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3. Abstract Factory
• Intent:
– Provide an interface for creating families of related or
dependent objects without specifying their concrete
classes.
• Applicability – Use this pattern when:
– A system should be independent of how its products are
created, composed, and represented.
– A system should be configured with one of multiple families
of products.
– A family of related product objects is designed to be used
together, and you need to enforce this constraint.
– You want to provide a class library of products, and you
want to reveal just their interfaces, not their
implementations.
Pattern Summary 3
5. Builder
• Intent
– Separate the construction of a complex object from its
representation so that the same construction process can
create different representations.
• Applicability – use this pattern when:
– The algorithm for creating a complex object should be inde-
pendent of the parts that make up the object and how
they’re assembled.
– The construction process must allow different
representations for the object that’s constructed.
Pattern Summary 5
6. Builder Structure
Client
builder
Director Builder
construct( ) BuildPart( )
for all objects in structure {
builder->BuildPart ConcreteBuilder
}
BuildPart( )
GetResult( )
Pattern Summary 6
7. Factory Method
• Intent
– Define an interface for creating an object, but let
subclasses decide which class to instantiate. Factory
Method lets a class defer instantiation to subclasses.
• Applicability – use Factory Method when:
– A class can’t anticipate the class of objects it must create.
– A class wants its subclasses to specify the objects it
creates.
– Classes delegate responsibility to one of several helper
subclasses, and you want to localize the knowledge of
which helper subclass is the delegate.
Pattern Summary 7
9. Prototype
• Intent
– Specify the kinds of objects to crate using a prototypical
instance, and create new objects by copying this prototype.
• Applicability – Use this pattern when:
– A system should be independent of how its products are
created, composed, and represented; and:
• When the classes to instantiate are specified at run-time; or
• To avoid building a class hierarchy of factories that parallels
the class hierarchy of products; or
• When instances of a class can have one of only a few
different combinations of state. It may be more convenient to
install a corresponding number of prototypes and clone them
rather than instantiating the class manually, each time with the
appropriate state.
Pattern Summary 9
10. Prototype Structure
client prototype
Operation( )
clone( )
p = prototype->clone( )
ConcretePrototype1 ConcretePrototype2
clone( ) clone( )
return copy of self return copy of self
Pattern Summary 10
11. Singleton
• Intent
– Ensure a class only has one instance, and provide a global
point of access to it.
• Applicability – use the Singleton pattern when:
– There must be exactly one instance of a class, and it must
be accessible to clients from a well-known access point.
– When the sole instance should be extensible by
subclassing, and clients should be able to use an extended
instance without modifying their code.
Pattern Summary 11
13. Adapter
• Intent
– Convert the interface of a class into another interface
clients expect. Adapter lets classes work together that
couldn’t otherwise because of incompatible interfaces.
• Applicability – use the Adapter when:
– You want to use an existing class, and its interface does
not match the one you need.
– You want to create a reusable class that cooperates with
unrelated or unforeseen classes, that is, classes that don’t
necessarily have compatible interfaces.
– (object adapter only) you need to use several existing
subclasses, but it’s impractical to adapt their interface by
subclassing every one. An object adapter can adapt the
interface of its parent class.
Pattern Summary 13
15. Bridge
• Intent
– Decouple an abstraction from its implementation so that the two
can vary independently.
• Applicability – use Bridge when:
– You want to avoid a permanent binding between an abstraction and its
implemen-tation. This might be the case, for example, when the
implementation must be selected or switched at run-time.
– Both the abstractions and their implementations should be extensible by
subclass-ing. In the case, the Bridge pattern lets you combine the
different abstractions and implementations and extend them
independently.
– Changes in the implementation of an abstraction should have no impact
on clients; that is, their code should not have to be recompiled.
– You want to hide the implementation of an abstraction completely from
clients.
– You have a proliferation of classes. Such a class hierarchy may indicate
the need for splitting an object into two parts.
