Design Pattern with java (part one)
- Messager
The most trivial of these is the messenger, which simply packages information into an object
to be passed around, instead of passing all the pieces around separately. Note that without the
messenger, the code for translate() would be much more confusing to read: - Collecting Parameter
Messenger’s big brother is the collecting parameter, whose job is to capture information from
the method to which it is passed. Generally, this is used when the collecting parameter is
passed to multiple methods, so it’s like a bee collecting pollen.
A container makes an especially useful collecting parameter, since it is already set up to
dynamically add objects. - Object quantity:Singleton and object pool
Singleton:The key to creating a singleton is to prevent the client programmer from having any way to
create an object except the ways you provide. You must make all constructors private, and
you must create at least one constructor to prevent the compiler from synthesizing a default
constructor for you (which it will create using package access). - Object pool:If this is an issue, you can create a solution involving a check-out
and check-in of the shared objects. see the following example
//: singleton:PoolManager.java
package singleton;
import java.util.*;
public class PoolManager {
private static class PoolItem {
boolean inUse = false;
Object item;
PoolItem(Object item) { this.item = item; }
}
private ArrayList items = new ArrayList();
public void add(Object item) {
items.add(new PoolItem(item));
}
static class EmptyPoolException extends Exception {}
public Object get() throws EmptyPoolException {
for(int i = 0; i < items.size(); i++) {
PoolItem pitem = (PoolItem)items.get(i);
if(pitem.inUse == false) {
pitem.inUse = true;
return pitem.item;
}
}
// Fail early:
throw new EmptyPoolException();
// return null; // Delayed failure
}
public void release(Object item) {
for(int i = 0; i < items.size(); i++) {
PoolItem pitem = (PoolItem)items.get(i);
if(item == pitem.item) {
pitem.inUse = false;
return;
}
}
throw new RuntimeException(item + " not found");
}
} ///:~
//: singleton:ConnectionPoolDemo.java
package singleton;
import junit.framework.*;
interface Connection {
Object get();
void set(Object x);
}
class ConnectionImplementation implements Connection {
public Object get() { return null; }
public void set(Object s) {}
}
class ConnectionPool { // A singleton
private static PoolManager pool = new PoolManager();
public static void addConnections(int number) {
17 z 157
for(int i = 0; i < number; i++)
pool.add(new ConnectionImplementation());
}
public static Connection getConnection()
throws PoolManager.EmptyPoolException {
return (Connection)pool.get();
}
public static void releaseConnection(Connection c) {
pool.release(c);
}
}
public class ConnectionPoolDemo extends TestCase {
static {
ConnectionPool.addConnections(5);
}
public void test() {
Connection c = null;
try {
c = ConnectionPool.getConnection();
} catch (PoolManager.EmptyPoolException e) {
throw new RuntimeException(e);
}
c.set(new Object());
c.get();
ConnectionPool.releaseConnection(c);
}
public void test2() {
Connection c = null;
try {
c = ConnectionPool.getConnection();
} catch (PoolManager.EmptyPoolException e) {
throw new RuntimeException(e);
}
c.set(new Object());
c.get();
ConnectionPool.releaseConnection(c);
}
public static void main(String args[]) {
junit.textui.TestRunner.run(ConnectionPoolDemo.class);
}
} ///:~ - Object decoupling:Both Proxy and State provide a surrogate class that you use in your code; the real class that
does the work is hidden behind this surrogate class.When you call a method in the surrogate,
it simply turns around and calls the method in the implementing class. These two patterns are
so similar that the Proxy is simply a special case of State.
The basic idea is simple: from a base class, the surrogate is derived along with the class or
classes that provide the actual implementation:
When a surrogate object is created, it is given an implementation to which to send all of the
method calls.
Structurally, the difference between Proxy and State is simple: a Proxy has only one
implementation, while State has more than one. The application of the patterns is considered
(in Design Patterns) to be distinct: Proxy is used to control access to its implementation,
while State allows you to change the implementation dynamically. However, if you expand
your notion of “controlling access to implementation” then the two fit neatly together. - State: changing object behavior
The State pattern switches from one implementation to another during the lifetime of the
surrogate, in order to produce different behavior from the same method call(s). It’s a way to
improve the implementation of your code when you seem to be doing a lot of testing inside
each of your methods before deciding what to do for that method. For example, the fairy tale
of the frog-prince contains an object (the creature) that behaves differently depending on
what state it’s in. You could implement this using a boolean that you test: - Factoring commonality
Applying the “once and only once” principle produces the most basic
pattern of putting code that changes into a method. - Strategy: choosing the algorithm at run-time
Strategy also adds a “Context” which can be a surrogate class that controls the selection and
use of the particular strategy object—just like State! - Policy: generalized strategy
Although GoF says that Policy is just another name for strategy, their use of Strategy
implicitly assumes a single method in the strategy object – that you’ve broken out your
changing algorithm as a single piece of code.
Others[6] use Policy to mean an object that has multiple methods that may vary
independently from class to class. This gives more flexibility than being restricted to a single
method.
It also seems generally useful to distinguish Strategies with single methods from Policies with
multiple methods -
Template method
An important characteristic of the Template Method is that it is defined in the base class and
cannot be changed. It's sometimes a private method but it’s virtually always final. It calls
other base-class methods (the ones you override) in order to do its job, but it is usually called
only as part of an initialization process (and thus the client programmer isn’t necessarily able
to call it directly).
E.g
abstract class ApplicationFramework {
public ApplicationFramework() {
templateMethod(); // Dangerous!
}
abstract void customize1();
abstract void customize2();
final void templateMethod() {
for(int i = 0; i < 5; i++) {
customize1();
customize2();
}
}
}
// Create a new "application":
class MyApp extends ApplicationFramework {
void customize1() {
System.out.print("Hello ");
}
void customize2() {
System.out.println("World!");
}
}
posted on 2006-04-09 17:15 junhong 閱讀(1552) 評論(0) 編輯 收藏 所屬分類: java技術(shù)