Behavioral Patterns Flashcards
Chain of Responsibility
is a behavioral design pattern that lets you pass requests along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.
Chain of Responsibility Problem
Imagine that you’re working on an online ordering system. You want to restrict access to the system so only authenticated users can create orders. Also, users who have administrative permissions must have full access to all orders.
After a bit of planning, you realized that these checks must be performed sequentially. The application can attempt to authenticate a user to the system whenever it receives a request that contains the user’s credentials. However, if those credentials aren’t correct and authentication fails, there’s no reason to proceed with any other checks.
During the next few months, you implemented several more of those sequential checks.
One of your colleagues suggested that it’s unsafe to pass raw data straight to the ordering system. So you added an extra validation step to sanitize the data in a request.
Later, somebody noticed that the system is vulnerable to brute force password cracking. To negate this, you promptly added a check that filters repeated failed requests coming from the same IP address.
Someone else suggested that you could speed up the system by returning cached results on repeated requests containing the same data. Hence, you added another check which lets the request pass through to the system only if there’s no suitable cached response.
The code of the checks, which had already looked like a mess, became more and more bloated as you added each new feature. Changing one check sometimes affected the others. Worst of all, when you tried to reuse the checks to protect other components of the system, you had to duplicate some of the code since those components required some of the checks, but not all of them.
The system became very hard to comprehend and expensive to maintain. You struggled with the code for a while, until one day you decided to refactor the whole thing.
Chain of Responsibility Solution
Like many other behavioral design patterns, the Chain of Responsibility relies on transforming particular behaviors into stand-alone objects called handlers. In our case, each check should be extracted to its own class with a single method that performs the check. The request, along with its data, is passed to this method as an argument.
The pattern suggests that you link these handlers into a chain. Each linked handler has a field for storing a reference to the next handler in the chain. In addition to processing a request, handlers pass the request further along the chain. The request travels along the chain until all handlers have had a chance to process it.
Here’s the best part: a handler can decide not to pass the request further down the chain and effectively stop any further processing.
In our example with ordering systems, a handler performs the processing and then decides whether to pass the request further down the chain. Assuming the request contains the right data, all the handlers can execute their primary behavior, whether it’s authentication checks or caching.
However, there’s a slightly different approach (and it’s a bit more canonical) in which, upon receiving a request, a handler decides whether it can process it. If it can, it doesn’t pass the request any further. So it’s either only one handler that processes the request or none at all. This approach is very common when dealing with events in stacks of elements within a graphical user interface.
For instance, when a user clicks a button, the event propagates through the chain of GUI elements that starts with the button, goes along its containers (like forms or panels), and ends up with the main application window. The event is processed by the first element in the chain that’s capable of handling it. This example is also noteworthy because it shows that a chain can always be extracted from an object tree.
It’s crucial that all handler classes implement the same interface. Each concrete handler should only care about the following one having the execute method. This way you can compose chains at runtime, using various handlers without coupling your code to their concrete classes.
Chain of responsibility real world
You’ve just bought and installed a new piece of hardware on your computer. Since you’re a geek, the computer has several operating systems installed. You try to boot all of them to see whether the hardware is supported. Windows detects and enables the hardware automatically. However, your beloved Linux refuses to work with the new hardware. With a small flicker of hope, you decide to call the tech-support phone number written on the box.
The first thing you hear is the robotic voice of the autoresponder. It suggests nine popular solutions to various problems, none of which are relevant to your case. After a while, the robot connects you to a live operator.
Alas, the operator isn’t able to suggest anything specific either. He keeps quoting lengthy excerpts from the manual, refusing to listen to your comments. After hearing the phrase “have you tried turning the computer off and on again?” for the 10th time, you demand to be connected to a proper engineer.
Eventually, the operator passes your call to one of the engineers, who had probably longed for a live human chat for hours as he sat in his lonely server room in the dark basement of some office building. The engineer tells you where to download proper drivers for your new hardware and how to install them on Linux. Finally, the solution! You end the call, bursting with joy.
