Behavioural Design Patterns Quote du jour: ECE450S – Software Engineering II I have not failed. I've just found 10,000 ways that won't work. - Thomas Edison.

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Presentation transcript:

Behavioural Design Patterns Quote du jour: ECE450S – Software Engineering II I have not failed. I've just found 10,000 ways that won't work. - Thomas Edison

2 Behavioral Patterns Chain of Responsibility (requests through a chain of candidates) Command (encapsulates a request) Interpreter (grammar as a class hierarchy) Iterator (abstracts traversal and access) Mediator (indirection for loose coupling) Memento (externalize and re-instantiate object state) Observer (defines and maintains dependencies) State (change behaviour according to changed state) Strategy (encapsulates an algorithm in an object) Template Method (step-by-step algorithm w/ inheritance) Visitor (encapsulated distributed behaviour)

3 Mediator Defines an object that encapsulates how a set of objects interact. –promotes loose coupling by keeping objects from referring to each other explicitly –lets you vary their interaction independently

4 Motivation A collection of widgets that interact with one another. –e.g., certain familes may not have certain weights disable ‘demibold’ choice

5 Motivation Create a mediator to control and coordinate the interactions of a group of objects.

6 Motivation e.g., –list box selection moving to entry field –entryField now calls WidgetChanged() and enables/disables –entry field does not need to know about list box and vice-versa

7 Motivation

8 Applicability A set of objects communicate in a well-defined but complex manner reusing an object is difficult because it refers to and communicates with many other objects a behavior that's distributed between several classes should be customizable without a lot of subclassing

9 Structure

10 Structure Mediator –defines an interface for communicating with Colleague objects ConcreteMediator –knows and maintains its colleagues –implements cooperative behavior by coordinating Colleagues Colleague classes –each Colleague class knows its Mediator object –each colleague communicates with its mediator whenever it would have otherwise communicated with another colleague

11 Consequences limits subclassing –localizes behaviour that otherwise would need to be modified by subclassing the colleagues decouples colleagues –can vary and reuse colleague and mediator classes independently simplifies object protocols –replaces many-to-many interactions with one-to-many –one-to-many are easier to deal with abstracts how objects cooperate –can focus on object interaction apart from an object’s individual behaviour centralizes control –mediator can become a monster

12 Observer Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. –A common side-effect of partitioning a system into a collection of cooperating classes is the need to maintain consistency between related objects –You don't want to achieve consistency by making the classes tightly coupled, because that reduces their reusability. –a.k.a. Publish-Subscribe –Common related/special case use: MVC Model-View-Controller pattern

13 Motivation Separate presentation aspects of the UI from the underlying application data. –e.g., spreadsheet view and bar chart view don't know about each other they act as if they do: changing one changes the other.

14 Subject –knows its observers –any number of Observers may observe one subject Observer –defines an updating interface for objects that should be notified of changes to the subject Structure

15 Concrete Subject –stores the state of interest to ConcreteObservers –send notification when its state changes Structure Concrete Observer –maintains a reference to the ConcreteSubject objects –stores state that should remain consistent with subject's –implements the Observer updating interface

16 Collaborations subject notifies its observers whenever a change occurs that would make its observers' state inconsistent with its own After being informed, observer may query subject for changed info. –uses query to adjust its state

17 Applicability When an abstraction has two aspects, one dependent upon the other –e.g., view and model Encapsulating these aspects into separate objects lets you vary them independently. when a change to one object requires changing others, and you don't know ahead of time how many there are or their types –when an object should be able to notify others without making assumptions about who these objects are, –you don't want these objects tightly coupled

18 Consequences abstract coupling –no knowledge of the other class needed supports broadcast communications –subject doesn’t care how many observers there are spurious updates a problem –can be costly –unexpected interactions can be hard to track down –problem aggravated when simple protocol that does not say what was changed is used

19 Implementation Mapping subjects to observers –table-based or subject-oriented Observing more than one subject –interface must tell you which subject –data structure implications (e.g., linked list) Who triggers the notify() –subject state changing methods > 1 update for a complex change –clients complicates API & error-prone can group operations and send only one update –transaction-oriented API to client

20 Implementation dangling references to deleted subjects –send 'delete message' –complex code must ensure subject state is self-consistent before sending update push versus pull –push: subject sends info it thinks observer wants –pull: observer requests info when it needs it –registration: register for what you want when observer signs up, states what interested in ChangeManager –if observing more than one subject to avoid spurious updates Can combine subject and observer