An introduction to structural design patterns in object orientation. Suitable for intermediate to advanced computing students and those studying software engineering.
2. Introduction
Structural design patterns emphasize
relationships between entities.
These can be classes or objects.
They are designed to help deal with the
combinatorial complexity of large object
oriented programs.
These often exhibit behaviours that are not
immediately intuitive.
3. Structural Patterns
Common to the whole philosophy behind
structural patterns is the separation between
abstraction and implementation.
This is a good guideline for extensible design.
Structural patterns subdivide into two broad
subcategories.
Class structural patterns
Where the emphasis is on the relationship
between classes
Object structural patterns
The emphasis is on consistency of interaction
and realization of new functionality.
4. Façade
When a model is especially complex, it can
be useful to add in an additional pattern to
help manage the external interface of that
model.
That pattern is called a façade.
A façade sits between the view/controller
and provides a stripped down or simplified
interface to complex functionality.
There are costs to this though in terms of
coupling and cohesion.
A façade is a structural pattern.
5. Façade
A façade provides several benefits
Makes software libraries easier to use by
providing helper methods
Makes code more readable
Can abstract away from the
implementation details of a complex library
or collection of classes.
Can work as a wrapper for poorly designed
APIs, or for complex compound
relationships between objects.
6. Façade Example
public class FacadeExample {
SomeClass one;
SomeOtherClass two;
SomeKindOfConfigClass three;
public SomeOtherClass handleInput (String configInfo) {
three = SomeKindOfConfigClass (configInfo)
one = new SomeClass (configInfo);
two = one.getSomethingOut ();
return two;
}
}
7. Façade Example
public class FacadeExample {
public SomeOtherClass handleInput (String configInfo) {
return myFacade.doSomeMagic (configInfo);
}
}
public class Facade {
SomeClass one;
SomeOtherClass two;
SomeKindOfConfigClass three;
public SomeOtherClass doSomeMagic (String configInfo) {
three = SomeKindOfConfigClass (configInfo)
one = new SomeClass (configInfo);
two = one.getSomethingOut ();
return two;
}
}
8. Façade
The more code that goes through the
façade, the more powerful it becomes.
If just used in one place, it has limited benefit.
Multiple objects can make use of the façade.
Greatly increasing the easy of development
and reducing the impact of change.
All the user has to know is what needs to go
in, and what comes out.
The façade hides the rest
9. Downsides
This comes with a necessary loss of control.
You don’t really know what’s happening internally.
Facades are by definition simplified interfaces.
So you may not be able to do Clever Stuff when
blocked by one.
Facades increase structural complexity.
It’s a class that didn’t exist before.
Facades increase coupling and reduce cohesion.
They often have to link everywhere, and the set of
methods they expose often lack consistency
10. The Adapter
The Adapter design pattern is used to
provide compatibility between
incompatible programming interfaces.
This can be used to provide legacy support,
or consistency between different APIs.
These are also sometimes called
wrappers.
We have a class that wraps around another
class and presents an external interface.
11. The Adapter
Internally, an adapter can be as simple as
a composite object and a method that
handles translations.
We can combine this with other design
patterns to get more flexible solutions.
For example, a factory for adapters
Or adapters that work using the strategy
pattern.
It is the combination of design patterns
that has the greatest potential in design.
12. Simple Example
abstract class Shape {
abstract void drawShape (Graphics g, int x1, int x2, int y1, int y2);
}
public class Adapter {
private Shape sh;
public void drawShape (int x, int y, int len, int ht, Graphics g) {
sh.drawShape (g, x, x+ht, y, y+len);
}
}
13. Adapters and Facades
What’s the difference between a façade and
an adapter?
A façade presents a new simplified API to
external objects.
An adapter converts an existing API to a
common standard.
The Façade creates the programming
interface for the specific combination of
objects.
The adapter simply enforces consistency
between incompatible interfaces.
14. The Flyweight
Object oriented programming languages
provide fine-grained control over data
and behaviours.