Chain of Responsibility Applicability
Use the Chain of Responsibility pattern when your program is expected to process different kinds of requests in various ways, but the exact types of requests and their sequences are unknown beforehand.
The pattern lets you link several handlers into one chain and, upon receiving a request, “ask” each handler whether it can process it. This way all handlers get a chance to process the request.
Use the pattern when it’s essential to execute several handlers in a particular order.
Since you can link the handlers in the chain in any order, all requests will get through the chain exactly as you planned.
Use the CoR pattern when the set of handlers and their order are supposed to change at runtime.
If you provide setters for a reference field inside the handler classes, you’ll be able to insert, remove or reorder handlers dynamically.
Chain of Responsibility how to implement
Declare the handler interface and describe the signature of a method for handling requests.
Decide how the client will pass the request data into the method. The most flexible way is to convert the request into an object and pass it to the handling method as an argument.
To eliminate duplicate boilerplate code in concrete handlers, it might be worth creating an abstract base handler class, derived from the handler interface.
This class should have a field for storing a reference to the next handler in the chain. Consider making the class immutable. However, if you plan to modify chains at runtime, you need to define a setter for altering the value of the reference field.
You can also implement the convenient default behavior for the handling method, which is to forward the request to the next object unless there’s none left. Concrete handlers will be able to use this behavior by calling the parent method.
One by one create concrete handler subclasses and implement their handling methods. Each handler should make two decisions when receiving a request:
Whether it’ll process the request.
Whether it’ll pass the request along the chain.
The client may either assemble chains on its own or receive pre-built chains from other objects. In the latter case, you must implement some factory classes to build chains according to the configuration or environment settings.
The client may trigger any handler in the chain, not just the first one. The request will be passed along the chain until some handler refuses to pass it further or until it reaches the end of the chain.
Due to the dynamic nature of the chain, the client should be ready to handle the following scenarios:
The chain may consist of a single link.
Some requests may not reach the end of the chain.
Others may reach the end of the chain unhandled.
Pros chain of responsibility
You can control the order of request handling.
Single Responsibility Principle. You can decouple classes that invoke operations from classes that perform operations.
Open/Closed Principle. You can introduce new handlers into the app without breaking the existing client code.
Cons chain of responsibility
Some requests may end up unhandled.
Chain of responsibility Relations with Other Patterns
Chain of Responsibility, Command, Mediator and Observer address various ways of connecting senders and receivers of requests:
Chain of Responsibility passes a request sequentially along a dynamic chain of potential receivers until one of them handles it.
Command establishes unidirectional connections between senders and receivers.
Mediator eliminates direct connections between senders and receivers, forcing them to communicate indirectly via a mediator object.
Observer lets receivers dynamically subscribe to and unsubscribe from receiving requests.
Chain of Responsibility is often used in conjunction with Composite. In this case, when a leaf component gets a request, it may pass it through the chain of all of the parent components down to the root of the object tree.
Handlers in Chain of Responsibility can be implemented as Commands. In this case, you can execute a lot of different operations over the same context object, represented by a request.
However, there’s another approach, where the request itself is a Command object. In this case, you can execute the same operation in a series of different contexts linked into a chain.
Chain of Responsibility and Decorator have very similar class structures. Both patterns rely on recursive composition to pass the execution through a series of objects. However, there are several crucial differences.
The CoR handlers can execute arbitrary operations independently of each other. They can also stop passing the request further at any point. On the other hand, various Decorators can extend the object’s behavior while keeping it consistent with the base interface. In addition, decorators aren’t allowed to break the flow of the request.
Command
Command is a behavioral design pattern that turns a request into a stand-alone object that contains all information about the request. This transformation lets you pass requests as a method arguments, delay or queue a request’s execution, and support undoable operations.
