chapter 8, object design: design patterns ii oriented...
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Chapter 8, Object Design: Design Patterns II
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Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3
Recall: Why reusable Designs?
A design… …enables flexibility to change (reusability) …minimizes the introduction of new problems when
fixing old ones (maintainability) …allows the delivery of more functionality after an
initial delivery (extensibility) …encapsulates software engineering knowledge.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4
How can we describe Software Engineering Knowledge? • Software Engineering Knowledge is not only a set of
algorithms • It also contains a catalog of patterns describing
generic solutions for recurring problems • Not described in a programming language. • Description usually in natural language. A pattern is
presented in form of a schema consisting of sections of text and pictures (Drawings, UML diagrams, etc.)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18
Design Patterns • Design Patterns are the foundation for all SE patterns
• Based on Christopher Alexander‘s patterns • Book by John Vlissedes, Erich Gamma, Ralph Johnson
and Richard Helm, also called the Gang of Four • Idea for the book at a BOF "Towards an Architecture
Handbook“ (Bruce Anderson at OOPSLA’90)
John Vlissedes •* 1961-2005 •Stanford •IBM Watson Research Center
Erich Gamma •* 1961 •ETH •Taligent, IBM • JUnit, Eclipse, • Jazz
Ralph Johnson •* 1955 •University of Illinois, •Smalltalk, Design Patterns, Frameworks, OOPSLA veteran
Richard Helm • University of Melbourne •IBM Research, Boston Consulting Group (Australia) •Design Patterns
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19
3 Types of Design Patterns (GoF Patterns)
• Structural Patterns • Reduce coupling between two or more classes • Introduce an abstract class to enable future extensions • Encapsulate complex structures
• Behavioral Patterns • Allow a choice between algorithms and the assignment of
responsibilies to objects (“Who does what?”) • Characterize complex control flows that are difficult to follow
at runtime • Creational Patterns
• Allow to abstract from complex instantiation processes • Make the system independent from the way its objects are
created, composed and represented.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20
Taxonomy of Design Patterns (23 Patterns)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21
Many design patterns use a combination of inheritance and
delegation
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22
Adapter Pattern
Delegation. Inheritance
The adapter pattern uses inheritance as well as delegation: - Interface inheritance: Adapter inherits Request() from ClientInterface - Delegation: Binds LegacyClass to the Adapter.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23
Adapter Pattern • The adapter pattern lets classes work together that
couldn’t otherwise because of incompatible interfaces • “Convert the interface of a class into another interface expected
by a client class.” • Used to provide a new interface to existing legacy components
(Interface engineering, reengineering). • Two adapter patterns:
• Class adapter: • Uses multiple inheritance to adapt one interface to another
• Object adapter: • Uses single inheritance and delegation
• Object adapters are much more frequent. • We cover only object adapters (and call them adapters).
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24
Taxonomy of Design Patterns
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25
Bridge Pattern
Taxonomy in Application Domain
Inheritance Inheritance
Delegation
Taxonomy in Solution Domain
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26
Why the Name Bridge Pattern? It provides a bridge between the Abstraction (in the application domain) and the Implementor (in the solution domain)
Taxonomy in Application Domain
Taxonomy in Solution Domain
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27
Using a Bridge • The bridge pattern can be used to provide multiple
implementations under the same interface • Example: Interface to a component that is incomplete, not yet
known or unavailable during testing • GetPosition() is needed by VIP, but the class Seat is only
available by two simulations (AIMSeat and SARTSeat). To switch between these, the bridge pattern can be used:
VIP Seat
SeatImplementation
SARTSeat AIMSeat
imp
GetPosition() SetPosition()
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31
The Bridge Pattern allows to postpone Design Decisions to the startup time of a system • Many design decisions are made at design time
(“design window”), or at the latest, at compile time • Bind a client to one of many implementation classes of an
interface • The bridge pattern is useful to delay this binding
between client and interface implementation until run time
• Usually the binding occurs at the start up of the system (e.g. in the constructor of the interface class).
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32
Adapter vs Bridge • Similarities:
• Both hide the details of the underlying implementation • Difference:
• The adapter pattern is geared towards making unrelated components work together
• Applied to systems that are already designed (reengineering, interface engineering projects)
• “Inheritance followed by delegation” • A bridge, on the other hand, is used up-front in a design to let
abstractions and implementations vary independently • Green field engineering of an “extensible system” • New “beasts” can be added to the “zoo” (“application and
solution domain zoo”, even if these are not known at analysis or system design time
• “Delegation followed by inheritance”.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33
Taxonomy of Design Patterns (23 Patterns)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34
Facade Pattern • Provides a unified interface to a set of classes in a subsystem
• A façade consists of a set of public operations • Each public operation is delegated to one or more operations
in the classes behind the facade • A facade defines a higher-level interface that makes the
subsystem easier to use (i.e. it abstracts out the gory details).
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35
Subsystem Design with Façade, Adapter, Bridge • The ideal structure of a subsystem consists of
• an interface object • a set of application domain objects (entity objects) modeling
real entities or existing systems • Some of these application domain objects are interfaces
to existing systems • one or more control objects
• We can use design patterns to realize this subsystem structure
• Realization of the interface object: Facade • Provides the interface to the subsystem
• Interface to the entity objects: Adapter or Bridge • Provides the interface to an existing system (legacy system) • The existing system is not necessarily object-oriented!
