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Frameworks and Design Patterns

Reusability Revisited

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A toolkit is a library of reusable classes designed to provide useful, general-purpose functionality.


E.g., Java APIs (awt,
util, io, net,

etc)

An application framework is a specific set of classes that cooperate closely with each other and together embody a reusable design for a category of problems.
E.g., Java APIs (Applet, E.g., MFC, JFC, etc.
Thread,

etc)

A design pattern describes a general recurring problem in different domains, a solution, when to apply the solution, and its consequences.
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A framework embodies a complete design of an application, while a pattern is an outline of a solution to a class of problems. A framework dictates the architecture of an application and can be customized to get an application. (E.g., Java Applets) When one uses a framework, one reuses the main body of the framework and writes the code it calls. When one uses a toolkit, one writes the main body of the application that calls the code in the toolkit. (E.g., Java AWT)
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Why catalog/learn design patterns?


Provides (an application-independent) vocabulary to communicate, document, and explore design alternatives. Captures the experience of an expert (especially the rationale behind a design and the trade-offs involved) and codifies it in a form that is potentially reusable.
What, why, how,

Example is not another way to teach, it is the only way to teach. -- Albert Einstein
(Cf. Vince Lombardi Quote)
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Example : The Intermediary Pattern


A client interacts with an intermediary while the requested services are really carried out by the server/worker.
Proxy
Intermediary acts like a transmission agent. E.g., rpc, rmi implementations. rpc Proxy Server

Client

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Translator/Adapter
Intermediary acts like a translator between the client and the server. E.g., Format/protocol conversions.

Client

Adapter

Server

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Facade
Intermediary acts like a focal point distributing work to other agents. E.g., telnet, ftp, " web-browser. E.g., local/network files, devices, ... " UNIX files

Server1 Client Facade Server2 Server3

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Bridge/Abstract Factory/Handle
Intermediary defines the interface but not the implementation. E.g., Motif/Mac/Windows look and feel. E.g., java.io.InputStream, java.io.OutputStream. Impl1 Impl2 Impl3

Client

Bridge

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Example : The Traversal Pattern


Task  Visit every element in an aggregate structure in a well-defined order and perform an action on each element.
Iterator
Defines a mechanism for enumerating elements of an aggregate without exposing the representation (by supporting first(), next(), item(),
isDone(),

etc.)

E.g., (pre-, in-) post-order traversals of tree. (Cf. Higher-order functions in Scheme.)
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Model/View/Controller (Smalltalk)
Pattern for graphical interactive system
Model : Application Object View : Screen Presentation Controller : User interaction

MVC pattern decouples these three different categories of objects to increase flexibility and reuse. This facilitates support for multiple views of the same information and multiple ways of interaction.
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Java Support for MVC


The multiple views and the model communicate through a subscribe/notify protocol.
Java 1.1 Delegation-based Event Model java.beans classes
PropertyChangeEvent, PropertyChangeListener, PropertyChangeSupport, etc.

Controller specifies the way a view responds to user input.


Java AWT classes Buttons, Pulldown menus, Pop-up menus, Keyboard shortcuts, etc.
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Multi-Panel Interactive Systems


Functional Decomposition vs Object-Oriented Decomposition

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Multi-Panel System : Pattern


Session:
j sequence of states

Example
Airline Reservation States User Identification Enquiry on flights (for certain time) Display flights Enquiry on seats Reserve seat Help, Exit, ...
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In each state:
j display panel seeking user input / new request j read user input/query checking for consistency j process user request
j update database j transition to next state

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Encoding FSM using go to


Benquire_flights : display_panel(Enquire_flights); do { read_input(Input, okay); } while (!okay); Process(Input, Next); switch (Next) {... case 1: go to Bexit; case 2: go to Bhelp; case 3: go to Benquiry_on_seats; ...}

Each block encodes a state. Spaghetti code. One module : Unsuitable to maintain and reuse.
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Functional Top-Down Solution


Introduce transition function to localize gotos. Turn each state into a module (routine).
execute_session init transition execute_state final

display

read_input

process

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void execute_session() { int state, next; state = initial; execute_state(state,next); state = transition(state,next); } while (! is_final(state)); } void execute_state(int state,int next) { T input; int next; display(state); read_input(state); process(state,next); }
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do {

Limitations of functional decomposition


The various modules (routines: display, read_input, process) are tightly coupled via the input argument (state). Thus, each module (routine) has information about all possible variants (states). Remedy (Inversion) Instead of building modules around operations and distributing data structures between the resulting routines, use the data types as a basis for modularization, attaching each routine to the corresponding data structure.
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Law of Inversion Illustrated (Functional vs Object-Oriented Decomposition)


Data Structure Data 1 Data 2 Data 3 Data 2 Routine Proc 1 Proc 2 Proc 3 Proc 2 Data 3 Proc 3
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Date Type Data 1 Proc 1

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Object-Oriented Architecture
abstract class State { int next; T input; abstract void display(); abstract void read_input(); abstract void process(); void execute(next) { display(); read_input(); process(); }}
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class Application { State[][] transition; State[] associated_state; Application(int n, int m) { transition = new State[n][m]; n m associated_state = new State[n]; n } void put_state(State s, int i){} void put_transition(State src, State dst, int choice){} int initial; void choose_initial(int i){} void execute { State s; int stn = initial; while ( !stn ) { s = associated_state(stn); s.execute(); stn = transition(stn,s.next) }}}
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Building an Interactive Application


Application airline_reservation = new new Application(num_states, num_choices); ... airline_reservation.put_state(s,i) ... airline_reservation.put_transition(s,d,c) ... airline_reservation.choose_initial(i) airline_reservation.execute_session() ...
Class Application is

reusable in building other multi-panel interactive applications.


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Undo-Redo Facility (using history)


Inheritance, Dynamic Binding, Polymorphism

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Requirements
Applicable to wide class of interactive applications. Incremental w.r.t. command additions. Use reasonable amount of storage. Support arbitrary-level of undoing. Practical Issues:
Part of the User Interface. Some commands undoable.
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abstract class Command { abstract void execute(); abstract void undo(); void redo() { execute(); } }

Commands can be undone/redone. undo and redo are operations that cannot be undone/redone. Each subclass of class Command adds application specific details.
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A History List
isItem()

item()

count

...
isFirst() prev cursor

...
next isLast()

! isLast()
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List History = new List();

Read_decode_request;
if (request instanceOf Command) { if (! History.isLast()) History.removeAllItemsToRight(); History.addItem(request); request.execute(); } else if (requested instanceOf Undo) if (History.isItem()) { History.item.undo(); History.prev; } else ;// nothing to undo else if (requested instanceOf Redo) if (! History.isLast()) { History.next; History.item.redo(); } else ; // nothing to redo
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Reusability and Extendibility


class Command

can be subclassed to incorporate new commands. class Command can be modified to incorporate additional functionality such as adding help documentation, monitoring statistics, etc, for each command. This pattern can be used in an entirely new application, to support undo/redo capability.
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