Introduction to Design Patterns

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Introduction to Design Patterns

  1. 1. The way how Experts do things…Prepared & Presented by :- Prageeth Sandakalum, Microsoft Student Champ, Faculty of IT, University of Moratuwa.
  2. 2. What are Design Patterns  Development Issues and introduction of Design Patterns  A brief history on design patters  What are design patterns?  Types of Design Patterns  Has your code been improved ?Implementing Design Patterns in C#  Singleton Pattern  Prototype Pattern  Façade Pattern  Decorator pattern
  3. 3. What are Design Patterns ? Lets begin with it…
  4. 4.  “Designing object-oriented software is hard and designing reusable object-oriented software is even harder.” – Erich Gamma - Dependency Handling - Open and Close method… Open for Extension and Closed for Modification Immobility of the existing libraries. Knowledge of the patterns that have worked in the past, makes the developers lives much easier in designing newer systems.
  5. 5. 1987 - Cunningham and Beck used Alexander’s ideas to develop a small pattern language for Smalltalk1990 - The Gang of Four (Gamma, Helm, Johnson and Vlissides) begin work compiling a catalog of design patterns1991 - Bruce Anderson gives first Patterns Workshop at OOPSLA1993 - Kent Beck and Grady Booch sponsor the first meeting of what is now known as the Hillside Group1994 - First Pattern Languages of Programs (PLoP) conference1995 - The Gang of Four (GoF) publish the Design Patterns book
  6. 6. “A design pattern is a general and reusable solution to a commonlyoccurring problem in software.” - Microsoft Developer Network (MSDN) - It is not a code that can be directly use in your application thus We can call a pattern a template to design classes or objects in a way that is proven to be optimized in the past Design patterns help to develop the high-level Solutions and to implement the Object Oriented principals  Open Close Principal :- Open for extension and closed for modifications  Dependency Inversion Principle :- Depend upon Abstractions, Not On concretions.
  7. 7. OO Design Patterns Creational Structural BehavioralBehavioral Patterns  Abstract Factory Creates an instance of several families of classes  Builder Separates object construction from its representation  Factory Method Creates an instance of several derived classes  Prototype A fully initialized instance to be copied or cloned  Singleton A class of which only a single instance can exist
  8. 8. Structural Patterns  Adapter Match interfaces of different classes  Bridge Separates an object’s interface from its implementation  Composite A tree structure of simple and composite objects  Decorator Add responsibilities to objects dynamically  Facade A single class that represents an entire subsystem  Flyweight A fine-grained instance used for efficient sharing  Proxy An object representing another object
  9. 9. Behavioral Patterns  Chain of Responsibility passing a request between a set of objects  Command Encapsulate a command request as an object  Interpreter A way to include language elements in a program  Iterator Sequentially access the elements of a collection  Mediator Defines simplified communication between classes  Memento Capture and restore an objects internal state  Observer A way of notifying change to a number of classes  State Alter an objects behavior when its state changes  Strategy Encapsulates an algorithm inside a class  Template Method Defer the steps of an algorithm to a subclass  Visitor Defines a new operation to a class without change
  10. 10. These are some of the Common advantages in Design patterns.  Capture expertise and make it more accessible to non-experts in a standard form  Facilitate communication among the developers by providing a common language  Make it easier to reuse successful designs and avoid alternatives that diminish reusability  Facilitate design modifications  Improve design documentation  Improve design understandability
  11. 11. Design Pattern..!!Easier said than done hah? Implementing Design Patterns How to make better codes…
  12. 12. ◦ Concept  Ensures that a particular class has only one object  provide a central access point to invoke that object ◦ Motivation and Problem addresses  Make sure that the client is not allowed to create additional objects   The “User” ObjectUML Class  Try out Microsoft Windows basic applications Diagram   The Calculator and the Run window
