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Lecture Notes: IV B. Tech I Semester (JNTUH-R13)

This document contains lecture notes on design patterns. It discusses what design patterns are, how they solve common programming problems, and how to select and use them. It also outlines the contents which include an introduction to design patterns and examples of creational, structural, and behavioral patterns. Case studies and implementations are provided for each pattern type.

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0% found this document useful (0 votes)
244 views

Lecture Notes: IV B. Tech I Semester (JNTUH-R13)

This document contains lecture notes on design patterns. It discusses what design patterns are, how they solve common programming problems, and how to select and use them. It also outlines the contents which include an introduction to design patterns and examples of creational, structural, and behavioral patterns. Case studies and implementations are provided for each pattern type.

Uploaded by

BansIa Shobhit
Copyright
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LECTURE NOTES

ON
DESIGN PATTERNS

IV B. Tech I semester (JNTUH-R13)

INFORMATION TECHNOLOGY

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CONTENTS
UNIT-I
Introduction:
1. What is a design pattern?
2. Design patterns in Smalltalk MVC
3. Describing Design Patterns
4. The Catalog of Design Patterns
5. Organizing the Catalog
6. How Design Patterns Solve Design Problems
7. How to Select a Design Pattern
8. How to use a Design Pattern.

UNIT-II
A Case Study:
1. Designing a Document Editor Design Problems,
2. Document Structure
3. Formatting
4. Embellishing the User Interface
5. Supporting Multiple Look-and Feel Standards
6. Supporting Multiple Window Systems,
7. User Operations Spelling Checking and Hyphenation,
8. Summary.
9. Creational Patterns: Abstract Factory
10. Builder
11. Factory Method
12. Prototype
13. Singleton
14. Discussion of Creational Patterns

UNIT-III
Structural Pattern Part-I :
1. Adapter
2. Bridge
3. Composite

Structural Pattern Part-II :


1. Decorator
2. Façade
3. Flyweight
4. Proxy

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UNIT-IV
Behavioural Patterns Part-I :
1. Chain of Responsibility
2. Command
3. Interpreter
4. Iterator

Behavioural Patterns Part-II :


1. Mediator
2. Memento
3. Observer

UNIT-V
Behavioural Patterns Part-II (cont’d):
1. State
2. Strategy
3. Template Method
4. Visitor
5. Discussion of Behavioral Patterns

6. What to Expect from Design Patterns


7. A Brief History
8. The Pattern Community An Invitation
9. A Parting Thought

UNIT -I

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Introduction
What is a Design Pattern?
• Each pattern Describes a problem which occurs over and over again in our
environment ,and then describes the core of the problem
• Novelists, playwrights and other writers rarely invent new stories.
• Often ideas are reused, such as the “Tragic Hero” from Hamlet or Macbeth.
• Designers reuse solutions also, preferably the “good” ones
– Experience is what makes one an ‘expert’
• Problems are addressed without rediscovering solutions from scratch.
“My wheel is rounder.
Design Patterns are the best solutions for the re-occurring problems in the application
programming environment.
• Nearly a universal standard.
• Responsible for design pattern analysis in other areas, including GUIs.
• Mainly used in Object Oriented programming.
Design Pattern Elements
1. Pattern Name
Handle used to describe the design problem.
Increases vocabulary.
Eases design discussions.
Evaluation without implementation details.
2. Problem
Describes when to apply a pattern.
May include conditions for the pattern to be applicable.
Symptoms of an inflexible design or limitation.
3. Solution
Describes elements for the design.
Includes relationships, responsibilities, and collaborations.
Does not describe concrete designs or implementations.
A pattern is more of a template.
4. Consequences

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Results and Trade Offs.


Critical for design pattern evaluation.
Often space and time trade offs.
Language strengths and limitations.
(Broken into benefits and drawbacks for this discussion).

Design patterns can be subjective.


One person’s pattern may be another person’s primitive building block.
The focus of the selected design patterns are:
Object and class communication.
Customized to solve a general design problem.
Solution is context specific.