Command Problem
Imagine that you’re working on a new text-editor app. Your current task is to create a toolbar with a bunch of buttons for various operations of the editor. You created a very neat Button class that can be used for buttons on the toolbar, as well as for generic buttons in various dialogs. While all of these buttons look similar, they’re all supposed to do different things. Where would you put the code for the various click handlers of these buttons? The simplest solution is to create tons of subclasses for each place where the button is used. These subclasses would contain the code that would have to be executed on a button click. Before long, you realize that this approach is deeply flawed. First, you have an enormous number of subclasses, and that would be okay if you weren’t risking breaking the code in these subclasses each time you modify the base Button class. Put simply, your GUI code has become awkwardly dependent on the volatile code of the business logic. And here’s the ugliest part. Some operations, such as copying/pasting text, would need to be invoked from multiple places. For example, a user could click a small “Copy” button on the toolbar, or copy something via the context menu, or just hit Ctrl+C on the keyboard.
Initially, when our app only had the toolbar, it was okay to place the implementation of various operations into the button subclasses. In other words, having the code for copying text inside the Copy Button subclass was fine. But then, when you implement context menus, shortcuts, and other stuff, you have to either duplicate the operation’s code in many classes or make menus dependent on buttons, which is an even worse option.
Command Solution
Good software design is often based on the principle of separation of concerns, which usually results in breaking an app into layers. The most common example: a layer for the graphical user interface and another layer for the business logic. The GUI layer is responsible for rendering a beautiful picture on the screen, capturing any input and showing results of what the user and the app are doing. However, when it comes to doing something important, like calculating the trajectory of the moon or composing an annual report, the GUI layer delegates the work to the underlying layer of business logic.
In the code it might look like this: a GUI object calls a method of a business logic object, passing it some arguments. This process is usually described as one object sending another a request.
The Command pattern suggests that GUI objects shouldn’t send these requests directly. Instead, you should extract all of the request details, such as the object being called, the name of the method and the list of arguments into a separate command class with a single method that triggers this request.
Command objects serve as links between various GUI and business logic objects. From now on, the GUI object doesn’t need to know what business logic object will receive the request and how it’ll be processed. The GUI object just triggers the command, which handles all the details.
The next step is to make your commands implement the same interface. Usually it has just a single execution method that takes no parameters. This interface lets you use various commands with the same request sender, without coupling it to concrete classes of commands. As a bonus, now you can switch command objects linked to the sender, effectively changing the sender’s behavior at runtime.
You might have noticed one missing piece of the puzzle, which is the request parameters. A GUI object might have supplied the business-layer object with some parameters. Since the command execution method doesn’t have any parameters, how would we pass the request details to the receiver? It turns out the command should be either pre-configured with this data, or capable of getting it on its own. Let’s get back to our text editor. After we apply the Command pattern, we no longer need all those button subclasses to implement various click behaviors. It’s enough to put a single field into the base Button class that stores a reference to a command object and make the button execute that command on a click.
You’ll implement a bunch of command classes for every possible operation and link them with particular buttons, depending on the buttons’ intended behavior.
Other GUI elements, such as menus, shortcuts or entire dialogs, can be implemented in the same way. They’ll be linked to a command which gets executed when a user interacts with the GUI element. As you’ve probably guessed by now, the elements related to the same operations will be linked to the same commands, preventing any code duplication.
As a result, commands become a convenient middle layer that reduces coupling between the GUI and business logic layers. And that’s only a fraction of the benefits that the Command pattern can offer!
Command real world
After a long walk through the city, you get to a nice restaurant and sit at the table by the window. A friendly waiter approaches you and quickly takes your order, writing it down on a piece of paper. The waiter goes to the kitchen and sticks the order on the wall. After a while, the order gets to the chef, who reads it and cooks the meal accordingly. The cook places the meal on a tray along with the order. The waiter discovers the tray, checks the order to make sure everything is as you wanted it, and brings everything to your table.
The paper order serves as a command. It remains in a queue until the chef is ready to serve it. The order contains all the relevant information required to cook the meal. It allows the chef to start cooking right away instead of running around clarifying the order details from you directly.
Command applicability
Use the Command pattern when you want to parametrize objects with operations.
