functionality that is more likely to remain unchanged in the future there is not need to apply this principle. Interface Segregation Principle (ISP) Motivation When we design an application we should take care how we are going to make abstract a module which contains several submodules. Considering the module implemented by a class, we can have an abstraction of the system done in an interface. But if we want to extend our application adding another module that contains only some of the submodules of the original system, we are forced to implement the full interface and to write some dummy methods. Such an interface is named fat interface or polluted interface. Having an interface pollution is not a good solution and might induce inappropriate behavior in the system. The Interface Segregation Principle states that clients should not be forced to implement interfaces they don't use. Instead of one fat interface many small interfaces are preferred based on groups of methods, each one serving one submodule. Intent Clients should not be forced to depend upon interfaces that they don't use. Example Below is an example which violates the Interface Segregation Principle. We have a Manager class which represent the person which manages the workers. And we have 2 types of workers some average and some very efficient workers. Both types of workers works and they need a daily launch break to eat. But now some robots came in the company they work as well , but they don't eat so they don't need a launch break. One on side the new Robot class need to implement the IWorker interface because robots works. On the other side, the don't have to implement it because they don't eat.

This is why in this case the IWorker is considered a polluted interface. If we keep the present design, the new Robot class is forced to implement the eat method. We can write a dummy class which does nothing(let's say a launch break of 1 second daily), and can have undesired effects in the application(For example the reports seen by managers will report more lunches taken than the number of people). According to the Interface Segregation Principle, a flexible design will not have polluted interfaces. In our case the IWorker interface should be split in 2 different interfaces. // interface segregation principle - bad example interface IWorker { public void work(); public void eat(); } class Worker implements IWorker{ public void work() { // ....working } public void eat() { // ...... eating in launch break } } class SuperWorker implements IWorker{ public void work() { //.... working much more } public void eat() { //.... eating in launch break } } class Manager { IWorker worker; public void setWorker(IWorker w) { worker=w; } public void manage() { worker.work(); } }

Following it's the code supporting the Interface Segregation Principle. By splitting the IWorker interface in 2 different interfaces the new Robot class is no longer forced to implement the eat method. Also if we need another functionality for the robot like recharging we create another interface IRechargeble with a method recharge. // interface segregation principle - good example interface IWorker extends Feedable, Workable { } interface IWorkable { public void work(); } interface IFeedable{ public void eat(); } class Worker implements IWorkable, IFeedable{ public void work() { // ....working } public void eat() { //.... eating in launch break } } class Robot implements IWorkable{ public void work() { // ....working } } class SuperWorker implements IWorkable, IFeedable{ public void work() { //.... working much more } public void eat() { //.... eating in launch break } } class Manager { Workable worker; public void setWorker(Workable w) { worker=w; }

public void manage() { worker.work(); } } Conclusion If the design is already done fat interfaces can be segregated using the Adapter pattern. Like every principle Interface Segregation Principle is one principle which require additional time and effort spent to apply it during the design time and increase the complexity of code. But it produce a flexible design. If we are going to apply it more than is necessary it will result a code containing a lot of interfaces with single methods, so applying should be done based on experience and common sense in identifying the areas where extension of code are more likely to happens in the future. Single Responsibility Principle Motivation In this context a responsibility is considered to be one reason to change. This principle states that if we have 2 reasons to change for a class, we have to split the functionality in two classes. Each class will handle only one responsibility and on future if we need to make one change we are going to make it in the class which handle it. When we need to make a change in a class having more responsibilities the change might affect the other functionality of the classes. The Single Responsibility Principle is a simple and intuitive principle, but in practice it is sometimes hard to get it right. Intent A class should have only one reason to change. Example Let's assume we need an object to keep an email message. We are going to use the IEmail interface from the below sample. At the first sight everything looks just fine. At a closer look we can see that our IEmail interface and Email class have 2 responsibilities (reasons to change). One would be the use of the class in some email protocols such as pop3 or imap. If other protocols must be supported the objects should be serialized in another manner and code should be added to support new protocols. Another one would be for the Content field. Even if content is a string maybe we want in the future to support HTML or other formats.

If we keep only one class, each change for a responsibility might affect the other one: Adding a new protocol will create the need to add code for parsing and serializing the content for each type of field. Adding a new content type (like html) make us to add code for each protocol implemented. // single responsibility principle - bad example interface IEmail { public void setSender(String sender); public void setReceiver(String receiver); public void setContent(String content); } class Email implements IEmail { public void setSender(String sender) {// set sender; } public void setReceiver(String receiver) {// set receiver; } public void setContent(String content) {// set content; } } We can create a new interface and class called IContent and Content to split the responsibilities. Having only one responsibility for each class give us a more flexible design: adding a new protocol causes changes only in the Email class. adding a new type of content supported causes changes only in Content class. // single responsibility principle - good example interface IEmail { public void setSender(String sender); public void setReceiver(String receiver); public void setContent(IContent content); } interface Content { public String getAsString(); // used for serialization } class Email implements IEmail { public void setSender(String sender) {// set sender; } public void setReceiver(String receiver) {// set receiver; } public void setContent(IContent content) {// set content; } } Conclusion

The Single Responsibility Principle represents a good way of identifying classes during the design phase of an application and it reminds you to think of all the ways a class can evolve. A good separation of responsibilities is done only when the full picture of how the application should work is well understand. Liskov's Substitution Principle(LSP) Motivation All the time we design a program module and we create some class hierarchies. Then we extend some classes creating some derived classes. We must make sure that the new derived classes just extend without replacing the functionality of old classes. Otherwise the new classes can produce undesired effects when they are used in existing program modules. Likov's Substitution Principle states that if a program module is using a Base class, then the reference to the Base class can be replaced with a Derived class without affecting the functionality of the program module. Intent Derived types must be completely substitutable for their base types. Example Below is the classic example for which the Likov's Substitution Principle is violated. In the example 2 classes are used: Rectangle and Square. Let's assume that the Rectangle object is used somewhere in the application. We extend the application and add the Square class. The square class is returned by a factory pattern, based on some conditions and we don't know the exact what type of object will be returned. But we know it's a Rectangle. We get the rectangle object, set the width to 5 and height to 10 and get the area. For a rectangle with width 5 and height 10 the area should be 50. Instead the result will be 100 // Violation of Likov's Substitution Principle class Rectangle { protected int m_width; protected int m_height; public void setWidth(int width){ m_width = width; }

public void setHeight(int height){ m_height = height; } public int getWidth(){ return m_width; } public int getHeight(){ return m_height; } public int getArea(){ return m_width * m_height; } } class Square extends Rectangle { public void setWidth(int width){ m_width = width; m_height = width; } public void setHeight(int height){ m_width = height; m_height = height; } } class LspTest { private static Rectangle getNewRectangle() { // it can be an object returned by some factory ... return new Square(); } public static void main (String args[]) { Rectangle r = LspTest.getNewRectangle(); r.setWidth(5); r.setHeight(10); // user knows that r it's a rectangle. // It assumes that he's able to set the width and height as for the base class System.out.println(r.getArea());

// now he's surprised to see that the area is 100 instead of 50. } } Conclusion This principle is just an extension of the Open Close Principle and it means that we must make sure that new derived classes are extending the base classes without changing their behavior. Creational Patterns Singleton Pattern Factory Pattern Factory Method Pattern Abstract Factory Pattern Builder Pattern Prototype Pattern Object Pool PatternSingleton Pattern Motivation Sometimes it's important to have only one instance for a class. For example, in a system there should be only one window manager (or only a file system or only a print spooler). Usually singletons are used for centralized management of internal or external resources and they provide a global point of access to themselves. The singleton pattern is one of the simplest design patterns: it involves only one class which is responsible to instantiate itself, to make sure it creates not more than one instance; in the same time it provides a global point of access to that instance. In this case the same instance can be used from everywhere, being impossible to invoke directly the constructor each time. Intent Ensure that only one instance of a class is created. Provide a global point of access to the object. Implementation The implementation involves a static member in the "Singleton" class, a private constructor and a static public method that returns a reference to the static member.

The Singleton Pattern defines a getInstance operation which exposes the unique instance which is accessed by the clients. getInstance() is is responsible for creating its class unique instance in case it is not created yet and to return that instance. class Singleton { private static Singleton instance; private Singleton() { ... } public static synchronized Singleton getInstance() { if (instance == null) instance = new Singleton(); return instance; } ... public void doSomething() { ... } } You can notice in the above code that getInstance method ensures that only one instance of the class is created. The constructor should not be accessible from the outside of the class to ensure the only way of instantiating the class would be only through the getInstance method. The getInstance method is used also to provide a global point of access to the object and it can be used in the following manner: Singleton.getInstance().doSomething(); Applicability & Examples

According to the definition the singleton pattern should be used when there must be exactly one instance of a class, and when it must be accessible to clients from a global access point. Here are some real situations where the singleton is used: Example 1 - Logger Classes The Singleton pattern is used in the design of logger classes. This classes are ussualy implemented as a singletons, and provides a global logging access point in all the application components without being necessary to create an object each time a logging operations is performed. Example 2 - Configuration Classes The Singleton pattern is used to design the classes which provides the configuration settings for an application. By implementing configuration classes as Singleton not only that we provide a global access point, but we also keep the instance we use as a cache object. When the class is instantiated( or when a value is read ) the singleton will keep the values in its internal structure. If the values are read from the database or from files this avoids the reloading the values each time the configuration parameters are used.

Example 3 - Accesing resources in shared mode It can be used in the design of an application that needs to work with the serial port. Let's say that there are many classes in the application, working in an multi-threading environment, which needs to operate actions on the serial port. In this case a singleton with synchronized methods could be used to be used to manage all the operations on the serial port. Example 4 - Factories implemented as Singletons Let's assume that we design an application with a factory to generate new objects(Acount, Customer, Site, Address objects) with their ids, in an multithreading environment. If the factory is instantiated twice in 2 different threads then is possible to have 2 overlapping ids for 2 different objects. If we implement the Factory as a singleton we avoid this problem. Combining Abstract Factory or Factory Method and Singleton design patterns is a common practice. Specific problems and implementation Thread-safe implementation for multi-threading use.

A robust singleton implementation should work in any conditions. This is why we need to ensure it works when multiple threads uses it. As seen in the previous examples singletons can be used specifically in multi-threaded application to make sure the reads/writes are synchronized. Lazy instantiation using double locking mechanism. The standard implementation shown in the above code is a thread safe implementation, but it's not the best thread-safe implementation beacuse synchronization is very expensive when we are talking about the performance. We can see that the synchronized method getInstance does not need to be checked for syncronization after the object is initialized. If we see that the singleton object is already created we just have to return it without using any syncronized block. This optimization consist in checking in an unsynchronized block if the object is null and if not to check again and create it in an syncronized block. This is called double locking mechanism. In this case case the singleton instance is created when the getInstance() method is called for the first time. This is called lazy instantiation and it ensures that the singleton instance is created only when it is needed. //Lazy instantiation using double locking mechanism. class Singleton { private static Singleton instance; private Singleton() { System.out.println("Singleton(): Initializing Instance"); } public static Singleton getInstance() { if (instance == null) { synchronized(Singleton.class) { if (instance == null) { System.out.println("getInstance(): First time getInstance was invoked!"); instance = new Singleton(); } } } return instance; }

public void doSomething() { System.out.println("doSomething(): Singleton does something!"); } } A detialed discussion(double locking mechanism) can be found on http://www-128.ibm.com/developerworks/java/library/j-dcl.html? loc=j Early instantiation using implementation with static field In the following implementattion the singleton object is instantiated when the class is loaded and not when it is first used, due to the fact that the instance member is declared static. This is why in we don't need to synchronize any portion of the code in this case. The class is loaded once this guarantee the uniquity of the object. Singleton - A simple example (java) //Early instantiation using implementation with static field. class Singleton { private static Singleton instance = new Singleton(); private Singleton() { System.out.println("Singleton(): Initializing Instance"); } public static Singleton getInstance() { return instance; } public void doSomething() { System.out.println("doSomething(): Singleton does something!"); } } Protected constructor It is possible to use a protected constructor to in order to permit the subclassing of the singeton. This techique has 2 drawbacks that makes singleton inheritance impractical: First of all, if the constructor is protected, it means that the class can be instantiated by calling the constructor from another class in the same package. A possible solution to avoid it is to create a separate package for the singleton.

Second of all, in order to use the derived class all the getInstance calls should be changed in the existing code from Singleton.getInstance() to NewSingleton.getInstance(). Multiple singleton instances if classes loaded by different classloaders access a singleton. If a class(same name, same package) is loaded by 2 diferent classloaders they represents 2 different clasess in memory. Serialization If the Singleton class implements the java.io.Serializable interface, when a singleton is serialized and then deserialized more than once, there will be multiple instances of Singleton created. In order to avoid this the readResolve method should be implemented. See Serializable () and readResolve Method () in javadocs. public class Singleton implements Serializable { ... // This method is called immediately after an object of this class is deserialized. // This method returns the singleton instance. protected Object readResolve() { return getInstance(); } } Abstract Factory and Factory Methods implemented as singletons. There are certain situations when the a factory should be unique. Having 2 factories might have undesired effects when objects are created. To ensure that a factory is unique it should be implemented as a singleton. By doing so we also avoid to instantiate the class before using it. Hot Spot: Multithreading - A special care should be taken when singleton has to be used in a multithreading application. Serialization - When Singletons are implementing Serializable interface they have to implement readResolve method in order to avoid having 2 different objects. Classloaders - If the Singleton class is loaded by 2 different class loaders we'll have 2 different classes, one for each class loader. Global Access Point represented by the class name - The singleton instance is obtained using the class name. At the first view this is an easy way to access it, but it is not very flexible. If we need to replace the Sigleton class, all the references in the code should be changed accordinglly.

Factory Pattern Motivation The Factory Design Pattern is probably the most used design pattern in modern programming languages like Java and C#. It comes in different variants and implementations. If you are searching for it, most likely, you'll find references about the GoF patterns: Factory Method and Abstract Factory.

In this article we'll describe a flavor of factory pattern commonly used nowdays. You can also check the original Factory Method pattern which is very similar. Intent creates objects without exposing the instantiation logic to the client. refers to the newly created object through a common interface Implementation

The implementation is really simple The client needs a product, but instead of creating it directly using the new operator, it asks the factory object for a new product, providing the information about the type of object it needs.

The factory instantiates a new concrete product and then returns to the client the newly created product(casted to abstract product class). The client uses the products as abstract products without being aware about their concrete implementation. Applicability & Examples Probably the factory pattern is one of the most used patterns. For example a graphical application works with shapes. In our implementation the drawing framework is the client and the shapes are the products. All the shapes are derived from an abstract shape class (or interface). The Shape class defines the draw and move operations which must be implemented by the concrete shapes. Let's assume a command is selected from the menu to create a new Circle. The framework receives the shape type as a string parameter, it asks the factory to create a new shape sending the parameter received from menu. The factory creates a new circle and returns it to the framework, casted to an abstract shape. Then the framework uses the object as casted to the abstract class without being aware of the concrete object type.

The advantage is obvious: New shapes can be added without changing a single line of code in the framework(the client code that uses the shapes from the factory). As it is shown in the next sections, there are certain factory implementations that allow adding new products without even modifying the factory class. Specific problems and implementation Procedural Solution - switch/case noob instantiation.

Those are also known as parameterized Factories. The generating method can be written so that it can generate more types of Product objects, using a condition (entered as a method parameter or read from some global configuration parameters - see abstract factory pattern) to identify the type of the object that should be created, as below: public class ProductFactory{ public Product createProduct(String ProductID){ if (id==ID1) return new OneProduct(); if (id==ID2) return return new AnotherProduct(); ... // so on for the other Ids return null; //if the id doesn't have any of the expected values } ... } This implementation is the most simple and intuitive (Let's call it noob implementation). The problem here is that once we add a new concrete product call we should modify the Factory class. It is not very flexible and it violates open close principle. Of course we can subclass the factory class, but let's not forget that the factory class is usually used as a singleton. Subclassing it means replacing all the factory class references everywhere through the code. Class Registration - using reflection If you can use reflection, for example in Java or .NET languages, you can register new product classes to the factory without even changing the factory itself. For creating objects inside the factory class without knowing the object type we keep a map between the productID and the class type of the product. In this case when a new product is added to the application it has to be registered to the factory. This operation doesn't require any change in the factory class code. class ProductFactory { private HashMap m_RegisteredProducts = new HashMap(); public void registerProduct (String productID, Class productClass) { m_RegisteredProducts.put(productID, productClass); } public Product createProduct(String productID) { Class productClass = (Class)m_RegisteredProducts.get(productID);

Constructor productConstructor = cClass.getDeclaredConstructor(new Class[] { String.class }); return (Product)productConstructor.newInstance(new Object[] { }); } } We can put the registration code anywhere in our code, but a convenient place is inside the product class in a static constructor. Look at the example below: 1. Registration done outside of product classes: public static void main(String args[]){ Factory.instance().registerProduct("ID1", OneProduct.class); } 2. Registration done inside the product classes: class OneProduct extends Product { static { Factory.instance().registerProduct("ID1",OneProduct.class); } ... } We have to make sure that the concrete product classes are loaded before they are required by the factory for registration(if they are not loaded they will not be registered in the factory and createProduct will return null). To ensure it we are going to use the Class.forName method right in the static section of the main class. This section is executed right after the main class is loaded. Class.forName is supposed to return a Class instance of the indicated class. If the class is not loaded by the compiler yet, it will be loaded when the Class.forName is invoked. Consequently the static block in each class will be executed when each class is loaded: class Main { static { try { Class.forName("OneProduct"); Class.forName("AnotherProduct"); } catch (ClassNotFoundException any) { any.printStackTrace(); } }

public static void main(String args[]) throws PhoneCallNotRegisteredException { ... } } This reflection implementation has its own drawbacks. The main one is performance. When the reflection is used the performance on code involving reflection can decrease even to 10% of the poerfomance of a non reflection code. Another issue is that not all the programming languages provide reflection mechanism. Class Registration - avoiding reflection As we saw in the previous paragraph the factory object uses internally a HashMap to keep the mapping between parameters (in our case Strings) and concrete products class. The registration is made from outside of the factory and because the objects are created using reflection the factory is not aware of the objects types. We don't want to use reflection but in the same time we want to have a reduced coupling between the factory and concrete products. Since the factory should be unaware of products we have to move the creation of objects outside of the factory to an object aware of the concrete products classes. That would be the concrete class itself. We add a new abstract method in the product abstract class. Each concrete class will implement this method to create a new object of the same type as itself. We also have to change the registration method such that we'll register concrete product objects instead of Class objects. abstract class Product { public abstract Product createProduct(); ... } class OneProduct extends Product { ... static { ProductFactory.instance().registerProduct("ID1", new OneProduct()); } public OneProduct createProduct() { return new OneProduct();

} ... } class ProductFactory { public void registerProduct(String productID, Product p) m_RegisteredProducts.put(productID, p); } public Product createProduct(String productID){ ((Product)m_RegisteredProducts.get(productID)).createProduct(); } } A more advanced solution - Factory design pattern with abstractions(Factory Method)

This implementation represents an alternative for the class registration implementation. Let's assume we need to add a new product to the application. For the procedural switch-case implementation we need to change the Factory class, while in the class registration implementation all we need is to register the class to the factory without actually modifying the factory class. For sure this is a flexible solution. The procedural implementation is the classical bad example for the Open-Close Principle. As we can see there the most intuitive solution to avoid modifying the Factory class is to extend it.

