Adapter Pattern
Intent
- Convert the interface of a class into another interface clients expect.
- Adapter lets classes work together, that could not otherwise because of incompatible interfaces.
Implementation
The classes/objects participating in adapter pattern:
- Target - defines the domain-specific interface that Client uses.
- Adapter - adapts the interface Adaptee to the Target interface.
- Adaptee - defines an existing interface that needs adapting.
- Client - collaborates with objects conforming to the Target interface.
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Some programs require a large number of objects that have some shared state among them. Consider for example a game of war, were there is a large number of soldier objects; a soldier object maintain the graphical representation of a soldier, soldier behavior such as motion, and firing weapons, in addition soldier’s health and location on the war terrain. Creating a large number of soldier objects is a necessity however it would incur a huge memory cost. Note that although the representation and behavior of a soldier is the same their health and location can vary greatly.
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Extending an object’s functionality can be done statically (at compile time) by using inheritance however it might be necessary to extend an object’s functionality dynamically (at runtime) as an object is used.
Consider the typical example of a graphical window. To extend the functionality of the graphical window for example by adding a frame to the window, would require extending the window class to create a FramedWindow class. To create a framed window it is necessary to create an object of the FramedWindow class. However it would be impossible to start with a plain window and to extend its functionality at runtime to become a framed window.
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There are times when a program needs to manipulate a tree data structure and it is necessary to treat both Branches as well as Leaf Nodes uniformly. Consider for example a program that manipulates a file system. A file system is a tree structure that contains Branches which are Folders as well as Leaf nodes which are Files. Note that a folder object usually contains one or more file or folder objects and thus is a complex object where a file is a simple object. Note also that since files and folders have many operations and attributes in common, such as moving and copying a file or a folder, listing file or folder attributes such as file name and size, it would be easier and more convenient to treat both file and folder objects uniformly by defining a File System Resource Interface.
Intent
- The intent of this pattern is to compose objects into tree structures to represent part-whole hierarchies.
- Composite lets clients treat individual objects and compositions of objects uniformly.
Implementation
The figure below shows a UML class diagram for the Composite Pattern:
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Sometimes an abstraction should have different implementations; consider an object that handles persistence of objects over different platforms using either relational databases or file system structures (files and folders). A simple implementation might choose to extend the object itself to implement the functionality for both file system and RDBMS. However this implementation would create a problem; Inheritance binds an implementation to the abstraction and thus it would be difficult to modify, extend, and reuse abstraction and implementation independently.
The intent of this pattern is to decouple abstraction from implementation so that the two can vary independently.
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