CSC/ECE 517 Fall 2009/wiki2 11 zv: Difference between revisions
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It is used to increase the functionality of the existing object dynamically. It adds the behavior at runtime. | It is used to increase the functionality of the existing object dynamically. It adds the behavior at runtime. | ||
The below code is an example of decorators where we just create a place holder and we can use this function to perform different functions depending on the parameters supplied to it. | The below code is an example of decorators where we just create a place holder and we can use this function to perform different functions depending on the parameters supplied to it. | ||
The need for this kind of pattern is so as to increase the functionality of a | The need for this kind of pattern is so as to increase the functionality of a particular class. | ||
==Decorator Example in Ruby== | ==Decorator Example in Ruby== | ||
In this example we talk about how a coffee class can have many addtions to it like coffee with cream, sprinkles, milk etc and creating a class for each of them will not be the correct solution.In this example the cost can be calculated according to what is sent to it.Cost of the coffee is 2 and the cost of White coffee (coffee + milk) = 2.4. So what happens when we execute the Sprinkles.new(Whip.new(Milk.new(Coffee.new))).cost we get the result as 2.9 as the cost of the coffee is 2, the decorator object (now only coffee) is sent to the Milk and it becomes 2.4, which now is then sent to the Whip which is going to be 2.4 + 02 = 2.6 and finally to Sprinkles which becomes 2.6 + 0.3 = 2.9. | |||
module Decorator | module Decorator | ||
def initialize(decorated) | def initialize(decorated) |
Revision as of 23:58, 7 October 2009
Overview
Before starting off with design patterns for Ruby we need to define what a design pattern is, Design patterns can be described as "a general reusable solution to a commonly occurring problem in software design." [1] The idea of design patterns is to not to reinvent the wheel but to solve the current problems by using solutions that have worked in the past. A design pattern names, abstracts, and identifies the key aspects of a common design structure that make it useful for creating a reusable object-oriented design. It helps to identify the classes and instances and the way they collaborate with each other to form a solution to a problem. Design patterns c an be classified into 3 parts Creational, Structural, Behavioral (See if we can give links for these.)
Factory
Factories The factory design pattern is an object oriented design pattern. It is a creational design pattern and deals with the issues faced in creating objects. The main goal of this implementation is to isolate teh code that creates the class form the concete implementation of that class. Ruby example for the same is given below.
Factory Example in Ruby
class GearFactory def new() if ( ... some condition ) return Sprocket.new() else return Cog().new() end end end
Our client class now becomes:
class GearUser def doSomething(factory ) ... my_gear = factory.new() ... end end
The above code does not have to distinguish between a factory and an ordinary class. We can call the class using the followijng code.
client.doSomething(GearFactory.new) #Use the factory client.doSomething(Cog) #Use the Cog class client.doSomething(Sprocket) #Use the Sprocket class
Factory Example in Java
In java the Factory implementation is done using interfaces. Declaring them as interfaces helps to maintain a general overview and not depending on the type of factory object that needs to be used. All of these can be placed in a huge factory in a client application. A well known example for Java Factory is the UI toolkits that are designed to run on different windowing systems.
interface ScrollBar { ... } interface MenuBar { ... } ...
And associated classes implementing them on different windowing systems:
class MotifScrollBar implements ScrollBar { ... } class Win95ScrollBar implements ScrollBar { ... } ...
And a factory interface that also doesn't commit to representation:
interface Factory { public abstract ScrollBar newScrollBar(); public abstract MenuBar newMenuBar(); ... }
But implementation classes that do:
class MotifFactory implements Factory { public ScrollBar newScrollBar() { return new MotifScrollBar(...); } ... }
AbstractFactory Model
Abstract Factory Design Pattern encapsulates a group of objects that have common theme. It implements a generic interface to create these objects that are part of the theme. It does not care about the details of the implementation of these objects. It is a type of Creational pattern [2] “Provide an interface for creating families of related or dependent objects without specifying their concrete classes” [3]
Ruby automatically implements the Abstract Factory pattern as Class Objects. All Class objects have the same interface: the new method of each class object creates new instances of the class. Thus the code can pass references to class objects around and they can be used to call new method without knowing the exact type of object that the class creates.