  13. 13. Implementation Steps…  Create the class with public modifier  Make the constructor private… So that no body outside, can create objects  Define a static method GetInstance() to retrieve the Object  Inside the method, use conditional statements to check whether the object exists  If not create an object and return it  Otherwise just return the object  Then instantiate the object (make it static)
  14. 14. Some hints for advanced development  Make the GetInstance() method thread safe  Use locks, Double check the instances  Create a “readonly” object to use as the locking variable  Initialize the object on 1st declaration  private static Singleton instance=new Singleton();  Avoid sub-classing by using sealed class public sealed class Singleton
  15. 15. ◦ Concept  Avoid repeatedly assigning same value to the similar objects.  Allow independent behavior after the cloning ???◦ Motivation and Problem addresses  When creating objects (i.e. employee), we need to specify the same value repeatedly for objects  employeeObj1.CompanyName = “IFS”;  employeeObj1.CompanyPhone = “011-2845564”;  EmployeeObj2.CompanyName = “IFS”;  employeeObj2.CompanyPhone = “011-2845564”;
  16. 16. Implementation Steps…  Created an object from the given class, i.e. firstEmp : Employee  Now create the second object , i.e. secondEmp : Employee  Set the values of the old object, i.e. firstEmp.Company = “IFS”;  you can interchange the second and third steps…  Implement the GetClone() method in the referring class.  Return the cloned version of the referring object (Use appropriate cloning methods)  Assign the returned value to the second object or vise versa., i.e. secondEmp = firstEmp.GetClone();
  17. 17. ◦ Concept • Wrap complicated subsystems with simpler interfaces • Delegates client requests to appropriate subsystems ◦ Motivation and Problem addresses  The Client code become complicated with so many objectsHow Façade  The client need not to know the complex architecture Works of the sub system  Banking Applications
  18. 18. Implementation Steps…  Create the Façade class with public modifier  Define object references of all the types in the sub system  Initialize all the objects “On Demand”  Create simple methods and handle multiple subsystem methods inside that method  Withdraw() in Façade class handles DailyWithdrowalLimitExceeded(), GetBalance(), IssueReceipt() etc.. Methods
  19. 19. Some hints for advanced development  Encapsulate the subsystem, So that it can only be accessed through Façade interface.  Use internal modifiers  Make the Façade Object SINGLETON ???  Most of the time only one façade object is needed  Use multiple Sub Systems within the same dll.  If the sub system is too complex… use multiple facades.
  20. 20. See the Restaurant Problem explained here  You create a beverage super class and all the beverages inherit from it  But it will have too much sub classes implementing the same cost method in the super class.  Tea, PlainTea, TeaWithoutSugar, IcedTea, VanilaTea, ChocoTea etc  But each of them have very little difference on Ingredients…  Adding Milk, Adding Sugar, Adding Chocolate  To avoid unwanted sub-classing create methods in the super class for the extra changes  AddMilk(), AddSugar(), AddChocolate()  Has the problem been Solved?
  21. 21. Still we got some problems  OCP… Open for Extension, Closed for Modification… Then how to handle the price changes ?  More methods needed, more problems created.  What if the new ingredients were introduced ?Concept of Decorator Pattern  Take the initial Object and decorate it in the Run time  Take the Tea Object and decorate it with Sugar Object, then the Choco / Vanilla Objects…
  22. 22. Implementation Steps… Create the abstract class for the Main Classes, i.e. class Main Create the abstract class for the Decorator Classes extending the above class, i.e. class Decorator : Main Create the sub classes of the Main class Create the Decorator sub classes and let the Constructor to receive a “Main” type object Do the operation with the received object When ever creating an object in the client code, Use the “Main” class as the reference
  23. 23. Thank You !!!References  Notes from Aruna Wickrama, Teamwork @ Asharp Power Camp  Head First Design Patterns By Eric Freeman, Elisabeth Robson, Kathy Sierra, Bert Bates.  Design Principles and Design Patterns Robert C. Martin  Software Architecture Interview Questions By Shivprasad Koirala, Sham Sheikh  Articles from GoF (Gang of Four)

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