Design patterns in Smalltalk MVC:


 The Model/View/Controller triad of classes is
used to build user interfaces in Smalltalk-80
 MVC consists of three kinds of objects.
 M->>MODEL is the Application object.
 V->>View is the screen presentation.
 C->>Controller is the way the user interface reacts to user input
MVC decouples to increase flexibility and reuse.
MVC decouples views and models by establishing a subscribe/notify protocol between them.
A view must ensure that its appearance must reflects the state of the model.
Whenever the model’s data changes, the model notifies views that depends on it.
You can also create new views for a model without
Rewriting it.
 The below diagram shows a model and three views.
 The model contains some data values, and the views defining a spreadsheet,
histogram, and pie chart display these data in various ways.
 The model communicates with it’s values change, and the views communicate with
the model to access these values.
 Feature of MVC is that views can be nested.

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Easy to maintain and enhancement.

Describing Design Patterns:


 Graphical notations ,while important and useful, aren’t sufficient.
They capture the end product of the design process as relationships between classes
and objects.
By using a consistent format we describe the design pattern .
Each pattern is divided into sections according to the following template.
 Pattern Name and Classification:
 it conveys the essence of the pattern succinctly good name is vital, because it will
become part of design vocabulary.
 Intent: What does the design pattern do?
 What is it’s rational and intend?
 What particular design issue or problem does it address?
 Also Known As: Other well-known names for the pattern, if any.
 Motivation:
 A scenario that illustrates a design problem and how the class and object structures in
the pattern solve the problem.
 The scenario will help understand the more abstract description of the pattern that
follows.

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Applicability:
• Applicability: What are the situations in which the design patterns can be applied?
• What are example of the poor designs that the pattern can address?
• How can recognize situations?
• Structure: Graphical representation of the classes in the pattern using a notation based
on the object Modeling Technique(OMT).
• Participants: The classes and/or objects participating in the design pattern and their
responsibilities.
Structure:
 Graphical representation of the classes in the pattern using a notation based on the
object Modeling Technique(OMT).
Participants:
The classes and/or objects participating in the design pattern and their responsibilities.
Collaborations:
 How the participants collaborate to carry out their responsibilities.
Consequences:
 How does the pattern support its objectives?
 What are the trade-offs and result of using the pattern ?
 What aspect of the system structure does it let vary independently?
Implementation:
 What pitfalls,hints,or techniques should be aware of when implementing the pattern ?
 Are there language-specific issues?
Sample Code:
 Code fragments that illustrate how might implement the pattern in c++ or Smalltalk.
Known Uses:
Examples of the pattern found in real systems.
Related Patterns:
What design patterns are closely related to this one? What are the imp differences?
With Which other patterns should this one be used?

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The Catalog of Design Pattern:


Abstract Factory: Provide an interface for creating families of related or dependent objects
without specifying their concrete classes.
Adaptor: Convert the interface of a class into another interface clients expect.
Bridge: Decouple an abstraction from its implementation so that two can vary independently.
• Builder:
• Separates the construction of the complex object from its representation so that the
same constriction process can create different representations.
• Chain of Responsibility: Avoid coupling the sender of a request to it’s receiver by
giving more than one object a chance to handle the request. Chain the receiving
objects and pass the request along the chain until an objects handles it.
• Command:
• Encapsulate a request as an object ,thereby letting parameterize clients with different
request, queue or log requests, and support undoable operations.
• Composite:
Compose objects into three objects to represent part-whole hierarchies. Composite lets clients
treat individual objects and compositions of objects uniformly.
• Decorator:
• Attach additional responsibilities to an object dynamically. Decorators provide a
flexible alternative to sub classing for extending functionality.
• Façade: Provide a unified interface to a set of interfaces in a subsystem's Facade
defines a higher-level interface that makes the subsystem easier to use.
• Factory Method:
• Defines an interface for creating an object ,but let subclasses decide which class to
instantiate. Factory Method lets a class defer instantiation to subclasses.
• Flyweight:
• Use sharing to support large numbers of fine-grained objects efficiently.
• Interpreter:
• Given a language, defining a representation of its grammar along with an interpreter
that uses the representation to interpret sentences in the language.
• Memento: Without violating encapsulation, capture and externalize an object’s
internal state so that object can be restored to this state later.

