Showing posts with label Design Patterns. Show all posts
Showing posts with label Design Patterns. Show all posts

Monday, December 29, 2014

Command Design Pattern

Design Pattern > Behavioral Design Pattern > Command Design Pattern

In Command design pattern a request is pass to an invoker as an Object, here invoker does not knows to serve the request but uses the command to perform an action.

Benefits of Using Command Pattern :
. it hides the details of the actions that needs to be performed, so that the client code does not need to be concerned about the details when it needs to execute the actions. The client code just needs to tell the application to execute the command that was stored.
. It's easy to add new comands without changing the existing classes.

Key Terms :
Command - Interface with concrete method declaration
ConcreteCommand -

  • Implements Command
  • Set Receiver in it's method or constructor
  • Call Receiver's method in execute()

Receiver -

  • Define Actions to be performed

Invoker - Command Object passed to Invoker and it instructs the command to perform an action.

  • Set Command object in it's method or constructor
  • Call execute on Command object

Client -

  • Create Receiver object
  • Create Concreate Command object(s)
  • Create invoker object and call it's method


Java Implementation :
     In the above key terms you have already seen the Pseudocode. Now, we will see the complete implementation in Java

// Command Interface
public interface Order {

void execute();
}

// ConcreteCommand
public class StockBuy implements Order {

private StockTrade stock;
public StockBuy(StockTrade trade){
stock = trade;
}
@Override
public void execute() {
// call receiver's method
stock.buy();
}

}

// ConcreteCommand
public class StockSell implements Order {

private StockTrade stock;
public StockSell(StockTrade trade){
stock = trade;
}
@Override
public void execute() {
// call receiver's method
stock.sell();
}

}

// Receiver class
public class StockTrade {

public void buy() {
System.out.println("buying stock");
}

public void sell() {
System.out.println("selling stock");
}

}

// Invoker Class
public class Broker {
Order order;
public Broker(Order odr){
order = odr;
}
void placeOrder(){
order.execute();
}
}

// Client Class
public class Client {

public static void main(String[] args) {
// Create Receiver object
StockTrade st = new StockTrade();
// Create Concreate Command object(s)
StockBuy sb = new StockBuy(st);
StockSell ss = new StockSell(st);
// Create invoker object
Broker bbuy = new Broker(sb);
Broker bsell = new Broker(ss);
// call invoker method
bbuy.placeOrder();
bsell.placeOrder();
}

}

is Invoker Optional In Command Pattern ?
As we know, java.lang.Runnable is one of the examples of command pattern where Thread class works as an invoker. We pass object of a Runnable class to Thread class and say start/run.

But we never create a client class which can invoke main thread.

So an invoker is not optional but it is not tightly coupled to client.

Tuesday, December 2, 2014

Chain of Responsibility Design Pattern


Design Pattern > Behavioral Design Pattern > Chain of Responsibility Design Pattern

Chain of responsibility helps to decouple sender of a request and receiver of the request with some trade-offs. Chain of responsibility is a design pattern where a sender sends a request to a chain of objects, where the objects in the chain decide themselves who to honor the request. If an object in the chain decides not to serve the request, it forwards the request to the next object in the chain.

Responsibility is outsourced. In a chain of objects, the responsibility of deciding who to serve the request is left to the objects participating in the chains.
The most usual example of a machine using the Chain of Responsibility is the vending machine coin slot: rather than having a slot for each type of coin, the machine has only one slot for all of them. The dropped coin is routed to the appropriate storage place that is determined by the receiver of the command.

Having so many design patterns to choose from when writing an application, it's hard to decide on which one to use, so here are a few situations when using the Chain of Responsibility is more effective:

  • More than one object can handle a command
  • The handler is not known in advance
  • The handler should be determined automatically
  • It’s wished that the request is addressed to a group of objects without explicitly specifying its receiver
  • The group of objects that may handle the command must be specified in a dynamic way

Example Java Code

Digit.java

package com.kmingle.chainofresponsibility;

public class Digit {

private int digit;
public Digit(int digit){
this.digit = digit;
}

public int getDigit() {
return digit;
}
}

Handler.java

package com.kmingle.chainofresponsibility;

public interface Handler {

public abstract void setNextHandler(Handler nextHandler);
public abstract void processRequest(Digit input);
}


NegativeHandler.java

package com.kmingle.chainofresponsibility;

public class NegativeHandler implements Handler{

private Handler nextHandler;