This is the classic implementation of the factory method pattern. There are some drawbacks over the class registration implementation and not so many advantages: + The derived factory method can be changed to perform additional operations when the objects are created (maybe some initialization based on some global parameters ...). - The factory can not be used as a singleton. - Each factory has to be initialized before using it. - More difficult to implement. - If a new object has to be added a new factory has to be created. Anyway, this classic implementation has the advantage that it will help us understanding the Abstract Factory design pattern. Conclusion: When you design an application just think if you really need it a factory to create objects. Maybe using it will bring unnecessary complexity in your application. If you have many objects of the same base type and you manipulate them mostly casted to abstract types, then you need a factory. If you're code should have a lot of code like the following, you should reconsider it: (if (ConcreteProduct)genericProduct typeof ) ((ConcreteProduct)genericProduct).doSomeConcreteOperation(). If you decided to go for a factory, I would recommend using one of class registration implementations(with or without reflection) and to avoid the Factory Method (Factory design pattern with abstractions). Please note the procedural switch-case (noob) implementation is the simplest, violates the OCP principle is used only to explain the theory. The only wise way to use it is for temporary modules until it is replaced with a real factory. Factory Method Pattern Motivation Also known as Virtual Constructor, the Factory Method is related to the idea on which libraries work: a library uses abstract classes for defining and maintaining relations between objects. One type of responsibility is creating such objects. The library knows when an object needs to be created, but not what kind of object it should create, this being specific to the application using the library. The Factory method works just the same way: it defines an interface for creating an object, but leaves the choice of its type to the subclasses, creation being deferred at run-time. A simple real life example of the Factory Method is the hotel. When staying in a hotel you first have to check in. The person working at the front desk will give you a key to your room after you've paid for the room you want

and this way he can be looked at as a room factory. While staying at the hotel, you might need to make a phone call, so you call the front desk and the person there will connect you with the number you need, becoming a phone-call factory, because he controls the access to calls, too. Intent Defines an interface for creating objects, but let subclasses to decide which class to instantiate Refers to the newly created object through a common interface Implementation The pattern basically works as shown below, in the UML diagram:

The participants classes in this pattern are: Product defines the interface for objects the factory method creates. ConcreteProduct implements the Product interface. Creator(also refered as Factory because it creates the Product objects) declares the method FactoryMethod, which returns a Product object. May call the generating method for creating Product objects ConcreteCreator overrides the generating method for creating ConcreteProduct objects All concrete products are subclasses of the Product class, so all of them have the same basic implementation, at some extent. The Creator class specifies all standard and generic behavior of the products and when a new product is needed, it sends the creation details that are supplied by the client to the ConcreteCreator. Having this diagram in mind, it is easy for us now to produce the code related to it. Here is how the implementation of the classic Factory method should look: public interface Product { }

public abstract class Creator { public void anOperation() { Product product = factoryMethod(); } protected abstract Product factoryMethod(); } public class ConcreteProduct implements Product { } public class ConcreteCreator extends Creator { protected Product factoryMethod() { return new ConcreteProduct(); } } public class Client { public static void main( String arg[] ) { Creator creator = new ConcreteCreator(); creator.anOperation(); } } Applicability & Examples The need for implementing the Factory Method is very frequent. The cases are the ones below: when a class can't anticipate the type of the objects it is supposed to create when a class wants its subclasses to be the ones to specific the type of a newly created object Example 1 - Documents Application. Take into consideration a framework for desktop applications. Such applications are meant to work with documents. A framework for desktop applications contains definitions for operations such as opening, creating and saving a document. The basic classes are abstract ones, named Application and Document, their clients having to create subclasses from them in order to define their own applications. For generating a drawing application, for example, they need to define the DrawingApplication and DrawingDocument classes. The Application class has the task of managing the

documents, taking action at the request of the client (for example, when the user selects the open or save command form the menu). Because the Document class that needs to be instantiated is specific to the application, the Application class does not know it in advance, so it doesn't know what to instantiate, but it does know when to instantiate it. The framework needs to instantiate a certain class, but it only knows abstract classes that can't be instantiated. The Factory Method design pattern solves the problem by putting all the information related to the class that needs to be instantiated into an object and using them outside the framework, as you can see below

In the Application class the CreateDocument method either has a default implementation or it doesn't have any implementation at all, this operation being redefined in the MyApplication subclass so that it creates a MyDocument object and returns a reference to it. public Document CreateDocument(String type){ if (type.isEqual("html")) return new HtmlDocument(); if (type.isEqual("proprietary")) return new MyDocument(); if (type.isEqual("pdf")) return new PdfDocument (); } Assuming that the Application class has a member called docs that represents a list of documents being handled by the application, then the NewDocument method should look like this: public void NewDocument(String type){ Document doc=CreateDocument(type); Docs.add(doc); Doc.Open(); } This method will be inherited by the MyApplication class and, so, through the CreateDocument method, it will actually instantiate MyDocument objects. We will call the CreateDocument method a Factory Method because it is responsible with 'making' an object. Through this method, redefined in Application's subclasses, we can

actually shape the situation in which the Application class creates objects without knowing their type. From this point of view the factory method is pattern which provides us a way to achieve the DIP principle. Specific problems and implementation When implementing the Factory Method design pattern some issues may appear: Definition of Creator class If we apply the pattern to an already written code there may be problems with the way we have the Creator class already defined. There are two cases: Creator class is abstract and generating method does not have any implementation. In this case the ConcreteCreator classes must define their own generation method and this situation usually appears in the cases where the Creator class can't foresee what ConcreteProduct it will instantiate. Creator class is a concrete class, the generating method having a default implementation. If this happens, the ConcreteCreator classes will use the generating method for flexibility rather than for generation. The programmer will always be able to modify the class of the objects that the Creator class implicitly creates, redefining the generation method. Factory method is just a particular case of the factory design pattern. In the same time it is the most known factory pattern, maybe because it was published in the GoF. In modern programming languages the factory with registration is more used. Drawbacks and Benefits Here are the benefits and drawbacks of factory method pattern: + The main reason for which the factory pattern is used is that it introduces a separation between the application and a family of classes (it introduces weak coupling instead of tight coupling hiding concrete classes from the application). It provides a simple way of extending the family of products with minor changes in application code. + It provides customization hooks. When the objects are created directly inside the class it's hard to replace them by objects which extend their functionality. If a factory is used instead to create a family of objects the customized objects can easily replace the original objects, configuring the factory to create them.

- The factory has to be used for a family of objects. If the classes doesn't extend common base class or interface they can not be used in a factory design template. Hot Points: The factory method is one of the most used and one of the more robust design patterns. There are only few points which have to be considered when you implement a factory method. When you design an application just think if you really need it a factory to create objects. Maybe using it will bring unnecessary complexity in your application. Anyway if you have many object of the same base type and you manipulate them mostly as abstract objects, then you need a factory. I you're code should have a lot of code like the following, reconsider it. if (genericProduct typeof ConcreteProduct) ((ConcreteProduct)genericProduct).doSomeConcreteOperation(); Abstract Factory Motivation Modularization is a big issue in today's programming. Programmers all over the world are trying to avoid the idea of adding code to existing classes in order to make them support encapsulating more general information. Take the case of a information manager which manages phone number. Phone numbers have a particular rule on which they get generated depending on areas and countries. If at some point the application should be changed in order to support adding numbers form a new country, the code of the application would have to be changed and it would become more and more complicated. In order to prevent it, the Abstract Factory design pattern is used. Using this pattern a framework is defined, which produces objects that follow a general pattern and at runtime this factory is paired with any concrete factory to produce objects that follow the pattern of a certain country. In other words, the Abstract Factory is a superfactory which creates other factories (Factory of factories). Intent Abstract Factory offers the interface for creating a family of related objects, without explicitly specifying their classes. Implementation The pattern basically works as shown below, in the UML diagram:

The classes that participate to the Abstract Factory pattern are: AbstractFactory - declares a interface for operations that create abstract products. ConcreteFactory - implements operations to create concrete products. AbstractProduct - declares an interface for a type of product objects. Product - defines a product to be created by the corresponding ConcreteFactory; it implements the AbstractProduct interface. Client - uses the interfaces declared by the AbstractFactory and AbstractProduct classes. The AbstractFactory class is the one that determines the actual type of the concrete object and creates it, but it returns an abstract pointer to the concrete object just created. This determines the behavior of the client that asks the factory to create an object of a certain abstract type and to return the abstract pointer to it, keeping the client from knowing anything about the actual creation of the object. The fact that the factory returns an abstract pointer to the created object means that the client doesn't have knowledge of the object's type. This implies that there is no need for including any class declarations relating to the concrete type, the client dealing at all times with the abstract type. The objects of the concrete type, created by the factory, are accessed by the client only through the abstract interface. The second implication of this way of creating objects is that when the adding new concrete types is needed, all we have to do is modify the client code and make it use a different factory, which is far easier than instantiating a new type, which requires changing the code wherever a new object is created. The classic implementation for the Abstract Factory pattern is the following:

abstract class AbstractProductA{ public abstract void operationA1(); public abstract void operationA2(); } class ProductA1 extends AbstractProductA{ ProductA1(String arg){ System.out.println("Hello "+arg); } // Implement the code here public void operationA1() { }; public void operationA2() { }; } class ProductA2 extends AbstractProductA{ ProductA2(String arg){ System.out.println("Hello "+arg); } // Implement the code here public void operationA1() { }; public void operationA2() { }; } abstract class AbstractProductB{ //public abstract void operationB1(); //public abstract void operationB2(); } class ProductB1 extends AbstractProductB{ ProductB1(String arg){ System.out.println("Hello "+arg); } // Implement the code here } class ProductB2 extends AbstractProductB{ ProductB2(String arg){ System.out.println("Hello "+arg); } // Implement the code here } abstract class AbstractFactory{ abstract AbstractProductA createProductA(); abstract AbstractProductB createProductB(); } class ConcreteFactory1 extends AbstractFactory{ AbstractProductA createProductA(){ return new ProductA1("ProductA1"); } AbstractProductB createProductB(){ return new ProductB1("ProductB1"); } }

class ConcreteFactory2 extends AbstractFactory{ AbstractProductA createProductA(){ return new ProductA2("ProductA2"); } AbstractProductB createProductB(){ return new ProductB2("ProductB2"); } } //Factory creator - an indirect way of instantiating the factories class FactoryMaker{ private static AbstractFactory pf=null; static AbstractFactory getFactory(String choice){ if(choice.equals("a")){ pf=new ConcreteFactory1(); }else if(choice.equals("b")){ pf=new ConcreteFactory2(); } return pf; } } // Client public class Client{ public static void main(String args[]){ AbstractFactory pf=FactoryMaker.getFactory("a"); AbstractProductA product=pf.createProductA(); //more function calls on product } } Applicability & Examples We should use the Abstract Factory design pattern when: the system needs to be independent from the way the products it works with are created. the system is or should be configured to work with multiple families of products. a family of products is designed to work only all together. the creation of a library of products is needed, for which is relevant only the interface, not the implementation, too. Phone Number Example The example at the beginning of the article can be extended to addresses, too. The AbstractFactory class will contain methods for creating a new entry in the information manager for a phone number and for an address, methods that produce the abstract products Address and PhoneNumber, which belong to AbstractProduct classes. The AbstractProduct classes will define methods that these products support: for the address get and set

methods for the street, city, region and postal code members and for the phone number get and set methods for the number. The ConcreteFactory and ConcreteProduct classes will implement the interfaces defined above and will appear in our example in the form of the USAddressFactory class and the USAddress and USPhoneNumber classes. For each new country that needs to be added to the application, a new set of concrete-type classes will be added. This way we can have the EnglandAddressFactory and the EnglandAddress and EnglandPhoneNumber that are files for English address information.

Pizza Factory Example Another example, this time more simple and easier to understand, is the one of a pizza factory, which defines method names and returns types to make different kinds of pizza. The abstract factory can be named AbstractPizzaFactory, RomeConcretePizzaFactory and MilanConcretePizzaFactory being two extensions of the abstract class. The abstract factory will define types of toppings for pizza, like pepperoni, sausage or anchovy, and the concrete factories will implement only a set of the toppings, which are specific for the area and even if one topping is implemented in both concrete factories, the resulting pizzas will be different subclasses, each for the area it was implemented in.

Look & Feel Example Look & Feel Abstract Factory is the most common example. For example, a GUI framework should support several look and feel themes, such as Motif and Windows look. Each style defines different looks and behaviors for each type of controls: Buttons and Edit Boxes. In order to avoid the hardociding it for each type of control we define an abstract class LookAndFeel. This calls will instantiate, depending on a configuration parameter in the application one of the concrete factories: WindowsLookAndFeel or MotifLookAndFeel. Each request for a new object will be delegated to the instatiated concrete factory which will return the controls with the specific flavor

Specific problems and implementation The Abstract Factory pattern has both benefits and flaws. On one hand it isolates the creation of objects from the client that needs them, giving the client only the possibility of accessing them through an interface, which makes the manipulation easier. The exchanging of product families is easier, as the class of a concrete factory appears in the code only where it is instantiated. Also if the products of a family are meant to work together, the Abstract Factory makes it easy to use the objects from only one family at a time. On the other hand, adding new products to the existing factories is difficult, because the Abstract Factory interface uses a fixed set of products that can be created. That is why adding a new product would mean extending the factory interface, which involves changes in the AbstractFactory class and all its subclasses. This section will discuss ways of implementing the pattern in order to avoid the problems that may appear.

Factories as singletons An application usually needs only one instance of the ConcreteFactory class per family product. This means that it is best to implement it as a Singleton.

Creating the products The AbstractFactory class only declares the interface for creating the products. It is the task of the ConcreteProduct class to actually create the products. For each family the best idea is applying the Factory Method design pattern. A concrete factory will specify its products by overriding the factory method for each of them. Even if

the implementation might seem simple, using this idea will mean defining a new concrete factory subclass for each product family, even if the classes are similar in most aspects. For simplifying the code and increase the performance the Prototype design pattern can be used instead of Factory Method, especially when there are many product families. In this case the concrete factory is initiated with a prototypical instance of each product in the family and when a new one is needed instead of creating it, the existing prototype is cloned. This approach eliminates the need for a new concrete factory for each new family of products.

Extending the factories The operation of changing a factory in order for it to support the creation of new products is not easy. What can be done to solve this problem is, instead of a CreateProduct method for each product, to use a single Create method that takes a parameter that identifies the type of product needed. This approach is more flexible, but less secure. The problem is that all the objects returned by the Create method will have the same interface, that is the one corresponding to the type returned by the Create method and the client will not always be able to correctly detect to which class the instance actually belongs. Hot Points: AbstractFactory class declares only an interface for creating the products. The actual creation is the task of the ConcreteProduct classes, where a good approach is applying the Factory Method design pattern for each product of the family. Extending factories can be done by using one Create method for all products and attaching information about the type of product needed. Builder Pattern Motivation The more complex an application is the complexity of classes and objects used increases. Complex objects are made of parts produced by other objects that need special care when being built. An application might need a mechanism for building complex objects that is independent from the ones that make up the object. If this is the problem you are being confronted with, you might want to try using the Builder (or Adaptive Builder) design pattern.

