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Frameworks and Design Patterns

Reusability Revisited

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A toolkit is a library of reusable classes designed


to provide useful, general-purpose functionality.
E.g., Java APIs (awt,

util, io, net,

etc)

An application framework is a specific set of


classes that cooperate closely with each other and
together embody a reusable design for a category
of problems.
E.g., Java APIs (Applet,
E.g., MFC, JFC, etc.

Thread,

etc)

A design pattern describes a general recurring


problem in different domains, a solution, when to
apply the solution, and its consequences.
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A framework embodies a complete design


of an application, while a pattern is an
outline of a solution to a class of problems.
A framework dictates the architecture of an
application and can be customized to get an
application. (E.g., Java Applets)
When one uses a framework, one reuses the
main body of the framework and writes the
code it calls.
When one uses a toolkit, one writes the
main body of the application that calls the
code in the toolkit. (E.g., Java AWT)
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Why catalog/learn design patterns?


Provides (an application-independent)
vocabulary to communicate, document, and
explore design alternatives.
Captures the experience of an expert
(especially the rationale behind a design and
the trade-offs involved) and codifies it in a
form that is potentially reusable.
What, why, how,

Example is not another way to teach, it is the


only way to teach. -- Albert Einstein
(Cf. Vince Lombardi Quote)

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Example : The Intermediary Pattern


A client interacts with an intermediary while
the requested services are really carried out
by the server/worker.
Proxy
Intermediary acts like a transmission agent.
E.g., rpc,
rpc rmi implementations.
Client

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Server

Proxy

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Translator/Adapter
Intermediary acts like a translator between the client
and the server.
E.g., Format/protocol conversions.

Client

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Adapter

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Server

Facade
Intermediary acts like a focal point distributing
work to other agents.
E.g., telnet, ftp, web-browser.
E.g., local/network files, devices, ... UNIX files

Server1
Client

Facade

Server2
Server3

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Bridge/Abstract Factory/Handle
Intermediary defines the interface but not the
implementation.
E.g., Motif/Mac/Windows look and feel.
E.g., java.io.InputStream, java.io.OutputStream.
Impl1

Client

Bridge

Impl2
Impl3

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Example : The Traversal Pattern


Task Visit every element in an aggregate
structure in a well-defined order and
perform an action on each element.
Iterator
Defines a mechanism for enumerating elements of
an aggregate without exposing the representation
(by supporting first(), next(), item(),
isDone(),

etc.)

E.g., (pre-, in-) post-order traversals of tree.


(Cf. Higher-order functions in Scheme.)
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Model/View/Controller (Smalltalk)
Pattern for graphical interactive system

Model
: Application Object
View
: Screen Presentation
Controller : User interaction

MVC pattern decouples these three


different categories of objects to increase
flexibility and reuse. This facilitates support
for multiple views of the same information
and multiple ways of interaction.
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Java Support for MVC


The multiple views and the model communicate
through a subscribe/notify protocol.
Java 1.1 Delegation-based Event Model
java.beans classes
PropertyChangeEvent, PropertyChangeListener,
PropertyChangeSupport, etc.

Controller specifies the way a view responds to


user input.
Java AWT classes
Buttons, Pulldown menus, Pop-up menus, Keyboard
shortcuts, etc.
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Multi-Panel Interactive Systems


Functional Decomposition vs
Object-Oriented Decomposition

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Multi-Panel System : Pattern


Session:
sequence of states

In each state:
display panel seeking
user input / new request
read user input/query
checking for consistency
process user request
update database
transition to next state

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Example
Airline Reservation
States
User Identification
Enquiry on flights

(for certain time)


Display flights
Enquiry on seats
Reserve seat
Help, Exit, ...

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Encoding FSM using go to


Benquire_flights :
display_panel(Enquire_flights);
do {
read_input(Input, okay);
} while (!okay);
Process(Input, Next);
switch (Next) {...
case 1: go to Bexit;
case 2: go to Bhelp;
case 3: go to Benquiry_on_seats;
...}

Each block encodes a state. Spaghetti code.


One module : Unsuitable to maintain and reuse.

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Functional Top-Down Solution


Introduce transition function to localize gotos.
Turn each state into a module (routine).
execute_session
init

display

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transition

execute_state

read_input

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final

process

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void execute_session() {
int state, next;
state = initial;
do {

execute_state(state,next);
state = transition(state,next);
} while (! is_final(state));
}
void execute_state(int state,int next) {
T input;
int next;
display(state);
read_input(state);
process(state,next);
}

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Limitations of functional decomposition


The various modules (routines: display,
read_input, process) are tightly coupled via
the input argument (state).
Thus, each module (routine) has information about
all possible variants (states).
Remedy (Inversion)
Instead of building modules around operations
and distributing data structures between the
resulting routines, use the data types as a basis
for modularization, attaching each routine to the
corresponding data structure.
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Law of Inversion Illustrated


(Functional vs Object-Oriented Decomposition)
DataStructure
Data1
Data2

DateType
Data1
Proc1

Data3

Data2

Routine
Proc1
Proc2
Proc3
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Proc2
Data3
Proc3
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Object-Oriented Architecture
abstract class State {
int next;
T input;
abstract void display();
abstract void read_input();
abstract void process();
void execute(next) {
display();
read_input();
process();
}}

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class Application {
State[][] transition; State[] associated_state;
Application(int n, int m) {
transition
= new State[n][m];
associated_state = new State[n];
}
void put_state(State s, int i){}
void put_transition(State src, State dst,
int choice){}
int initial;
void choose_initial(int i){}
void execute {
State s;
int stn = initial;
while ( !stn ) {
s = associated_state(stn);
s.execute();
stn = transition(stn,s.next)
}}}

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Building an Interactive Application


Application airline_reservation = new
new Application(num_states, num_choices);
...
airline_reservation.put_state(s,i)
...
airline_reservation.put_transition(s,d,c)
...
airline_reservation.choose_initial(i)
airline_reservation.execute_session()
...

is reusable in building other


multi-panel interactive applications.

Class Application

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Undo-Redo Facility
(using history)
Inheritance, Dynamic Binding,
Polymorphism

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Requirements
Applicable to wide class of interactive
applications.
Incremental w.r.t. command additions.
Use reasonable amount of storage.
Support arbitrary-level of undoing.

Practical Issues:
Part of the User Interface.
Some commands undoable.

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abstract class Command {


abstract void execute();
abstract void undo();
void redo() {
execute();
}
}

Commands can be undone/redone.


undo and redo are operations that cannot
be undone/redone.
Each subclass of class Command adds
application specific details.
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A History List
isItem()

item()

...
isFirst()

count

...

prev
cursor

next

isLast()

! isLast()
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List History = new List();

Read_decode_request;
if (request instanceOf Command) {
if (! History.isLast())
History.removeAllItemsToRight();
History.addItem(request);
request.execute();
} else if (requested instanceOf Undo)
if (History.isItem()) {
History.item.undo();
History.prev;
} else ;// nothing to undo
else if (requested instanceOf Redo)
if (! History.isLast()) {
History.next;
History.item.redo();
} else ; // nothing to redo

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Reusability and Extendibility


can be subclassed to
incorporate new commands.
class Command can be modified to
incorporate additional functionality such as
adding help documentation, monitoring
statistics, etc, for each command.
This pattern can be used in an entirely new
application, to support undo/redo capability.
class Command

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