Sunday, December 14, 2008

GoF Design Patterns

Có lẽ không cần giới thiệu nhiều về Design Patterns (Mẫu Thiết kế), cũng như quyển sách kinh điển của Gang of Four (Bộ Tứ - a.k.a Bè lũ 4 tên) vì bây giờ đã quá nổi tiếng rồi.

Việc nắm được các Design Patterns ngoài việc cải thiện tư duy hướng đối tượng, nó giúp dự án nhanh chóng có được thiết kế tốt, vì thế reduce cost & development interval, đồng thời improve productivity & customer satisfaction. Đối với bản thân developer thì ít ra cũng hấp dẫn ở chỗ là có thể làm thay đổi đáng kể mức lương :D .
Do đó bạn nào muốn tìm hiểu kỹ hơn thì nên nghiền ngẫm sách và code nhiều vào, chứ các bài blog như bài này chỉ nêu như cưỡi ngựa xem hoa thôi :D


Trong sách DP của GoF, 23 mẫu được phân thành 3 categories là: Creational (khởi tạo) - 5 mẫu , Structural (cấu trúc) - 7 mẫu, và Behavioural (hành vi) - 11 mẫu còn lại .

Tuy nhiên theo tớ thì không nên tiếp cận các DP the thứ tự tên ABC, hoặc theo từng category như trên, mà nên tiếp cận theo 1 trong 2 hướng: hoặc là dễ hiểu nhất, hoặc là dễ gặp nhất.
Ngoài ra không nên chạy theo các "xxx Design Patterns" khác (VD: Enterprise), vì đa số các pattern dạng này thuộc loại bùng nổ, hầu như cái gì cũng quơ vào làm pattern, hiệu quả thực tế chẳng bao nhiêu mà còn dễ dẫn đến "tẩu hỏa nhập ma" :D .


=== Creational DP ===


C. Singleton

Ensure a class only has one instance, and provide a global point of access to it.



C. Factory Method

Define an interface for creating an object, but let the subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.



C. Abstract Factory

Provide an interface for creating families of related or dependent objects without specifying their concrete classes.



C. Prototype

Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.



C. Builder

Separate the construction of a complex object from its representation so that the same construction processes can create different representations.



=== Structural DP ===


S. Bridge

Decouple an abstraction from its implementation so that the two can vary independently.



S. Facade

Provide a unified interface to a set of interfaces in a system. Façade defines a higher-level interface that makes the subsystem easier to use.



S. Adapter

Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatibility interfaces.



S. Decorator:

Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.



S. Proxy

Provide a surrogate or placeholder for another object to control access to it.



S. Composite

Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.



S. Flyweight

Use sharing to support large numbers of fine-grained objects efficiently. A flyweight is a shared object that can be used in multiple contexts simultaneously. The flyweight acts as an independent object in each context; it’s indistinguishable from an instance of the object that’s not shared.



=== Behavioural DP ===


B. Strategy:

Defines a family of algorithms, encapsulates each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients who use it.



B. Chain of Responsibility

Avoid coupling the sender of a request to its receiver by giving more then one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.



B. Template Method

Define a 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 algorithms structure.



B. Iterator

Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.



B. Command

Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.



S. Observer

Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.



B. 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 lets you vary their interaction independently.



B. State

Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.



B. Interpreter

Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.



B. Memento

Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.



B. 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.



( từ từ tớ sẽ giới thiệu cụ thể từng cái pattern sau... nếu có thời gian :D )

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