CSC/ECE 517 Fall 2011/ch4 4h lp: Difference between revisions

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===Singleton===
===Singleton===
[http://en.wikipedia.org/wiki/Singleton_pattern Singleton] is a design pattern which imposes a restriction on the class to instantiate exactly one object of that class.
[http://en.wikipedia.org/wiki/Singleton_pattern Singleton] is a design pattern which imposes a restriction on the class to instantiate exactly one object of that class.
====When should we use Singleton ? <ref>[http://stackoverflow.com/questions/228164/on-design-patterns-when-to-use-the-singleton When should we use Singleton ?]</ref> ====  
====When should we use Singleton ? <ref>[http://stackoverflow.com/questions/228164/on-design-patterns-when-to-use-the-singleton When should we use Singleton ?]</ref> ====  
There is a lot of criticism to the use of singleton pattern. So, how do we decide whether an object should be singleton or not ?
For an object to be considered as a singleton object, they must satisfy three requirements:
For an object to be considered as a singleton object, they must satisfy three requirements:
#controls concurrent access to a shared resource.
#controls concurrent access to a shared resource.
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#there can be only one object.  
#there can be only one object.  


====Uses====
====Applications====
====Advantages====
====Advantages====
*Singletons are often preferred to global variables as they don't pollute the global [http://en.wikipedia.org/wiki/Namespace namespace] with unnecessary variables & also can be instantiated only when needed unlike global variables which always consume resources.
*Singletons are often preferred to global variables as they don't pollute the global [http://en.wikipedia.org/wiki/Namespace namespace] with unnecessary variables & also can be instantiated only when needed unlike global variables which always consume resources.
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*Introduces a global state into the application.
*Introduces a global state into the application.
*Can make unit testing classes in isolation difficult.
*Can make unit testing classes in isolation difficult.
Checkout the [http://www.youtube.com/watch?v=-FRm3VPhseI this] video from Misko Hevery which explains in detail when the usage of singletons is not exercised.<ref>[http://www.youtube.com/watch?v=-FRm3VPhseI Why Singletons are bad]</ref>


===Adapter===
===Adapter===

Revision as of 02:51, 21 October 2011

Introduction

This wiki article discusses about some of the commonly used & easy to understand Desgin patterns[1] in the software industry. Specifically, we will be studying about the Singleton, Adapter, Command & Strategy patterns.

Design Pattern

Definition

Examples

Case Study

Singleton

Singleton is a design pattern which imposes a restriction on the class to instantiate exactly one object of that class.


When should we use Singleton ? <ref>When should we use Singleton ?</ref>

There is a lot of criticism to the use of singleton pattern. So, how do we decide whether an object should be singleton or not ? For an object to be considered as a singleton object, they must satisfy three requirements:

  1. controls concurrent access to a shared resource.
  2. access to the resource will be requested from multiple, disparate parts of the system.
  3. there can be only one object.

Applications

Advantages

  • Singletons are often preferred to global variables as they don't pollute the global namespace with unnecessary variables & also can be instantiated only when needed unlike global variables which always consume resources.

Drawbacks

  • Introduces a global state into the application.
  • Can make unit testing classes in isolation difficult.

Checkout the this video from Misko Hevery which explains in detail when the usage of singletons is not exercised.<ref>Why Singletons are bad</ref>

Adapter

Command

Strategy

Conclusion

References

<references/>

External Links