This pattern allows a client object to construct a complex object by specifying only its type and content, being shielded from the details related to the objects representation. This way the construction process can be used to create different representations. The logic of this process is isolated form the actual steps used in creating the complex object, so the process can be used again to create a different object form the same set of simple objects as the first one. Intent Defines an instance for creating an object but letting subclasses decide which class to instantiate Refers to the newly created object through a common interface Implementation The Builder design pattern uses the Factory Builder pattern to decide which concrete class to initiate in order to build the desired type of object, as we will see below in the UML diagram:

The participants classes in this pattern are: The Builder class specifies an abstract interface for creating parts of a Product object. The ConcreteBuilder constructs and puts together parts of the product by implementing the Builder interface. It defines and keeps track of the representation it creates and provides an interface for saving the product. The Director class constructs the complex object using the Builder interface. The Product represents the complex object that is being built. The client, that may be either another object or the actual client that calls the main() method of the application, initiates the Builder and Director class. The Builder represents the complex object that needs to be built in terms of simpler objects and types. The constructor in the Director class receives a Builder object as a parameter from the Client and is responsible for calling the

appropriate methods of the Builder class. In order to provide the Client with an interface for all concrete Builders, the Builder class should be an abstract one. This way you can add new types of complex objects by only defining the structure and reusing the logic for the actual construction process. The Client is the only one that needs to know about the new types, the Director needing to know which methods of the Builder to call. The following example discusses the case of a text converting application:

The Client needs to convert a document from RTF format to ASCII format. There for, it calls the method createASCIIText that takes as a parameter the document that will be converted. This method calls the concrete builder, ASCIIConverter, that extends the Builder, TextConverter, and overrides its two methods for converting characters and paragraphs, and also the Director, RTFReader, that parses the document and calls the builders methods depending on the type of token encountered. The product, the ASCIIText, is built step by step, by appending converted characters. //Abstract Builder class abstract class TextConverter{ abstract void convertCharacter(char c); abstract void convertParagraph(); } // Product class ASCIIText{ public void append(char c){ //Implement the code here } } //Concrete Builder class ASCIIConverter extends TextConverter{ ASCIIText asciiTextObj;//resulting product

/*converts a character to target representation and appends to the resulting*/ object void convertCharacter(char c){ char asciiChar = new Character(c).charValue(); //gets the ascii character asciiTextObj.append(asciiChar); } void convertParagraph(){} ASCIIText getResult(){ return asciiTextObj; } } //This class abstracts the document object class Document{ static int value; char token; public char getNextToken(){ //Get the next token return token; } } //Director class RTFReader{ private static final char EOF='0'; //Delimitor for End of File final char CHAR='c'; final char PARA='p'; char t; TextConverter builder; RTFReader(TextConverter obj){ builder=obj; } void parseRTF(Document doc){ while ((t=doc.getNextToken())!= EOF){ switch (t){ case CHAR: builder.convertCharacter(t); case PARA: builder.convertParagraph(); } } } } //Client public class Client{ void createASCIIText(Document doc){ ASCIIConverter asciiBuilder = new ASCIIConverter(); RTFReader rtfReader = new RTFReader(asciiBuilder); rtfReader.parseRTF(doc); ASCIIText asciiText = asciiBuilder.getResult(); } public static void main(String args[]){

Client client=new Client(); Document doc=new Document(); client.createASCIIText(doc); system.out.println("This is an example of Builder Pattern"); } } Applicability & Examples Builder Pattern is used when: the creation algorithm of a complex object is independent from the parts that actually compose the object the system needs to allow different representations for the objects that are being built Example 1 - Vehicle Manufacturer. Let us take the case of a vehicle manufacturer that, from a set of parts, can build a car, a bicycle, a motorcycle or a scooter. In this case the Builder will become the VehicleBuilder. It specifies the interface for building any of the vehicles in the list above, using the same set of parts and a different set of rules for every type of type of vehicle. The ConcreteBuilders will be the builders attached to each of the objects that are being under construction. The Product is of course the vehicle that is being constructed and the Director is the manufacturer and its shop.

Example 1 - Students Exams. If we have an application that can be used by the students of a University to provide them with the list of their grades for their exams, this application needs to run in different ways depending on the user that is using it, user that has to log in. This means that, for example, the admin needs to have some buttons enabled, buttons that needs to be disabled for the student, the common user. The Builder provides the interface for building form depending on the login information. The ConcreteBuilders are the specific forms for each type of user. The Product is the final form that the application will use in the given case and the Director is the application that, based on the login information, needs a specific form. Specific problems and implementation Builder and Abstract Factory

The Builder design pattern is very similar, at some extent, to the Abstract Factory pattern. Thats why it is important to be able to make the difference between the situations when one or the other is used. In the case of the Abstract Factory, the client uses the factorys methods to create its own objects. In the Builders case, the Builder class is instructed on how to create the object and then it is asked for it, but the way that the class is put together is up to the Builder class, this detail making the difference between the two patterns. Common interface for products In practice the products created by the concrete builders have a structure significantly different, so if there is not a reason to derive different products a common parent class. This also distinguishes the Builder pattern from the Abstract Factory pattern which creates objects derived from a common type. Prototype Pattern Motivation Todays programming is all about costs. Saving is a big issue when it comes to using computer resources, so programmers are doing their best to find ways of improving the performance When we talk about object creation we can find a better way to have new objects: cloning. To this idea one particular design pattern is related: rather than creation it uses cloning. If the cost of creating a new object is large and creation is resource intensive, we clone the object. The Prototype design pattern is the one in question. It allows an object to create customized objects without knowing their class or any details of how to create them. Up to this point it sounds a lot like the Factory Method pattern, the difference being the fact that for the Factory the palette of prototypical objects never contains more than one object. Intent specifying the kind of objects to create using a prototypical instance creating new objects by copying this prototype Implementation The pattern uses abstract classes, as we will see below and only three types of classes making its implementation rather easy.

The classes participating to the Prototype Pattern are: Client - creates a new object by asking a prototype to clone itself. Prototype - declares an interface for cloning itself. ConcretePrototype - implements the operation for cloning itself. The process of cloning starts with an initialized and instantiated class. The Client asks for a new object of that type and sends the request to the Prototype class. A ConcretePrototype, depending of the type of object is needed, will handle the cloning through the Clone() method, making a new instance of itself. Here is a sample code for the Prototype pattern: public interface Prototype { public abstract Object clone ( ); }

public class ConcretePrototype implements Prototype { public Object clone() { return super.clone(); } } public class Client { public static void main( String arg[] ) { ConcretePrototype obj1= new ConcretePrototype (); ConcretePrototype obj2 = ConcretePrototype)obj1.clone(); } } This example is rather trivial, but the real use of the pattern comes when we dont know what were actually cloning. For example if we

need the newly created object to be stored in a hashtable we can use it like this: // Violation of Likov's Substitution Principle class Rectangle { protected int m_width; protected int m_height; public void setWidth(int width){ m_width = width; } public void setHeight(int height){ m_height = height; } public int getWidth(){ return m_width; } public int getHeight(){ return m_height; } public int getArea(){ return m_width * m_height; } } class Square extends Rectangle { public void setWidth(int width){ m_width = width; m_height = width; } public void setHeight(int height){ m_width = height; m_height = height; } } class LspTest { private static Rectangle getNewRectangle() { // it can be an object returned by some factory ... return new Square(); }

public static void main (String args[]) { Rectangle r = LspTest.getNewRectangle(); r.setWidth(5); r.setHeight(10); // user knows that r it's a rectangle. // It assumes that he's able to set the width and height as for the base class System.out.println(r.getArea()); // now he's surprised to see that the area is 100 instead of 50. } } Applicability & Examples Use Prototype Pattern when a system should be independent of how its products are created, composed, and represented, and: Classes to be instantiated are specified at run-time Avoiding the creation of a factory hierarchy is needed It is more convenient to copy an existing instance than to create a new one. Example 1 In building stages for a game that uses a maze and different visual objects that the character encounters it is needed a quick method of generating the haze map using the same objects: wall, door, passage, room... The Prototype pattern is useful in this case because instead of hard coding (using new operation) the room, door, passage and wall objects that get instantiated, CreateMaze method will be parameterized by various prototypical room, door, wall and passage objects, so the composition of the map can be easily changed by replacing the prototypical objects with different ones. The Client is the CreateMaze method and the ConcretePrototype classes will be the ones creating copies for different objects. Example 2: Suppose we are doing a sales analysis on a set of data from a database. Normally, we would copy the information from the database, encapsulate it into an object and do the analysis. But if another analysis is needed on the same set of data, reading the database again and creating a new object is not the best idea. If we are using the Prototype pattern then the object used in the first analysis will be cloned and used for the other analysis.

The Client is here one of the methods that process an object that encapsulates information from the database. The ConcretePrototype classes will be classes that, from the object created after extracting data from the database, will copy it into objects used for analysis. Specific problems and implementation Using a prototype manager When the application uses a lot of prototypes that can be created and destroyed dynamically, a registry of available prototypes should be kept. This registry is called the prototype manager and it should implement operations for managing registered prototypes like registering a prototype under a certain key, searching for a prototype with a given key, removing one from the register, etc. The clients will use the interface of the prototype manager to handle prototypes at run-time and will ask for permission before using the Clone() method. There is not much difference between an implementation of a prototype which uses a prototype manager and a factory method implemented using class registration mechanism. Maybe the only difference consists in the performance. Implementing the Clone operation A small discussion appears when talking about how deep or shallow a clone should be: a deep clone clones the instance variables in the cloning object while a shallow clone shares the instance variables between the clone and the original. Usually, a shallow clone is enough and very simple, but cloning complex prototypes should use deep clones so the clone and the original are independent, a deep clone needing its components to be the clones of the complex objects components. Initializing clones There are cases when the internal states of a clone should be initialized after it is created. This happens because these values cannot be passed to the Clone() method, that uses an interface which would be destroyed if such parameters were used. In this case the initialization should be done by using setting and resetting operations of the prototype class or by using an initializing method that takes as parameters the values at which the clones internal states should be set. Hot points Prototype Manager implemented usually as a hashtable keeping the object to clone. When use it, prototype become a factory method which uses cloning instead of instantiation.

Deep Clones vs. Shallow Clones when we clone complex objects which contains other objects, we should take care how they are cloned. We can clone contained objects also (deep cloning) or we can the same reference for them, and to share them between cloned container objects. Initializing Internal States there are certain situations when objects need to be initialized after they are created. Object Pool Motivation Performance can be sometimes the key issue during the software development and the object creation(class instantiation) is a costly step. While the Prototype pattern helps in improving the performance by cloning the objects, the Object Pool pattern offer a mechanism to reuse objects that are expensive to create. Clients of an object pull "feel" like they are owners of a service although the service is shared among many other clients. Intent -reuse and share objects that are expensive to create. Implementation

Implementation involves the following objects: Reusable - Wraps the limited resource, will be shared by several clients for a limited amount of time. Client - uses an instance of type Reusable. ReusablePool - manage the reusable objects for use by Clients, creating and managing a pool of objects. When a client asks for a Reusable object, the pool performs the following actions:

- Search for an available Reusable object and if it was found it will be returned to the client. - If no Reusable object was found then it tries to create a new one. If this actions succeds the new Reusable object will be returned to the client. - If the pool was unable to create a new Reusable, the pool will wait until a reusable object will be released. The Client is responsible to request the Reusable object as well to release it to the pool. If this action will not be performed the Reusable object will be lost, being considered unavailable by the ResourcePool. The clients are not aware that they are sharing the Reusable object. From the client poinf of view they are the owners of a new object which comes from the Resource pool in the same way that it comes from a factory or another creational design pattern. The only difference is that the Client should mark the Reusable object as available, after it finishes to use it. It's not about releasing the objects; for example if we work with databases, when a connection is closed it's not necesarely distroyed, it means that it can be reused by another client. Why to use it? Basically, we'll use an object pool whenever there are several clients who needs the same stateless resource which is expensive to create. Applicability & Examples Lets' take the example of the database connections. It's obviosly that opening too many connections might affect the performance for several reasons: Creating a connection is an expensive operation. When there are too many connections opened it takes longer to create a new one and the database server will become overloaded. Here the object pool comes in to picture to manage the connections and provide a way to reuse and share them. It can also limit the maximum number of objects that can be created.

This pattern provide the following mechaninsm: Connection - represent the object which is instantiated by the client. From the client perspective this object is instantiated and it handles the database operations and it is the only object visible to the client. The client is not aware that it uses some shared connections. Internally this class does not contain any code for connecting to the database and calls ConnectionPool.aquireImpl to get a ConnectionImpl object and then delegates the request to ConnectionImpl. ConnectionImpl is the object which implements the database operations which are exposed by Connection for the client. ConnectionPool is the main actor to manage the connections to the database. It keeps a list of ConnectionImpl objects and instantiates new objects if this is required. When the client needs to query the database it instantiate a new Connection object specifing the database name and the call the query method which returns a set of records. From the client point of view this is all. When the Connection.Query methd is called it asks for a ConnectionImpl object from the ConnectionPool. The ConnectionPool tries to find and return an unused object and if it doesn't find it creates one. At this point the maximum number of connections can be limited and if it was reached the pool cand wait until one will be available or return null. In the query method the request is delegated to the ConnectionImpl object returned by the object pool. Since the request is just delegated it's recomended to have the same method signature in Connection and ConnectionImpl. Specific problems and implementation Singleton reusable pool - The reusable pool is implemented as a singleton. The reusable pool should be accesible only to the Connection object.

1. Limited number of resources in the pool The connection pool is responsable for sharing and reusing the resources. Sometimes the resources have to be well managed only because they affects the performace, but there are situations when the number of resources can not exceed a specific limit. In this case the Resource pool check the number of instantiated resources and of the limit is reach it will wait for a resource to be released, it will throw an exception or it will return a null value. In any of the last 2 situations the Client should be notified that the action failed because there are no available resources. 2. Handling situations when creating a new resource fails There are many reasons when the ResourcePool.acquireConnectionImpl method fails to return a resource. It might happens because there are not available resources or some exception occured. Either way the client should be notified about his. 3. Syncronization In order to work in a multithreading environment the methods that are used by differnt threads should be synchronized. There are only three methonds in the ResourcePool object that have to be synchronized: - getInstance should be synchronized or should contain a synchronized block. For details check the singleton multithreading implementation. - acquireConnectionImpl - this menthod returns a resource and should be synchronized not to return the same resource to two different clients running tin different threads. - releaseConnectionImpl - this method release a resource. Ussually it doesn't have to be synchronized a resource is allocated only by one client. Internally some blocks might need to be synchronized(depending on the method implementation and the internal structures used to keep the pool.). 4. Expired resources(unused but still reserved) The main problem for the Object Pool Pattern is that the objects should be released by the client when it finishes using them. There are plenty of examples when the client forget to release the resources. Let's take the example the the database connections when connection are not closed/released after they are used. This seems a minor problem but there are many applications crushing for this reason. In object pool can be implemented a mechanism to check when a specific resource was used last time and if the time expired, to return it to the available resource pool.

Hot Points - When the Object Pool pattern is used the objects should be marked as available(released) by the client after they are used, so the pool will be aware about this. This is the main drawback because the client should do this and it's a common situation when database connection are not released afer they are used. To overcome this a mechanism can be implemented to release resources if they are not used for a period of time. - Creating the resources might fail and this case should be treated carefully. When there is no available resource(beacause the number is limited or creating a new one failed) the client should be notified about it. Conclusion Althrough the object pool is handling the object instantiation it's main purpose is to provide a way for the clients to reuse the objects like they are new objects, without being shared and reused. Behavioral Patterns Chain of Responsibility Pattern Command Pattern Interpreter Pattern Iterator Pattern Mediator Pattern Memento Pattern Observer Pattern Strategy Pattern Template Method Pattern Visitor Pattern Null Object Pattern Chain of Responsibility Motivation In writing an application of any kind, it often happens that the event generated by one object needs to be handled by another one. And, to make our work even harder, we also happen to be denied access to the object which needs to handle the event. In this case there are two possibilities: there is the beginner/lazy approach of making everything public, creating reference to every object and continuing from there and then there is the expert approach of using the Chain of Responsibility. The Chain of Responsibility design pattern allows an object to send a command without knowing what object will receive and handle it. The request is sent from one object to another making them parts of a chain and each object in this chain can handle the command, pass it on or do both. The most usual example of a machine using the

Chain of Responsibility is the vending machine coin slot: rather than having a slot for each type of coin, the machine has only one slot for all of them. The dropped coin is routed to the appropriate storage place that is determined by the receiver of the command. Intent: It avoids attaching the sender of a request to its receiver, giving this way other objects the possibility of handling the request too. The objects become parts of a chain and the request is sent from one object to another across the chain until one of the objects will handle it. Implementation The UML diagram of classes below will help us understand better the way the Chain works.

In the diagram above some explanations are needed on what is the role of every class: Handler - defines an interface for handling requests RequestHandler - handles the requests it is responsible for If it can handle the request it does so, otherwise it sends the request to its successor Client - sends commands to the first object in the chain that may handle the command Here is how sending a request works in the application using the Chain of Responsibility: the Client in need of a request to be handled sends it to the chain of handlers, which are classes that extend the Handler class. Each of the handlers in the chain takes its turn at trying to handle the request it receives from the client. If ConcreteHandler_i can handle it, then the request is handled, if not it is sent to the handler ConcreteHandler_i+1, the next one in the chain. The classic example of the Chain of Responsibility's implementation is presented for us below:

public class Request { private int m_value; private String m_description; public Request(String description, int value) { m_description = description; m_value = value; } public int getValue() { return m_value; } public String getDescription() { return m_description; } } public abstract class Handler { protected Handler m_successor; public void setSuccessor(Handler successor) { m_successor = successor; } public abstract void handleRequest(Request request); } public class ConcreteHandlerOne extends Handler { public void handleRequest(Request request) { if (request.getValue() < 0) { //if request is eligible handle it System.out.println("Negative values are handled by ConcreteHandlerOne:"); System.out.println("\tConcreteHandlerOne.HandleRequest : " + request.getDescription() + request.getValue()); } else { super.handleRequest(request); } } }

public class ConcreteHandlerThree extends Handler { public void handleRequest(Request request) { if (request.getValue() >= 0) { //if request is eligible handle it System.out.println("Zero values are handled by ConcreteHandlerThree:"); System.out.println("\tConcreteHandlerThree.HandleRequest : " + request.getDescription() + request.getValue()); } else { super.handleRequest(request); } } } public class ConcreteHandlerTwo extends Handler { public void handleRequest(Request request) { if (request.getValue() > 0) { //if request is eligible handle it System.out.println("Positive values are handled by ConcreteHandlerTwo:"); System.out.println("\tConcreteHandlerTwo.HandleRequest : " + request.getDescription() + request.getValue()); } else { super.handleRequest(request); } } } public class Main { public static void main(String[] args) { // Setup Chain of Responsibility Handler h1 = new ConcreteHandlerOne(); Handler h2 = new ConcreteHandlerTwo(); Handler h3 = new ConcreteHandlerThree(); h1.setSuccessor(h2); h2.setSuccessor(h3); // Send requests to the chain

h1.handleRequest(new h1.handleRequest(new h1.handleRequest(new h1.handleRequest(new h1.handleRequest(new } } Applicability & Examples

Request("Negative Request("Negative Request("Negative Request("Negative Request("Negative

Value Value Value Value Value

", ", ", ", ",

-1)); 0)); 1)); 2)); -5));

Having so many design patterns to choose from when writing an application, it's hard to decide on which one to use, so here are a few situations when using the Chain of Responsibility is more effective: More than one object can handle a command The handler is not known in advance The handler should be determined automatically Its wished that the request is addressed to a group of objects without explicitly specifying its receiver The group of objects that may handle the command must be specified in a dynamic way Here are some real situations in which the Chain of Responsibility is used: Example 1 In designing the software for a system that approves the purchasing requests. In this case, the values of purchase are divided into categories, each having its own approval authority. The approval authority for a given value could change at any time and the system should be flexible enough to handle the situation. The Client in the example above is the system in need of the answer to the approval. It sends a request about it to an purchase approval authority. Depending on the value of the purchase, this authority may approve the request or forward it to the next authority in the chain. For example lets say a request is placed for the purchase of a new keyboard for an office. The value of the purchase is not that big, so the request is sent from the head of the office to the head of the department and then to the materials department where it stops, being handled locally. But if equipment for the whole department is needed then the request goes form the head of the department, to materials department, to the purchase office and even to the manager if the value is too big. Example 2

In designing the software that uses a set of GUI classes where it is needed to propagate GUI events from one object to another. When an event, such as the pressing of a key or the click of the mouse, the event is needed to be sent to the object that has generated it and also to the object or objects that will handle it. The Client is, of course, the object that has generated the event, the request is the event and the handlers are the objects that can handle it. So, if we have a handler for the click of the mouse, a handler for the pressing of the Enter key and a handler for the pressing of the Delete key, that is the chain of handlers that take care of the events that are generated. Example 3 In designing a shipping system for electronic orders. The steps to complete and handle the order differs form one order to another based on the customer, the size of the order, the way of shipment, destination and more other reasons. The business logic changes also as special cases appear, needing the system to be able to handle all cases. The Client, the electronic order in process, requests shipping based on a set of pieces of information. Its request is turned by the system into a specific form, combining the steps to completing and the details of handling, based on the input information. The system will send this type of request through a chain of order-handlers until the input information that it comes with matches the input the orderhandles takes. When special cases appear, all that is needed is a new handler to be added in the chain. Specific problems and implementation The classic implementation of the Chain of Responsibility is just the first step in applying the pattern to our own application. Improvements based on the type of commands we are handling are needed, in order to make the use of this pattern effective. Representing requests In real life each handler represents a system. And each system can handle specific requests or requests common to more handlers. We should take this issue in consideration when we implement this pattern. In the classical samples of the CoR found on the net you can see that the request is generally represented by an integer. Of course in real life we can not use primary data types as a request. A clever design should be a flexible one. The best solution here is to create an interface a super class Request (or and interface) where to the default behavior. Then if we need to add a new handler and a specific request all we need is to extend the Request base class.

