Chapter 5 Patterns and GUI Programming -Part 1-. Pattern A pattern is a description of a problem and its solution that you can apply to many programming.

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Presentation transcript:

Chapter 5 Patterns and GUI Programming -Part 1-

Pattern A pattern is a description of a problem and its solution that you can apply to many programming situation.  Standardized patterns  User defined patterns Pattern presents proven advice in a standard format.

Chapter Topics The Pattern Concept ITERATOR Pattern OBSERVER Pattern STRATEGY Pattern  ex. Layout Managers COMPOSITE Pattern  ex. Components, Containers DECORATOR Pattern  ex. Scroll Bars How to Recognize Patterns Putting Patterns to Work

List Iterators LinkedList list =...; ListIterator iterator = list.listIterator(); while (iterator.hasNext()) { String current = iterator.next();... } Why does the Java library use an iterator to traverse a linked list?

Classical List Data Structure Programmer manipulates the links directly Link currentLink = countries.head; while (currentLink != null) { do something with currentLink.data; currentLink = currentLink.next; }  Thus, this exposes implementation. Break Encapsulation unnecessarily Easy to mess up and corrupt the link structure of a linked list

The Pattern Concept History: Architectural Patterns by Christopher Alexander Each pattern has  a short name  a brief description of the context  a lengthy description of the problem  a prescription for the solution

ITERATOR Pattern The ITERATOR pattern teaches how to access the elements of an aggregate object.

ITERATOR Pattern Context 1. An object (which we’ll call the aggregate) contains other objects (which we’ll call elements). 2. Clients (that is, methods that use the aggregate) need access to the elements. 3. The aggregate should not expose its internal structure. 4. There may be multiple clients that need simultaneous access.

ITERATOR Pattern Solution 1. Define an iterator that fetches one element at a time. 2. Each iterator object needs to keep track of the position of the next element to fetch. 3. If there are several variations of the aggregate and iterator classes, it is best if they implement common interface type. Then the client only needs to know the interface types, not the concrete classes.

ITERATOR Pattern

Names in pattern are examples and may differ in each occurrence of pattern.

ITERATOR Pattern Name in Design PatternActual Name AggregateList ConcreteAggregateLinkedList IteratorListIterator ConcreteIternatorAn anonymous class that implements the ListIterator interface type createIterator()listIterator() next() isDone()Opposite of hasNext() currentItem()Return value of next()

OBSERVER Pattern Some programs have multiple editable views of the same data.  Example: HTML Editor WYSIWYG (What you see is what you get) view A structural view … When you edit on of the view, the other updates automatically and instantaneously.

OBSERVER Pattern Model/view/controller architecture  Model The raw data Data structure No visual appearance  Views Visual representations  Controllers An object that processes user interaction (using mouse, keyboard, GUI interface, …) Each view has a controller.

OBSERVER Pattern When a user types text into one of the windows:  The controller tells the models to insert the text that the user typed.  The model notifies all views of a change in the model.  All views repaint themselves.  During paint, each view asks the models for the current text. This architecture minimizes the coupling between the model, views, and controllers.

OBSERVER Pattern

The OBSERVER pattern teaches how an object can tell other objects about events. Context 1. An object (which we’ll call the subject) is source of events (such as “my data has changed”). 2. One or more objects (called the observer ) want to know when an event occurs.

OBSERVER Pattern Solution 1. Define an observer interface type. Observer classes must implement this interface type. 2. The subject maintains a collection of observer objects. 3. The subject class supplies methods for attaching observers. 4. Whenever an event occurs, the subject notifies all observers.

OBSERVER Pattern

Name in Design PatternActual Name SubjectJButton ObserverActionListener ConcreteObserverThe class that implements the ActionListener interface type attach()addActionListener notify()actionPerformed

STRATEGY Pattern Layout Managers What if we need to specifies pixel position of components when  User interfaces are made up of use interface components  Components are placed in containers Swing doesn't use hard-coded pixel coordinates for each component.  Advantages: Can switch between various "look and feel" Can internationalize strings Layout manager arranges the components in a container.

STRATEGY Pattern Layout Managers FlowLayout: left to right, start new row when full BoxLayout: left to right or top to bottom BorderLayout: 5 areas, Center, North, South, East, West GridLayout: grid, all components have same size GridBagLayout: the rows & columns can have different sizes and components can span multiple rows and columns

STRATEGY Pattern Layout Managers

Panel  Set layout manager JPanel keyPanel = new JPanel(); keyPanel.setLayout(new GridLayout(4, 3));  Add components for (int i = 0; i < 12; i++) { keyPanel.add(button[i]); } //end for

STRATEGY Pattern Layout Managers

STRATEGY Pattern (Ex) Voice Mail System GUI Same backend as text-based system Only Telephone class changes Buttons for keypad Text areas for microphone, speaker

STRATEGY Pattern (Ex) Voice Mail System GUI

Panel with BorderLayout for speaker JPanel speakerPanel = new JPanel(); speakerPanel.setLayout(new BorderLayout()); speakerPanel.add(new JLabel("Speaker:"), BorderLayout.NORTH); speakerField = new JTextArea(10, 25); speakerPanel.add(speakerField, BorderLayout.CENTER); Laying out the microphone Component

STRATEGY Pattern (Ex) Voice Mail System GUI Arrange keys in panel with GridLayout: JPanel keyPanel = new JPanel(); keyPanel.setLayout(new GridLayout(4, 3)); for (int i = 0; i < 12; i++) { JButton keyButton = new JButton(...); keyPanel.add(keyButton); keyButton.addActionListener(...); }

STRATEGY Pattern (Ex) Voice Mail System GUI Put speaker, keypads, and microphone panel into content pane Content pane already has BorderLayout Ch5/mailgui/Telephone.java

STRATEGY Pattern (Ex) Custom Layout Manager Odd-numbered components right aligned Even-numbered components left aligned Implement LayoutManager interface type

STRATEGY Pattern The LayoutManager Interface Type public interface LayoutManager { Dimension minimumLayoutSize(Container parent); Dimension preferredLayoutSize(Container parent); void layoutContainer(Container parent); void addLayoutComponent(String name, Component comp); void removeLayoutComponent(Component comp); }

STRATEGY Pattern Form Layout Ch5/layout/FormLayout.java Ch5/layout/FormLayoutTester.java Ch5/layout/FormLayoutTester.java

STRATEGY Pattern The STRATEGY pattern teaches how to supply variants of an algorithm Other manifestation: Comparators Comparator comp = new CountryComparatorByName(); Collections.sort(countries, comp);

STRATEGY Pattern Context 1. A class (called context class) can benefit from different variants for an algorithm 2. Clients of the context class sometimes want to supply custom versions of the algorithm Solution 1. Define an interface type that is an abstraction for the algorithm. We’ll call this interface type the strategy. 2. Concrete strategy classes implement the strategy interface type. Each strategy class implements a version of the algorithm. 3. The client supplies a concrete strategy object to the context class. 4. Whenever the algorithm needs to be executed, the context class calls the appropriate methods of the strategy object.

STRATEGY Pattern

Name in Design PatternActual Name ContextContainer StrategyLayoutManager ConcreteStrategyA layout manager such as BolderLayout doWork()A method of the LayoutManager interface type such as layoutContainer