– You want to share an implementation among multiple objects, perhaps
using reference counting, and this fact should be hidden from the client.
Pattern Summary 15
17. Composite
• Intent
– Compose objects into tree structures to represent part-
whole hierarchies. Composite lets clients treat individual
objects and compositions of objects uniformly.
• Applicability – use composite when:
– You want to represent part-whole hierarchies of objects.
– You want clients to be able to ignore the difference
between compositions of objects and individual objects.
Clients will treat all objects in the composite structure
uniformly.
Pattern Summary 17
18. Composite Structure
Component
Operation()
Add(Component) ?
Remove(Component) ?
GetChild(int) ?
Leaf_A Leaf_B Composite
Operation() Operation() Operation()
Add(Component)
Remove(Component)
GetChild(int) for all g in children
g.Operation()
add g to list of components
Pattern Summary 18
19. Decorator
• Intent
– Attach additional responsibilities to an object dynamically.
Decorators provide a flexible alternative to subclassing for
extending functionality.
• Applicability – use Decorator:
– To add responsibilities to individual objects dynamically
and transparently, that is, without affecting other objects.
– For responsibilities that can be withdrawn.
– When extension by subclassing is impractical. Sometimes
a large number of independent extensions are possible and
would produce an explosion of subclasses to support every
combination. Or a class definition may be hidden or
otherwise unavailable for subclassing.
Pattern Summary 19
21. Facade
• Intent
– Provide a unified interface to a set of interfaces in a subsystem.
Facade defines a higher-level interface that makes the subsystem
easier to use.
• Applicability – use Facade when:
– You want to provide a simple interface to a complex subsystem.
Subsystems often get more complex as they evolve. Most patterns, when
applied, result in more and smaller classes. This This makes the
subsystem more reusable and easier to customize, but it also becomes
harder to use for clients that don’t need to customize it. A façade can
provide a simple default view of the subsystem that is good enough for
most clients. Only clients needing more customizability will need to look
beyond the facade.
– There are many dependencies between clients and the implementation
classes of an abstraction. Introduce a facade to decouple the subsystem
from clients and other subsystems, thereby promoting subsystem
independence and portability.
– You want to layer your subsystems. Use a facade to define an entry point
to each subsystem level. If subsystems are dependent, then you can
simplify the depen-dencies between them by making them communicate
Pattern Summary
with each other solely through their facades. 21
23. Flyweight
• Intent
– Use sharing to support large numbers of fine-grained
objects efficiently.
• Applicability – apply the Flyweight pattern when all
of the following are true:
– An application uses a large number of objects.
– Storage costs are high because of the sheer quantity of
objects.
– Most object sate can be made extrinsic.
– Many groups o objects may be replaced by relatively few
shared objects once extrinsic state is removed.
– Application doesn’t depend on object identity. Since
flyweight objects may be shared, identity tests will return
true for concept-ually distinct objects.
Pattern Summary 23
24. Flyweight Structure
FlyweightFactory Flyweight
GetFlyweight(key) Operation(extrinsicState)
if(flyweight(key) exists) {
return existing flyweight
} else {
ConcreteFlyweight UnsharedConcreteFlyweight
create new flyweight Operation(extrinsicState) Operation(extrinsicState)
add to pool of flyweights
return new flyweight
}
intrinsicState allState
Client
Pattern Summary 24
25. Proxy
• Intent
– Provide a surrogate or placeholder for another object to
control access to it.
• Applicability
– A remote proxy provides a local representative for an
object in a different address space.
– A virtual proxy creates expensive objects on demand.
– A protection proxy controls access to the original object
Protection proxies are useful when objects should have
different access rights.
– A smart reference is a replacement for a bare pointer that
performs additional actions when an object is accessed,
e.g., reference counting, loading persistent objects when
referenced, and managing object locks when referencing
the real object in a multi-threaded environment.
Pattern Summary 25
27. Chain of Responsibility
• Intent
– Avoid coupling the sender of a request to its receiver by
giving more than one object a chance to handle the
request. Chain the receiving objects and pass the request
along the chain until an object handles it.
