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Title: Presentation 13 modified from Tuesday


1
CSC 335 Object-Oriented Programming and Design
Presentation 13 (modified from
Tuesday Object-Oriented Design Patterns
2
Patterns A definition
  • A pattern is a solution to a problem in a context
  • Each pattern describes a problem which occurs
    over and over again in our environment, and then
    describes the core of the solution to that
    problem, in such a way that you can use this
    solution a million times over, without ever doing
    it the same way twice.

3
OOPSLA 96 Alexander PicDoug Lea quote
  • "Alexander's central premise, driving over thirty
    years of thoughts, actions, and writings, is
    that there is something fundamentally wrong with
    twentieth century architectural design methods
    and practices. ... Alexander illustrates failures
    in the sensitivity of contemporary methods to the
    actual requirements and conditions surrounding
    their development. He argues that contemporary
    methods fail to generate products that satisfy
    the true requirements placed upon them by
    individuals and society, and fail to meet the
    real demands of real users, and ultimately fail
    in the basic requirement that design and
    engineering improve the human condition."

4
Alexander"Quality without a name" Quote from
Dick Gabriel (Sun Fellow)
  • "Its modules and abstractions are not too big. If
    they were too big, their size and inflexibility
    would have created forces that would overgovern
    the overall structure of the software every
    module, function, class, and abstraction is small
    and named so that I know what it is without
    looking at its implementation.
  • If I look at any small part of it, I can see what
    is going on, I don't need to refer to other parts
    to understand what something is doing. This tells
    me that the abstractions make sense for
    themselves -- they are whole.
  • If I look at any large part in overview, I can
    see what is going on, I don't need to know all
    the details to get it.
  • Everything about it seems familiar.
  • I can imagine changing it, adding some
    functionality.
  • I am not afraid of it, I will remember it."

5
Patterns in the GoF book
  • The Gang of Four did not invent the patterns
  • They found patterns that already existed in the
    software community 23 from book liner are
    attached
  • These are the similarities found in the design of
    software viewed to be of high quality
  • They made a rule to list three different systems
    that solved a problem in the same manner
  • Thousands of patterns have been documented since
  • telecommunications patterns, pedagogical
    patterns, analysis patterns, indexing patterns

6
What a pattern has
  • Formats of pattern writers vary, but a pattern
    usually has at least these four things
  • A name (Iterator, Stategy, Observer, Composite)
  • The purpose of the pattern, the problem it solves
  • A guide for how to accomplish the solution
  • The constraints and forces to be considered in
    order to accomplish the solution

7
Why Study Patterns?
  • Can reuse solutions
  • gives us a head start
  • avoids the gotchas later (unanticipated things)
  • no need to reinvent the wheel
  • Establish common terminology
  • Design patterns provide a common point of
    reference
  • Easier to say, "We need some Strategies here"
  • Provide a higher level prospective
  • frees us from dealing with the details too early

8
Carpenter's ConversationAdapted from Ralph
Johnson
  • How should we build the cabinet drawers?
  • Cut straight down into the wood, cut back up 45
    degrees a specific length, then go straight back
    down a specific length, the cut back up at 45
    degrees until you reach, .....

9
A Higher Level Discussion
  • A high level discussion could have been
  • "Should we use a miter joint or a dovetail
    joint?"
  • This is a higher, more abstract level
  • Avoids getting bogged down in details
  • Which level of detail is more efficient?

10
Consequences of which joint
  • Dovetail joints
  • are more complex, more expensive to make
  • withstands climate conditions dovetail joint
    remains solid as wood contracts and expands
  • independent of fastening system
  • more pleasing to look at
  • Thoughts underneath this question are
  • Should we make a beautiful durable joint or a
    cheap and dirty one that lasts until the check
    clears?

11
Consequences
  • Carpenters, patterns writers, and software
    developers discuss consequences
  • consequences simply refer to cause and effect
  • If we do this, what will happen both good and
    bad
  • also known as the forces that patterns consider
  • Example If we use Mediator to add and drop
    courses
  • Add an extra class that needs reference to
    several objects
  • All of the logic and process is confined to one
    class so any change to the "rules" would be
    handled there
  • Reduces dependencies between others objects
    (simpler design when student does NOT tell the
    scheduled course to change)

12
Other advantages
  • Most design patterns make software more
    modifiable, less brittle
  • we are using time tested solutions
  • Helps increase the understanding of basic
    object-oriented design principles
  • encapsulation, inheritance, interfaces,
    polymorphism
  • Designs of large systems can avoid large
    inheritance hierarchies (there are alternatives)
  • learned the hard way about big inheritance
    hierarchies

13
A few Patterns
  • The next slides present a few patterns
  • Iterator Pattern that you have seen in 227 or
    127B
  • Strategy, which you will use in your final
    project
  • Observer is mentioned, you will use this in your
    final project

14
Pattern Iterator
  • Name Iterator (a.k.a Enumeration)
  • Problem How can you loop over all objects in any
    collection. You dont want to change client code
    when the collection changes. You also want the
    same interface (methods)
  • Solutions 1) Have each of your classes implement
    an interface. 2) Have an Iterator interface that
    works with all collections
  • Consequences Can change collection class without
    changing code to traverse the collection

15
One Java version of an Iterator
  • interface Enumeration
  • boolean hasMoreElements()
  • Tests if this enumeration contains more elements.
  • Object nextElement()
  • Returns the next element of this enumeration if
    this enumeration object has at least one more
    element to provide.

