Design Patterns: Elements of Reusable Object-Oriented Software message

Use the Facade pattern when

• you want to provide a simple interface to a complex subsystem. Subsystems often get more complex as they evolve. Most patterns, when applied, result in more and smaller classes. This makes the subsystem more reusable and easier to customize, but it also becomes harder to use for clients that don’t need to customize it. A facade can provide a simple default view of the subsystem that is good enough for most clients. Only clients needing more customizability will need to look beyond the facade.
• there are many dependencies between clients and the implementation classes of an abstraction. Introduce a facade to decouple the subsystem from clients and other subsystems, thereby promoting subsystem independence and portability.
• you want to layer your subsystems. Use a facade to define an entry point to each subsystem level. If subsystems are dependent, then you can simplify the dependencies between them by making them communicate with each other solely through their facades.

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Since the Decorator pattern only changes a component from the outside, the component doesn’t have to know anything about its decorators; that is, the decorators are transparent to the component.

With strategies, the component itself knows about possible extensions. So it has to reference and maintain the corresponding strategies.

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Use Decorator

• to add responsibilities to individual objects dynamically and transparently, that is, without affecting other objects.
• for responsibilities that can be withdrawn.
• when extension by subclassing is impractical. Sometimes a large number of independent extensions are possible and would produce an explosion of subclasses to support every combination. Or a class definition may be hidden or otherwise unavailable for subclassing.

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The decorator conforms to the interface of the component it decorates so that its presence is transparent to the component’s clients.

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The choice of data structure depends (as always) on efficiency.

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Use the Composite pattern when

• you want to represent part-whole hierarchies of objects.
• you want clients to be able to ignore the difference between compositions of objects and individual objects. Clients will treat all objects in the composite structure uniformly.

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Use the Bridge pattern when

• you want to avoid a permanent binding between an abstraction and its implementation. This might be the case, for example, when the implementation must be selected or switched at run-time.
• both the abstractions and their implementations should be extensible by subclassing. In this case, the Bridge pattern lets you combine the different abstractions and implementations and extend them independently.
• changes in the implementation of an abstraction should have no impact on clients; that is, their code should not have to be recompiled.

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Inheritance binds an implementation to the abstraction permanently, which makes it difficult to modify, extend, and reuse abstractions and implementations independently.

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Decorator enhances another object without changing its interface. A decorator is thus more transparent to the application than an adapter is. As a consequence, Decorator supports recursive composition, which isn’t possible with pure adapters.

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Bridge has a structure similar to an object adapter, but Bridge has a different intent: It is meant to separate an interface from its implementation so that they can be varied easily and independently. An adapter is meant to change the interface of an existing object.

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A narrow interface consisting of only a couple of operations is easier to adapt than an interface with dozens of operations.

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The solution involves a two-way class adapter ConstraintStateVariable, a subclass of both State Variable and ConstraintVariable, that adapts the two interfaces to each other. Multiple inheritance is a viable solution in this case because the interfaces of the adapted classes are substantially different. The two-way class adapter conforms to both of the adapted classes and can work in either system.

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Use the Adapter pattern when

• you want to use an existing class, and its interface does not match the one you need.
• you want to create a reusable class that cooperates with unrelated or unforeseen classes, that is, classes that don’t necessarily have compatible interfaces.
• (object adapter only) you need to use several existing subclasses, but it’s impractical to adapt their interface by subclassing every one. An object adapter can adapt the interface of its parent class.

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Often the adapter is responsible for functionality the adapted class doesn’t provide.

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Structural patterns are concerned with how classes and objects are composed to form larger structures. Structural class patterns use inheritance to compose interfaces or implementations. As a simple example, consider how multiple inheritance mixes two or more classes into one. The result is a class that combines the properties of its parent classes. This pattern is particularly useful for making independently developed class libraries work together.

Rather than composing interfaces or implementations, structural object patterns describe ways to compose objects to realize new functionality. The added flexibility of object composition comes from the ability to change the composition at run-time, which is impossible with static class composition.