Of course this is not the only approach. Lets consider the shipping system example. Each request will have to contain a large amount of data. Creating request examples for this might be difficult. We can take some xml objects containing the data, generated during the application flow (lets assume we already have the code implemented for that) and pass them to each handler. Or since the data was already saved in the database (lets assume that also) we can pass only the ids of the involved objects and then each handler will take the data required from db. Unhandled requests Unfortunately, the Chain doesn't guarantee that every command is handled, which makes the problem worse, since unhandled commands propagate through the full length of the chain, slowing down the application. One way to solve this is by checking if, at the end of the chain, the request has been handled at least once, otherwise we will have to implement handlers for all the possible requests that may appear. Broken Chain Sometimes we could forget to include in the implementation of the handleRequest method the call to the successor, causing a break in the chain. The request isnt sent forward from the broken link and so it ends up unhandled. A variation of the pattern can be made to send the request to all the handlers by removing the condition from the handler and always calling the successor. The following implementation eliminates the Broken Chain problem. The implementation moves the code to traverse the chain into the base class keeping the request handling in a different method in the subclasses. The handleRequest method is declared as final in the base class and is responsible to traverse the chain. Each Handler have to implement the handleRequestImpl method, declared as abstract in the super class. public abstract class Handler{ private Handler m_successor; public void setSuccessor(Handler successor) { m_successor = successor; } protected abstract boolean handleRequestImpl(Request request); public final void handleRequest(Request request) {

boolean handledByThisNode = this.handleRequestImpl(request); if (m_successor != null && !handledByThisNode) { m_successor.handleRequest(request); } } } protected boolean handleRequestImpl(Request request) { if (request.getValue() < 0) { //if request is eligible handle it System.out.println("Negative values are handled by ConcreteHandlerOne:"); System.out.println("\tConcreteHandlerOne.HandleRequest : " + request.getDescription() + request.getValue()); return true; } else { return false; } } The above implementation not only that eliminates the broken chain problem, but it also offers an increased level of flexibility. Only by changing the handleRequest method we can change the pattern to send to al handlers regardless the request handling: public final void handleRequest(Request request) { boolean handledByThisNode = this.handleRequestImpl(request); if (m_successor != null && !handledByThisNode) m_successor.handleRequest(request); } Avoiding spam requests For example, an improvement that we could find useful is avoiding sending spam commands. This way, the concrete extension of the HandleRequest function will look like this: public void HandleRequest(int request) { if(isSpam(request)) { // if the request is spam take spam-related actions ... } else { // request is not spam.

super.HandleRequest(request); // Pass message to next filter in the chain. } } Use on existing code The last, but not least problem that the Chain of Responsibility creates to a programmer is the fact that it is impossible to introduce the pattern into the existing classes without modifying the source code and, even in the case where the pattern is already included in the code, if new operations need to be added to the Handler, it is impossible to do that without modifying the source code. So the basic idea is to decide from the start on whether to use the pattern or not and if we do, what methods we need. Hot points The fundamental flaw of the pattern is the fact that it gets easily broken: if the programmer forgets to call the next handler in the concreteHandler the request gets lost on the way. This problem comes from the fact that the execution is not handled entirely by the superclass and the call is triggered in the superclass. When implementing the CoR pattern a special care should be taken for the request representation. The request is not considered a distinctive part of the CoR pattern, but it is still used in all the components of the pattern. Another flaw of the Chain of Responsibility is the fact that some requests may end up unhandled due to the wrong implementation of concrete handler, their propagation slowing down the rest of the application. This means that extra care is needed when taking into account the requests that may appear in the process. Command Pattern An object that contains a symbol, name or key that represents a list of commands, actions or keystrokes. This is the definition of a macro, one that should be familiar to any computer user. From this idea the Command design pattern was given birth. The Macro represents, at some extent, a command that is built from the reunion of a set of other commands, in a given order. Just as a macro, the Command design pattern encapsulates commands (method calls) in objects allowing us to issue requests without knowing the requested operation or the requesting object. Command design pattern provides the options to queue commands, undo/redo actions and other manipulations. Intent - encapsulate a request in an object - allows the parameterization of clients with different requests - allows saving the requests in a queue Implementation

The idea and implementation of the Command design pattern is quite simple, as we will see in the diagram below, needing only few extra classes implemented.

The classes participating in the pattern are: - Command - declares an interface for executing an operation; - ConcreteCommand - extends the Command interface, implementing the Execute method by invoking the corresponding operations on Receiver. It defines a link between the Receiver and the action. - Client - creates a ConcreteCommand object and sets its receiver; - Invoker - asks the command to carry out the request; - Receiver - knows how to perform the operations; The Client asks for a command to be executed. The Invoker takes the command, encapsulates it and places it in a queue, in case there is something else to do first, and the ConcreteCommand that is in charge of the requested command, sending its result to the Receiver. Here is a sample code of a classic implementation of this pattern for placing orders for buying and selling stocks:

The client creates some orders for buying and selling stocks (ConcreteCommands). Then the orders are sent to the agent (Invoker).The agent takes the orders and place them to the StockTrade system (Receiver). The agent keeps an internal queue with the order to be placed. Let's assume that the StockTrade system is closed each Monday, but the agent accepts orders, and queue them to be processed later on. public interface Order { public abstract void execute ( ); } // Receiver class. class StockTrade { public void buy() { System.out.println("You want to buy stocks"); } public void sell() { System.out.println("You want to sell stocks "); } } // Invoker. class Agent { private m_ordersQueue = new ArrayList(); public Agent() { } void placeOrder(Order order) { ordersQueue.addLast(order); order.execute(ordersQueue.getFirstAndRemove());

} } //ConcreteCommand Class. class BuyStockOrder implements Order { private StockTrade stock; public BuyStockOrder ( StockTrade st) { stock = st; } public void execute( ) { stock . buy( ); } } //ConcreteCommand Class. class SellStockOrder implements Order { private StockTrade stock; public SellStockOrder ( StockTrade st) { stock = st; } public void execute( ) { stock . sell( ); } } // Client public class Client { public static void main(String[] args) { StockTrade stock = new StockTrade(); BuyStockOrder bsc = new BuyStockOrder (stock); SellStockOrder ssc = new SellStockOrder (stock); Agent agent = new Agent(); agent.placeOrder(bsc); // Buy Shares agent.placeOrder(ssc); // Sell Shares } } Applicability & Examples The applicability of the Command design pattern can be found in these cases below: - parameterizes objects depending on the action they must perform - specifies or adds in a queue and executes requests at different moments in time - offers support for undoable actions (the Execute method can memorize the state and allow going back to that state) - structures the system in high level operations that based on primitive operations

- decouples the object that invokes the action from the object that performs the action. Due to this usage it is also known as Producer Consumer design pattern. The example of the meal order at a restaurant is a very good one when trying to explain better how the pattern works: The waiter (Invoker) takes the order from the customer on his pad. The order is then queued for the order cook and gets to the cook (Receiver) where it is processed.

In this case the actors in the scenario are the following: The Client is the customer. He sends his request to the receiver through the waiter, who is the Invoker. The waiter encapsulates the command (the order in this case) by writing it on the check and then places it, creating the ConcreteCommand object which is the command itself. The Receiver will be the cook that, after completing work on all the orders that were sent to him before the command in question, starts work on it. Another noticeable aspect of the example is the fact that the pad for the orders does not support only orders from the menu, so it can support commands to cook many different items. Just the same way we can consider the example of an auto-repair shop. People come in with different cars that have different problems. The person at the front desk takes their information and places the car in a queue for repair. The information on the order is encapsulated in the paper the car owner will use when he comes back to pick up the fixed car. At some point the car will become the first item in the queue and the mechanic will repair it. Just as in the example above, the Client is the customer. The Invoker is the person at the front desk that takes the information on the car and its problems, the ConcreteCommand is the request for fixing the car and the Receiver is the mechanic.

The most used implementation of the command pattern is the one used to implement the undo options in applications:

Let's consider a calculator application. The application represents the Client. The calculator (Receiver) class is the main class used in the application to perform the commands. This might be as well the document class if we have a text editor application and we want to implement operations like copy/paste/etc.... When the application has to perform a command it creates the command and sent it to the invoker. The invoker calls the execute method of the command and adds it to a list containing all the commands. The execute method of the command delegate the call to the Calculator object. When undo operations are performed the invoker uses the list with all executed commands and calls for each one the unexecuted method. The redo operation works in the same manner. Specific problems and implementation Now that we have understood how the pattern works, it's time to take a look at its advantages and flaws, too.

The intelligence of a command There are two extremes that a programmer must avoid when using this pattern: 1. The command is just a link between the receiver and the actions that carry out the request 2. The command implements everything itself, without sending anything to the receiver. We must always keep in mind the fact that the receiver is the one who knows how to perform the operations needed, the purpose of the command being to help the client to delegate its request quickly and to make sure the command ends up where it should. Undo and redo actions As mentioned above, some implementations of the Command design pattern include parts for supporting undo and redo of actions. In order to do that a mechanism to obtain past states of the Receiver object is needed; in order to achieve this there are two options: - Before running each command a snapshot of the receiver state is stored in memory. This does not require much programming effort but can not be always applied. For example doing this in an image processing application would require storing images in memory after each step, which is practically impossible. - Instead of storing receiver objects states, the set of performed operations are stored in memory. In this case the command and receiver classes should implement the inverse algorithms to undo each action. This will require additional programming effort, but less memory will be required. Sometimes for undo/redo actions the command should store more information about the state of the receiver objects. A good idea in such cases is to use the Memento Pattern. Asynchronous Method Invocation Another usage for the command design pattern is to run commands asynchronous in background of an application. In this case the invoker is running in the main thread and sends the requests to the receiver which is running in a separate thread. The invoker will keep a queue of commands to be run and will send them to the receiver while it finishes running them. Instead of using one thread in which the receiver is running more threads can be created for this. But for performance issues (thread creation is consuming) the number of threads should be limited. In this case the invoker will use a pool of receiver threads to run command asynchronously. Adding new commands

The command object decouples the object that invokes the action from the object that performs the action. There are implementations of the pattern in which the invoker instantiates the concrete command objects. In this case if we need to add a new command type we need to change the invoker as well. And this would violate the Open Close Principle (OCP). In order to have the ability to add new commands with minimum of effort we have to make sure that the invoker is aware only about the abstract command class or interface. Using composite commands When adding new commands to the application we can use the composite pattern to group existing commands in another new command. This way, macros can be created from existing commands. Hot spot The main advantage of the command design pattern is that it decouples the object that invokes the operation from the one that know how to perform it. And this advantage must be kept. There are implementations of this design pattern in which the invoker is aware of the concrete commands classes. This is wrong making the implementation more tightly coupled. The invoker should be aware only about the abstract command class. Interpreter Motivation The Interpreter is one of the Design Patterns published in the GoF which is not really used. Ussualy the Interpreter Pattern is described in terms of formal grammars, like it was described in the original form in the GoF but the area where this design pattern can be applied can be extended. Intent - Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language. - Map a domain to a language, the language to a grammar, and the grammar to a hierarchical object-oriented design Implementation The implementation of the Interpreter pattern is just the use of the composite pattern applied to represent a grammar. The Interpreter defines the behaviour while the composite defines only the structure.

Applicability & Examples The Template Method pattern should be used: - The Interpreter pattern is used exaustively in defining grammars, tokenize input and store it. - A specific area where Interpreter can be used are the rules engines. - The Interpreter pattern can be used to add functionality to the composite pattern. Example 1 - Roman Numerals Convertor The classical example fot the interpreter pattern is the one of interpreting the roman numerals. The expresion to be interpreted is a string which is put in the context. The context consists of the remaining unparsed Roman Numeral string and of the result of the numerral that are already parsed. The context is passed to one of four sub-interpreters based on the type of interpreting(Thousand, Hundred, Ten, One). This example it's using only TerminalExpressions. The following participant classes are involved in this example: Context - keeps the current string that has to be parsed and the decimal that contains the conversion already done. Initially the context keeps the full string that has to be converted and 0 for the output decimal.

Expression - Consists of the interpret method which receives the context. Based on the current object it uses specific values for Thousand, Hundred, Ten, One and a specific multiplier. ThousandExpression, HundredExpression, TenExpression, OneExpression (TerminalExpression) - Those classes are usued to define each specific expression. Ussualy, the TerminalExpression classes implement the interpret method. In our case the method is already defined in the base Expression class and each TerminalExpression class defines its behaviour by implmenting the abstract methods: one, four(), five(), nine(), multiplier(). It is a template method pattern. Main(Client) - In our litle example this class is responsible to build the syntax tree representing a specific sentence in the language defined by the grammar. After the syntax tree is build the main method is invoking the interpret method. public class Context { private String input; private int output; public Context(String input) { this.input = input; } public String getInput() { return input; } public void setInput(String input) { this.input = input; } public int getOutput() { return output; } public void setOutput(int output) { this.output = output; } } public abstract class Expression { public void interpret(Context context)

{ if (context.getInput().length() == 0) return; if (context.getInput().startsWith(nine())) { context.setOutput(context.getOutput() + (9 * multiplier())); context.setInput(context.getInput().substring(2)); } else if (context.getInput().startsWith(four())) { context.setOutput(context.getOutput() + (4 * multiplier())); context.setInput(context.getInput().substring(2)); } else if (context.getInput().startsWith(five())) { context.setOutput(context.getOutput() + (5 * multiplier())); context.setInput( context.getInput().substring(1)); } while (context.getInput().startsWith(one())) { context.setOutput(context.getOutput() + (1 * multiplier())); context.setInput(context.getInput().substring(1)); } } public public public public public } public class ThousandExpression extends Expression{ public public public public public } public class HundredExpression extends Expression{ public String one() { return "C"; } public String four(){ return "CD"; } public String five(){ return "D"; } public String nine(){ return "CM"; } public int multiplier() { return 100; } } String one() { return "M"; } String four(){ return " "; } String five(){ return " "; } String nine(){ return " "; } int multiplier() { return 1000; } abstract abstract abstract abstract abstract String one(); String four(); String five(); String nine(); int multiplier();

public class TenExpression extends Expression{ public String one() { return "X"; } public String four(){ return "XL"; } public String five(){ return "L"; } public String nine(){ return "XC"; } public int multiplier() { return 10; } } public class OneExpression extends Expression{ public String one() { return "I"; } public String four(){ return "IV"; } public String five(){ return "V"; } public String nine(){ return "IX"; } public int multiplier() { return 1; } } public class MainInterpreter { /** * @param args */ public static void main(String[] args) { String roman = "MCMXXVIII"; Context context = new Context(roman); // Build the 'parse tree' ArrayList<Expression> tree = new ArrayList<Expression>(); tree.add(new ThousandExpression()); tree.add(new HundredExpression()); tree.add(new TenExpression()); tree.add(new OneExpression()); // Interpret for (Iterator it = tree.iterator(); it.hasNext();) { Expression exp = (Expression)it.next(); exp.interpret(context); } System.out.println(roman + " = " + Integer.toString(context.getOutput())); } }