The Command pattern can turn a specific method call into a stand-alone object. This change opens up a lot of interesting uses: you can pass commands as method arguments, store them inside other objects, switch linked commands at runtime, etc.
Here’s an example: you’re developing a GUI component such as a context menu, and you want your users to be able to configure menu items that trigger operations when an end user clicks an item.
Use the Command pattern when you want to queue operations, schedule their execution, or execute them remotely.
As with any other object, a command can be serialized, which means converting it to a string that can be easily written to a file or a database. Later, the string can be restored as the initial command object. Thus, you can delay and schedule command execution. But there’s even more! In the same way, you can queue, log or send commands over the network.
Use the Command pattern when you want to implement reversible operations.
Although there are many ways to implement undo/redo, the Command pattern is perhaps the most popular of all.
To be able to revert operations, you need to implement the history of performed operations. The command history is a stack that contains all executed command objects along with related backups of the application’s state.
This method has two drawbacks. First, it isn’t that easy to save an application’s state because some of it can be private. This problem can be mitigated with the Memento pattern.
Second, the state backups may consume quite a lot of RAM. Therefore, sometimes you can resort to an alternative implementation: instead of restoring the past state, the command performs the inverse operation. The reverse operation also has a price: it may turn out to be hard or even impossible to implement.
Command implement
Declare the command interface with a single execution method.
Start extracting requests into concrete command classes that implement the command interface. Each class must have a set of fields for storing the request arguments along with a reference to the actual receiver object. All these values must be initialized via the command’s constructor.
Identify classes that will act as senders. Add the fields for storing commands into these classes. Senders should communicate with their commands only via the command interface. Senders usually don’t create command objects on their own, but rather get them from the client code.
Change the senders so they execute the command instead of sending a request to the receiver directly.
The client should initialize objects in the following order:
Create receivers.
Create commands, and associate them with receivers if needed.
Create senders, and associate them with specific commands.
Command Pro
Single Responsibility Principle. You can decouple classes that invoke operations from classes that perform these operations.
Open/Closed Principle. You can introduce new commands into the app without breaking existing client code.
You can implement undo/redo.
You can implement deferred execution of operations.
You can assemble a set of simple commands into a complex one.
Cons Commands
The code may become more complicated since you’re introducing a whole new layer between senders and receivers.
Command Relations with Other Patterns
Chain of Responsibility, Command, Mediator and Observer address various ways of connecting senders and receivers of requests:
Chain of Responsibility passes a request sequentially along a dynamic chain of potential receivers until one of them handles it.
Command establishes unidirectional connections between senders and receivers.
Mediator eliminates direct connections between senders and receivers, forcing them to communicate indirectly via a mediator object.
Observer lets receivers dynamically subscribe to and unsubscribe from receiving requests.
Handlers in Chain of Responsibility can be implemented as Commands. In this case, you can execute a lot of different operations over the same context object, represented by a request.
However, there’s another approach, where the request itself is a Command object. In this case, you can execute the same operation in a series of different contexts linked into a chain.
You can use Command and Memento together when implementing “undo”. In this case, commands are responsible for performing various operations over a target object, while mementos save the state of that object just before a command gets executed.
Command and Strategy may look similar because you can use both to parameterize an object with some action. However, they have very different intents.
You can use Command to convert any operation into an object. The operation’s parameters become fields of that object. The conversion lets you defer execution of the operation, queue it, store the history of commands, send commands to remote services, etc.
On the other hand, Strategy usually describes different ways of doing the same thing, letting you swap these algorithms within a single context class.
Prototype can help when you need to save copies of Commands into history.
You can treat Visitor as a powerful version of the Command pattern. Its objects can execute operations over various objects of different classes.
Iterator
Iterator is a behavioral design pattern that lets you traverse elements of a collection without exposing its underlying representation (list, stack, tree, etc.).
Iterator Problem
Collections are one of the most used data types in programming. Nonetheless, a collection is just a container for a group of objects. Most collections store their elements in simple lists. However, some of them are based on stacks, trees, graphs and other complex data structures.
