DESIGN PATTERNS         S.SRIKRISHNAN           FINAL YEARDEPARTMENT OF COMPUTER SCIENCE  SSN COLLEGE OF ENGINEERING
Overview•   Introduction•   Software Architecture•   Issues in Software Development•   GoF patterns•   Basic Class relatio...
Introduction• “Programming is fun, but developing quality  software is hard” – Craig Larman• The focus is on OO software d...
Software ArchitectureA dog house   A multi storey building
Differences•   Scale•   Process•   Cost•   Schedule•   Skills and development teams•   Materials and technologies•   Stake...
It’s an engineering taskSoftware Engineer   Civil Engineer
Issues in Software Development• Unclear requirements• Continuously changing requirements• Miscommunications• How to design...
Design Patterns come to our rescue• They are elements of reusable Object Oriented  Software• Try to exploit the wisdom and...
GoF – Who are they ?• Erich Gamma, Richard  Helm, Ralph Johnson, John  Vlissides (Gang of Four)• They published a book  “D...
“One man’s pattern is anotherman’s primitive building block”
Basic Class Relationships•   Generalization (Is – a)•   Realization (Implements – a)•   Association (Has – a / uses)•   Co...
Design Principles• “Identify the aspects of your application that  vary and separate them from what stays the  same”• “Pro...
Design Principle – 1• “Identify the aspects of your application that  vary and separate them from what stays the  same”• T...
Designing a Duck class• A duck may fly, quack – depends on the type of duck  (sub classes of Duck)• So, can we put quack a...
Designing a Duck class• So, what about an interface?• Lets define an interface Flyable with fly  method and Quackable with...
Designing a Duck class• So here lies the problem : Quack and fly  methods have to be implemented in all the sub  classes.•...
Applying the design principle• Pull out what varies : Quack and Fly behaviour• Allocate separate interfaces FlyBehaviour a...
Applying the design principle• Override fly method in FlyWithWings with  necessary implementation and in FlyNoWay  without...
Design Principle – 2• “Program to an interface, not an  implementation”• Programming to an interface means  programming to...
Design Principle – 3•   “Favor composition over inheritance”•   It adds flexibility to the code•   It helps encapsulate fa...
From principles to patterns• All patterns that have been framed adopt the 3  basic design principles• When you use a patte...
Observer Pattern•   Most widely used patterns in the JDK•   Publisher – Subscriber Pattern•   Event Delegation Model•   Di...
Observer Pattern• Define a subscriber or listener interface• Subscribers implement this interface• The publisher can dynam...
Observer Pattern• The java.util.Observable class is the base Subject  class. Any Class that wants to be observed  extends ...
Observer Pattern/** * A subject to observe! */public class ConcreteSubject extends Observable { private String name; priva...
Observer Patternpublic String getName() {return name;}  public float getPrice() {return price;}  public void setName(Strin...
Observer Pattern// An observer of name changes.public class NameObserver implements Observer {  private String name;  publ...
Observer Pattern// An observer of price changes.public class PriceObserver implements Observer {  private float price;  pu...
Observer Pattern// Test program for ConcreteSubject, NameObserver and PriceObserverpublic class TestObservers {  public st...
Observer Pattern• Test program outputConcreteSubject created: Corn Pops at 1.29NameObserver created: Name is nullPriceObse...
Many more Pattern•   Decorator Pattern•   Factory Pattern•   Singleton Pattern•   Command Pattern•   Template Method Patte...
Thank You !