Class Foo; end Class Bar, end
Here is the use of Abstract Factory Pattern
def create_something(factory)
new_object = factory.new puts "created a new #{new_object.class} with a factory"
end
Here we select a factory to use
Create_something(Foo) Create_something(Bar)
Output of the code:
Created a Foo with a factory
Created a Bar with a factory
The create_something method is creating objects through an abstract interface. It does not have details about implementation used to create these objects. Thus the use of create_something() is used to shield the rest of the code from that knowledge.
But in Java for implementation of Abstract Factory design pattern we need to create a class which has method who defers creation of product objects to its concrete class. This class then needs to be ”extended” by the client class which uses only these interfaces to create objects of concrete class. [4]. Thus Java implementation needs a well defined interface to do so but in Ruby it is directly implemented because of private class object property.
Iterator Design Pattern
An Iterator object encapsulates the internal structure of how the iteration occurs. It is a type of Behavioral design pattern. [5]. “Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.” [6]
Ruby implements iterators with blocks and the ‘each’ method, and with ‘for..in’ statements. For example consider the following example;
def print_element(container) Container.each {|o| puts o.inspect } end
list = [1,2,2,3] hash = {“a”=>1, “b”=>2,”c”=>3, “d”=>4 } print_elements list print_elements hash
The output of the code is,
1 2 3 4 [“a”,1] [“b”,2] [“c”,3] [“d”,4]
In Java implementing Iterator design pattern would again involve having an interface for accessing and traversing the elements which is further implemented by the concrete class. Thus a class who needs to access the list will need to call the interface class. [7] Thus Ruby helps in implementing this design pattern easily by providing functions like “each” which does the handling of the concrete class implementation.
Decorator Pattern
It is used to increase the functionality of the existing object dynamically. It adds the behavior at runtime. The below code is an example of decorators where we just create a place holder and we can use this function to perform different functions depending on the parameters supplied to it. The need for this kind of pattern is so as to increase the functionality of a particular class.
Decorator Example in Ruby
In this example we talk about how a coffee class can have many addtions to it like coffee with cream, sprinkles, milk etc and creating a class for each of them will not be the correct solution.In this example the cost can be calculated according to what is sent to it.Cost of the coffee is 2 and the cost of White coffee (coffee + milk) = 2.4. So what happens when we execute the Sprinkles.new(Whip.new(Milk.new(Coffee.new))).cost we get the result as 2.9 as the cost of the coffee is 2, the decorator object (now only coffee) is sent to the Milk and it becomes 2.4, which now is then sent to the Whip which is going to be 2.4 + 02 = 2.6 and finally to Sprinkles which becomes 2.6 + 0.3 = 2.9.
module Decorator def initialize(decorated) @decorated = decorated end
def method_missing(method, *args) args.empty? ? @decorated.send(method) : @decorated.send(method, args) end end
class Whip include Decorator def cost @decorated.cost + 0.2 end end
class Sprinkles include Decorator
def cost @decorated.cost + 0.3 end end
Whip.new(Coffee.new).cost #=> 2.2 Sprinkles.new(Whip.new(Milk.new(Coffee.new))).cost #=> 2.9
Decorator Example in Java
The components for this example are described below
- Component: Defines the interface for objects that can have responsibilities added to them dynamically.
- ConcreteComponent: Defines an object to which additional responsibilities can be attached.
- Decorator: maintains a reference to a Component object and defines an interface that conforms to Component's interface.
- ConcreteDecorator: adds responsibilities to the component.
package decorator; public interface IComponent { public void doStuff(); }
The Concrete component
package decorator; public class Component implements IComponent{ public void doStuff() { System.out.println("Do Suff"); } }
The Decorator
package decorator; public interface Decorator extends IComponent { public void addedBehavior(); }
The Concrete Decorator (Extends IComponent)
package decorator; public class ConcreteDecorator implements Decorator { IComponent component; public ConcreteDecorator(IComponent component) { super(); this.component = component; } public void addedBehavior() { System.out.println("Decorator does some stuff too"); } public void doStuff() { component.doStuff(); addedBehavior(); } }
The Client
import decorator.*; public class Client { public static void main(String[] args) { IComponent comp = new Component(); Decorator decorator = new ConcreteDecorator(comp); decorator.doStuff(); } }