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Designs that use Abstract Factory, Prototype, or Builder are even more flexible than those that use Factory Method, but they’re also more complex. Often, designs start out using Factory Method and evolve toward the other creational patterns as the designer discovers where more flexibility is needed.

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Use the Singleton pattern when

• there must be exactly one instance of a class, and it must be accessible to clients from a well-known access point.
• when the sole instance should be extensible by subclassing, and clients should be able to use an extended instance without modifying their code.

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[...] these facilities don’t solve the “shallow copy versus deep copy” problem [GR83]. That is, does cloning an object in turn clone its instance variables, or do the clone and original just share the variables?

A shallow copy is simple and often sufficient, and that’s what Smalltalk provides by default. The default copy constructor in C++ does a memberwise copy, which means pointers will be shared between the copy and the original. But cloning prototypes with complex structures usually requires a deep copy, because the clone and the original must be independent. Therefore you must ensure that the clone’s components are clones of the prototype’s components. Cloning forces you to decide what if anything will be shared.

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Use the Prototype pattern when a system should be independent of how its products are created, composed, and represented; and

• when the classes to instantiate are specified at run-time, for example, by dynamic loading; or
• to avoid building a class hierarchy of factories that parallels the class hierarchy of products; or
• when instances of a class can have one of only a few different combinations of state. It may be more convenient to install a corresponding number of prototypes and clone them rather than instantiating the class manually, each time with the appropriate state.

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Instead of creating the concrete product in the constructor, the constructor merely initializes it to 0. The accessor returns the product. But first it checks to make sure the product exists, and if it doesn’t, the accessor creates it. This technique is sometimes called lazy initialization.

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Use the Factory Method pattern when

• a class can’t anticipate the class of objects it must create.
• a class wants its subclasses to specify the objects it creates.
• classes delegate responsibility to one of several helper subclasses, and you want to localize the knowledge of which helper subclass is the delegate.

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Abstract Factory (87) is similar to Builder in that it too may construct complex objects. The primary difference is that the Builder pattern focuses on constructing a complex object step by step. Abstract Factory’s emphasis is on families of product objects (either simple or complex). Builder returns the product as a final step, but as far as the Abstract Factory pattern is concerned, the product gets returned immediately.

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Use the Builder pattern when

• the algorithm for creating a complex object should be independent of the parts that make up the object and how they’re assembled.
• the construction process must allow different representations for the object that’s constructed.

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Use the Abstract Factory pattern when

• a system should be independent of how its products are created, composed, and represented.
• a system should be configured with one of multiple families of products.
• a family of related product objects is designed to be used together, and you need to enforce this constraint.
• you want to provide a class library of products, and you want to reveal just their interfaces, not their implementations.

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Creational design patterns abstract the instantiation process. They help make a system independent of how its objects are created, composed, and represented. A class creational pattern uses inheritance to vary the class that’s instantiated, whereas an object creational pattern will delegate instantiation to another object.

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Functions are hard to extend, and it’s hard to reuse parts of them.

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A design pattern should only be applied when the flexibility it affords is actually needed. The Consequences sections are most helpful when evaluating a pattern’s benefits and liabilities.

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Consider what should be variable in your design. This approach is the opposite of focusing on the causes of redesign. Instead of considering what might force a change to a design, consider what you want to be able to change without redesign. The focus here is on encapsulating the concept that varies, a theme of many design patterns.

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Design patterns help you avoid this by ensuring that a system can change in specific ways. Each design pattern lets some aspect of system structure vary independently of other aspects, thereby making a system more robust to a particular kind of change.

Here are some common causes of redesign along with the design pattern(s) that address them:

1. Creating an object by specifying a class explicitly. Specifying a class name when you create an object commits you to a particular implementation instead of a particular interface. This commitment can complicate future changes. To avoid it, create objects indirectly.

Design patterns: Abstract Factory (87), Factory Method (107), Prototype (117).

