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CISC 322 Software Architecture Lecture 14: Design Patterns Emad - PowerPoint PPT Presentation

CISC 322 Software Architecture Lecture 14: Design Patterns Emad Shihab Material drawn from [Gamma95, Coplien95] Slides adapted from Spiros Mancoridis and Ahmed E. Hassan Motivation Good designers know not to solve every problem from


  1. CISC 322 Software Architecture Lecture 14: Design Patterns Emad Shihab Material drawn from [Gamma95, Coplien95] Slides adapted from Spiros Mancoridis and Ahmed E. Hassan

  2. Motivation ■ Good designers know not to solve every problem from first principles. They reuse solutions. ■ Practitioners do not do a good job of recording experience in software design for others to use.

  3. What is a Design Pattern ■ A Design Pattern systematically names, explains, and evaluates an important and recurring design. ■ “descriptions of communicating objects and classes that are customized to solve a general problem in a particular context”

  4. Classifying Design Patterns ■ Structural : concern the process of assembling objects and classes ■ Behavioral : concern the interaction between classes or objects ■ Creational : concern the process of object creation

  5. Design Patterns Covered ■ Structural – Adapter – Façade – Composite ■ Behavioral – Iterator – Template – Observer – Master-Slave ■ Creational – Abstract Factory

  6. For Each Pattern …. ■ Motivation – the problem we want to solve using the design pattern ■ Intent – the intended solution the design pattern proposes ■ Structure – How the design pattern is implemented ■ Participants – the components of the design pattern

  7. Terminology ■ Objects package both data and the procedures that operate on that data. ■ Procedures are typically called methods or operations . ■ An object performs an operation when it receives a request (or message ) from a client.

  8. Terminology ■ An object‟s implementation is defined by its class . The class specifies – Object‟s internal data and representation – Operations that object can perform ■ An abstract class is one whose main purpose is to define a common interface for its subclass

  9. Terminology ■ The set of signatures defined by an object‟s operations or methods is called the interface

  10. Adapter Pattern - Intent ■ Convert the interface of a class into another interface clients expect. ■ Adapter lets classes work together that otherwise couldn‟t because of incompatible interfaces

  11. Adapter Pattern - Motivation ■ When we want to reuse classes in an application that expects classes with a different interface, we do not want (and often cannot) to change the reusable classes to suit our application

  12. Adapter OTS UI toolkit. Provides Lets users draw and sophisticated class for arrange graphical displaying and editing Interface for elements text graphical object Can change TextView class so it conforms to Shape interface … would need source code of TextView. Too much work! Subclass of shape Define TextShape to defined by editor for adapt TextView interface BoundingBox to Shape‟s lines requests are converted to GetExtent requests Allows objects to be „dragged‟ interactively

  13. Adapter Pattern Structure Defines the application- Defines an existing Collaborates with specific interface that interface that needs objects conforming to clients use adapting the target interface Target Adaptee Client SpecificRequest() Request() adaptee Adapts the interface of the adaptee to the target interface Adapter SpecificRequest() Request()

  14. Façade Pattern 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.

  15. Façade Pattern Motivation ■ Structuring a system into subsystems helps reduce complexity. ■ A common design goal is to minimize the communication and dependencies between subsystems. ■ Use a facade object to provide a single, simplified interface to the more general facilities of a subsystem.

  16. Façade Example – Programming Environment Compiler Compile() ■ Programming environment that Scanner Token provides access to its CodeGenerator Parser compiler ■ Contains many classes ProgNodeBuilder (e.g. scanner, parser) RISCCG ■ Most clients don‟t care ProgNode about details like StackMachineCG parsing and code generation…just Statement Node compile my code! ■ The low-level Expression Node interfaces just Variable Node complicate their task Compiler Subsystem Classes Software Design (OOD Patterns)

  17. Façade Example – Programming Environment Compiler Compile() ■ Higher-level interface (i.e., Compiler class) Scanner Token shields clients from low CodeGenerator Parser level classes ■ Compiler class defines ProgNodeBuilder a unified interface to the compiler‟s RISCCG ProgNode functionality StackMachineCG ■ Compiler class acts as a Façade. It offers Statement Node clients a simple interface to the Expression Node compiler subsystem Variable Node Compiler Subsystem Classes Software Design (OOD Patterns)

  18. Façade Pattern Structure Client Classes Facade Subsystem Classes Software Design (OOD Patterns)

  19. Participants of Façade Pattern ■ Façade (compiler) – Knows which subsystem classes are responsible for a request – Delegates client requests to appropriate subsystem objects ■ Subsystem classes (Scanner, Parser,etc..) – Implements subsystem functionality – Handles work assigned by the façade object

  20. Façade Pattern Applicability ■ Use a façade when – To provide a simple interface to a complex subsystem – To decouple clients and implementation classes – To define an entry point to a layered subsystem

  21. Façade Pattern Collaborations ■ Clients communicate with the subsystem by sending requests to façade, which then forwards requests to the appropriate subsystems ■ Clients that use the façade don‟t have access to its subsystem objects directly. However, clients can access subsystem classes if they need to

  22. Composite Pattern Intent ■ Lets clients treat individual objects and compositions of objects uniformly

  23. Composite Pattern Motivation ■ If the composite pattern is not used, client code must treat primitive and container classes differently, making the application more complex than necessary

  24. Composite Pattern Example ■ Graphic Graphic applications allow Draw() users to build Add(Graphic) complex diagrams Remove(Graphic) out of simple GetChild(int) components ■ Users group components to form Aggregate of Graphic objects graphics larger components Line Rect. Text Picture Draw() Draw() Draw() Draw() Add(Graphic) Remove(Graphic) Primitive graphical objects GetChild(int) forall g in graphics g.Draw()

  25. Composite Pattern Example ■ A simple implementation defines classes for Graphic graphical primitives Draw() (e.g. Text and lines) Add(Graphic) plus other classes Remove(Graphic) GetChild(int) that act as containers for these primitives ■ The problem is user graphics must treat primitive and container Line Rect. Text Picture Draw() objects differently Draw() Draw() Draw() Add(Graphic) ■ Having to Remove(Graphic) distinguish these GetChild(int) objects makes applications more forall g in graphics g.Draw() complex

  26. Composite Pattern Example ■ Key is an abstract class Graphic that represents Draw() both primitives Add(Graphic) and their Remove(Graphic) GetChild(int) containers ■ Graphic declares operations such as draw that are graphics specific to graphical objects Line Rect. Text Picture Draw() ■ Also operations Draw() Draw() Draw() Add(Graphic) for accessing Remove(Graphic) and managing GetChild(int) children forall g in graphics g.Draw()

  27. Structure of Composite Pattern Declares interface for Client objects and child components Manipulates objects in Component the composition through Component interface Operation() Add(Component) Remove(Component) GetChild(int) Defines behavior for Defines behavior for components having primitive objects. Leafs children. Implements have no children children child-related operations Leaf Composite forall g in children Operation() Operation() g.Operation() Add(Component) Remove(Component) GetChild(int)

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