Observer Design Pattern

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Presentation transcript:

Observer Design Pattern observing changes

Observer Motivation objects (observers) need to synchronize behavior with some other object (subject): observe changing subject’s state ex: bar chart and bar graph need to know when original spreadsheet values change

Observer Implementation observers subscribe to change state notifications, while subjects publish changes by notifying observers or sending them messages (synonymous terms) another name for pattern – publish-subscribe common way to implement GUI interfaces (foundation of so-called model-view-controller architectural pattern) the “business logic” is in subject hierarchy the “presentation logic” is in observer hierarchy if using abstract/concrete classes abstract observer/subject – implement registration/notification functionality concrete observer/subject – implement subject state and state acquisition by observer there may be a registry of subjects for observers to subscribe to behavioral pattern

Communication Methods: Push & Pull observer needs to communicate state change information to subject two communication methods push – state change is in message itself may require large message not all concrete subjects need all the data subject may push a reference to itself pull – observer queries the state of subject after receiving notification observer needs to keep reference to subject subject needs to implement getters

Observer UML Diagram (Push Method) +notify()

Observer UML Diagram (Pull Method)

(Forward) Class Declaration in C++, any named construct must be declared before use a class may be declared by class definition (forward) class declaration syntax class NameOfClass; after forward declaration, can declare pointers/references (but not objects) of this class used when classes mutually refer to each other, or for better program structure Class A; // declaration Class B{ B(A*p):p_(p){} private: A *p_; }; // definition Class A{ ... };