Example 2 - Rule Validator

This example can be used to validate some conditions. Each expression is interpreted and the output for each expression is a boolean value. The following classes and entities are involved: String(Context) - The String is used as a context. The string that has to be interpreted is parsed. Expression - An abstract class with an abstract method called interpret. TerminalExpression - This is the terminal expression. Only one terminal expression class is defined in our example and it returns true if a token was found there. AlternationExpression, SequenceExpression(NonTerminalExpressions) - Implements logical operators(OR, AND) between 2 terminal or non terminal expressions. Main(Client) - builds the abstract tree and call the interpret method of the Interpreter tree. public abstract class Expression { abstract public boolean interpret(String str); } public class TerminalExpression extends Expression { private String literal = null; public TerminalExpression(String str) { literal = str; } public boolean interpret(String str) { StringTokenizer st = new StringTokenizer(str); while (st.hasMoreTokens()) { String test = st.nextToken(); if (test.equals(literal)) { return true; } } return false; } } public class OrExpression extends Expression{ private Expression expression1 = null; private Expression expression2 = null;

public OrExpression(Expression expression1, Expression expression2) { this.expression1 = expression1; this.expression2 = expression2; } public boolean interpret(String str) { return expression1.interpret(str) || expression2.interpret(str); } } public class AndExpression extends Expression{ private Expression expression1 = null; private Expression expression2 = null; public AndExpression(Expression expression1, Expression expression2) { this.expression1 = expression1; this.expression2 = expression2; } public boolean interpret(String str) { return expression1.interpret(str) && expression2.interpret(str); } } public class Main { /** * this method builds the interpreter tree * It defines the rule "Owen and (John or (Henry or Mary))" * @return */ static Expression buildInterpreterTree() { // Literal Expression terminal1 = new TerminalExpression("John"); Expression terminal2 = new TerminalExpression("Henry"); Expression terminal3 = new TerminalExpression("Mary"); Expression terminal4 = new TerminalExpression("Owen"); // Henry or Mary Expression alternation1 = new OrExpression(terminal2, terminal3); // John or (Henry or Mary) Expression alternation2 = new OrExpression(terminal1, alternation1); // Owen and (John or (Henry or Mary)) return new AndExpression(terminal4, alternation2);

} /** * main method - build the interpreter * and then interpret a specific sequence * @param args */ public static void main(String[] args) { String context = "Mary Owen"; Expression define = buildInterpreterTree(); System.out.println(context + " is " + define.interpret(context)); } } Conclusion The Interpreter pattern has a limited area where it can be applied. We can dsicuss the Interpreter pattern only in terms of formal grammars but in this area there are better solutions and this is the reason why this pattern is not so frequenlty used. This pattern can be applied for parssing light expressions defined in simple grammars and sometimes in simple rule engines. Iterator Motivation One of the most common data structures in software development is what is generic called a collection. A collection is just a grouping of some objects. They can have the same type or they can be all cast to a base type like object. A collection can be a list, an array, a tree and the examples can continue. But what is more important is that a collection should provide a way to access its elements without exposing its internal structure. We should have a mechanism to traverse in the same way a list or an array. It doesn't matter how they are internally represented. The idea of the iterator pattern is to take the responsibility of accessing and passing trough the objects of the collection and put it in the iterator object. The iterator object will maintain the state of the iteration, keeping track of the current item and having a way of identifying what elements are next to be iterated. Intent Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

The abstraction provided by the iterator pattern allows you to modify the collection implementation without making any changes outside of collection. It enables you to create a general purpose GUI component that will be able to iterate through any collection of the application. Implementation

Applicability & Examples The iterator pattern allow us to: access contents of a collection without exposing its internal structure. support multiple simultaneous traversals of a collection. provide a uniform interface for traversing different collection. Example 1: This exmple is using a collection of books and it uses an iterator to iterate through the collection. The main actors are: IIterator - This interface represent the AbstractIterator, defining the iterator BookIterator - This is the implementation of Iterator(implements the IIterator interface) IContainer - This is an interface defining the Agregate BooksCollection - An implementation of the collection Here is the code for the abstractions IIterator and IContainer:

interface IIterator { public boolean hasNext(); public Object next(); } interface IContainer { public IIterator createIterator(); } And here is the code for concrete classes for iterator and collection. Please note that the concrete iterator is an nested class. This way it can access all the members of the collection and it is encapsulated so other classes can not access the BookIterator. All the classes are not aware of BookIterator they uses the IIterator: class BooksCollection implements IContainer { private String m_titles[] = {"Design Patterns","1","2","3","4"}; public IIterator createIterator() { BookIterator result = new BookIterator(); return result; } private class BookIterator implements IIterator { private int m_position; public boolean hasNext() { if (m_position < m_titles.length) return true; else return false; } public Object next() { if (this.hasNext()) return m_titles[m_position++]; else return null; } } } Example 2: Java collection framework

Example 3: .NET collection framework Specific problems and implementation Iterator and multithreading Several problems may appear when collections are added from different threads. First of all let's see which the basic steps when using an iterator are: Step one: the collection return a new iterator (using in our example the createIterator method). Usually this step is not affected when it is used in multithreading environments because it returns a new iterator object. Step two: The iterator is used for iterating through the objects. Since the iterators are different objects this step is not a problematic one in multithreading environments. It seems that the iterator does not raise special problems when a collection is used from different threads. Of course here we are talking about an "seems". To reformulate the iterator does not raise special problems when the collection used from different threads as long the collection is not changed. Let's analyze each case: A new element is added to the collection (at the end). The iterator should be aware of the new size of the collection and to iterate till the end. A new element is added to the collection before the current element. In this case all the iterators of the collection should be aware of this. The same actions should occur when an element is removed from the collection. The iterators should be aware of the changes. The main task when creating a multithreading iterator is to create a robust iterator (that allows insertions and deletions without affection transversal). Then the blocks which are changing or accessing resources changed by another thread have to be synchronized. External vs. internal iterators. External Iterators - when the iteration is controlled by the collection object we say that we have an external Iterator. In languages like .net on java it's very easy to create external iterators. In our classical implementation an external iterator is implemented. In the following example an external iterator is used: // using iterators for a clloection of String objects: // using in a for loop for (Iterator it = options.iterator(); it.hasNext(); ) { String name = (String)it.next(); System.out.println(name); }

// using in while loop Iterator name = options.iterator(); while (name.hasNext() ){ System.out.println(name.next() ); } // using in a for-each loop (syntax available from java 1.5 and above) for (Object item : options) System.out.println(((String)item)); Internal Iterators - When the iterator controls it we have an internal iterator On the other side implementing and using internal iterators is really difficult. When an internal iterator is used it means that the code is be run is delegated to the aggregate object. For example in languages that offer support for this is easy to call internal iterators: collection do: [:each | each doSomething] (Smalltalk) The main idea is to pass the code to be executed to the collection. Then the collection will call internally the doSomething method on each of the components. In C++ it's possible to send the doMethod method as a pointer. In C# .NET or VB.NET it is possible to send the method as a delegate. In java the Functor design pattern has to be used. The main idea is to create a base Interface with only one method (doSomething). Then the method will be implemented in a class which implements the interface and the class will be passed to the collection to iterate. For more details see the Functor design pattern. Who defines the traversal algorithm? The algorithm for traversing the aggregate can be implemented in the iterator or in the aggregate itself. When the traversal algorithm is defined in the aggregate, the iterator is used only to store the state of the iterator. This kind of iterator is called a cursor because it points to the current position in the aggregate. The other option is to implement the traversal algorithm in the iterator. This option offers certain advantages and some disadvantages. For example it is easier to implement different algorithms to reuse the same iterators on different aggregates and to subclass the iterator in order to change its behavior. The main disadvantage is that the iterator will have to access internal members of the aggregate. In Java and .NET this can be done, without violating the encapsulation principle, by making the iterator an inner class of the aggregate class. Robust Iterators - Can the aggregate be modified while a traversal is ongoing? An iterator that allows insertion and deletions without affecting the

traversal and without making a copy of the aggregate is called a robust iterator. A robust iterator will make sure that when elements are added or removed from an aggregate during iteration; elements are not accessed twice or ignored. Lets' say we don't need a robust iterator. If the aggregate can not be modified (because the iteration is started), it should be made explicitly, meaning that the client should be aware of it. We can just return a false value what an element is added to the collection stating that the operation has failed, or we can throw an exception. An alternative solution is to add functions to change the aggregate in the iterator itself. For example we can add the following methods to our iterator: bool remove(); bool insertAfer(); bool insertBefore(); In the case when this solution is chosen the iterator handles the changes of the aggregator. In this case the operation to change the iteration should be added to the iterator interface or base class not to the implementation only, in order to have a general mechanism for the entire application. Mechanism provided by the programming language The iterator pattern can be implemented from scrach in Java or .NET, but there is already built-in support for Iterator Pattern (IEnumerator/IEnumerable in .NET and Iterator/Collection in JAVA). Hot Spot External vs. internal iterators - In languages like Java, C#, VB .NET, C++ is very easy to use external iterators. Who defines the traversal algorithm? - The aggregate can implement it or the iterator as well. Usually the algorithm is defined in the iterator. Robust Iterators - Can the aggregate be modified while a traversal is ongoing? Multithreading iterators - First of all multithreading iterators should be robust iterators. Second of all they should work in multithreading environments. Mediator Pattern Motivation In order to have a good object oriented design we have to create lots of classes interacting one with each other. If certain principles are not applied the final framework will end in a total mess where each object relies on many other objects in order to run. In order to avoid tight coupled frameworks, we need a mechanism to facilitate the interaction between objects in a manner in that objects are not aware of the existence of other objects.

Let's take the example of a screen. When we create it we add all sort of controls to the screen. This control need to interact with all the other control. For example when a button is pressed it must know if the data is valid in other controls. As you have seen if you created different applications using forms you don't have to modify each control class each time you add a new control to the form. All the operations between controls are managed by the form class itself. This class is called mediator. Intent Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.

Implementation Participants The participants classes in this pattern are: Mediator - defines an interface for communicating with Colleague objects. ConcreteMediator - knows the colleague classes and keep a reference to the colleague objects. - implements the communication and transfer the messages between the colleague classes Colleague classes - keep a reference to its Mediator object

- communicates with the Mediator whenever it would have otherwise communicated with another Colleague. Applicability According to Gamma et al, the Mediator pattern should be used when: a set of objects communicate in well-defined but complex ways. The resulting interdependencies are unstructured and difficult to understand. reusing an object is difficult because it refers to and communicates with many other objects. a behavior that's distributed between several classes should be customizable without a lot of subclassing. Examples Example 1 - GUI Libraries The mediator example is one pattern that is already used in many applications. One of the examples is represented by the Dialog classes in GUI applications frameworks. A Dialog window is a collection of graphic and non-graphic controls. The Dialog class provides the mechanism to facilitate the interaction between controls. For example, when a new value is selected from a ComboBox object a Label has to display a new value. Both the ComboBox and the Label are not aware of each other structure and all the interaction is managed by the Dialog object. Each control is not aware of the existence of other controls. Example 2 - Chat application The chat application is another example of the mediator pattern. In a chat application we can have several participants. It's not a good idea to connect each participant to all the others because the number of connections would be really high, there would be technical problems due to proxies and firewalls, etc... . The most appropriate solution is to have a hub where all participants will connect; this hub is just the mediator class. Participants: Chatroom(Mediator) - Defines the interface for interacting with participants ChatroomImpl (ConcreteMediator) - implements the operations defined by the Chatroom interface. The operations are managing the interactions between the objects: when one participant sends a message, the message is sent to the other participants. Participant(Collegue) - defines an interface for the participants. HumanParticipant, Bot (ConcreteCollegue) - implements participants; the participant can be a human or a bot, each one having a distinct implementation but implementing the same

interface. Each participant will keep only a reference to the mediator. Specific problems and implementation Abstract Mediators There is no need to create an Abstract Mediator class or an interface as long as the colleagues are going to use only one mediator. The definition of an abstract Mediator is required only if the colleagues needs to work with different mediators. Communication between mediators and colleagues There are different ways to realize the communication between the colleagues and its mediator: One of the most used methods is to use the Observer pattern. The mediator can be also an observer and the Colleagues can be implement an observable object. Each time an change is made in the state of the observable object, the observer(mediator) gets notified and it notify all other colleagues objects. Alternative methods can be used to send messages to the mediator. For example a simple delegation can be used and specialised methods can be exposed by the mediator In more complex implementations asynchronous messages can be added to to a message queue, from where they can be picked up by the mediator object Complexity of Mediator object The mediator object handles all the interaction between the participants objects. One potential problem is complexity of the mediator when the number of participants is a high and the different participant classes is high. If you created custom dialogs for GUI applications you remember that after some time the dialogs classes become really complex because they had to manage a lot of operations. Consequences As with most design patterns, there are both advantages and disadvantages of using the Mediator Patern. The following section will briefly outline a few of these issues. Advantages Comprehension - The mediator encapsulate the logic of mediation between the colleagues. From this reason it' more easier to understand this logic since it is kept in only one class. Decoupled Colleagues - The colleague classes are totally decoupled. Adding a new colleague class is very easy due to this decoupling level.

Simplified object protocols - The colleague objects need to communicate only with the mediator objects. Practically the mediator pattern reduce the required communication channels(protocols) from many to many to one to many and many to one. Limits Subclassing - Because the entire communication logic is encapsulated by the mediator class, when this logic need to be extended only the mediator class need to be extended. Disadvantages Complexity - in practice the mediators tends to become more complex and complex. A good practice is to take care to make the mediator classes responsible only for the communication part. For example when implementing different screens the the screen class should not contain code which is not a part of the screen operations. It should be put in some other classes. Related Patterns There are a few design patterns that are closely related to the Mediator pattern and are often used in conjunction with it. Facade Pattern - a simplified mediator becomes a facade pattern if the mediator is the only active class and the colleagues are passive classes. A facade pattern is just an implementation of the mediator pattern where mediator is the only object triggering and invoking actions on passive colleague classes. The Facade is being call by some external classes. Adapter Pattern - the mediator patter just "mediate" the requests between the colleague classes. It is not supposed to change the messages it receives and sends; if it alters those messages then it is an Adapter pattern. Observer Pattern - the observer and mediator are similar patterns, solving the same problem. The main difference between them is the problem they address. The observer pattern handles the communication between observers and subjects or subject. It's very probable to have new observable objects added. On the other side in the mediator pattern the mediator class is the the most likely class to be inherited. Known Uses In the following section, we'll discuss some real-world uses of the Mediator pattern. You'll find the Mediator in many situations where there are many components that must interact with one another in complex ways. User Interfaces Maybe the mediator pattern is mostly used in the user interfaces. Almost any GUI framework is build around it. Like discussed before, the classes representing forms (Dialog, Form,... ) represents the the mediator while each control represents a colleague. The form class provides the mechanism to facilitate the interaction between controls; an inherited class is created each time a new screen is

created and the specific code is written in this class. This way, the controls communication is mediated by this form class. Java Message Service The Java Message Service (JMS) API is a Java Message Oriented Middleware (MOM) API for sending messages between two or more clients. The JMS API supports 2 models. One of them is the publishsubscribe model. It is an implementation of the mediator pattern. The messages can be publisehd based on a particular topic. The publisher has to create a subscription to which different subscribers may subscribe. Zero or more subscribers may subscribe to receive messages on a particular message topic. The publisher and the subscriber doesn't know one about eachother, the subscriber can be even inactive. In this case the subscriber receives the messages when it will become active. Conclusion The mediator pattern is used to takes the role of a hub or router and facilitates the communication between many classes. A similarity can be made with the database systems. The mediator transform a hard to implement relation of many to many, where each calls has to communicate with each other class, in 2 relations, easy to implement, of many to one and one to many, where the communication is handled by the mediator class. Memento Pattern Motivation It is sometimes necessary to capture the internal state of an object at some point and have the ability to restore the object to that state later in time. Such a case is useful in case of error or failure. Consider the case of a calculator object with an undo operation such a calculator could simply maintain a list of all previous operation that it has performed and thus would be able to restore a previous calculation it has performed. This would cause the calculator object to become larger, more complex, and heavyweight, as the calculator object would have to provide additional undo functionality and should maintain a list of all previous operations. This functionality can be moved out of the calculator class, so that an external (let's call it undo manager class) can collect the internal state of the calculator and save it. However providing the explicit access to every state variable of the calculator to the restore manager would be impractical and would violate the encapsulation principle.

Intent

The intent of this pattern is to capture the internal state of an object without violating encapsulation and thus providing a mean for restoring the object into initial state when needed. Implementation The figure below shows a UML class diagram for the Memento Pattern:

Memento Stores internal state of the Originator object. The state can include any number of state variables. The Memento must have two interfaces, an interface to the caretaker. This interface must not allow any operations or any access to internal state stored by the memento and thus honors encapsulation. The other interface is to the originator and allows the originator to access any state variables necessary to for the originator to restore previous state. Originator Creates a memento object capturing the originators internal state. Use the memento object to restore its previous state. Caretaker Responsible for keeping the memento. The memento is opaque to the caretaker, and the caretaker must not operate on it. A Caretaker would like to perform an operation on the Originator while having the possibility to rollback. The caretaker calls the createMemento() method on the originator asking the originator to pass it a memento object. At this point the originator creates a memento object saving its internal state and passes the memento to the caretaker. The caretaker maintains the memento object and performs the operation. In case of the need to undo the operation, the caretaker calls the setMemento() method on the originator passing the maintained memento object. The originator would accept the memento, using it to restore its previous state. Applicability & Examples The memento pattern is used when a snapshot of an object's state must be captured so that it can be restored to that state later and in situations where explicitly passing the state of the object would violate encapsulation. Example - Simple Calculator with Undo Operation.

This simple example is a calculator that finds the result of addition of two numbers, with the additional option to undo last operation and restore previous result.

Source: Click here to see java source code Specific problems and implementation Database Transactions Transactions are operations on the database that occur in an atomic, consistent, durable, and isolated fashion. A transaction can contain multiple operations on the database; each operation can succeed or fail, however a transaction guarantees that if all operations succeed, the transaction would commit and would be final. And if any operation fails, then the transaction would fail and all operations would rollback and leave the database as if nothing has happened. This mechanism of rolling back uses the memento design pattern. Consider an object representing a database table, a transaction manager object which is responsible of performing transactions must perform operations on the table object while having the ability to undo the operation if it fails, or if any operation on any other table object fails. To be able to rollback, the transaction manager object would ask the table object for a memento before performing an operation and thus in case of failure, the memento object would be used to restore the table to its previous state. Consequences Memento protects encapsulation and avoids exposing originator's internal state and implementation. It also simplifies originator code such that the originator does not need to keep track of its previous state since this is the responsibility of the CareTaker.

