CSG3H3 RPL: Teknik Berorientasi Objek Semester Genap 2014/2015
Design Pattern
Apa yang Disebut Design Pattern? • Solusi umum yang dapat digunakan secara berulang kali untuk menyelesaikan masalahmasalah umum yang ditemukan dalam desain perangkat lunak. [Wikipedia] • Deskripsi tentang kelas dan objek-objek yang berkomunikasi yang dikastomisasi untuk menyelesaikan persoalan perancangan yang umum pada konteks tertentu. [Gamma] 2
Tujuan Design Pattern • Mengkodifikasi desain yang baik. • Memberikan nama eksplisit pada struktur desain. • Menangkap dan mempertahankan informasi desain. • Memfasilitasi restructuring/refactoring.
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Katalog Design Pattern [Gamma] Purpose Scope
Class
Creational
Structural
Behavioral
Factory Method
Adapter
Interpreter Template Method
Object
Abstract Factory
Adapter
Chain of Responsibility
Builder
Bridge
Command
Prototype
Composite
Iterator
Singleton
Decorator
Mediator
Façade
Memento
Flywieght
Observer
Proxy
State Strategy Visitor 4
Katalog Design Pattern – lanjutan • Design pattern purpose: – Creational Design Patterns Concern the process of object creation. – Structural Design Patterns Deal with the composition of classes or objects. – Behavioral Design Patterns Characterize the ways in which classes or objects interact and distribute responsibility.
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Katalog Design Pattern – lanjutan • Design pattern scope: – Class Patterns Deal with relationships between classes and their subclasses. These relationships are established through inheritance, so they are static - fixed at compile-time. – Object Patterns Deal with object relationships, which can be changed at run-time and are more dynamic. 6
Creational Patterns (1) • Abstract Factory – Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
• Builder – Separate the construction of a complex object from its representation so that the same construction process can create different representations.
• Factory Method – Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses. 7
Creational Patterns (2) • Prototype – Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
• Singleton – Ensure a class only has one instance, and provide a global point of access to it.
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Structural Pattern (1) • Adapter – Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.
• Bridge – Decouple an abstraction from its implementation so that the two can vary independently.
• Composite – Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. 9
Structural Pattern (2) • Decorator – Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
• Façade – Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
• Flyweight – Use sharing to support large numbers of fine-grained objects efficiently.
• Proxy – Provide a surrogate or placeholder for another object to control access to it. 10
Behavioral Pattern (1) • Chain of Responsibility – Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
• Command – Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
• Interpreter – Given a language, define a represention for its grammar along with an interpreter that uses the representation to interpret sentences in the language. 11
Behavioral Pattern (2) • Iterator – Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
• Mediator – Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
• Memento – Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.
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Behavioral Pattern (3) • Observer – Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
• State – Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
• Strategy – Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. 13
Behavioral Pattern (4) • Template – Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
• Visitor – Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates. 14
Format Design Pattern (1) • Name • Problem – Motivation – Applicability
• Solution – – – –
Structure Participants Collaborations Sample Code
• Consequences – Results and tradeoffs – Implementation 15
Format Design Pattern (2) • Name • Problem – Kapan menggunakan pattern ini? – Motivation • Tujuan penggunaan
– Applicability • Petunjuk tentang kapan pattern ini diperlukan
• Solution – Structure • Diagram kelas untuk solusi umum
– Participants • Deskripsi dari kelas-kelas dasar yang terlibat pada solusi umum 16
Format Design Pattern (3) • Solution (Cont.) – Collaborations • Menggambarkan relasi dan kolaborasi di antara partisipanpartisipan solusi umum
– Sample Code
• Consequences – Results and tradeoffs dalam penggunaan pattern ini – Implementation • Konsekuensi implementasi dan strategi perancangan yang harus dipertimbangkan
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Contoh Creational DP:
Singleton (1)
Problem • Motivation Ada kelas-kelas yang hanya dapat diintansiasi menjadi 1 objek. Contoh: hanya ada 1 spooler untuk beberapa printer/ objek clients.
• Applicability Gunakan pola singleton ketika: – Hanya terdapat sebuah instans untuk sebuah kelas dan objek-objek klien dapat mengaksesnya dari sebuah titik akses – Satu-satunya instans tersebut bisa diperluas dengan membuat kelaskelas turunan (subclassing), dan semua klien harus bisa mengakses kelas-kelas tersebut tanpa mengubah coding mereka. 18
Contoh Creational DP:
Singleton (2)
Solution • Participants Singleton mendefinisikan instans operasi yang memungkinkan klien mengakses instans unik tersebut. Instan merupakan suatu operasi atau layanan suatu kelas. • Collaborations Klien mengakses suatu instans singleton melalui operasi (layanan) yang ada pada instans singleton. Singleton • Structure static _instance singletonData static Instance() SingletonOperation() getSingletonData()
Contoh Creational DP:
Singleton (3)
• Code (dalam Java) public class Singleton { static private Singleton _instance = null; protected Singleton() { //… } public static Singleton instance() { if(null == _instance) { _instance = new Singleton(); } return _instance; } // ...additional methods omitted... }
• Consequences
– Lebih mudah mengubah multiplicity dari kelas daripada dengan method static. – Memungkinkan subclassing. 20
Contoh Program Singleton
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