• Applicability – use Chain of Responsibility when:
– More than one object may handle a request, and the
handler isn’t known a’priori. The handler should by
ascertained automatically.
– You want to issue a request to one of several objects
without specifying the receiver explicitly.
– The set of objects that can handle a request should be
specified dynamically.
Pattern Summary 27
29. Command
• Intent
– Encapsulate a request as an object, thereby letting you
parameterize clients with different requests, queue or log
requests, and support undoable operations.
• Applicability – use Command when you want to:
– Parameterize objects by an action to perform. You can express such
parameterization in a procedural language with a callback function, that is, a function
that’s registered somewhere to be called at a later point. Commands are an object-
oriented replacement for callbacks.
– Specify, queue, and execute requests at different times. A Command object can
have a lifetime independent of the original request. If the receiver of a request can
be represented in an address space-independent way, then you can transfer a
command object for the request to a different process and fulfill the request there.
– Support undo. The Command’s Execute operation can store state for reversing its
effects in the command itself.
– Support logging changes so that they can be reapplied in case of a system crash.
– Structure a system around high-level operations built on primitive operations. Such
a structure is common in information systems that support transactions.
Pattern Summary 29
31. Interpreter
• Intent
– Given a language, define a representation for its grammar
along with an interpreter that uses the representation to
interpret senten-ces in the language.
• Applicability – use the Interpreter pattern when:
– The grammar is simple. For complex grammars, the class
hier-archy for the grammar becomes large and
unmanageable.
– Efficiency is not a critical concern. The most efficient inter-
preters are usually not implemented by interpreting parse
trees directly but by first translating them into another form.
Pattern Summary 31
33. Iterator
• Intent
– Provide a way to access the elements of an aggregate
object sequentially without exposing its underlying
representation.
• Applicability – use the Iterator pattern to:
– Access an aggregate object’s contents without exposing its
internal representation.
– Support multiple traversals of aggregate objects.
– Provide a uniform interface for traversing different
aggregate structures (that is, to support polymorphic
iteration).
Pattern Summary 33
35. 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.
• Applicability – use Mediator 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
communi-cates with many other objects.
– A behavior that’s distributed between several classes
should be customizable without a lot of subclassing.
Pattern Summary 35
37. Memento
• Intent
– Without violating encapsulation, capture and externalize an
object’s internal state so that the object can be restored to
this state later.
• Applicability – use Memento when:
– A snapshot of (some portion of) an object’s state must be
saved so that it can be restored to that state later, and
– A direct interface to obtaining the state would expose
implemen-tation details and break the object’s
encapsulation.
Pattern Summary 37
38. Memento Structure
Originator Memento
caretaker
state state
SetMemento(Memento m) GetState( )
CreateMemento( ) SetState( )
state = m->GetState( )
return new Memento(state)
Pattern Summary 38
39. Observer
• Intent
– Define a one-to-many dependency between objects so that
when one object changes state, all its dependents are
notified and updated automatically.
• Applicability – use Observer in any of the following:
– When an abstraction has two aspects, one dependent on
the other. Encapsulating these aspects in separate objects
lets you vary and reuse them independently.
– When a change to one object requires changing others,
and you don’t know how many objects need to be changed.
– When an object should be able to notify other objects
without making assumptions about who these objects are.
In other words, you don’t want these objects tightly
coupled.
Pattern Summary 39
40. Observer Structure
Subject Observer
Attach(Observer)
Detach(Observer) Update( )
Notify( )
for all o in
observers {
0->Update();
} ConcreteObserver
ConcreteSubject observerState
subjectState Update( )
GetState( )
SetState( )
observerState = subject->GetState( )
return subjectState;
Pattern Summary 40
41. State
• Intent
– Allow an object to alter its behavior when its internal state
changes. The object will appear to change its class.
• Applicability – use in either of the following cases:
– An object’s behavior depends on its state, and it must
change its behavior at run-time depending on that state.