Using the memento pattern can be expensive depending on the amount of state information that has to be stored inside the memento object. In addition the caretaker must contain additional logic to be able to manage mementos. Related Patterns Command Pattern - Commands can use mementos to maintain state for undoable operations. Known Uses Undo and restore operations in most software. Database transactions discussed earlier. Observer Pattern Motivation We can not talk about Object Oriented Programming without considering the state of the objects. After all object oriented programming is about objects and their interaction. The cases when certain objects need to be informed about the changes occured in other objects are frequent. To have a good design means to decouple as much as possible and to reduce the dependencies. The Observer Design Pattern can be used whenever a subject has to be observed by one or more observers. Let's assume we have a stock system which provides data for several types of client. We want to have a client implemented as a web based application but in near future we need to add clients for mobile devices, Palm or Pocket PC, or to have a system to notify the users with sms alerts. Now it's simple to see what we need from the observer pattern: we need to separate the subject(stocks server) from it's observers(client applications) in such a way that adding new observer will be transparent for the server. Intent Defines a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

Implementation The participants classes in this pattern are: Observable - interface or abstract class defining the operations for attaching and de-attaching observers to the client. In the GOF book this class/interface is known as Subject. ConcreteObservable - concrete Observable class. It maintain the state of the object and when a change in the state occurs it notifies the attached Observers. Observer - interface or abstract class defining the operations to be used to notify this object. ConcreteObserverA, ConcreteObserver2 - concrete Observer implementations. The flow is simple: the main framework instantiate the ConcreteObservable object. Then it instantiate and attaches the concrete observers to it using the methods defined in the Observable interface. Each time the state of the subject it's changing it notifies all the attached Observers using the methods defined in the Observer interface. When a new Observer is added to the application, all we need to do is to instantiate it in the main framework and to add attach it to the Observable object. The classes already created will remain unchanged.

Applicability & Examples The observer pattern is used when: the change of a state in one object must be reflected in another object without keeping the objects tight coupled.

the framework we are writing needs to be enhanced in future with new observers with minimal changes. Some Classical Examples: Model View Controller Pattern - The observer pattern is used in the model view controller (MVC) architectural pattern. In MVC the this pattern is used to decouple the model from the view. View represents the Observer and the model is the Observable object. Event management - This is one of the domains where the Observer patterns is extensively used. Swing and .Net are extensively using the Observer pattern for implementing the events mechanism. Example - News Agency Lets' take the example of a news agency. A news agency gather news news and publish them to different subscribers. We need to create a framework for and agency to be able to inform immediately, when event occurs, its subscribers about the event. The subscribers can receive the news in different ways: Emails, SMS, ... The solution need to be extensively enough to support new types of subscribers(maybe new communication technologies will appear).

Obviously, the agency is represented by an Observable(Subject) class named NewsPublisher. This one is created as an abstract class because the agency want to create several types of Observable objects: in the beginning only for business news, but after some time sport and political new will be published. The concrete class is BusinessNewsPublisher. The observer logic is implemented in NewsPublisher. It keeps a list of all it subscribers and it informs them about the latest news. The subscribers are represented by some observers (SMSSubscriber,

EmailSubscriber). Both the observers mentioned above are inherited from the Subscriber. The subscriber is the abstract class which is known to the publisher. The publisher doesn't know about concrete observers, it knows only about their abstraction. In the main class a publisher(Observable) is built and a few subscribers(Observers). The subscribers are subscribed to the publisher and they can be unsubscribed. In this architecture new types of subscribers can be easily added(instant messaging, ...) and new types of publishers(Weather News, Sport News, ...). Specific Implementation Problems Many subjects to Many observers It's not a common situation but there are cases when a there are many observers that need to observe more than one subject. In this case the observer need to be notified not only about the change, but also which is the subject with the state changed. This can be realized very simple by adding to the subjects reference in the update notification method. The subject will pass a reference to itself(this) to the when notify the observer. Who triggers the update? The communication between the subject and its observers is done through the notify method declared in observer interface. But who it cat be triggered from either subject or observer object. Usually the notify method is triggered by the subject when it's state is changed. But sometimes when the updates are frequent the consecutive changes in the subject will determine many unnecessary refresh operations in the observer. In order to make this process more efficient the observer can be made responsible for starting the notify operation when it consider necessary. Making sure Subject state is self-consistent before notification The subject state should be consistent when the notify operation is triggered. If changes are made in the subject state after the observer is notified, it will will be refreshed with an old state. This seems hard to achieve but in practice this can be easily done when Subject subclass operations call inherited operations. In the following example, the observer is notified when the subject is in an inconsistent state: class Observable{ ... int state = 0; int additionalState = 0; public updateState(int increment)

{ state = state + increment; notifyObservers(); } ... } class ConcreteObservable extends Observable{ ... public updateState(int increment){ super.updateState(increment); // the observers are notified additionalState = additionalState + increment; // the state is changed after the notifiers are updated } ... } This pitfall can be avoided using template methods in the abstract subject superclass for calling the notify operations. Then subject subclass will implement the operations(s) of the template: class Observable{ ... int state = 0; int additionalState = 0; public void final updateState(int increment) { doUpdateState(increment); notifyObservers(); } public void doUpdateState(int increment) { state = state + increment; } ... } class ConcreteObservable extends Observable{ ... public doUpdateState(int increment){ super.doUpdateState(increment); // the observers are notified additionalState = additionalState + increment; // the state is changed after the notifiers are updated } ... } The Operations defined in the subject base class which triggers notify operation should be documented. Push and pull communication methods

There are 2 methods of passing the data from the subject to the observer when the state is being changed in the subject side: Push model - The subjects send detailed information about the change to the observer whether it uses it or not. Because the subject needs to send the detailed information to the observer this might be inefficient when a large amount of data needs to be sent and it is not used. Another aproach would be to send only the information required by the observer. In this case the subject should be able to distinguish between different types of observers and to know the required data of each of them, meaning that the subject layer is more coupled to observer layer. Pull model - The subject just notifies the observers when a change in his state appears and it's the responsibility of each observer to pull the required data from the subject. This can be inefficient because the communication is done in 2 steps and problems might appear in multithreading environments. Specifying points of interests The efficiency can be improved by specifying which are the events on which each observer is interested. This can be realized by adding a new class defining an aspect. When an observer is registering it will provide the aspects in which it is interested: class Subject{ ... void attach(Observer observer, Aspect interest); ... } Encapsulating complex update semantics When we have several subjects and observers the relations between them we'll become more complex. First of all are have a many to many relation, more difficult to manage directly. Second of all the relation between subjects and observers can contain some logic. Maybe we want to have an observer notified only when all the subjects will change their states. In this case we should introduce another object responsible (called ChangeManager) for the following actions: to maintain the many to many relations between the subjects and their observers. to encapsulate the logic of notify the observers. to receive the notifications from subjects and delegate them to the observers(based on the logic it encapsulate) Basically the Change Manager is an observer because if gets notified of the changes of the subject and in the same time is an subject because it notify the observers. The ChangeManager is an implemenation of the Mediator pattern.

The Observer pattern is usually used in combination with other design patterns: Factory pattern - It's very likely to use the factory pattern to create the Observers so no changes will be required even in the main framework. The new observers can be added directly in the configuration files. Template Method - The observer pattern can be used in conjunction with the Template Method Pattern to make sure that Subject state is self-consistent before notification Mediator Pattern - The mediator pattern can be used when we have cases of complex cases of many subjects an many observersStrategy Motivation There are common situations when classes differ only in their behavior. For this cases is a good idea to isolate the algorithms in separate classes in order to have the ability to select different algorithms at runtime. Intent Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. Implementation

Strategy - defines an interface common to all supported algorithms. Context uses this interface to call the algorithm defined by a ConcreteStrategy. ConcreteStrategy - each concrete strategy implements an algorithm.

Context contains a reference to a strategy object. may define an interface that lets strategy accessing its data. The Context objects contains a reference to the ConcreteStrategy that should be used. When an operation is required then the algorithm is run from the strategy object. The Context is not aware of the strategy implementation. If necessary, addition objects can be defined to pass data from context object to strategy. The context object receives requests from the client and delegates them to the strategy object. Usually the ConcreteStartegy is created by the client and passed to the context. From this point the clients interacts only with the context. Applicability & Examples Example - Robots Application

Let's consider an application used to simulate and study robots interaction. For the beginning a simple application is created to simulate an arena where robots are interacting. We have the following classes: IBehaviour (Strategy) - an interface that defines the behavior of a robot Conctete Strategies: AggressiveBehaviour, DefensiveBehaviour, NormalBehaviour; each of them defines a specific behavior. In order to decide the action this class needs information that is passed from robot sensors like position, close obstacles, etc.

Robot - The robot is the context class. It keeps or gets context information such as position, close obstacles, etc, and passes necessary information to the Strategy class. In the main section of the application the several robots are created and several different behaviors are created. Each robot has a different behavior assigned: 'Big Robot' is an aggressive one and attacks any other robot found, 'George v.2.1' is really scared and run away in the opposite direction when it encounter another robot and 'R2' is pretty calm and ignore any other robot. At some point the behaviors are changed for each robot. public interface IBehaviour { public int moveCommand(); } public class AgressiveBehaviour implements IBehaviour{ public int moveCommand() { System.out.println("\tAgressive Behaviour: if find another robot attack it"); return 1; } } public class DefensiveBehaviour implements IBehaviour{ public int moveCommand() { System.out.println("\tDefensive Behaviour: if find another robot run from it"); return -1; } } public class NormalBehaviour implements IBehaviour{ public int moveCommand() { System.out.println("\tNormal Behaviour: if find another robot ignore it"); return 0; } } public class Robot { IBehaviour behaviour; String name; public Robot(String name) { this.name = name; } public void setBehaviour(IBehaviour behaviour)

{ this.behaviour = behaviour; } public IBehaviour getBehaviour() { return behaviour; } public void move() { System.out.println(this.name + ": Based on current position" + "the behaviour object decide the next move:"); int command = behaviour.moveCommand(); // ... send the command to mechanisms System.out.println("\tThe result returned by behaviour object " + "is sent to the movement mechanisms "+ " for the robot '" + this.name + "'"); } public String getName() { return name; } public void setName(String name) { this.name = name; } } public class Main { public static void main(String[] args) { Robot r1 = new Robot("Big Robot"); Robot r2 = new Robot("George v.2.1"); Robot r3 = new Robot("R2"); r1.setBehaviour(new AgressiveBehaviour()); r2.setBehaviour(new DefensiveBehaviour()); r3.setBehaviour(new NormalBehaviour()); r1.move(); r2.move(); r3.move(); System.out.println("\r\nNew behaviours: " + "\r\n\t'Big Robot' gets really scared" +

"\r\n\t, 'George v.2.1' becomes really mad because" + "it's always attacked by other robots" + "\r\n\t and R2 keeps its calm\r\n"); r1.setBehaviour(new DefensiveBehaviour()); r2.setBehaviour(new AgressiveBehaviour()); r1.move(); r2.move(); r3.move(); } } Specific problems and implementation Passing data to/from Strategy object Usually each strategy need data from the context have to return some processed data to the context. This can be achieved in 2 ways. creating some additional classes to encapsulate the specific data. passing the context object itself to the strategy objects. The strategy object can set returning data directly in the context. When data should be passed the drawbacks of each method should be analyzed. For example, if some classes are created to encapsulate additional data, a special care should be paid to what fields are included in the classes. Maybe in the current implementation all required fields are added, but maybe in the future some new strategy concrete classes require data from context which are not include in additional classes. Another fact should be specified at this point: it's very likely that some of the strategy concrete classes will not use field passed to the in the additional classes. On the other side, if the context object is passed to the strategy then we have a tighter coupling between strategy and context. Families of related algorithms. The strategies can be defined as a hierarchy of classes offering the ability to extend and customize the existing algorithms from an application. At this point the composite design pattern can be used with a special care. Optionally Concrete Strategy Objects It's possible to implement a context object that carries an implementation for default or a basic algorithm. While running it, it checks if it contains a strategy object. If not it will run the default code and that's it. If a strategy object is found, it is called instead

(or in addition) of the default code. This is an elegant solution to exposing some customization points to be used only when they are required. Otherwise the clients don't have to deal with Strategy objects. Strategy and Creational Patterns In the classic implementation of the pattern the client should be aware of the strategy concrete classes. In order to decouple the client class from strategy classes is possible to use a factory class inside the context object to create the strategy object to be used. By doing so the client has only to send a parameter (like a string) to the context asking to use a specific algorithm, being totally decoupled of strategy classes. Strategy and Bridge Both of the patterns have the same UML diagram. But they differ in their intent since the strategy is related with the behavior and bridge is for structure. Further more, the coupling between the context and strategies is tighter that the coupling between the abstraction and implementation in the bring pattern. Hot points The strategy design pattern splits the behavior (there are many behaviors) of a class from the class itself. This has some advantages, but the main draw back is that a client must understand how the Strategies differ. Since clients get exposed to implementation issues the strategy design pattern should be used only when the variation in behavior is relevant to them. Template Method Motivation If we take a look at the dictionary definition of a template we can see that a template is a preset format, used as a starting point for a particular application so that the format does not have to be recreated each time it is used. On the same idea is the template method is based. A template method defines an algorithm in a base class using abstract operations that subclasses override to provide concrete behavior. Intent - Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. - Template Method lets subclasses redefine certain steps of an algorithm without letting them to change the algorithm's structure.

Implementation AbstractClass - defines abstract primitive operations that concrete subclasses define to implement steps of an algorithm. - implements a template method which defines the skeleton of an algorithm. The template method calls primitive operations as well as operations defined in AbstractClass or those of other objects. ConcreteClass - implements the primitive operations to carry out subclass-specific steps of the algorithm. When a concrete class is called the template method code will be executed from the base class while for each method used inside the template method will be called the implementation from the derived class. Applicability & Examples The Template Method pattern should be used: - to implement the invariant parts of an algorithm once and leave it up to subclasses to implement the behavior that can vary. - when refactoring is performed and common behavior is identified among classes. A abstract base class containing all the common code (in the template method) should be created to avoid code duplication. Example - Application used by a travel agency.

Lets' assume we have to develop an application for a travel agency. The travel agency is managing each trip. All the trips contain common behavior but there are several packages. For example each trip contains the basic steps: - The tourists are transported to the holiday location by plane/train/ships,... - Each day they are visiting something - They are returning back home. So we create an abstract class containing each step as an abstract method and one concrete and final method that calls all the abstracts methods. Then we create one superclass for each package: public class Trip { public final void performTrip(){ doComingTransport(); doDayA(); doDayB(); doDayC();

doReturningTransport } public public public public public } public class PackageA extends Trip { public void doComingTransport() { System.out.println("The turists are } public void doDayA() { System.out.println("The turists are aquarium ..."); } public void doDayB() { System.out.println("The turists are beach ..."); } public void doDayC() { System.out.println("The turists are mountains ..."); } public void doReturningTransport() { System.out.println("The turists are air ..."); } } public class PackageB extends Trip { public void doComingTransport() { System.out.println("The turists are } public void doDayA() { System.out.println("The turists are mountain ..."); } public void doDayB() { System.out.println("The turists are beach ..."); } public void doDayC() { System.out.println("The turists are } public void doReturningTransport() { System.out.println("The turists are train ..."); } } abstract abstract abstract abstract abstract void void void void void doComingTransport(); doDayA(); doDayB(); doDayC(); doReturningTransport();

comming by air ..."); visiting the

going to the

going to

going home by

comming by train ..."); visiting the

going to the

going to zoo ..."); going home by

Specific problems and implementation Concrete base class It is not necessary to have the superclass as a abstract class. It can be a concrete class containing a method (template method) and some default functionality. In this case the primitive methods can not be abstract and this is a flaw because it is not so clear which methods have to be overridden and which not. A concrete base class should be used only when customizations hooks are implemented. Template method can not be overridden The template method implemented by the base class should not be overridden. The specific programming language modifiers should be used to ensure this. Customization Hooks A particular case of the template method pattern is represented by the hooks. The hooks are generally empty methods that are called in superclass (and does nothing because are empty), but can be implemented in subclasses. Customization Hooks can be considered a particular case of the template method as well as a totally different mechanism. Usually a subclass can have a method extended by overriding id and calling the parent method explicitly: class Subclass extends Superclass { ... void something() { // some customization code to extend functionality super. something (); // some customization code to extend functionality } } Unfortunately it is easy to forget to call the super and this is forcing the developer to check the existing code from the method in Superclass. Instead of overriding some hook methods can be added. Then in the subclasses only the hooks should be implemented without being aware of the method something: class Superclass { ... protected void preSomethingHook(){} protected void postSomethingHook(){}

void something() { preSomethingHook(); // something implementation postSomethingHook(); } } class Subclass extends Superclass { protected void preSomethingHook() { // customization code } protected void postSomethingHook() { // customization code } } Minimizing primitive methods number It's important when designing template methods to minimize the number of primitive methods that a subclass must override in order to provide a clear an easy way to implement concrete templates. Naming Convetions In order to identify the primitive methods is it better to use a specific naming convention. For example the prefix do can be used for primitive methods. In a similar way the customizations hooks can have prefixes like pre and post. When methods that should be abstract or not When there is a method in the base class that should contain default some code, but on the other side it's necessary to be extended in the subclasses it should be split in 2 methods: one abstract and one concrete. We can not rely in the fact that the subclasses will override the method and will call the super implementation in it like this: void something() { super. something (); // extending the method } Template Method and Strategy Design Pattern The strategy pattern is with Template Method pattern. The difference consists in the fact that Strategy uses delegation while the Template Methods uses the inheritance.

Hot points Template method is using as an inverted controls structure, sometimes referred as the Hollywood principle: from the superclass point of view: Don't call us, we'll call you. This refers to the fact that instead of calling the methods from base class in the subclasses, the methods from subclass are called in the template method from superclass. Due to the above fact a special care should be paid to the access modifiers: the template method should be implemented only in the base class, and the primitive method should be implemented in the subclasses. A particular case of the template method is represented by the customization hooks. Visitor Pattern Motivation Collections are data types widely used in object oriented programming. Often collections contain objects of different types and in those cases some operations have to be performed on all the collection elements without knowing the type.