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Design Patterns

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Transcript of "Design Patterns"

  1. 1. DESIGN PATTERNS S.SRIKRISHNAN FINAL YEARDEPARTMENT OF COMPUTER SCIENCE SSN COLLEGE OF ENGINEERING
  2. 2. Overview• Introduction• Software Architecture• Issues in Software Development• GoF patterns• Basic Class relationships• Design Principles – 1,2,3• Design Principles to Design Patterns• Observer Pattern
  3. 3. Introduction• “Programming is fun, but developing quality software is hard” – Craig Larman• The focus is on OO software development• Built using OO Framework – Java, .NET, Python, C++, Smalltalk etc.• “Owning a hammer doesn’t make one an architect”• Many issues during development have to be resolved
  4. 4. Software ArchitectureA dog house A multi storey building
  5. 5. Differences• Scale• Process• Cost• Schedule• Skills and development teams• Materials and technologies• Stakeholders• Risks
  6. 6. It’s an engineering taskSoftware Engineer Civil Engineer
  7. 7. Issues in Software Development• Unclear requirements• Continuously changing requirements• Miscommunications• How to design the software classes – Huh ! Looks like the most difficult problem• How to assign responsibilities to classes – What classes should do what?• All these imply something - The code being developed should be reusable, highly cohesive and less coupled
  8. 8. Design Patterns come to our rescue• They are elements of reusable Object Oriented Software• Try to exploit the wisdom and lessons learnt by the OO developers who faced similar design problems• An object-oriented systems quality can be judged looking at the manner in which patterns have been used• Several design patterns have been suggested by the GoF (Gang of Four)
  9. 9. GoF – Who are they ?• Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides (Gang of Four)• They published a book “Design Pattens by GoF” in 1994 which was a major milestone in OO development• This book is considered the “bible” for Design Patterns• It describes 23 patterns for good OO design
  10. 10. “One man’s pattern is anotherman’s primitive building block”
  11. 11. Basic Class Relationships• Generalization (Is – a)• Realization (Implements – a)• Association (Has – a / uses)• Composition (Is composed of)
  12. 12. Design Principles• “Identify the aspects of your application that vary and separate them from what stays the same”• “Program to an interface, not an implementation”• “Favor composition over inheritance”
  13. 13. Design Principle – 1• “Identify the aspects of your application that vary and separate them from what stays the same”• Take the parts that vary and encapsulate them• You can later alter or extend the parts that vary without affecting those that don’t• Let’s see how to apply this for a Duck class
  14. 14. Designing a Duck class• A duck may fly, quack – depends on the type of duck (sub classes of Duck)• So, can we put quack and fly methods in Duck class? – A problem, because all types may not quack or fly• So, can we have these methods in duck class, and override them in sub classes, so that ducks that should not fly or quack will override to do nothing? – A bigger problem, because, it is unstable to changes
  15. 15. Designing a Duck class• So, what about an interface?• Lets define an interface Flyable with fly method and Quackable with Quack method• All sub ducks extend Duck class and implement the necessary interface(s)• Does that solve this problem really? – No, it shows no improvement – Code is still not reusable
  16. 16. Designing a Duck class• So here lies the problem : Quack and fly methods have to be implemented in all the sub classes.• If there is a need to change the flying or quacking style, we need to go to all classes and modify them• Let’s try to find a solution to this : Apply the previously mentioned principle
  17. 17. Applying the design principle• Pull out what varies : Quack and Fly behaviour• Allocate separate interfaces FlyBehaviour and QuackBehaviour• Write 2 classes FlyWithWings and FlyNoWay that implements FlyBehaviour• Write 2 more classes Quack and MuteQuack that implements QuackBehaviour
  18. 18. Applying the design principle• Override fly method in FlyWithWings with necessary implementation and in FlyNoWay without any implementation• Override quack method in Quack with necessary implementation and in NoQuack without any implementation• Create an association with the Duck class and the two encapsulated Behaviour classes : FlyBehaviour and QuackBehaviour
  19. 19. Design Principle – 2• “Program to an interface, not an implementation”• Programming to an interface means programming to a super type• This helps in exploiting polymorphism : the actual runtime object isn’t locked into the code• Objects assigned can be any concrete implementation of the super type
  20. 20. Design Principle – 3• “Favor composition over inheritance”• It adds flexibility to the code• It helps encapsulate family of algorithms• It helps us change behavior at runtime• As seen in the above example, composition yields better design than inheritance
  21. 21. From principles to patterns• All patterns that have been framed adopt the 3 basic design principles• When you use a pattern in a description, other developers quickly know precisely the design you have in your mind• A team well versed in design patterns can move forward more quickly with less room for misunderstanding
  22. 22. Observer Pattern• Most widely used patterns in the JDK• Publisher – Subscriber Pattern• Event Delegation Model• Different kinds of subscriber objects are interested in the state change or events of a publisher object, and want to react in their own unique way when the publisher generates an event.