2. Dependence on specific operations. When you specify a particular operation, you commit to one way of satisfying a request. By avoiding hard-coded requests, you make it easier to change the way a request gets satisfied both at compile-time and at run-time.

Design patterns: Chain of Responsibility (223), Command (233).

3. Dependence on hardware and software platform. External operating system interfaces and application programming interfaces (APIs) are different on different hardware and software platforms. Software that depends on a particular platform will be harder to port to other platforms. It may even be difficult to keep it up to date on its native platform. It’s important therefore to design your system to limit its platform dependencies.

Design patterns: Abstract Factory (87), Bridge (151).

4. Dependence on object representations or implementations. Clients that know how an object is represented, stored, located, or implemented might need to be changed when the object changes. Hiding this information from clients keeps changes from cascading.

Design patterns: Abstract Factory (87), Bridge (151), Memento (283), Proxy (207).

5. Algorithmic dependencies. Algorithms are often extended, optimized, and replaced during development and reuse. Objects that depend on an algorithm will have to change when the algorithm changes. Therefore algorithms that are likely to change should be isolated.

Design patterns: Builder (97), Iterator (257), Strategy (315), Template Method (325), Visitor (331).

6. Tight coupling. Classes that are tightly coupled are hard to reuse in isolation, since they depend on each other. Tight coupling leads to monolithic systems, where you can’t change or remove a class without understanding and changing many other classes. The system becomes a dense mass that’s hard to learn, port, and maintain.

Loose coupling increases the probability that a class can be reused by itself and that a system can be learned, ported, modified, and extended more easily. Design patterns use techniques such as abstract coupling and layering to promote loosely coupled systems.

Design patterns: Abstract Factory (87), Bridge (151), Chain of Responsibility (223), Command (233), Facade (185), Mediator (273), Observer (293).

7. Extending functionality by subclassing. Customizing an object by subclassing often isn’t easy. Every new class has a fixed implementation overhead (initialization, finalization, etc.). Defining a subclass also requires an in-depth understanding of the parent class. For example, overriding one operation might require overriding another. An overridden operation might be required to call an inherited operation. And subclassing can lead to an explosion of classes, because you might have to introduce many new subclasses for even a simple extension.

Object composition in general and delegation in particular provide flexible alternatives to inheritance for combining behavior. New functionality can be added to an application by composing existing objects in new ways rather than by defining new subclasses of existing classes. On the other hand, heavy use of object composition can make designs harder to understand. Many design patterns produce designs in which you can introduce customized functionality just by defining one subclass and composing its instances with existing ones.

Design patterns: Bridge (151), Chain of Responsibility (223), Composite (163), Decorator (175), Observer (293), Strategy (315).

8. Inability to alter classes conveniently. Sometimes you have to modify a class that can’t be modified conveniently. Perhaps you need the source code and don’t have it (as may be the case with a commercial class library). Or maybe any change would require modifying lots of existing subclasses. Design patterns offer ways to modify classes in such circumstances.

Design patterns: Adapter (139), Decorator (175), Visitor (331).

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To design the system so that it’s robust to such changes, you must consider how the system might need to change over its lifetime. A design that doesn’t take change into account risks major redesign in the future. Those changes might involve class redefinition and reimplementation, client modification, and retesting. Redesign affects many parts of the software system, and unanticipated changes are invariably expensive.

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Ultimately, acquaintance and aggregation are determined more by intent than by explicit language mechanisms. The distinction may be hard to see in the compile-time structure, but it’s significant. Aggregation relationships tend to be fewer and more permanent than acquaintance. Acquaintances, in contrast, are made and remade more frequently, sometimes existing only for the duration of an operation. Acquaintances are more dynamic as well, making them more difficult to discern in the source code.

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Consider the distinction between object aggregation and acquaintance and how differently they manifest themselves at compile- and run-times. Aggregation implies that one object owns or is responsible for another object. Generally we speak of an object having or being part of another object. Aggregation implies that an aggregate object and its owner have identical lifetimes.