But no matter how a collection is structured, it must provide some way of accessing its elements so that other code can use these elements. There should be a way to go through each element of the collection without accessing the same elements over and over.
This may sound like an easy job if you have a collection based on a list. You just loop over all of the elements. But how do you sequentially traverse elements of a complex data structure, such as a tree? For example, one day you might be just fine with depth-first traversal of a tree. Yet the next day you might require breadth-first traversal. And the next week, you might need something else, like random access to the tree elements. Adding more and more traversal algorithms to the collection gradually blurs its primary responsibility, which is efficient data storage. Additionally, some algorithms might be tailored for a specific application, so including them into a generic collection class would be weird.
On the other hand, the client code that’s supposed to work with various collections may not even care how they store their elements. However, since collections all provide different ways of accessing their elements, you have no option other than to couple your code to the specific collection classes.
Iterator Solution
The main idea of the Iterator pattern is to extract the traversal behavior of a collection into a separate object called an iterator.
In addition to implementing the algorithm itself, an iterator object encapsulates all of the traversal details, such as the current position and how many elements are left till the end. Because of this, several iterators can go through the same collection at the same time, independently of each other.
Usually, iterators provide one primary method for fetching elements of the collection. The client can keep running this method until it doesn’t return anything, which means that the iterator has traversed all of the elements.
All iterators must implement the same interface. This makes the client code compatible with any collection type or any traversal algorithm as long as there’s a proper iterator. If you need a special way to traverse a collection, you just create a new iterator class, without having to change the collection or the client.
Iterator real world
You plan to visit Rome for a few days and visit all of its main sights and attractions. But once there, you could waste a lot of time walking in circles, unable to find even the Colosseum.
On the other hand, you could buy a virtual guide app for your smartphone and use it for navigation. It’s smart and inexpensive, and you could be staying at some interesting places for as long as you want.
A third alternative is that you could spend some of the trip’s budget and hire a local guide who knows the city like the back of his hand. The guide would be able to tailor the tour to your likings, show you every attraction and tell a lot of exciting stories. That’ll be even more fun; but, alas, more expensive, too.
All of these options—the random directions born in your head, the smartphone navigator or the human guide—act as iterators over the vast collection of sights and attractions located in Rome.
Iterator applicability
Use the Iterator pattern when your collection has a complex data structure under the hood, but you want to hide its complexity from clients (either for convenience or security reasons).
The iterator encapsulates the details of working with a complex data structure, providing the client with several simple methods of accessing the collection elements. While this approach is very convenient for the client, it also protects the collection from careless or malicious actions which the client would be able to perform if working with the collection directly.
Use the pattern to reduce duplication of the traversal code across your app.
The code of non-trivial iteration algorithms tends to be very bulky. When placed within the business logic of an app, it may blur the responsibility of the original code and make it less maintainable. Moving the traversal code to designated iterators can help you make the code of the application more lean and clean.
Use the Iterator when you want your code to be able to traverse different data structures or when types of these structures are unknown beforehand.
The pattern provides a couple of generic interfaces for both collections and iterators. Given that your code now uses these interfaces, it’ll still work if you pass it various kinds of collections and iterators that implement these interfaces.
Iterator how to implement
Declare the iterator interface. At the very least, it must have a method for fetching the next element from a collection. But for the sake of convenience you can add a couple of other methods, such as fetching the previous element, tracking the current position, and checking the end of the iteration.
Declare the collection interface and describe a method for fetching iterators. The return type should be equal to that of the iterator interface. You may declare similar methods if you plan to have several distinct groups of iterators.
Implement concrete iterator classes for the collections that you want to be traversable with iterators. An iterator object must be linked with a single collection instance. Usually, this link is established via the iterator’s constructor.
Implement the collection interface in your collection classes. The main idea is to provide the client with a shortcut for creating iterators, tailored for a particular collection class. The collection object must pass itself to the iterator’s constructor to establish a link between them.
Go over the client code to replace all of the collection traversal code with the use of iterators. The client fetches a new iterator object each time it needs to iterate over the collection elements.