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• Observer:Define a one-to-many dependency between objects so that when one object


changes state, all it’s dependents are notified and updated automatically.
• Prototype:
• Specify the kinds of objects to create using a prototypical instance, and create new
objects by copying this prototype.
• Proxy: Provide a surrogate or placeholder for another object to control access to it.
• Singleton: Ensure a class has only one instance, and provide a point of access to it.
• State:
• Allow an object to alter its behavior when its internal state changes. the object will
appear to change its class.
• Strategy:
• Define a family of algorithms, encapsulate each one, and make them interchangeable.
Strategy lets the algorithm vary independently from clients that use it.
• Template Method:
• Define the Skelton of an operation, deferring some steps to subclasses. Template
method subclasses redefine certain steps of an algorithm without changing the
algorithms structure.
• Visitor:
Represent an operation to be performed on the elements of an object structure.
Visitor lets you define a new operation without changing the classes of the elements
on which it operates.

Purpose: what a pattern does


Creational: concern the process of object creation
Structural: the composition of classes or objects
Behavioral: characterize the ways in which classes or objects interact and distribute
responsibility
Scope: whether the pattern applies primarily to classes or to ob

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How Design Patterns Solve Design Problems:


• Finding Appropriate Objects
– Decomposing a system into objects is the hard par.t
– OO-designs often end up with classes with no counterparts in real world (low-
level classes like arrays).
Strict modeling of the real world leads to a system that reflects today’s realities but not
necessarily tomorrows.
– Design patterns identify less-obvious abstractions.
• Determining Object Granularity
– Objects can vary tremendously in size and number
– Facade pattern describes how to represent subsystems as objects
– Flyweight pattern describes how to support huge numbers of objects

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Specifying Object Interfaces:

• Interface:
– Set of all signatures defined by an object’s operations.
– Any request matching a signature in the objects interface may be sent to the
object.
– Interfaces may contain other interfaces as subsets.
• Type:
– Denotes a particular interfaces.
– An object may have many types.
– Widely different object may share a type.
– Objects of the same type need only share parts of their interfaces.
– A subtype contains the interface of its super type.
• Dynamic binding, polymorphism.

• An object’s implementation is defined by its class


• The class specifies the object’s internal data and defines the operations the object can
perform
• Objects is created by instantiating a class
– an object = an instance of a class
• Class inheritance
– parent class and subclass

• Abstract class versus concrete class


– abstract operations.
• Override an operation.
• Class versus type:
– An object’s class defines how the object is implemented.
– An object’s type only refers to its interface.

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– An object can have many types, and objects of different classes can have the
same type.
• Class versus Interface Inheritance
– class inheritance defines an object’s implementation in terms of another
object’s implementation (code and representation sharing).
– interface inheritance (or subtyping) describes when an object can be used in
place of another.
• Many of the design patterns depend on this distinction.

Programming to an Interface, not an Implementation


• Benefits
– clients remain unaware of the specific types of objects they use.
– clients remain unaware of the classes that implement these objects.
• Manipulate objects solely in terms of interfaces
defined by abstract classes!
• Benefits:
– Clients remain unaware of the specific types of objects they use.
– Clients remain unaware of the classes that implement the objects.
Clients only know about abstract class(es) defining the interfaces
– Do not declare variables to be instances of particular concrete classes
– Use creational patterns to create actual objects.

Favor object composition over class inheritance

• White-box reuse:
– Reuse by subclassing (class inheritance)
– Internals of parent classes are often visible to subclasses
– works statically, compile-time approach
– Inheritance breaks encapsulation
• Black-box reuse:
– Reuse by object composition
– Requires objects to have well-defined interfaces
– No internal details of objects are visible

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Inheritance versus Composition


• Two most common techniques for reuse
– class inheritance
• white-box reuse
– object composition
• black-box reuse
• Class inheritance
– advantages
• static, straightforward to use.
• make the implementations being reuse more easily.
• Class inheritance (cont.)
– disadvantages
• the implementations inherited can’t be changed at run time.
• parent classes often define at least part of their subclasses’ physical
representation.
• breaks encapsulation.
• implementation dependencies can cause problems when you’re trying
to reuse a subclass.
• Object composition
– dynamic at run time.
– composition requires objects to respect each others‘ interfaces.
• but does not break encapsulation.
– any object can be replaced at run time.
– Favoring object composition over class inheritance helps you keep each class
encapsulated and focused on one task.
• Object composition (cont.)
– class and class hierarchies will remain small.
– but will have more objects.

