Beruflich Dokumente
Kultur Dokumente
a Presentation
by
Sascha Konrad
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Overview
Introduction 3
What Is a Design Pattern 5
How to Describe Design Patterns 13
How Design Patterns Solve Design Problems 16
Designing for Change 25
How to Select a Design Pattern 29
Conclusion 32
Two Examples 40
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Design Patterns Sascha Konrad
Introduction (1)
• Designing object-oriented software is hard, designing reusable
object-oriented software is even harder
• Design should be specific to problem, but also general enough
to address future problems and requirements
• Expert designers reuse solutions that have worked for them in
the past
Recurring patterns of classes and communicating objects
exist in many object-oriented systems
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Design Patterns Sascha Konrad
Introduction (2)
• If details of previous problems and their solutions are known,
then they could be reused
Recording experience in software design for others to
use
Design patterns
= important and recurring design in object-
oriented systems
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Design Patterns Sascha Konrad
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Design Patterns Sascha Konrad
• Pattern name
• Problem
• Solution
• Consequences
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Design Patterns Sascha Konrad
Pattern Name
• A handle used to describe a design problem, its solutions and
its consequences in a word or two
• Increases design vocabulary
• Makes it possible to design at a higher level of abstraction
• Enhances communication
• But finding a good name is often hard
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Problem
• Describes when to apply the pattern
• Explains the problem and its context
• Might describe specific design problems or class or object
structures
• Sometimes contains a list of conditions that must be met
before it makes sense to apply the pattern
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Design Patterns Sascha Konrad
Solution
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Design Patterns Sascha Konrad
Consequences
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Design Patterns Sascha Konrad
They are:
“Descriptions of communicating objects and classes that are
customized to solve a general design problem in a particular
context.”
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How to Describe
Design Patterns
• Graphical notation is not sufficient
• To reuse design decisions, alternatives and trade-offs that led
to the decisions are important
• Concrete examples are also important
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Design Patterns Sascha Konrad
A Description Template
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Classification
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Specifying Object
Implementations (1)
• An object’s implementation is defined by its class
• Objects are created by instantiating a class
• A subclass inherits the definition of all data and operations
from the parentclass
• Abstract classes define common interfaces, but cannot be
instantiated
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Design Patterns Sascha Konrad
Specifying Object
Implementations (2)
Class vs. Interface Inheritance:
• Distinction between class and type
• Many design patterns depend on this distinction
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Conclusion
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There are several ways design patterns can affect the way
object-oriented software is designed:
• A common design vocabulary
• A documentation and learning aid
• An adjunct to existing methods
• A target for refactoring
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A Parting Thought
“It is possible to make buildings by stringing together patterns,
in a rather loose way. A building made like this, is an
assembly of patterns. It is not dense. It is not profound. But
it is also possible to put patterns together un such a way that
many patterns overlap in the same physical space: the
building is very dense; it has many meanings captured in a
small space; and through this density, it becomes profound.”
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Design Patterns Sascha Konrad
Two Examples
• Two design patterns and an example how they could be
used:
1. Singleton
Ensure a class only has one instance and provide a
global point of access to it
2. Observer
Define a one-to-many dependency between objects so
that when one object changes state, all its dependents are
notified and updated automatically
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Singleton (1)
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Singleton (2)
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Singleton (3)
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Singleton (4)
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Singleton (5)
Declaration:
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Design Patterns Sascha Konrad
Singleton (6)
• The singleton pattern makes the sole instance a normal in-
stance of Scheduler, but that class is written that only one
instance can ever be created
• This is done be hiding the operation that creates the
instance behind a static member function
• Through getInstance() the only instance of the class can be
accessed
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Design Patterns Sascha Konrad
Observer (1)
• A common side-effect of partitioning a system into a col-
lection of cooperating classes is the need to maintain con-
sistency between related objects
• The observer pattern describes how to establish these rela-
tionships
• The key objects are:
• Subject
A subject may have any number of depending observers
• Observer
Observers are notified when the subject undergoes a
change of state and then they will query the subject to
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Design Patterns Sascha Konrad
Observer (2)
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Observer (3)
An example:
•The class Room is observing
the class ControlPanelFM
• If something is set in
ControlPanelFM Room is in-
formed through its update-
function
• ControlPanelFM knows its
observers because it provides
the interface for attaching and
detaching Observer objects
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Observer (4)
• The observer pattern gives the possibility to vary subjects and
observers independently
• Subjects can be reused without reusing the observers and vice
versa
• Observers can be added without modifying the subjects
• Abstract coupling between subject and observers
• Support for broadcast communication
• But unexpected updates possible (a simple operation can cause
a cascade of updates)
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