Acquaintance implies that an object merely knows of another object. Sometimes acquaintance is called “association” or the “using” relationship. Acquainted objects may request operations of each other, but they aren’t responsible for each other. Acquaintance is a weaker relationship than aggregation and suggests much looser coupling between objects.

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Delegation is an extreme example of object composition. It shows that you can always replace inheritance with object composition as a mechanism for code reuse.

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Delegation has a disadvantage it shares with other techniques that make software more flexible through object composition: Dynamic, highly parameterized software is harder to understand than more static software. There are also run-time inefficiencies, but the human inefficiencies are more important in the long run. Delegation is a good design choice only when it simplifies more than it complicates.

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Delegation

Delegation is a way of making composition as powerful for reuse as inheritance. In delegation, two objects are involved in handling a request: a receiving object delegates operations to its delegate. This is analogous to subclasses deferring requests to parent classes. But with inheritance, an inherited operation can always refer to the receiving object through the this member variable in C++ and self in Smalltalk. To achieve the same effect with delegation, the receiver passes itself to the delegate to let the delegated operation refer to the receiver.

For example, instead of making class Window a subclass of Rectangle (because windows happen to be rectangular), the Window class might reuse the behavior of Rectangle by keeping a Rectangle instance variable and delegating Rectangle-specific behavior to it. In other words, instead of a Window being a Rectangle, it would have a Rectangle. Window must now forward requests to its Rectangle instance explicitly, whereas before it would have inherited those operations.

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Reuse by inheritance makes it easier to make new components that can be composed with old ones. Inheritance and object composition thus work together.

Nevertheless, our experience is that designers overuse inheritance as a reuse technique, and designs are often made more reusable (and simpler) by depending more on object composition.

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[...] leads us to our second principle of object-oriented design:

Favor object composition over class inheritance.

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Object composition has another effect on system design. Favoring object composition over class inheritance helps you keep each class encapsulated and focused on one task. Your classes and class hierarchies will remain small and will be less likely to grow into unmanageable monsters. On the other hand, a design based on object composition will have more objects (if fewer classes), and the system’s behavior will depend on their interrelationships instead of being defined in one class.

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Object composition is defined dynamically at run-time through objects acquiring references to other objects. Composition requires objects to respect each others’ interfaces, which in turn requires carefully designed interfaces that don’t stop you from using one object with many others. But there is a payoff. Because objects are accessed solely through their interfaces, we don’t break encapsulation. Any object can be replaced at run-time by another as long as it has the same type. Moreover, because an object’s implementation will be written in terms of object interfaces, there are substantially fewer implementation dependencies.

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Because inheritance exposes a subclass to details of its parent’s implementation, it’s often said that “inheritance breaks encapsulation”. The implementation of a subclass becomes so bound up with the implementation of its parent class that any change in the parent’s implementation will force the subclass to change.

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Inheritance versus Composition

The two most common techniques for reusing functionality in object-oriented systems are class inheritance and object composition. As we’ve explained, class inheritance lets you define the implementation of one class in terms of another’s. Reuse by subclassing is often referred to as white-box reuse. The term “white-box” refers to visibility: With inheritance, the internals of parent classes are often visible to subclasses.

Object composition is an alternative to class inheritance. Here, new functionality is obtained by assembling or composing objects to get more complex functionality. Object composition requires that the objects being composed have well-defined interfaces. This style of reuse is called black-box reuse, because no internal details of objects are visible. Objects appear only as “black boxes.”

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By abstracting the process of object creation, these patterns give you different ways to associate an interface with its implementation transparently at instantiation. Creational patterns ensure that your system is written in terms of interfaces, not implementations.

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There are two benefits to manipulating objects solely in terms of the interface defined by abstract classes:

1. Clients remain unaware of the specific types of objects they use, as long as the objects adhere to the interface that clients expect.

2. Clients remain unaware of the classes that implement these objects. Clients only know about the abstract class(es) defining the interface.

