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1. Program the suggested extension for novices to the Photo Library program. 2. Consider large systems that you use on the Internet, and come up with more examples of Fa ades. 3. If you have access to source code for a compiler, find the part where the subsystems are called and examine how the data structures are passed between them.
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The Adapter pattern has much in common with the patterns discussed in 2. The differences are in the intents of the patterns. A bridge, for example, separates an interface and its implementation so that they can vary independently, whereas an adapter changes the interface of an existing object. The Adapter pattern is more useful for one-off changes, whereas the Bridge pattern anticipates that change might happen continuously.
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A decorator enhances an object without changing its interface and should be transparent to the application. An adapter is not transparent, as it is the named implementation of the interface the client sees. The Proxy pattern does not change any interfaces; it defines substitute objects for other objects. From a certain point of view, the Fa ade pattern is also adapting requests: it transforms high-level requests into a sequence of lower-level requests. The Fa ade s intent is to hide complexity, and the Fa ade subsystems are not intended to be accessible by the client. To complete the picture, we can classify the Adapter and Fa ade patterns according to the mechanisms shown in Table 4-2.
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Table 4-2. Comparison of Adapter and Fa ade patterns Mechanism Original Interface New Client Client activates Original changed by New classes/subsystems Operation routed Adapter
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Adaptee ITarget Adapter
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Fa ade
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SubsystemA, B, and C
Fa ade
Operation1 and 2
Aggregates ITarget New No change
Adapter provides adaptations to
Accesses Fa ade New No change
Fa ade supplies high-level operations
their methods From new to original From new to original
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4: Structural Patterns: Adapter and Fa ade
5
Creational Patterns: Prototype, Factory Method, and Singleton
The creational patterns aim to separate a system from how its objects are created, composed, and represented. They increase the system s flexibility in terms of the what, who, how, and when of object creation. Creational patterns encapsulate the knowledge about which classes a system uses, but they hide the details of how the instances of these classes are created and put together. Programmers have come to realize that composing systems with inheritance makes those systems too rigid. The creational patterns are designed to break this close coupling. In this and the following chapter, we shall make further use of some C# features that help to abstract the instantiation process generics and delegates (introduced in s 3 and 4, respectively) are two of these. We ll start by looking at three small patterns that are helpful in combination with many others. The Prototype pattern ensures that when copies of complex objects are made, they are true copies. The Factory Method pattern is a means of creating objects without knowing the exact subclass being used. Finally, the Singleton pattern ensures that only one of a class can be built and that all users are directed to it.
Prototype Pattern
Role
The Prototype pattern creates new objects by cloning one of a few stored prototypes. The Prototype pattern has two advantages: it speeds up the instantiation of very large, dynamically loaded classes (when copying objects is faster), and it keeps a record of identifiable parts of a large data structure that can be copied without knowing the subclass from which they were created.
Illustration
Let s again consider the Photo Group application discussed in 3, which held groups of photographs (see Figure 3-3). At some stage, we might like to archive one of the groups by copying it to another album. Then, later, we can bring it back again (perhaps if the original is deleted by mistake). In this case, the archive becomes a holder of prototypes that can be copied whenever required. We shall call the updated version of the application with this added functionality Photo Archive.
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