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Design Pattern Hins.Pan
Player Management
Creation Player info
Attributes
Big Trouble! How can I generate a player with many properties? Class inheritance ?  Class flood! Client requirment: creation process independent
Abstract Factory
Abstract Factory Scene Implementation Features
Attack property indication Shoot Pass Head Assist ……
Factory
Factory Scene Implementation Features
Calculate different values Shoot algorithm Assist algorithm Pass algorithm ……
Builder
Builder Scene Implementation Features
Almost similar A new player is almost the same with an existing player, shall I create him/her with factory or other better method?
Prototype
Prototype Scene Implementation Features
One club one national Use a club or a national repeatedly
Singleton
Singleton Scene Implementation Features
Information mismatch Factory accepts a uncommon info form a table, a list or other form? How to adapt it into standard style?
Adapter
Object adapter Composite
Class adapter Multi-inheritance
Combine properties How to combine so many properties into a player?
Bridge Scene Implementation Features
A team and a player Relationship between Integrity and part But they should be represented with the same class!
Composite
Composite Scene Implementation Features
New property in future Modify composite? Add new factory class?
Decorator
Decorator Scene Implementation Features
Complex internal handle Find a player with some condition, from where?
Facade
Facade Scene Implementation Features
Fewer nationals For number, nationals are fewer than clubs, but creating a new national cost so much, so how to handle it?
Flyweight
Flyweight Scene Implementation Features
Dangerous player Wild player to display as inconsistent, so we need a filter to handle their performance
Proxy
Proxy Scene Implementation Features
Uncertain situation For a strange data, I can’t confirm who will handle it, how to do that?
Chain of responsibility
Chain of responsibility Scene Implementation Features
Decouple How can I decouple request and handle, other than invoke directly?
Command
Command Scene Implementation Features
Grammar A language model, which is relative with language Interpret model
Process sequentially I want to process players which are not only in clubs, but also in nationals, sequentially, but they are different in appearance
Iterator
Iterator Scene Implementation Features
Communication Communicate between different departments, it is a multi-multi relationship, so every class has functions which are used for communication with other classes, so complex! What shall we do?
Mediator
Mediator Scene Implementation Features
History log I want to look up a player’s history performance to determine whether to hire him. How can I check former records?
Memento
Memento Scene Implementation Features
Event mechanism I want to update players’ experience value after a game, how can I notify them?
Observer
Observer Scene Implementation Features
Player’s sick Once a player caught a serious cold, how can I change his/her state?
State
State Scene Implementation Features
Different algorithm Beckham and Ronaldo have different algorithms for their shoot value My god, for so many players how can I process the calculation?
Strategy
Strategy Scene Implementation Features
Detail difference Some property just has trivial difference in calculation, how can I handle this? Use strategy?
Template
Template Scene Implementation Features
Just data change! The last scene, just data change, but calculation way will not change frequently
Visitor
Visitor Scene Implementation Features
Thank you! HinsAkira@gmail.com

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Design pattern

Editor's Notes

  1. Create/structure/activity
  2. Abstract FactoryScene: an object with multiple properties, and it will be created by a factory objectImplementation: abstract factory class define create different objects’ functions, which will return a property’s different objects, then inheritance class will implement other properties.Features: separate new class process with factory class and with multiple properties.
  3. Factory modelScene: forbid class new process, encapsulate class creation process, create class according to class nameImplementation: just a simple “Create” function which is inside of Factory class, inside it you can use string or if logic to control it.Features: decouple user use and create process
  4. BuilderScene: different objects with different creation processImplementation: base class supplies multiple sub-process, child class use them with different sequence to create an objectFeatures: encapsulate different build internal process
  5. PrototypeScene: some instances have similar propertiesImplementation: inside class supply a clone function which will call copy constructor functionFeatures: constructor function is complex and instances are almost the same is some properties
  6. SingletonScene: one resource will be used repeatedlyImplementation: whenever requesting an object, test whether it has been createdFeatures: every time just one object is existing
  7. BridgeImplementation: every property is added into main class as a data member
  8. CompositeScene: seem integrity and part as the sameImplementation: composite class contain a leaf objectFeatures: recursive handle
  9. DecoratorScene: new properties in the future which can’t be foresawImplementation: decorator sub-classes contain a decorated object, and handle itFeatures: just add a new sub-class in the future
  10. FaçadeScene: complex internal handle, no way to enter!Implementation: supply an interface to accept handle requestFeatures: compare with chain of responsibility model
  11. FlyweightScene: construction class is so complex to create an objectImplementation: maintain a pool to store various of instances, if a new instance is not be created, then create it and push it into the poolFeatures: compare with singleton model
  12. ProxyScene: accept request to replace or ease real processor’s pressureImplementation: create a proxy class to call real class by adding some new filtersFeatures: proxy server
  13. Chain of responsibilityScene:Implementation: inside of main class, there exists a successor object to reallocate task to sub-class to handle.Features: compare with façade model
  14. CommandScene: decouple request and process classImplementation: add a middle class as Command to encapsulate real process class and be invoked be invoker, clients will invoke invoker.Features: second encapsulation
  15. IteratorScene:stl container, supply an interface to visit different objects sequentiallyImplementation: for various of containers, implement the iterator interface to complete “next” functionFeatures: somehow like as adapter
  16. MediatorScene: for handling complex and many relationship between different classesImplementation: create a new class for handle every two classed independentlyFeatures: from dispatch to concentrate
  17. MementoScene: I need to fall back to check some status.Implementation: create memento/store/generator classed to present, store and generator memento respectively, and inside of generator and store classes there exists an internal memento object.Features: retreating model
  18. ObserverScene: event call back sceneImplementation: a notification machine will supply attach and detach functions to register and delete observers, and observers implement execute method, once something happens, then the notification class will invoke all observers’ execute functionsFeatures: event asynchronous handle mechanism
  19. StateScene: state machine, multiple states and transitionsImplementation: every state will be implemented as a class, then transitions will be encapsulated inside a state classFeatures: compare with strategy model
  20. StrategyScene: for market example, different goods have different discount information Implementation: different situation has its own algorithm, and these algorithms implement the same interface Features: compare with state
  21. TemplateScene:c++ template algorithm for different data typeImplementation: façade is the same, but inside the function, some sub-function will be implemented differentlyFeatures: compare with state and strategy models
  22. VisitorScene: data as accepter, algorithm as visitorImplementation: data will be main class to invoke algorithm class object, algorithm class has a function execute which will accept an accepter parameterFeatures: complex design pattern