This so greatly reduces implementation dependencies between subsystems that it leads to the following principle of reusable object-oriented design:

Program to an interface, not an implementation.

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When inheritance is used carefully (some will say properly), all classes derived from an abstract class will share its interface. This implies that a subclass merely adds or overrides operations and does not hide operations of the parent class.

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It’s important to understand the difference between an object’s class and its type.

An object’s class defines how the object is implemented. The class defines the object’s internal state and the implementation of its operations. In contrast, an object’s type only refers to its interface—the set of requests to which it can respond. An object can have many types, and objects of different classes can have the same type.

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Dynamic binding means that issuing a request doesn’t commit you to a particular implementation until run-time. Consequently, you can write programs that expect an object with a particular interface, knowing that any object that has the correct interface will accept the request. Moreover, dynamic binding lets you substitute objects that have identical interfaces for each other at run-time. This substitutability is known as polymorphism, and it’s a key concept in object-oriented systems.

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Strict modeling of the real world leads to a system that reflects today’s realities but not necessarily tomorrow’s. The abstractions that emerge during design are key to making a design flexible.

Design patterns help you identify less-obvious abstractions and the objects that can capture them.

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Object-oriented programs are made up of objects. An object packages both data and the procedures that operate on that data. The procedures are typically called methods or operations. An object performs an operation when it receives a request (or message) from a client.

Requests are the only way to get an object to execute an operation. Operations are the only way to change an object’s internal data. Because of these restrictions, the object’s internal state is said to be encapsulated; it cannot be accessed directly, and its representation is invisible from outside the object.

The hard part about object-oriented design is decomposing a system into objects. The task is difficult because many factors come into play: encapsulation, granularity, dependency, flexibility, performance, evolution, reusability, and on and on. They all influence the decomposition, often in conflicting ways.

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Creational class patterns defer some part of object creation to subclasses, while Creational object patterns defer it to another object. The Structural class patterns use inheritance to compose classes, while the Structural object patterns describe ways to assemble objects. The Behavioral class patterns use inheritance to describe algorithms and flow of control, whereas the Behavioral object patterns describe how a group of objects cooperate to perform a task that no single object can carry out alone.

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Class patterns deal with relationships between classes and their subclasses. These relationships are established through inheritance, so they are static—fixed at compile-time. Object patterns deal with object relationships, which can be changed at run-time and are more dynamic. Almost all patterns use inheritance to some extent. So the only patterns labeled “class patterns” are those that focus on class relationships. Note that most patterns are in the Object scope.

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Patterns can have either creational, structural, or behavioral purpose. Creational patterns concern the process of object creation. Structural patterns deal with the composition of classes or objects. Behavioral patterns characterize the ways in which classes or objects interact and distribute responsibility.

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[...] the main relationships in MVC are given by the Observer, Composite, and Strategy design patterns.

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MVC decouples views and models by establishing a subscribe/notify protocol between them. A view must ensure that its appearance reflects the state of the model. Whenever the model’s data changes, the model notifies views that depend on it. In response, each view gets an opportunity to update itself. This approach lets you attach multiple views to a model to provide different presentations. You can also create new views for a model without rewriting it.

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MVC consists of three kinds of objects. The Model is the application object, the View is its screen presentation, and the Controller defines the way the user interface reacts to user input.

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Christopher Alexander says, “Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice”. Even though Alexander was talking about patterns in buildings and towns, what he says is true about object-oriented design patterns.

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Novelists and playwrights rarely design their plots from scratch. Instead, they follow patterns like “Tragically Flawed Hero” (Macbeth, Hamlet, etc.) or “The Romantic Novel” (countless romance novels). In the same way, object-oriented designers follow patterns like “represent states with objects” and “decorate objects so you can easily add/remove features.” Once you know the pattern, a lot of design decisions follow automatically.

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One thing expert designers know not to do is solve every problem from first principles. Rather, they reuse solutions that have worked for them in the past. When they find a good solution, they use it again and again. Such experience is part of what makes them experts.

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