A possible approach to apply a specific operation on objects of different types in a collection would be the use if blocks in conjunction with 'instanceof' for each element. This approach is not a nice one, not flexible and not object oriented at all. At this point we should think to the Open Close principle and we should remember from there that we can replace if blocks with an abstract class and each concrete class will implement its own operation. Intent Represents an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates. Implementation

The participants classes in this pattern are: Visitor - This is an interface or an abstract class used to declare the visit operations for all the types of visitable classes. Usually the name of the operation is the same and the operations are differentiated by the method signature: The input object type decides which of the method is called. ConcreteVisitor - For each type of visitor all the visit methods, declared in abstract visitor, must be implemented. Each Visitor will be responsible for different operations. When a new visitor is defined it has to be passed to the object structure. Visitable - is an abstraction which declares the accept operation. This is the entry point which enables an object to be "visited" by the visitor object. Each object from a collection should implement this abstraction in order to be able to be visited. ConcreteVisitable - Those classes implements the Visitable interface or class and defines the accept operation. The visitor object is passed to this object using the accept operation. ObjectStructure - This is a class containing all the objects that can be visited. It offers a mechanism to iterate through all the elements.

This structure is not necessarily a collection. In can be a complex structure, such as a composite object. Applicability & Examples The visitor pattern is used when: Similar operations have to be performed on objects of different types grouped in a structure (a collection or a more complex structure). There are many distinct and unrelated operations needed to be performed. Visitor pattern allows us to create a separate visitor concrete class for each type of operation and to separate this operation implementation from the objects structure. The object structure is not likely to be changed but is very probable to have new operations which have to be added. Since the pattern separates the visitor (representing operations, algorithms, behaviors) from the object structure it's very easy to add new visitors as long as the structure remains unchanged. Example 1 - Customers Application. We want to create a reporting module in our application to make statistics about a group of customers. The statistics should made very detailed so all the data related to the customer must be parsed. All the entities involved in this hierarchy must accept a visitor so the CustomerGroup, Customer, Order and Item are visitable objects. In the example we can see the following actors: IVisitor and IVisitable interfaces CustomerGroup, Customer, Order and Item are all visitable classes. A CustomerGroup represents a group of customers, each Customer can have one or more orders and each order can have one ore more Items. GeneralReport is a visitor class and implements the IVisitor interface. Source: Click here to see java source code

Specific problems and implementation Tight Coupled Visitable objects The classic implementation of the Visitor pattern have a major drawback because the type of visitor methods has to be known in advance. The Visitor interface can be defined using polymorphic methods or methods with different names: public interface IVisitor { public void visit(Customer customer); public void visit(Order order); public void visit(Item item); } public interface IVisitor { public void visitCustomer(Customer customer); public void visitOrder(Order order); public void visitItem(Item item); } However this type should be known in advance. When a new type is added to the structure a new method should be added to this interface and all existing visitors have to be changed accordingly. A pair method is written in the concrete Visitable objects:

public class Customer implements IVisitable{ public void accept(IVisitor visitor) { visitor.visit(this); } } It doesn't really matters if the polymorphic methods with the same name but different signatures are used or not, because in either way the type is known at compile time sot for each new visitable object this method must be implemented accordingly. The main advantage of the fact that new visitors can be easily added is compensated by the fact that the addition of new visitable objects is really hard. Visitor Pattern using Reflection Reflection can be used to overcome the main drawback of the visitor pattern. When the standard implementation of visitor pattern is used the method to invoke is determined at runtime. Reflection is the mechanism used to determine the method to be called at compile-time. This way the visitable object will use the same code in the accept method. This code can be moved in an abstraction so the IVisitable interface will be transformed to an advanced class. Let's take our example. We need to add a new visitable class in our structure, called Product. We should modify the IVisitor interface to add a visitProduct method. But changing an interface is one of the worth things that can be done. Usually, interfaces are extended by lots of classes changing the interface means changing the classes. Maybe we have lots of visitors but we don't want to change all of them, we need only another report. In this case we start from the idea that we should keep the interface unchanged. The solution is to replace the interface with an abstract class and to add an abstract method called defaultVisit. The defaultVisit will be implemented by each new concrete visitor, but the interface and old concrete visitors will remain unchanged. The code is very simple: the visit(Object object) method check if there is visit method for the specific object. If there is not an available visit the call is delegated to the defaultVisit method: public abstract class Visitor { public public public public abstract abstract abstract abstract void void void void visit(Customer customer); visit(Order order); visit(Item item); defaultVisit(Object object);

public void visit(Object object) { try

{ Method downPolymorphic = object.getClass().getMethod("visit", new Class[] { object.getClass() }); if (downPolymorphic == null) { defaultVisit(object); } else { downPolymorphic.invoke(this, new Object[] {object}); } } catch (NoSuchMethodException e) { this.defaultVisit(object); } catch (InvocationTargetException e) { this.defaultVisit(object); } catch (IllegalAccessException e) { this.defaultVisit(object); } } } Another point that should be marked is the defaultVisit method: We should visit only classes we know: public void defaultVisit(Object object) { // if we don't know the class we do nothing if (object.getClass().equals(Product.class)) { System.out.println("default visit: " + object.getClass().getSimpleName()); itemsNo++; } } Statefull Visitors The visitors objects can be complex objects and can maintain a context during a traversal. Encapsulation of visitable objects The behavior is defined in the visitor itself and the objects structure is represented by visitable objects. The Visitor needs to access data kept by visitable objects so practically the pattern forces to expose

from visitable objects the data required in the visitor, using public methods. Visitors and Iterators The iterator pattern and visitor pattern has the same benefit, they are used to traverse object structures. The main difference is that the iterator is intended to be used on collections. Usually collections contain objects of the same type. The visitor pattern can be used on complex structure such as hierarchical structures or composite structures. In this case the accept method of a complex object should call the accept method of all the child objects. Another difference is operation performed on the objects: In one case the visitor defines the operations that should be performed, while the iterator is used by the client to iterate through the objects form a collection and the operations are defined by the client itself. Visitors and Composites The visitor pattern can be used in addition with the composite pattern. The object structure can be a composite structure. In this case in the implementation of the accept method of the composite object the accept methods of the component object has to be invoked. Hot Points: The visitor pattern is a great way to provide a flexible design for adding new visitors to extend existing functionality without changing existing code The Visitor pattern comes with a drawback: If a new visitable object is added to the framework structure all the implemented visitors need to be modified. The separation of visitors and visitable is only in one sense: visitors depend of visitable objects while visitable are not dependent of visitors. Part of the dependency problems can be solved by using reflection with a performance cost. Null Object Pattern Motivation There are some cases when a system has to use some functionality and some cases when it doesn't. Let's say we have to implement a class that should send the results to a log file or to the console. But this is just an additional option and the data is logged depending on the configuration values.

If there are cases when the client module does not have to log any data then it has to check the configuration parameter in and if block and then to call or not the Logger class. But as we know the 'if' block is not an elegant solution. Intent Provide an object as a surrogate for the lack of an object of a given type. The Null Object Pattern provides intelligent do nothing behavior, hiding the details from its collaborators.

Implementation The participants classes in this pattern are: AbstractClass - defines abstract primitive operations that concrete implementations have to define. RealClass - a real implementation of the AbstractClass performing some real actions. NullClass - a implementation which do nothing of the abstract class, in order to provide a non-null object to the client. Client - the client gets an implementation of the abstract class and uses it. It doesn't really care if the implementation is a null object or an real object since both of them are used in the same way. Applicability & Examples

Example: Log System Let's say we need a logging framework in order to support the logging of an application. The framework must fulfill the following requirements: The destination of the output messages should be selected from a configuration file and it can be one of the following options: Log File, Standard Console or Log Disabled. Must be open for extension; new logging mechanism can be added without touching the existing code. Specific problems and implementation Null Object and Factory The Null Object design pattern is more likely to be used in conjunction with the Factory pattern. The reason for this is obvious: A Concrete Classes need to be instantiated and then to be served to the client. The client uses the concrete class. The concrete class can be a Real Object or a Null Object. Null Object and Template Method The Template method design pattern need to define an abstract class that define the template and each concrete class implements the steps for the template. If there are cases when sometimes template is called and sometimes not then, in order to avoid the checking a Null Object can be use to implement a Concrete Template that does nothing. Removing old functionality The Null Object can be used to remove old functionality by replacing it with null objects. The big advantage is that the existing code doesn't need to be touched. Conclusion The Null Object Pattern is used to avoid special if blocks for do nothing code, by putting the do nothing code in the Null Object which becomes responsible for doing nothing. The client is not aware anymore if the real object or the null object is called so the 'if' section is removed from client implementation. Structural Patterns Structural Patterns are the design patterns used to define structures of objects and classes that can work together and to define how the relations can be defined between entities.

Adapter Pattern Bridge Pattern Composite Pattern Decorator Pattern Flyweight Pattern Proxy Pattern Adapter Pattern Motivation The adapter pattern is adapting between classes and objects. Like any adapter in the real world it is used to be an interface, a bridge between two objects. In real world we have adapters for power supplies, adapters for camera memory cards, and so on. Probably everyone have seen some adapters for memory cards. If you can not plug in the camera memory in your laptop you can use and adapter. You plug the camera memory in the adapter and the adapter in to laptop slot. That's it, it's really simple. What about software development? It's the same. Can you imagine an situation when you have some class expecting some type of object and you have an object offering the same features, but exposing a different interface? Of course, you want to use both of them so you don't to implement again one of them, and you don't want to change existing classes, so why not create an adapter... Intent Convert the interface of a class into another interface clients expect. Adapter lets classes work together, that could not otherwise because of incompatible interfaces. Implementation The figure below shows a UML class diagram for the Adapter Pattern:

The classes/objects participating in adapter pattern: Target - defines the domain-specific interface that Client uses. Adapter - adapts the interface Adaptee to the Target interface. Adaptee - defines an existing interface that needs adapting. Client - collaborates with objects conforming to the Target interface. Applicability & Examples The visitor pattern is used when: When you have a class(Target) that invokes methods defined in an interface and you have a another class(Adapter) that doesn't implement the interface but implements the operations that should be invoked from the first class through the interface. You can change none of the existing code. The adapter will implement the interface and will be the bridge between the 2 classes. When you write a class (Target) for a generic use relying on some general interfaces and you have some implemented classes, not implementing the interface, that needs to be invoked by the Target class. Adapters are encountered everywhere. From real world adapters to software adapters Non Software Examples of Adapter Patterns : Power Supply Adapters, card readers and adapters, ... Software Examples of Adapter Patterns: Wrappers used to adopt 3rd parties libraries and frameworks - most of the applications using third party libraries use adapters as a middle layer between the application and the 3rd party library to decouple the application from the library. If another library has to be used only an adapter for the new library is required without having to change the application code. Specific problems and implementation

Objects Adapters - Based on Delegation Objects Adapters are the classical example of the adapter pattern. It uses composition, the Adaptee delegates the calls to Adaptee (opossed to class adapters which extends the Adaptee). This behaviour gives us a few advantages over the class adapters(however the class adapters can be implemented in languages allowing multiple inheritance). The main advantage is that the Adapter adapts not only the Adpatee but all its subclasses. All it's subclasses with one "small" restriction: all the subclasses which don't add new methods, because the used mechanism is delegation. So for any new method the Adapter must be changed or extended to expose the new methods as well. The main disadvantage is that it requires to write all the code for delegating all the necessary requests tot the Adaptee. Class Adapters - Based on (Multiple) Inheritance

Class adapters can be implemented in languages supporting multiple inheritance(Java, C# or PHP does not support multiple inheritance). Thus, such adapters can not be easy implemented in Java, C# or VB.NET. Class adapter uses inheritance instead of composition. It means that instead of delegating the calls to the Adaptee, it subclasses it. In conclusion it must subclass both the Target and the Adaptee. There are advantages and disadvantages: It adapts the specific Adaptee class. The class it extends. If that one is subclassed it can not be adapted by the existing adapter. It doesn't require all the code required for delegation, which must be written for an Object Adapter.

If the Target is represented by an interface instead of a class then we can talk about "class" adapters, because we can implement as many interfaces as we want. How Much the Adapter Should Do? This question has a really simple response: it should do how much it has to in order to adapt. It's very simple, if the Target and Adaptee are similar then the adapter has just to delegate the requests from the Target to the Adaptee. If Target and Adaptee are not similar, then the adapter might have to convert the data structures between those and to implement the operations required by the Target but not implemented by the Adaptee. Two-Ways Adapters The Two-Ways Adapters are adapters that implements both interfaces of Target and Adaptee. The adapted object can be used as Target in new systems dealing with Target classes or as Adaptee in other systems dealing with Adaptee classes. Going further on this line of thinking, we can have adapters implementing n interfaces, adapting to n systems. Two-way adapters and n-way adapters are hard to implement in systems not supporting multiple inheritance. If adapter has to extend the Target class it can not extent another class like Adaptee, so the Adaptee should be an interface and all the calls should be delegated from the adapter to the Adaptee object. Adapter Pattern and Strategy Pattern Adapter Pattern and Strategy Pattern - there are many cases when the adapter can play the role of the Strategy Pattern. If we have several modules implementing the same functionality and we wrote adapters for them, the adapters are implementing the same interface. We can simply replace the adapters objects at run time because they implements the same interface. Bridge Pattern Motivation Sometimes an abstraction should have different implementations; consider an object that handles persistence of objects over different platforms using either relational databases or file system structures (files and folders). A simple implementation might choose to extend the object itself to implement the functionality for both file system and RDBMS. However this implementation would create a problem; Inheritance binds an implementation to the abstraction and thus it would be difficult to modify, extend, and reuse abstraction and implementation independently.

Intent The intent of this pattern is to decouple abstraction from implementation so that the two can vary independently. Implementation The figure below shows a UML class diagram for the Bridge Pattern:

The participants classes in the bridge pattern are: Abstraction - Abstraction defines abstraction interface. AbstractionImpl - Implements the abstraction interface using a reference to an object of type Implementor. Implementor - Implementor defines the interface for implementation classes. This interface does not need to correspond directly to abstraction interface and can be very different. Abstraction imp provides an implementation in terms of operations provided by Implementor interface. ConcreteImplementor1, ConcreteImplementor2 - Implements the Implementor interface. Description An Abstraction can be implemented by an abstraction implementation, and this implementation does not depend on any concrete implementers of the Implementor interface. Extending the abstraction does not affect the Implementor. Also extending the Implementor has no effect on the Abstraction. Applicability & Examples The bridge pattern applies when there is a need to avoid permanent binding between an abstraction and an implementation and when the abstraction and implementation need to vary independently.

Using the bridge pattern would leave the client code unchanged with no need to recompile the code.

Example - Object Persistence API Example As discussed previously a persistence API can have many implementations depending on the presence or absence of a relational database, a file system, as well as on the underlying operating system.

Source: Click here to see java source code Specific problems and implementation Graphical User Interface Frameworks Graphical User Interface Frameworks use the bridge pattern to separate abstractions from platform specific implementation. For example GUI frameworks separate a Window abstraction from a Window implementation for Linux or Mac OS using the bridge pattern. Related Patterns Abstract Factory Pattern - An Abstract Factory pattern can be used create and configure a particular Bridge, for example a factory can choose the suitable concrete implementor at runtime. Consequences Known Uses: Decoupling interface and implementation. An implementation is not bound permanently to an interface. The implementation of an abstraction can be configured and even switched at run-time.

Abstraction and Implementor hierarchies can be extended independently. Known Uses: GUI frameworks as discussed previously. Persistence Frameworks as discussed previously. Composite Pattern Motivation There are times when a program needs to manipulate a tree data structure and it is necessary to treat both Branches as well as Leaf Nodes uniformly. Consider for example a program that manipulates a file system. A file system is a tree structure that contains Branches which are Folders as well as Leaf nodes which are Files. Note that a folder object usually contains one or more file or folder objects and thus is a complex object where a file is a simple object. Note also that since files and folders have many operations and attributes in common, such as moving and copying a file or a folder, listing file or folder attributes such as file name and size, it would be easier and more convenient to treat both file and folder objects uniformly by defining a File System Resource Interface.

Intent The intent of this pattern is to compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. Implementation The figure below shows a UML class diagram for the Composite Pattern:

Component - Component is the abstraction for leafs and composites. It defines the interface that must be implemented by the objects in the composition. For example a file system resource defines move, copy, rename, and getSize methods for files and folders. Leaf - Leafs are objects that have no children. They implement services described by the Component interface. For example a file object implements move, copy, rename, as well as getSize methods which are related to the Component interface. Composite - A Composite stores child components in addition to implementing methods defined by the component interface. Composites implement methods defined in the Component interface by delegating to child components. In addition composites provide additional methods for adding, removing, as well as getting components. Client - The client manipulates objects in the hierarchy using the component interface. A client has a reference to a tree data structure and needs to perform operations on all nodes independent of the fact that a node might be a branch or a leaf. The client simply obtains reference to the required node using the component interface, and deals with the node using this interface; it doesnt matter if the node is a composite or a leaf. Applicability & Examples The composite pattern applies when there is a part-whole hierarchy of objects and a client needs to deal with objects uniformly regardless of the fact that an object might be a leaf or a branch. Example - Graphics Drawing Editor. In graphics editors a shape can be basic or complex. An example of a simple shape is a line, where a complex shape is a rectangle which is made of four line objects. Since shapes have many operations in common such as rendering the shape to screen, and since shapes follow a part-whole hierarchy, composite pattern can be used to enable the program to deal with all shapes uniformly. In the example we can see the following actors: Shape (Component) - Shape is the abstraction for Lines, Rectangles (leafs) and and ComplexShapes (composites). Line, Rectangle (Leafs) - objects that have no children. They implement services described by the Shape interface. ComplexShape (Composite) - A Composite stores child Shapes in addition to implementing methods defined by the Shape interface. GraphicsEditor (Client) - The GraphicsEditor manipulates Shapes in the hierarchy. Alternative Implementation: Note that in the previous example there were times when we have avoided dealing with composite objects

through the Shape interface and we have specifically dealt with them as composites (when using the method addToShape()). To avoid such situations and to further increase uniformity one can add methods to add, remove, as well as get child components to the Shape interface. The UML diagram below shows it:

Source: Click here to see java source code Specific problems and implementation Graphics Editors use composite pattern to implement complex and simple graphics as previously explained. File System implementations use the composite design pattern as described previously. Consequences The composite pattern defines class hierarchies consisting of primitive objects and composite objects. Primitive objects can be composed into more complex objects, which in turn can be composed. Clients treat primitive and composite objects uniformly through a component interface which makes client code simple. Adding new components can be easy and client code does not need to be changed since client deals with the new components through the component interface. Related Patterns Decorator Pattern - Decorator is often used with Composite. When decorators and composites are used together, they will usually have a common parent class. So decorators will have to support the Component interface with operations like Add, Remove, and GetChild. Known Uses

File System Implementation as discussed previously. Graphics Editors as discussed previously. Decorator Pattern Motivation Extending an objects functionality can be done statically (at compile time) by using inheritance however it might be necessary to extend an objects functionality dynamically (at runtime) as an object is used. Consider the typical example of a graphical window. To extend the functionality of the graphical window for example by adding a frame to the window, would require extending the window class to create a FramedWindow class. To create a framed window it is necessary to create an object of the FramedWindow class. However it would be impossible to start with a plain window and to extend its functionality at runtime to become a framed window. Intent The intent of this pattern is to add additional responsibilities dynamically to an object. Implementation The figure below shows a UML class diagram for the Decorator Pattern:

The participants classes in the decorator pattern are: Component - Interface for objects that can have responsibilities added to them dynamically. ConcreteComponent - Defines an object to which additional responsibilities can be added.