16
Another Java version of an Iterator
  • interface Iterator
  • boolean hasNext()
  • Returns true if the iteration has more elements.
  • Object next()
  • Returns the next element in the iteration

17
Could change to ArrayList to LinkedList
  • // The Client code
  • List bank new ArrayList( )
  • bank.add( new BankAccount("one", 0.01 ) )
  • // ...
  • bank.add(new BankAccount("nine thousand",
    9000.00) )
  • String ID ???
  • BankAccount searchAcct new BankAccount( ID,
    0.00 )
  • Iterator i bank.iterator( )
  • while( i.hasNext( ) )
  • BankAccount ref (BankAccount)i.next( )
  • if( ref.compareTo( searchAcct ) 0 )
  • System.out.println( "Found " ref.getID()
    )

18
UML Diagram of Java's Iterator and Collections
ltltinterfacegtgt List iterator()
ltltinterfacegtgt Iterator hasNext() next()
Vector iterator()
LinkedList iterator()
ArrayList iterator()
Iterator hasNext() next()
Context
19
Pattern Strategy
  • Name Strategy (a.k.a Policy)
  • Problem You want to encapsulate a family of
    algorithms and make them interchangeable.
    Strategy lets the the algorithm vary
    independently from the clients that use it (GoF)
  • Solution Create an abstract strategy class (or
    interface) and extend (or implement) it in
    numerous ways. Each subclass defines the same
    method names in different ways

20
Pattern Strategy
  • Consequences
  • Allows families of algorithms. Known uses
  • Layout managers in Java
  • Different Poker Strategies in 335 Project Fall
    2000
  • Different Pakman chase strategies 335 Fall 2001
  • TextField validators in dBase and Borland OWL
  • Will use different algorithms to verify if the
    user input is a valid integer, double, string,
    date, yes/no.
  • Eliminates conditional statements
  • Don't need to keep asking, if this is supposed to
    be an int do this, else if it is a string do that

21
Java Example of Strategy
  • this.setLayout( new FlowLayout( ) )
  • this.setLayout( new GridLayout( ) )
  • In Java, a container contains a layout manager
  • There is a default perhaps set in the
    constructor
  • You can change a container's layout manager with
    a setLayout message
  • Could use same approach in Ghosts
  • Ghosts have common methods but could change an
    instance variable at runtime with
  • setStrategy( new RandomStategy( ) )

22
interface LayoutManager
  • Java has a java.awt.LayoutManager interface
  • Known Implementing Classes
  • GridLayout, FlowLayout, ScrollPaneLayout
  • Each class implements the following methods
  • addLayoutComponent(String name, Component comp)
  • layoutContainer(Container parent)
  • minimumLayoutSize(Container parent)
  • preferredLayoutSize(Container parent)
  • removeLayoutComponent(Component comp)

23
General UML Diagram of Strategy
ltltinterfacegtgt Strategy AlgorithmInterface
Context strategy Strategy ContextInterface
implements
ConcreteClassA AlgorithmInterface
ConcreteClassB AlgorithmInterface
ConcreteClassC AlgorithmInterface
24
Specific UML Diagram of LayoutManager
ltltinterfacegtgt LayoutManager addLayoutComponent() l
ayoutContainer() minimumLayoutSize()
JPanel panel Panel size Dimension setLayout(lm
LayoutManager) setPreferredSize(diDimension)
implements
GridLayout addLayoutComponent() layoutContainer()
minimumLayoutSize()
FlowLayout addLayoutComponent() layoutContainer()
minimumLayoutSize()
ScrollPaneLayout addLayoutComponent() layoutContai
ner() minimumLayoutSize()
25
Change the stategy at runtime
  • Demonstrate LayoutControllerFrame.java
  • Source code online and attached
  • private class FlowListener implements
    ActionListener
  • // There is another ActionListener for
    GridLayout
  • public void actionPerformed( ActionEvent evt )
  • // Change the layout strategy of the JPanel
  • // and tell it to lay itself out
  • centerPanel.setLayout( new FlowLayout( ) )
  • centerPanel.validate( )