But that flexibility comes at a cost.
The Flyweight pattern is used to reduce
the memory and instantiation cost when
dealing with large numbers of finely-
grained objects.
It does this by sharing state whenever
possible.
15. Scenario
Imagine a word processor.
They’re pretty flexible. You can store decoration
detail on any character in the text.
How is this done?
You could represent each character as an object.
You could have each character contain its own
font object…
… but that’s quite a memory overhead.
It would be much better if instead of holding a
large font object, we held only a reference to a
font object.
16. The Flyweight
The Flyweight pattern comes in to reduce the
state requirements here.
It maintains a cache of previously utilised
configurations or styles.
Each character is given a reference to a
configuration object.
When a configuration is applied, we check the
cache to see if it exists.
If it doesn’t, it creates one and add it to the cache.
The Flyweight dramatically reduces the object
footprint.
We have thousands of small objects rather than
thousands of large objects.
17. Before and After
public class MyCharacter {
char letter;
Font myFont;
void applyDecoration (string font, int size);
myFont = new Font (font, size);
}
}
public class MyCharacter {
char letter;
Font myFont;
void applyDecoration (string font, int size);
myFont = FlyweightCache.getFont (font, size);
}
}
18. Implementing a Flyweight
The flyweight patterns makes no
implementation assumptions.
A reasonably good way to do it is through a
hash map or other collection.
Standard memoization techniques can be
used here.
When a request is made, check the cache.
If it’s there, return it.
If it’s not, create it and put it in the cache and
return the new instance.
19. Limitations of the Flyweight
Pattern
Flyweight is only an appropriate design
pattern when object references have no
context.
As in, it doesn’t matter to what they are being
applied.
A font object is a good example.
It doesn’t matter if it’s being applied to a
number, a character, or a special symbol.
A customer object is a bad example.
Each customer is unique.
20. The Composite Pattern
We often have to manipulate collections of
objects when programming.
The composite pattern is designed to simplify
this.
Internally, it represents data as a simple list or
other collection.
Requires the use of polymorphism to assure
structural compatability.
Externally it presents an API to add and
remove objects.
And also to execute operations on the
collection as a whole.
21. The Composite Pattern
public class ShapeCollection implements Shape() {
ArrayList shapes = new ArrayList();
void addShape (Shape s) {
shapes.Add (s);
}
void removeShape (Shape s) {
shapes.Remove (s);
}
void draw() {
foreach (Shape s in shapes) {
s.draw();
}
}
void setColour (Colour c) {
foreach (Shape s in shapes) {
s.setColour (c);
}
}
}
22. The Composite Pattern
public MainProgram() {
Circle circle = new Circle();
Rectangle rect = new Rectangle();
Triangle tri = new Triangle();
ShapeCollection myCollection = new ShapeCollection();
ShapeCollection overallScene = new ShapeCollection();
myCollection.addShape (circle);
myCollection.addShape (rect);
overallScene.addShape (myCollection);
overallScene.addShape (tri);
myCollection.setColour (Colour.RED);
overallScene.draw();
}
23. Why Use Composite?
Sometimes we need to be able to perform
operations on groups of objects as a whole.
We may wish to move a group of shapes in a
graphics package as one example.
These often exist side by side with more
primitive objects that get manipulated
individually.
Having handling code for each of these
conditions is bad design.
24. The Composite
The composite allows us to treat
collections and individual objects through
one consistent interface.
We don’t need to worry about which we
are dealing with at any one time.
It works by ensuring that the collection
implements the common interface shared
by all its constituent bits.
The relationship is recursive if done
correctly.
25. Summary
Structural patterns are the last of the families of
design patterns we are going to look at.
We use an adapter to deal with incompatible
APIs.
We use a bridge to decouple abstraction from
implementation.
Implementation is very similar to strategy, only the
intent is unique.
Flyweight patterns are used to reduce processing
and memory overheads.
Composites are used to allow recursive and
flexible aggregate manipulation of objects.