程序代写代做代考 gui flex chain Hive Software Construction & Design 1
Software Construction & Design 1
The University of Sydney Page 1
Software Design and
Construction 2
SOFT3202 / COMP9202
Advanced Design Patterns
(GoF)
School of Information Technologies
Dr. Basem Suleiman
The University of Sydney Page 2
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The University of Sydney Page 3
Agenda
– GoF Design Patterns
– Flyweight
– Bridge
– Chain of Responsibility
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Flyweight Design Pattern
Object Structural
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Motivation – Text Editor Application
– Design of document editor system
– Use objects to represents tables/figures
– Use object for each character
– Discuss benefits and drawbacks ?
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Flyweight – Motivation
– Flexibility at fine granular level – uniform
formatting and processing
– Support new character set without impacting
other functions (extensibility)
– Very high cost (memory)
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Motivation – Text Editor Application
– An object for each letter of the alphabet
– Shared object than can be used in multiple contexts simultaneously
– What about object’s state?
– Character code
– Character position (coordinates)
– Typographic style
– Given the sharing aspect, how the above states should be stored?
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Motivation – Text Editor Application
– An object for each letter of the alphabet
– Shared object than can be used in multiple contexts simultaneously
– What about object’s state?
– Character code (intrinsic/shared)
– Character position (extrinsic/not shared)
– Typographic style (extrinsic/not shared)
– Given the sharing aspect, how the above states should be stored?
– Intrinsic state: shared and thus stored in the shared object
– Extrinsic state: cannot be shared as it depends on the context (client’s responsibility)
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Text Editor Application – Flyweight Objects
– One shared flyweight object per
character which can appear in
different contexts in the document
structure
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Text Editor Application – Flyweight Design
–
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Flyweight Pattern
– Object structural
– Intent:
– Use sharing to support large numbers of fine-grained objects efficiently
– Applicability:
– Large number of objects are used
– Storage costs are high
– Most object state can be made extrinsic
– Many groups of objects may be replaced by relatively few shared objects once
extrinsic state is removed
– The application does not depend on object identity
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Flyweight – Structure
–
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Flyweight – Participants & Collaboration
– Flyweight (Glyph)
– Interface for extrinsic state
– ConcereteFlyweight (Charcterer)
– Implements Flyweight interface adding intrinsic state
– UnsharedConcereteFlyweight (Row, Column)
– Make some concrete flyweight subclasses unshared
– FlyweightFactory
– Creates and manages flyweight objects and ensure proper sharing
– Client
– Maintains a reference to flyweights
Eunice
https://www.cnblogs.com/vrliym/archive/2010/11/08/1872190.html
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Flyweight Consequences
– Benefits
– Efficiency: save memory at run-time (sharing objects, intrinsic state)
– Consistency: centralized objects’ state
– Drawback
– Un-time costs to transfer find and/or compute extrinsic stae
– All objects are controlled identically
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Flyweight – Implementation
– Extrinsic state and efficient storage
– If there are as many different kinds of extrinsic state as there are objects before
sharing, then removing it from shared objects won’t reduce storage costs
– Managing shared objects
– FlyweightFactory objects often use an associative store to let clients look up flyweight of
interests
– Sharing implies reference counting or garbage collection to reclaim a flyweight’s storage
when it’s no longer needed, especially when number of flyweights is large
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Flyweight – Related Patterns
– Composite
– Flyweight often combined with the composite pattern to implement a
hierarchical structure as a graph with shared nodes
• Leaf nodes cannot store a pointer to their parent (passed)
– State and Strategy Patterns
– Flyweight often implement state and strategy objects as flyweights
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Bridge
Object Structural
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Motivating Scenario
– Portable window abstraction in a user interface
toolkit
– Abstraction to allow writing applications that
work in different platforms (e.g., Windows, IBM)
– Design using inheritance (right diagram)
– Good/bad design? Why/Why not?
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Motivating Scenario – Design with Inheritance
– Extend window abstraction to cover
different implementation, BUT:
– Implement many classes in the
hierarchy
– Strong binding between abstraction
and binding(client code is platform-
dependent)
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Better Design – using the Bridge
– . Bridge
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Bridge Pattern (Handle or Body)
– Avoid permanent binding between an abstraction and its implementation
– Abstractions and their implementations should be extensible
– Changes in an abstraction’s implementation should not impact its client
– Large number of classes involved
– Split into two class hierarchies (“nested generalization”)
– Share an implementation on multiple objects and make the client unaware of it
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Bridge Pattern – Participants and Collaboration
– .
Client
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Bridge Pattern – Participants and Collaboration
– Abstraction (Window)
– Defines the abstraction’s interface and maintains a reference to an object of type
Implementor
– RefinedAbstraction (IconWindow)
– Extends the interface defined by Abstraction
– Implementor (Windowlmp)
– Defines the interface for implementation classes.
– The Implementor interface provides only primitive operations, and Abstraction
defines higher-level operations based on these primitives
– Concretelmplementor (XWindowImp, PMWindowImp)
– Implements the Implement or interface and defines its concrete implementation.