26
Strategy in a familiar game
  • Imagine a card game (BlackJack) that has a human
    player that requires human interaction and some
    computer players to keep you company as you loose
    money
  • We want accomplices with varied skills that can
    change at runtime
  • First an interface
  • public interface DrawCardStrategy
  • // Need dealer in most strategies
  • public boolean wantAnotherCard(Dealer
    theDealer)

27
One Strategy
  • public class NaiveStrategy implements
    DrawCardStrategy
  • private static Random generator new Random(
    )
  • public boolean wantAnotherCard(Dealer
    theDealer)
  • // Do not need parameter for NaivePlayers
  • // However, Other strategies will use the
    dealer
  • if(generator.nextInt(2) 0)
  • return true
  • else
  • return false

28

A Second Strategy
  • public class IntermediateStategy implements
    DrawCardStrategy
  • // Get another card when the dealer shows 7 or
    more
  • public boolean wantAnotherCard(Dealer
    theDealer)
  • return theDealer.showingCards().pointValue()
    gt 7

29
Add a third or fourth ...
  • public class ExpertStategy implements
    DrawCardStrategy
  • // Draw cards based on card counting
  • public boolean wantAnotherCard(Dealer
    theDealer)
  • // TBA ... complex algorithm

30
Used in the Player Class
  • public class Player
  • private String myName
  • private DrawCardStrategy myStrategy
  • public Player(String name)
  • myName name
  • // Default Strategy
  • myStrategy new NaiveStrategy()
  • // This is the contextInterface
  • public void setDrawCardStrategy(DrawCardStrategy
    aStrategy)
  • myStrategy aStrategy
  • // The GameModel needs to ask this question
    often

31
Specific UML Diagram of DrawCardStrategy
ltltinterfacegtgt DrawCardStrategy wantAnotherCard(d
ealerDealer) Boolean
Player currentStrategy DrawCardStrategy setStrate
gy(dsDrawCardStrategy)
implements
NaiveStrategy wantAnotherCard(dealerDealer)
Boolean
SmartStrategy wantAnotherCard(dealerDealer)
Boolean
32
Observer
  • Observer Define a 1 to many relationship so when
    one object changes state, all dependents are
    notified and they update the view themselves.
  • You will be able to switch views at runtime or to
    show 2 or more views at the same time
  • Java supports this with Observer/Observable
  • More in this later

33
Examples of Observer
  • Example of the Observer Pattern you see often
  • Show 3 Explorer windows with 3 different views
  • Delete a file in one of the windows
  • Show Spreadsheet
  • Data is the model
  • Charts are the view

34
UML Diagram of Observer
35
OOP and UI
  • Decoupled UIs
  • One model may have several user interfaces
  • Web, phone, PDA, GUI on a desktop
  • Each UI will hook into the same model
  • But allow IO in different ways
  • Desired change UI without changing the model
  • Desired change the model without changing the UI
  • Do not imbed the UI code inside the model
  • Keep the two separate

36
Not good design
  • See pages 307-309 for a JPanel that also
    maintains a bank account balance
  • there is no bank account, which could be the
    "model"
  • Dice game should have had a Game class that could
    be played with a GUI or a text UI
  • Having the logic in the listener tightly couples
    the model with the UI
  • Here is actual code that was turned in

37
  • // private PlayListener class called when "roll"
    button is
  • // pressed records values of both the dice and
    decides win
  • private class PlayListener implements
    ActionListener
  • public void actionPerformed(ActionEvent e)
  • Die d new Die()
  • int onE d.roll() // records first die
    value
  • int twO d.roll() // records second die
    value
  • int sum onE twO // records the sum of
    values
  • int result
  • String str""
  • if(sum7sum11) // if player wins
  • resultWIN
  • str"You Win -)"
  • else//if he loses

38
Not decoupled
  • The GUI should not have the rules, the game
    should
  • What if the game has 2s and 12s winning?
  • public class DieGUI extends JFrame
  • //class constants for a win
  • private static final int WIN1 7
  • private static final int WIN2 11

39
Much Better Rules in the game (a.k.a) the model
  • private class PlayListener implements
    ActionListener
  • public void actionPerformed(ActionEvent e)
  • if(currentPlayer null)
  • JOptionPane.showMessageDialog(null,
  • "Please Enter a Name First")
  • return
  • // play the game and set the output
  • resultLabel.setText(""
  • currentPlayer.playGame().toString() )

40
The Model keeps history
  • // Once the menu item is clicked it will pop up a
    new
  • // Option Dialog with history of the current
    player
  • private class HistoryListener implements
    ActionListener
  • public void actionPerformed(ActionEvent e)
  • String output "History for "
  • currentPlayer.getName() "\n\n"
  • ArrayList history currentPlayer.getHistory()
  • for(int i 0 i lt history.size() i )
  • output history.get(i).toString() "\n"
  • JOptionPane.showMessageDialog(null, output)

41
MVC
  • Model-View-Controller (MVC) you have used this in
    you event-driven programs with a GUI and in your
    final project
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