@Override
public void setNextHandler(Handler nxtHandler) {

nextHandler = nxtHandler;
}

@Override
public void processRequest(Digit input) {

if(input.getDigit() < 0){
System.out.println("handled by negative handler : "+ input.getDigit());
}
else {
nextHandler.processRequest(input);
}
}

}

PositiveHandler.java 

package com.kmingle.chainofresponsibility;

public class PositiveHandler implements Handler{

private Handler nextHandler;
@Override
public void setNextHandler(Handler nxtHandler) {
nextHandler = nxtHandler;
}

@Override
public void processRequest(Digit input) {
if(input.getDigit() > 0){
System.out.println("handled by positive handler : "+ input.getDigit());
}
else {
nextHandler.processRequest(input);
}
}

}

ZeroHandler.java 

package com.kmingle.chainofresponsibility;

public class ZeroHandler implements Handler{

private Handler nextHandler;
@Override
public void setNextHandler(Handler nxtHandler) {
nextHandler = nxtHandler;
}

@Override
public void processRequest(Digit input) {
if(input.getDigit() == 0){
System.out.println("handled by zero handler : "+ input.getDigit());
}
else {
nextHandler.processRequest(input);
}
}

}

Requester.java

package com.kmingle.chainofresponsibility;

public class Requester {
public static void main(String[] args) {
// configuration for request handler chains
Handler h1 = new Negativehandler();
Handler h2 = new Positivehandler();
Handler h3 = new Zerohandler();
h1.setNextHandler(h2);
h2.setNextHandler(h3);
// calling chain
h1.processRequest(new Digit(10));
h1.processRequest(new Digit(-10));
h1.processRequest(new Digit(0));
h1.processRequest(new Digit(20));
}

}

Output :

handled by positive handler : 10
handled by negative handler : -10
handled by zero handler : 0
handled by positive handler : 20

Sunday, November 30, 2014

Design Patterns

What is Design Pattern?
In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations.

Why study design patterns ? 
Design patterns capture solutions that have evolved over time as developers strive for greater flexibility in their software, and they document the solutions in a way which facilitates their reuse in other, possibly unrelated systems. Design patterns allow us to reuse the knowledge of experienced software designers.
Moreover, the study of design patterns provides a common vocabulary for communication and documentation, and it provides a framework for evolution and improvement of existing patterns. As an analogy, consider that during a discussion among programmers, the words “stack” and “tree” can be used freely without explanation. Software developers understand fundamental data structures such as a “stack” because these data structures are well-documented in textbooks and are taught in computer science courses. The study of design patterns will have a similar (but more profound) effect by allowing designers to say “composite pattern” or “observer pattern” in a particular design context, without having to describe all classes, relationships, and collaborations which make up the pattern. Patterns raise the level of abstraction when discussing and documenting software designs.

How to study design patterns? 
Design patterns are best recognized as a high-level issue; one that is only relevant if you have the experience necessary to recognize them as useful. It's good that you recognize that they're useful, but unless you've seen situations where they would apply, or have applied, it's almost impossible to understand their true value.

Where they become useful is when you recognize design patterns in others' code, or recognize a problem in the design phase that fits well with a pattern; and then examine the formal pattern, and examine the problem, and determine what the delta is between them, and what that says about both the pattern and the problem.

How many types of design patterns ?
Design patterns are divided into three fundamental groups:
Behavioral,
Creational, and
Structural

Behavioral patterns :
Behavioral patterns describe interactions between objects.
They focus on how objects communicate with each other. They can reduce complex flow charts to mere interconnections between objects of various classes. Behavioral patterns are also used to make the algorithm that a class uses simply another parameter that is adjustable at runtime.
Behavioral patterns are concerned with algorithms and the assignment of responsibilities between objects. Behavioral patterns describe not just patterns of objects or classes but also the patterns of communication between them.
These patterns characterize complex control flow that is difficult to follow at run-time. They shift your focus away from the flow of control to let you concentrate just on the way objects are interconnected. Behavioral class patterns use inheritance to distribute behavior between classes.

Creational patterns :
Creational patterns are used to create objects for a suitable class that serves as a solution for a problem. Generally when instances of several different classes are available. They are particularly useful when you are taking advantage of polymorphism and need to choose between different classes at runtime rather than compile time.
Creational patterns support the creation of objects in a system. Creational patterns allow objects to be created in a system without having to identify a specific class type in the code, so you do not have to write large, complex code to instantiate an object. It does this by having the subclass of the class create the objects. However, this can limit the type or number of objects that can be created within a system.

Structural patterns :
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.

in next blogs we will see these types in more details with examples.

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