– Client
– Abstraction forwards client requests to its Implementor object.
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Bridge Pattern – Consequences
– Decoupling interface and implementation
– Implementation can be configured at run-time
– Reduce compile-time dependencies on implementation
– Better structured design
– Improve extensibility
– Abstraction and implementor can be extended independently
– Hiding implementation details from clients
– Increased complexity!
– Two hierarchies to grow and to manage
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Bridge Pattern – Implementation
– One implementor
– Abstract implementor class isn’t necessary if there’s only one implementation
– It’s still useful when a change in the implementation of a class must not affect its
existing clients
– Creating the right implementor object when there is more than one
– Abstraction’s constructor if it knows about all ConcereteImplementor classes
– A collection class supports multiple implementations, decide by the collection’s size
• Use linked list for a small collection
• Use a hash table for a large collection
– Default implementation which can be changed according to usage
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Bridge Pattern – Related Patterns
– Abstract Factory
– Can create and configure particular Bridge
– Adapter
– Aims at making un-related classes work together (after design consideration)
– Bridge focuses on making abstraction and implementations vary independently
(during design)
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Chain of Responsibility
(CoR)
Object Behavioural
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Motivating Scenario – GUI with Help
– GUI with a help facility where a user gets help information by clicking on it
– Help information dependent on the interface’s context (context-sensitive)
– Button in dialog box vs. button in a window
– Display general help info. About the immediate context in case no specific help
exits
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GUI with Help – Potential Design
– Organize help info. according from the most specific to the most general
– Several UI objects, one per help request
– Discuss the prose/cons of this design.
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GUI with Help – Potential Design
– It helps to serve different types of help requests
– However, the object that ultimately provides the help isn’t known explicitly
to the object that initiates the help request (strong coupling)
– So, we need a way to decouple the object that initiates the help request
from those that might provide the help information
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Better Design – Chain of Responsibility (CoR)
– Provide multiple objects a chance to handle a request
– Pass the request along a chain of objects until one handles it
– First object receives the request either handles it or forward it to the next
candidate on the chain, and so on so forth
– The request has an implicit receiver as the requester object has no explicit
knowledge of the handler object
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Better Design – Chain of Responsibility (CoR)
– Solution details
– User clicks the “Print” button’s help
(contained in PrintDialog instance)
– PrintDialog knows the object it belongs to
– The client (request issuer) has no direct
reference to the object that ultimately
realizes it
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Better Design – Chain of Responsibility (CoR)
– How to ensure implicit receiver?
– Each object shares common interface for handling requests and accessing its
successors on the chain
– Classes that want to handle help
requests can make HelpHandlera
parent
– HelpHandler’s HandleHelp
forwards the request to the
success by default
– Subclasses can override this
operation to provide help under
the right conditions
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Chain of Responsibility Pattern
– Intent
– Avoid coupling the sender of a request to its receiver
– It allows more than one object a chance to handle the request
– Chain the receiving objects and pass the request along the chain until an object
handles it
– Use
– More than one object may handle a request, and the handler should be ascertained
dynamically
– Hide the receiver (explicitly) when a request should be issued to one of several
objects
– The handling behavior should be specified dynamically
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CoR Pattern – Structure
Class structure
Typical object
structure
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CoR Pattern – Participants and Collaboration
– Handler (HelpHandler)
– Defines interface for handling requests
– May implement the successor line
– ConcreteHandler (PrintButton, PrintDialog)
– Handles requests it is responsible for
– forwards the request to its successor if it cannot handle it
– Client
– Initiates a request which will be propagated along the chain until a
ConcereteHandler takes responsibility for handling it
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CoR Pattern – Consequences
– Reduced Coupling
– Objects in the chain does not have explicit knowledge about each other
– Flexibility in distributing responsibilities among objects
– Can add/change responsibilities at run-time
– Requests could be unhandled
– There’s no guarantee that a request could be handled
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CoR Pattern – Implementation (1)
– Declaring child management operations: which classes declare the child management
operations (add, remove) in the composite class hierarchy:
– Define child management interface at the class hierarchy’s root
• Allows treating all components uniformly (transparent)
• Clients may add/remove objects from leaves (not safe)
– Child management in the composite class
• Add/remove objects at the compile-time in statically typed languages (safe)
• Leaves and composites have different interfaces (not transparent
– Transparency over safety
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CoR Pattern – Implementation (2)
– Child ordering
– Ordering on the children of composite is important in some designs
– Composites represents parse trees then compound statements can be instances of a
composite whose children must be ordered to reflect the program
– Design child access and management interfaces carefully to manage the sequence
(use iterator pattern)
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CoR Pattern – Related Patterns
– Composite
– In CoR pattern, a component’s parent can act as its successor and hence the use of
Composite pattern
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References
– Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides.
1995. Design Patterns: Elements of Reusable Object-Oriented Software.
Pearson.
– OO Design, Online: [https://www.oodesign.com/bridge-pattern.html]
https://www.oodesign.com/bridge-pattern.html
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W7 Tutorial: Practical
Exercises/coding
W7 Lecture: Enterprise Design
Patterns
Testing Assignment A2