Decorator - Maintains a reference to a Component object and defines an interface that conforms to Component's interface. Concrete Decorators - Concrete Decorators extend the functionality of the component by adding state or adding behavior. Description The decorator pattern applies when there is a need to dynamically add as well as remove responsibilities to a class, and when subclassing would be impossible due to the large number of subclasses that could result. Applicability & Examples

Example - Extending capabilities of a Graphical Window at runtime

Source: Click here to see java source code In Graphical User Interface toolkits windows behaviors can be added dynamically by using the decorator design pattern.

Specific problems and implementation Graphical User Interface Frameworks GUI toolkits use decoration pattern to add functionalities dynamically as explained before.

Related Patterns Adapter Pattern - A decorator is different from an adapter in that a decorator changes object's responsibilities, while an adapter changes an object interface. Composite Pattern - A decorator can be viewed as a degenerate composite with only one component. However, a decorator adds additional responsibilities. Consequences Decoration is more convenient for adding functionalities to objects instead of entire classes at runtime. With decoration it is also possible to remove the added functionalities dynamically. Decoration adds functionality to objects at runtime which would make debugging system functionality harder. Known Uses: GUI toolkits as has been previously explained. Flyweight Pattern Motivation Some programs require a large number of objects that have some shared state among them. Consider for example a game of war, were there is a large number of soldier objects; a soldier object maintain the graphical representation of a soldier, soldier behavior such as motion, and firing weapons, in addition soldiers health and location on the war terrain. Creating a large number of soldier objects is a necessity however it would incur a huge memory cost. Note that although the representation and behavior of a soldier is the same their health and location can vary greatly.

Intent The intent of this pattern is to use sharing to support a large number of objects that have part of their internal state in common where the other part of state can vary. Implementation The figure below shows a UML class diagram for the Flyweight Pattern:

Flyweight - Declares an interface through which flyweights can receive and act on extrinsic state. ConcreteFlyweight - Implements the Flyweight interface and stores intrinsic state. A ConcreteFlyweight object must be sharable. The Concrete flyweight object must maintain state that it is intrinsic to it, and must be able to manipulate state that is extrinsic. In the war game example graphical representation is an intrinsic state, where location and health states are extrinsic. Soldier moves, the motion behavior manipulates the external state (location) to create a new location. FlyweightFactory - The factory creates and manages flyweight objects. In addition the factory ensures sharing of the flyweight objects. The factory maintains a pool of different flyweight objects and returns an object from the pool if it is already created, adds one to the pool and returns it in case it is new. In the war example a Soldier Flyweight factory can create two types of flyweights : a Soldier flyweight, as well as a Colonel Flyweight. When the Client asks the Factory for a soldier, the factory checks to see if there is a soldier in the pool, if there is, it is returned to the client, if there is no soldier in pool, a soldier is created, added to pool, and returned to the client, the next time a client asks for a soldier, the soldier created previously is returned, no new soldier is created. Client - A client maintains references to flyweights in addition to computing and maintaining extrinsic state A client needs a flyweight object; it calls the factory to get the flyweight object. The factory checks a pool of flyweights to determine if a flyweight object of the requested type is in the pool, if there is, the reference to that object is returned. If there is no object of the required type, the factory creates a flyweight of the requested type, adds it to the pool, and returns a reference to the flyweight. The flyweight maintains intrinsic state (state that is shared among the large number of objects that we have created the flyweight for) and provides methods to manipulate external state (State that vary from object to object and is not common among the objects we have created the flyweight for). Applicability & Examples

The flyweight pattern applies to a program using a huge number of objects that have part of their internal state in common where the other part of state can vary. The pattern is used when the larger part of the objects state can be made extrinsic (external to that object).

Example - The war game. The war game instantiates 5 Soldier clients, each client maintains its internal state which is extrinsic to the soldier flyweight. And Although 5 clients have been instantiated only one flyweight Soldier has been used.

Source: Click here to see java source code Specific problems and implementation Text Editors Object oriented text editors need to create Character Objects to represent each character that is in the document. A Character object maintains information about what is the character, what is its font, what is the size of the character, as well as character location inside the document. A document typically consists of extremely large number of character objects which requires large memory. Note that the number of characters in general (Digits, Letters, Other special characters) is known and is fixed, and the fonts that can be applied to each character are also known, thus by creating a Letter flyweight that maintains Character Type (letter, digit, etc), as well as font, and by creating a Letter Client object that only maintains each characters location inside the document, we have reduced the editors memory requirements drastically.

Consequences Flyweight pattern saves memory by sharing flyweight objects among clients. The amount of memory saved generally depends on the number of flyweight categories saved (for example a soldier category and a lieutenant category as discussed earlier). Related Patterns Factory and Singleton patterns - Flyweights are usually created using a factory and the singleton is applied to that factory so that for each type or category of flyweights a single instance is returned. State and Strategy Patterns - State and Strategy objects are usually implemented as Flyweights. Known Uses Games with graphics as discussed with the War Game Example Text Editors as discussed in the Text Editors example. Proxy Pattern Motivation Sometimes we need the ability to control the access to an object. For example if we need to use only a few methods of some costly objects we'll initialize those objects when we need them entirely. Until that point we can use some light objects exposing the same interface as the heavy objects. These light objects are called proxies and they will instantiate those heavy objects when they are really need and by then we'll use some light objects instead. This ability to control the access to an object can be required for a variety of reasons: controlling when a costly object needs to be instantiated and initialized, giving different access rights to an object, as well as providing a sophisticated means of accessing and referencing objects running in other processes, on other machines. Consider for example an image viewer program. An image viewer program must be able to list and display high resolution photo objects that are in a folder, but how often do someone open a folder and view all the images inside. Sometimes you will be looking for a particular photo, sometimes you will only want to see an image name. The image viewer must be able to list all photo objects, but the photo objects must not be loaded into memory until they are required to be rendered.

Intent The intent of this pattern is to provide a Placeholder for an object to control references to it. Implementation The figure below shows a UML class diagram for the Proxy Pattern:

The participants classes in the proxy pattern are: Subject - Interface implemented by the RealSubject and representing its services. The interface must be implemented by the proxy as well so that the proxy can be used in any location where the RealSubject can be used. Proxy Maintains a reference that allows the Proxy to access the RealSubject. Implements the same interface implemented by the RealSubject so that the Proxy can be substituted for the RealSubject. Controls access to the RealSubject and may be responsible for its creation and deletion. Other responsibilities depend on the kind of proxy. RealSubject - the real object that the proxy represents. Description A client obtains a reference to a Proxy, the client then handles the proxy in the same way it handles RealSubject and thus invoking the method doSomething(). At that point the proxy can do different things prior to invoking RealSubjects doSomething() method. The client might create a RealSubject object at that point, perform initialization, check permissions of the client to invoke the method, and then invoke the method on the object. The client can also do additional tasks after invoking the doSomething() method, such as incrementing the number of references to the object.

Applicability & Examples The Proxy design pattern is applicable when there is a need to control access to an Object, as well as when there is a need for a sophisticated reference to an Object. Common Situations where the proxy pattern is applicable are: Virtual Proxies: delaying the creation and initialization of expensive objects until needed, where the objects are created on demand (For example creating the RealSubject object only when the doSomething method is invoked). Remote Proxies: providing a local representation for an object that is in a different address space. A common example is Java RMI stub objects. The stub object acts as a proxy where invoking methods on the stub would cause the stub to communicate and invoke methods on a remote object (called skeleton) found on a different machine. Protection Proxies: where a proxy controls access to RealSubject methods, by giving access to some objects while denying access to others. Smart References: providing a sophisticated access to certain objects such as tracking the number of references to an object and denying access if a certain number is reached, as well as loading an object from database into memory on demand. Example - Virtual Proxy Example. Consider an image viewer program that lists and displays high resolution photos. The program has to show a list of all photos however it does not need to display the actual photo until the user selects an image item from a list.

The code below shows the Image interface representing the Subject. The interface has a single method showImage() that the Concrete Images must implement to render an image to screen. package proxy; /** * Subject Interface */ public interface Image { public void showImage(); } The code below shows the Proxy implementation, the image proxy is a virtual proxy that creates and loads the actual image object on demand, thus saving the cost of loading an image into memory until it needs to be rendered: package proxy; /** * Proxy */ public class ImageProxy implements Image { /** * Private Proxy data */ private String imageFilePath; /** * Reference to RealSubject */ private Image proxifiedImage; public ImageProxy(String imageFilePath) { this.imageFilePath= imageFilePath; } @Override public void showImage() { // create the Image Object only when the image is required to be shown proxifiedImage = new HighResolutionImage(imageFilePath); // now call showImage on realSubject

proxifiedImage.showImage(); } } The code below displays the RealSubject Implementation, which is the concrete and heavyweight implementation of the image interface. The High resolution image, loads a high resolution image from disk, and renders it to screen when showImage() is called. package proxy; /** * RealSubject */ public class HighResolutionImage implements Image { public HighResolutionImage(String imageFilePath) { loadImage(imageFilePath); } private void loadImage(String imageFilePath) { // load Image from disk into memory // this is heavy and costly operation } @Override public void showImage() { // Actual Image rendering logic } } The code below illustrates a sample image viewer program; the program simply loads three images, and renders only one image, once using the proxy pattern, and another time directly. Note that when using the proxy pattern, although three images have been loaded, the High resolution image is not loaded into memory until it needs to be rendered, while in the part not using the proxy, the three images are loaded into memory although one of them is actually rendered. package proxy; /** * Image Viewer program */

public class ImageViewer { public static void main(String[] args) { // assuming that the user selects a folder that has 3 images //create the 3 images Image highResolutionImage1 = new ImageProxy("sample/veryHighResPhoto1.jpeg"); Image highResolutionImage2 = new ImageProxy("sample/veryHighResPhoto2.jpeg"); Image highResolutionImage3 = new ImageProxy("sample/veryHighResPhoto3.jpeg"); // assume that the user clicks on Image one item in a list // this would cause the program to call showImage() for that image only // note that in this case only image one was loaded into memory highResolutionImage1.showImage(); // consider using the high resolution image object directly Image highResolutionImageNoProxy1 = new HighResolutionImage("sample/veryHighResPhoto1.jpeg"); Image highResolutionImageNoProxy2 = new HighResolutionImage("sample/veryHighResPhoto2.jpeg"); Image highResolutionImageBoProxy3 = new HighResolutionImage("sample/veryHighResPhoto3.jpeg"); // assume that the user selects image two item from images list highResolutionImageNoProxy2.showImage(); // note that in this case all images have been loaded into memory // and not all have been actually displayed // this is a waste of memory resources } } Specific problems and implementation Java Remote Method Invocation (RMI) In java RMI an object on one machine (executing in one JVM) called a client can invoke methods on an object in another machine (another JVM) the second object is called a remote object. The proxy

(also called a stub) resides on the client machine and the client invokes the proxy in as if it is invoking the object itself (remember that the proxy implements the same interface that RealSubject implements). The proxy itself will handle communication to the remote object, invoke the method on that remote object, and would return the result if any to the client. The proxy in this case is a Remote proxy. Related Patterns Adapter Design Pattern - The adapter implements a different interface to the object it adapts where a proxy implements the same interface as its subject. Decorator Design Pattern - A decorator implementation can be the same as the proxy however a decorator adds responsibilities to an object while a proxy controls access to it. Consequences Known Uses: Java RMI as has been explained implements a remote proxy Security Proxies that controls access to objects can be found in many object oriented languages including java, C#, C++. Design Patterns Creational Design Patterns: Singleton - Ensure that only one instance of a class is created and Provide a global access point to the object.

When to Use Singleton pattern should be used when we must ensure that only one instance of a class is created and when the instance must be available through all the code. A special care should be taken in multithreading environments when multiple threads must access the same resources throught the same singleton object.

Common Usage There are many common situations when singleton pattern is used: - Logger Classes - Configuration Classes - Accessing resources in shared mode - Other design patterns implemented as Singletons: Factories and Abstract Factories, Builder, Prototype Factory(Simplified version of Factory Method) - Creates objects without exposing the instantiation logic to the client and Refers to the newly created object through a common interface.

When to Use Factory pattern should be used when: - a framework delegate the creation of objects derived from a common superclass to the factory - we need flexibility in adding new types of objects that must be created by the class Common Usage Along with singleton pattern the factory is one of the most used patterns. Almost any application has some factories. Here are a some examples in java: - factories providing an xml parser: javax.xml.parsers.DocumentBuilderFactory or javax.xml.parsers.SAXParserFactory - java.net.URLConnection - allows users to decide which protocol to use Factory Method - Defines an interface for creating objects, but let subclasses to decide which class to instantiate and Refers to the newly created object through a common interface.

When to Use Factory Method pattern should be used when: - a framework delegate the creation of objects derived from a common superclass to the factory - the base factory class does not know what concrete classes will be required to create - delegates to its subclasses the creation of concrete objects - factory subclasses subclasses are aware of the concrete classes that must be instantiated Factory method pattern, compared to Factory pattern replace the factory with an abstract class and a set of concrete factories subclasses. The subclasses are responsible for creating concrete product objects; for factory method is possible adding new product classes without changing the abstract factory. The same result can be achieved for simplified factory pattern if reflection is used. Common Usage Along with singleton pattern the factories are the most used patterns. Almost any application has some factories. Here are a some examples: - factories providing an xml parser: javax.xml.parsers.DocumentBuilderFactory or javax.xml.parsers.SAXParserFactory Example

Abstract Factory - Offers the interface for creating a family of related objects, without explicitly specifying their classes.

When to Use Abstract Factory should be used when: A system should be configured with one of multiple families of products A system should be independent of how its products are created, composed and represented Products from the same family should be used all together, products from different families should not be used together and this constraint must be ensured. Only the product interfaces are revealed, the implementations remains hidden to the clients. Common Usage Examples of abstract factories: java.awt.Toolkit - the abstract superclass of all actual implementations of the Abstract Window Toolkit. Subclasses of Toolkit are used to bind the various components to particular native toolkit implementations(Java AWT). javax.swing.LookAndFeel - an abstract swing factory to switch between several look and feel for the components displayed(Java Swing). java.sql.Connection - an abstract factory which create Statements, PreparedStatements, CallableStatements,... for each database flavor. Example

Builder - Defines an instance for creating an object but letting subclasses decide which class to instantiate and Allows a finer control over the construction process.

Example

Prototype - Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.

Object Pool - reuses and shares objects that are expensive to create.

When to Use Basically, we'll use an object pool whenever there are several clients who needs the same stateless resource which is expensive to create. Common Usage The most common situations when object pool pattern is used: - Database Connections - Remote Objects Example

Behavioral Design Patterns Chain of Responsibility - It avoids attaching the sender of a request to its receiver, giving this way other objects the possibility of handling the request too. - The objects become parts of a chain and the request is sent from one object to another across the chain until one of the objects will handle it.

Command - Encapsulate a request in an object, Allows the parameterization of clients with different requests and Allows saving the requests in a queue.

Example

Interpreter - Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language / Map a domain to a language, the language to a grammar, and the grammar to a hierarchical object-oriented design

Iterator - Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.

Mediator - Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.

Observer - Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.

Example

Strategy - Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.

Example

Template Method - Define the skeleton of an algorithm in an operation, deferring some steps to subclasses / Template Method lets subclasses redefine certain steps of an algorithm without letting them to change the algorithm's structure.

Example

Visitor - Represents an operation to be performed on the elements of an object structure / Visitor lets you define a new operation without changing the classes of the elements on which it operates.

Example

Null Object - Provide an object as a surrogate for the lack of an object of a given type. / The Null Object Pattern provides intelligent do nothing behavior, hiding the details from its collaborators.

Structural Design Patterns Adapter - Convert the interface of a class into another interface clients expect. / Adapter lets classes work together, that could not otherwise because of incompatible interfaces.

Bridge - Compose objects into tree structures to represent partwhole hierarchies. / Composite lets clients treat individual objects and compositions of objects uniformly.

Example

Composite - Compose objects into tree structures to represent partwhole hierarchies. / Composite lets clients treat individual objects and compositions of objects uniformly.

Example

Decorator - add additional responsibilities dynamically to an object.

Example

Flyweight - use sharing to support a large number of objects that have part of their internal state in common where the other part of state can vary.

Example

Memento - capture the internal state of an object without violating encapsulation and thus providing a mean for restoring the object into initial state when needed.

Example

Proxy - provide a Placeholder for an object to control references to it.

Example

You might also like