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Identify the Most Appropriate Design Pattern for a Given Scenario
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We will now review each of the Gamma et al. design patterns, starting first with those that are used to create objects (Creational), and then moving on to those that are concerned with composition of classes and objects (Structural), and finally covering those that are concerned with the interaction and responsibility of objects (Behavioral).
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5: Design Patterns
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Gang of Four (GoF) Design Patterns Elements, Sections, Descriptions
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Used to help convey the essence of the pattern. Categories are Creational Patterns concerned with creation Structural Patterns concerned with composition Behavioral Patterns concerned with interaction and responsibility. What problem does the pattern address What does it do Other common names for the pattern. Scenario that illustrates the problem. Situations in which the pattern can be used. Diagram representing the structure of classes and objects in the pattern. The GoF uses Object Modeling Technique (OMT) or Booch notation. Today, Unified Modeling Language (UML), a unification of OMT, Booch, and others, is commonly used. Classes and/or objects participating in the design pattern along with their responsibilities. How the participants work together to carry out their responsibilities. What objectives does the pattern achieve What are the trade-offs and results Implementation details (pitfalls, hints, or techniques) to consider. Are there languagespecific issues Sample code. Examples from the real world. Comparison and discussion of related patterns; scenarios where this pattern can be used in conjunction with another.
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Intent Also Known As Motivation Applicability Structure
Participants Collaborations Consequences Implementation Sample Code Known Uses Related Patterns
GoF Creational Design Patterns
Creational design patterns are concerned with the way objects are created. These patterns are used when a decision must be made at the time a class is instantiated. Typically, the details of the concrete class that is to be instantiated are hidden from (and unknown to) the calling class by an abstract class that knows only about the abstract class or the interface it implements. The following creational patterns are described by the GoF:
n Abstract Factory n Builder n Factory Method n Prototype n Singleton
Identify the Most Appropriate Design Pattern
TABLE 5-2
Study Sequence for Gang of Four (GoF) Design Patterns
Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
Design Pattern
Factory Method Strategy Decorator Composite Iterator Template Method Abstract Factory Builder Singleton Proxy Adapter Bridge Mediator Facade Observer Chain of Responsibility Memento Command Prototype State Visitor Flyweight Interpreter
Comment
Frequently used and also well utilized by other patterns. Frequently used, so early familiarity helps. Considered the skin to the guts of Strategy. Often used along with Chain of Responsibility, Interpreter, Iterator, and Visitor. Looping through anything is widespread in computing, so why not through objects, too Helps to reinforce your understanding of Strategy and Factory Method. Create more than one type of a group of objects. Another way to create, similar to Factory Method and Abstract Factory. You want only one copy of something. Controlled access to a service is needed. Gain access to a service with an incompatible interface. Decouples the function from the implementation. Yet another middleman. Single interface simplifying multiple interfaces in a subsystem. A form of the publish/subscribe model. Passes the message along until it s dealt with. Backs up and restores an object s state. Separates invoker from performer. Similar to cloning. Object appears to change class and alter its behavior. Object that represents an operation that operates on elements of an object structure. Allows you to utilize sharing to support large numbers of objects efficiently. Defines a grammar and an interpreter that uses the grammar to interpret sentences.
5: Design Patterns
FIGURE 5-1
UML for the Abstract Factory pattern
Abstract Factory
The Abstract Factory pattern s intent is to provide an interface to use for creating families of related (or dependent) objects without actually specifying their concrete classes. For a given set of related abstract classes, this pattern supplies a technique for creating instances of those abstract classes from an equivalent set of concrete subclasses. On some occasions, you may need to create an object without having to know which concrete subclass of object to create. The Abstract Factory pattern is also known as Kit. The UML representation is shown in Figure 5-1.
Benefits Following is a list of benefits of using the Abstract Factory pattern:
n It isolates client from concrete (implementation) classes. n It eases the exchanging of object families. n It promotes consistency among objects.
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