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Delegation:
• Two objects are involved in handling a request: a receiving object delegates
operations to its delegate.

• Makes it easy to compose behaviors at run-time and to change the way they’re
composed.
• Disadvantage:dynamic, highly parameterized software is harder to understand than
more static software.
• Delegation is a good design choice only when it simplifies more than it complicates.
• Delegation is an extreme example of object composition.

Inheritance versus Parameterized Types


• Let you define a type without specifying all the other types it uses, the unspecified
types are supplied as parameters at the point of use.
• Parameterized types, generics, or templates.
• Parameterized types give us a third way to compose behavior in object-oriented
systems.
• Three ways to compose
– object composition lets you change the behavior being composed at run-time,
but it requires indirection and can be less efficient.
– inheritance lets you provide default implementations for operations and lets
subclasses override them.

– parameterized types let you change the types that a class can use.

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Relating Run-Time and Compile-Time Structures:


• An object-oriented program’s run-time structure often bears little resemblance to its
code structure.
• The code structure is frozen at compile-time.
• A program’s run-time structure consists of rapidly changing networks of
communicating objects.
• The distinction between acquaintance and aggregation is determined more by intent
than by explicit language mechanisms
• The system’s run-time structure must be imposed more by the designer than the
language.
• The distinction between acquaintance and aggregation is determined more by intent
than by explicit language mechanisms.
• The system’s run-time structure must be imposed more by the designer than the
language.

Designing for Change:


• A design that doesn’t take change into account risks major redesign in the future.
• 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.

Common Causes of Redesign:


• Creating an object by specifying a class explicitly.
• Dependence on specific operations.
• Dependence on hardware and software platform.
• Dependence on object representations or implementations.

• Algorithmic dependencies.
Common Causes of Redesign (cont.)
• Tight coupling.
• Extending functionality by subclassing .
• Inability to alter classes conveniently.

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Design for Change (cont.)


• Design patterns in application programs.
– Design patterns that reduce dependencies can increase internal reuse.
– Design patterns also make an application more maintainable when they’re
used to limit platform dependencies and to layer a system.
• Design patterns in toolkits
– A toolkit is a set of related and reusable classes designed to provide useful,
general-purpose functionality.
– Toolkits emphasize code reuse. They are the object-oriented equivalent of
subroutine libraries.
– Toolkit design is arguably harder than application design.
• Design patterns in framework
– A framework is a set of cooperating classes that make up a reusable design for
a specific class of software.
– You customize a framework to a particular application by creating application-
specific subclasses of abstract classes from the framework.
– The framework dictates the architecture of your application.

• Design patterns in framework (cont.)


– Frameworks emphasize design reuse over code reuse.
– When you use a toolkit, you write the main body of the application and call the
code you want to reuse. When you use a framework, you reuse the main body
and write the code it calls.
– Advantages: build an application faster, easier to maintain, and more
consistent to their users.
• Design patterns in framework (cont.)
– Mature frameworks usually incorporate several design patterns.
– People who know the patterns gain insight into the framework faster.
– differences between framework and design pattern.
• design patterns are more abstract than frameworks.
• design patterns are smaller architectural elements than frameworks.
• design patterns are less specialized than frameworks.

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How To Select a Design Pattern:


 Consider how design patterns solve design problems.
 Scan Intent sections.
 Study how patterns interrelate.
 Study patterns of like purpose.
 Examine a Cause of redesign.

 Consider what should be variable in your design.

 Read the pattern once through for an overview.


 Go Back and study the Structure, Participants ,and Collaborations sections.

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 Look At the Sample Code section to see a concrete


Example of the pattern in code.
Choose names for pattern participants that are meaningful in the application context.
Define the classes.

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