  23. 23. Observer Pattern• Define a subscriber or listener interface• Subscribers implement this interface• The publisher can dynamically register subscribers who are interested in an event and notify them when an even occurs.• We could implement the Observer pattern “from scratch” in Java• Java provides the Observable/Observer classes as built-in support for the Observer pattern
  24. 24. Observer Pattern• The java.util.Observable class is the base Subject class. Any Class that wants to be observed extends this class – Provides methods to add/delete observers – Provides methods to notify all observers – A subclass only needs to ensure that its observers are notified in the appropriate mutators – Uses a Vector for storing the observer references• The java.util.Observer interface is the Observer interface. It must be implemented by any observer class
  25. 25. Observer Pattern/** * A subject to observe! */public class ConcreteSubject extends Observable { private String name; private float price; public ConcreteSubject(String name, float price) { this.name = name; this.price = price; System.out.println("ConcreteSubject created: " + name + " at " + price); }
  26. 26. Observer Patternpublic String getName() {return name;} public float getPrice() {return price;} public void setName(String name) { this.name = name; setChanged(); notifyObservers(name); } public void setPrice(float price) { this.price = price; setChanged(); notifyObservers(new Float(price)); }}
  27. 27. Observer Pattern// An observer of name changes.public class NameObserver implements Observer { private String name; public NameObserver() { name = null; System.out.println("NameObserver created: Name is " + name); } public void update(Observable obj, Object arg) { if (arg instanceof String) { name = (String)arg; System.out.println("NameObserver: Name changed to " + name); } else { System.out.println("NameObserver: Some other change tosubject!"); } }
  28. 28. Observer Pattern// An observer of price changes.public class PriceObserver implements Observer { private float price; public PriceObserver() { price = 0; System.out.println("PriceObserver created: Price is " + price); } public void update(Observable obj, Object arg) { if (arg instanceof Float) { price = ((Float)arg).floatValue(); System.out.println("PriceObserver: Price changed to " + price); } else { System.out.println(”PriceObserver: Some other change to subject!"); }}
  29. 29. Observer Pattern// Test program for ConcreteSubject, NameObserver and PriceObserverpublic class TestObservers { public static void main(String args[]) { // Create the Subject and Observers. ConcreteSubject s = new ConcreteSubject("Corn Pops", 1.29f); NameObserver nameObs = new NameObserver(); PriceObserver priceObs = new PriceObserver(); // Add those Observers! s.addObserver(nameObs); s.addObserver(priceObs); // Make changes to the Subject. s.setName("Frosted Flakes"); s.setPrice(4.57f); s.setPrice(9.22f); s.setName("Sugar Crispies"); }}
  30. 30. Observer Pattern• Test program outputConcreteSubject created: Corn Pops at 1.29NameObserver created: Name is nullPriceObserver created: Price is 0.0PriceObserver: Some other change to subject!NameObserver: Name changed to Frosted FlakesPriceObserver: Price changed to 4.57NameObserver: Some other change to subject!PriceObserver: Price changed to 9.22NameObserver: Some other change to subject!PriceObserver: Some other change to subject!NameObserver: Name changed to Sugar Crispies
  31. 31. Many more Pattern• Decorator Pattern• Factory Pattern• Singleton Pattern• Command Pattern• Template Method Pattern• Adapter Pattern• State Pattern• Proxy Pattern etc.
  32. 32. Thank You !

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