– Operations have large, multipart conditional statements
what depend on the object’s state. This state is usually
represented by one or more enumerated constants. Often,
several operations will contain this same conditional
structure. The State pattern puts each branch of the
conditional in a separate class. This lets you treat the
object’s state as an object in its own right that can vary
independently from other objects.
Pattern Summary 41
42. State Structure
client State
Request( ): Handle( ):
state->Handle( )
ConcreteStateA ConcreteStateB
Handle( ): Handle( ):
Pattern Summary 42
43. Strategy
• Intent
– Define a family of algorithms, encapsulate each one, and make
them interchangeable. Strategy lets the algorithm vary
independently from clients that use it.
• Applicability – use strategy when:
– Many related classes differ only in their behavior. Strategies
provide a way to configure a class with one of many behaviors.
– You need different variants of an algorithm. For example, you
might define algorithms reflecting different space/time trade-offs.
Strategies can be used when these variants are implemented as a
class hierarchy of algorithms.
– An algorithm uses data that clients shouldn’t know about. Use the
Strategy pattern to avoid exposing complex, algorithm-specific
data structures.
– A class defines many behaviors, and these appear as multiple
conditional statements in its operations. Instead of many
conditionals, move relate conditional branches into their own
Strategy class.
Pattern Summary 43
45. Template Method
• 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 changing the
algorithm’s structure.
• Applicability – use Template Method:
– To implement the invariant parts of an algorithm once and leav3 it
up to subclasses to implement the behavior that can vary.
– When common behavior among subclasses should be factored
and localized in a common class to avoid code duplication. You
first identify the differences in existing code and then separate the
differences into new operations. Finally, you replace the differing
code with a template method that calls one of these new
operations.
– To control subclasses extensions. You can define a template
method that calls “hook” operations at specific points, thereby
permitting extensions only at those points.
Pattern Summary 45
47. Visitor
• Intent
– Represent 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.
• Applicability – use Visitor pattern when:
– An object structure contains many classes of objects with differing
interfaces, and you want to perform operations on these objects
that depend on their concrete classes.
– Many distinct and unrelated operations need to be performed on
objects in an object structure, and you want to avoid “polluting”
their classes with these operations. Visitor lets you keep related
operations together by defining them in one class. When the
object structure is shared by many applications, use Visitor to put
operations in just those applications that need them.
– The classes defining the object structure rarely change, but you
often want to define new operations over the structure. Changing
the object structure classes requires redefining the interface to all
visitors, which is potentially costly.
Pattern Summary 47
49. Pattern Relationships
• Control creation of objects
– Abstract Factory, Builder, Factory Method, Prototype, Singleton, Flyweight
• Establish object connection structure
– Composite, Decorator, Facade, Chain of Responsibility, Mediator,
Observer
• Construct loosely coupled systems
– Abstract Factory, Factory Method, Prototype, Bridge, Command, Iterator
• Support change
– Adapter, Bridge, Facade, Command, Strategy, Visitor
• Simplify communication
– Facade, Chain of Responsibility, Mediator
• Organize behavior of a family of classes
– Interpreter, State, Strategy, Template Method, Visitor
• Manage the state of object(s)
– Memento, Proxy, State
• Manage access to objects
– Singleton, Adapter, Facade, Flyweight, Proxy, Iterator, Mediator, Visitor
Pattern Summary 49
50. Basic Techniques
• Defer definition
– Provide protocol with abstract base, interpret protocol with derived
(specialized) classes at some later time (Command, Visitor).
• Support interchangeability
– Provide base class as a proxy definition for a set of
interchangeable derived classes (Composite, State, Strategy).
• Promote loose coupling between components
– Use abstract interfaces.
– delegate creation (Factory Method).
– hide implementation behind an opaque pointer (Bridge).
• Support heterogeneous collections
– Provide reference to base class objects from other base or
derived objects (Composite, Decorator, …).
Pattern Summary 50