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36
Good Design with Façade, Adapter and Bridge • A façade should be offered by all subsystems in a
software system which provide a set of services • The façade delegates requests to the appropriate components
within the subsystem. The façade usually does not have to be changed, when the components are changed
• The adapter pattern should be used to interface to existing components and legacy systems
• Example: A smart card software system should use an adapter for a smart card reader from a specific manufacturer
• The bridge pattern should be used to interface to a set of objects with a large probability of change
• When the full set of objects is not completely known at analysis or design time (-> Mock Object Pattern)
• When there is a chance that a subsystem or component must be replaced later after the system has been deployed and client programs use it in the field.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37
Design Example
• Subsystem 1 VIP can call on any component or class operation look in Subsystem 2 (Vehicle Subsystem).
Vehicle Subsystem
VIP
AIM
Card
SART
Seat
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38
Realizing an Opaque Architecture with a Facade • The Vehicle Subsystem
decides exactly how it is accessed
• No need to worry about misuse by callers
• A subsystem with a façade can be used in an early integration test
• We need to write only stubs for each of the public methods in the façade.
VIP Subsystem
AIM
Card
SA/RT
Seat
Vehicle Subsystem Facade
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 39
Taxonomy of Design Pattern
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 40
Strategy Pattern
• Different algorithms exists for a specific task • We can switch between the algorithms at run time
• Examples of tasks: • Different collision strategies for objects in video games • Parsing a set of tokens into an abstract syntax tree (Bottom up,
top down) • Sorting a list of customers (Bubble sort, mergesort, quicksort)
• Different algorithms will be appropriate at different times
• First build, testing the system, delivering the final product • If we need a new algorithm, we can add it without
disturbing the application or the other algorithms.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 41
Strategy Pattern
Context
ContextInterface() Strategy
AlgorithmInterface
*
ConcreteStrategyC
AlgorithmInterface()
ConcreteStrategyB
AlgorithmInterface()
ConcreteStrategyA
AlgorithmInterface()
Policy decides which ConcreteStrategy is best in the current Context.
Policy
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 42
Using a Strategy Pattern to Decide between Algorithms at Runtime
Database SelectSortAlgorithm() Sort()
* SortInterface Sort()
BubbleSort Sort()
QuickSort Sort()
MergeSort Sort()
Policy DevelopmentTimeIsImportant ExecutionTimeIsImportant SpaceIsImportant
Client
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 43
Supporting Multiple implementations of a Network Interface Context =
{Mobile, Home, Office}
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 44
Taxonomy of Design Patterns
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 45
Abstract Factory Pattern Motivation • Consider a user interface toolkit that supports
multiple looks and feel standards for different operating systems:
• How can you write a single user interface and make it portable across the different look and feel standards for these window managers?
• Consider a facility management system for an intelligent house that supports different control systems:
• How can you write a single control system that is independent from the manufacturer?
Abstract Factory
Initiation Assocation: Class ConcreteFactory2 initiates the
associated classes ProductB2 and ProductA2
AbstractProductA
ProductA1 ProductA2
AbstractProductB
ProductB1 ProductB2
AbstractFactory
CreateProductA CreateProductB
Client
CreateProductA CreateProductB
ConcreteFactory1
CreateProductA CreateProductB
ConcreteFactory2
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 47
Applicability for Abstract Factory Pattern
• Independence from Initialization or Representation • Manufacturer Independence • Constraints on related products • Cope with upcoming change
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 48
Example: A Facility Management System for a House
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 49
Clues in Nonfunctional Requirements for the Use of Design Patterns • Text: “manufacturer independent”,
“device independent”, “must support a family of products” => Abstract Factory Pattern
• Text: “must interface with an existing object” => Adapter Pattern
• Text: “must interface to several systems, some of them to be developed in the future”, “ an early prototype must be demonstrated” =>Bridge Pattern
• Text: “must interface to existing set of objects” => Façade Pattern
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 50
Clues in Nonfunctional Requirements for use of Design Patterns (2)
• Text: “complex structure”, “must have variable depth and width” => Composite Pattern
• Text: “must provide a policy independent from the mechanism” ⇒Strategy Pattern
• Text: “must be location transparent” => Proxy Pattern
• Text: “must be extensible”, “must be scalable” => Observer Pattern (MVC Architectural Pattern)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 51
Summary • Composite, Adapter, Bridge, Façade, Proxy
(Structural Patterns) • Focus: Composing objects to form larger structures
• Realize new functionality from old functionality, • Provide flexibility and extensibility
• Command, Observer, Strategy, Template (Behavioral Patterns)
• Focus: Algorithms and assignment of responsibilities to objects
• Avoid tight coupling to a particular solution • Abstract Factory, Builder (Creational Patterns)
• Focus: Creation of complex objects • Hide how complex objects are created and put together
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 52
Conclusion
Design patterns • provide solutions to common problems • lead to extensible models and code • can be used as is or as examples of interface inheritance
and delegation • apply the same principles to structure and to behavior
• Design patterns solve a lot of your software development problems
• Pattern-oriented development • My favorites: Observer, Composite, Strategy and
Builder.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 53
Additional Design Heuristics
• Never use implementation inheritance, always use interface inheritance
• A subclass should never hide operations implemented in a superclass
• If you are tempted to use implementation inheritance, use delegation instead